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RA2:AR - Update 0.9.0.5


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Hi folks! It's been great to see all of you playing and enjoying AR so far. It's been around 3 weeks since the release and the discussions, screenshots, videos and all of the other activity surrounding the game have been wonderful to say the least.

But now is the time to start addressing the balance and making sure that your voices are being heard.

Over the course of the past few weeks we've heard a consistent message, "Allies are overpowered". This first balance patch aims to provide some corrections so that Soviets have a bit more of a chance even when the Allied teamwork machine gets rolling. 

The notes for the patch (and the previous patches) are listed below, but first let's dive into another hotly requested item, Mod Tools!

Modding SDK

Over the course of the past few weeks we've heard requests from players to release the tools for the game so that they can make mods, peer into the unit statistics and translate the game into various languages.

We're proud to announce that we've now made the modding SDK available here: https://gitlab.com/w3dhub/red-alert-2-apocalypse-rising/apocalypse-rising-sdk

Whenever we release we will aim to update the tools to match the latest public version, much like we do with the server (also found here: https://gitlab.com/w3dhub/red-alert-2-apocalypse-rising/apocalypse-rising-server).

If you're looking for tutorials and documentation, we have a wealth of info in our Tutorials forum but also on Tacitus, which is our documentation resource.

Over time we will aim to add more to these tools, like pieces of example content and maps for you guy to dissect.

In the meantime though, we can't wait to see what you'll all end up making and if you need any help creating things, please feel free to reach out to us over Discord. :) 

Patches 0.9.0.3 - 0.9.0.5Patches 0.9.0.3-0.9.0.5 are a series of updates that continue to fix more bugs, but represents our first major balance patch.

From playing the game and listening to player feedback, we identified that the Allies were winning the majority of games, so this patch aims to bring the Soviets up to compensate whilst also nerfing some of the key Allied units.

There's 3 patches here because we ran some internal testing before we settled on a final build (0.9.0.5).

Changelog:

Spoiler

Bug Fixes

  • Fixed several crashes reported by players via crash dumps (thank you!)
  • Fixed Nvidia App "game filters" crashing the game
  • Keyboard keys no longer get stuck when the window loses focus (e.g. Alt+Tab would leave Alt stuck)
  • Less hitching when units spawn
  • Fixed an issue relating to Chrono Miner Objective Markers
  • Performance has been improved by optimizing some game objects

General Changes

  • Team remixing/rebalancing logic was re-implemented to improve team variety for players from match to match
  • Players can no longer refill when in combat.
  • Players can now set max FPS to any value instead of an arbitrary selection
  • Bots can path their way out of buildings now (mostly)
  • Mesh optimizations have been applied to the War Factories and Refineries.
  • The legacy "Battlefield Key Success Tips" document has been removed from the game.
  • Several PT icons have been updated
  • Reinforcement Bays are no longer targetable by enemies.

Kill messages:

  • Grand Cannon kill strings no longer fill the feed on FreezingStraits.
  • Added crushed kill string.
  • Revolver kill string has been added to the nagant.
  • Shotgun kill string has been added to the shotguns.

Map Changes

Fort Bradley:

  • Fixed a bunch of buildings, improving performance and removing ngons
  • Adjusted some of the building roofs to prevent degenerate gameplay

FreezingStraits:

  • Added visible boundary stripes.
  • The hills behind the bases are now considered out of bounds.
  • Removed a chunk of terrain sticking into the Radar Tower basement.

LittleBigLake:

  • Fixed a floating rock on the cliff behind the Allied base.

SnowBound:

  • The cliff to the northwest of the Allied base is now considered out-of-bounds.
  • Fixed a couple texture seams at the main road north of the Allied base.
  • Updated the screenshot on loading screen.
  • Updated the overhead map.

Dune Patrol:

  • Adjusted out of bounds area to prevent degenerate gameplay

General Balance Changes

  • The targeting ranges of several weapons were increased by 3m in order to for units to be able to target enemies a little way before they are actually in range.
  • Lock-on untrack time increased: 1.25s -> 1.75s
  • Prevented some map objects from being locked onto (i.e. Bridge repair Huts)
  • Deployed Infantry Damage Resistance Reduced: 50%->40%
  • Damage from Explosions now affects Mines, C4 and Dynamite
  • Infantry that are crushed by vehicles now register on the kill feed
  • Proximity Mines are now placed at the player's feet.
    • This is in order to prevent mines from being placed on walls and in other weird places.
  • All thrown cooldown-based weapons now autoswap back to the unit's Primary after being used.
    • i.e. After using Molotovs, the Conscript will switch back to it's PPSH automatically
  • Dogs can now reload their bite and bark weapons whilst sprinting.

Allies

Guardian GI

  • Secondary Fire now shoots a missile that does not lock-on

Rocketeer

  • Jetpack Cooldown increased 1s->2s
  • Projectile Damage Reduced: 25->20
  • Projectile Explosion Damage Outer Radius Increased: 3m->3.25m
  • Projectile Explosion Damage Inner Radius Increased: 1.5m->2m

Sniper

  • Projectile Range Decreased: 350m -> 275m
  • Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half)

Navy SEAL

  • Projectile Warhead changed:  Bullet -> Bullet Anti Infantry
    • This change nerfs the MP5N vs armoured targets
  • Primary Projectile Damage: 15->14 
  • Primary Projectile Spray angle Increased: 0.24°->0.75°
  • Secondary Projectile Damage: 15->14 
  • Secondary Projectile Burst Delay time: 0.12s->0.15s
  • Secondary Projectile Spray angle Increased: 0.1°->0.5°
  • C4 Inventory Count Reduced: 2->1
  • C4 Explosion Damage Increased: 60->90

Tanya

  • Projectile Damage Increased: 20->22
  • Projectile Rate of Fire Increased: 6->12
  • Weapon now fires in 2 round bursts
  • Weapon Clip Sized Increased 18->36
    • Tanya is supposed to be holding two pistols, so this new clip size aims to reflect that
  • C4 Range: 5m->10m

IFV

  • Guardian GI
    • Range Decreased: 120->115
  • Seal
    • Damage Increased 12->14
    • Rate of Fire Increased 14->16
    • Range Increased 95m->115m
  • Sniper
    • Changed Warhead form Bullet_AV to Bullet_AI
    • Projectile Damage: 102 -> 100
    • Projectile Range: 300 -> 275
    • Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half)

Mirage Tank

  • Range Decreased: 115->110

Prism Tank

  • Projectile Range Increased 145m->150m

Tank Destroyer

  • Projectile Range Decreased: 135m->120m
  • Cost Increased: 900->1000

Howitzer

  • Adjusted the model so that it looks less like the Tank Destroyer

Harrier

  • Projectile Range Decreased: 130m->120m

Black Eagle

  • Projectile Velocity Decreased: 120->100
  • Projectile Range Decreased: 130m->120m

Soviets

Crazy Ivan

  • Grenade Launcher Explosion Damage Increased: 50->75
  • Large Dynamite Inventory Count Reduced: 2->1
  • Large Dynamite Explosion Damage Increased: 60->90

Terrorist

  • Self Explosion Damage Inner Radius Increased: 4m->6m
  • Weapons are now hidden when not being held.

Boris

  • Airtsrike Timer Reduced: 15s->12s

Terror Drone

  • The physics have been altered for better handling and cliff climbing performance
  • Jump Height Increased: 12->15

Flak Track

  • Has a new model!
  • Weapon Reload Time: 1.5s ->1.25s
  • Primary Projectile Damage Decreased 33->30
  • Secondary Projectile Velocity Increased: 400->500

V3 Rocket Launcher

  • Projectile Velocity Decreased: 112->90
  • Projectile Gravity Increased: 7.0->3.75
  • Projectile Extension Adjusted
  • Explosion Damage Inner Radius Increased: 10m->12m

***TOTAL RANGE IS AROUND 230m***

Tesla Tank:

  • Weapon handling adjusted to reduce the arc of fire overall

Demo Truck

  • Cost Reduced: 1500->1400
  • Explosion Damage Increased: 400->500
  • Radiation Radius Increased: 24m->30m

Apocalypse Tank

  • Cannon Velocity Increased 250m/s->275m/s
  • Missile Range Increased 135m->140m
  • Missile Lock-on Time Decreased: 1.25->2
  • Missile Turn Rate increased: 350°/s->420°/s

Siege Chopper

  • Model updated with Rotor Blur
  • Cameras re-worked
  • Physics altered to make the controls more responsive
  • Projectile Explosion Damage Outer Radius Increased: 1.5m->2.5m
  • Projectile Explosion Damage Inner Radius Increased: 1m->1.85m

Kirov Airship

  • The Kirov now takes half as much damage from all non-AA weapons
  • Points Given on Death: 200 -> 175
  • MG Damage Increased: 10->11
  • MG Spray Decreased: 1°->0.9°
  • Bomb Impact Damage Increased: 110->125
  • Explosion Damage Increased: 100->110

 

Patch 0.9.0.2Continuing on with the them of fixing the game, Patch 0.9.0.2 introduced more fixes and altered the balance of some of the most egregious units.

Changelog:

Spoiler

Bug Fixes

  • Fixed a crash when spotting a disguised Mirage Tank as an Attack Dog,
  • Tentatively fixed an exploit where GIs and GGIs could become invincible after using a parachute

General Changes

  • Added Siege Chopper Weapon Strings,
  • Removed a Projectile Blocker from the doors of the Allied Power Plant
  • Elm and Aca trees now have less upper branch projectile collision
  • Fixed Allied Supply Truck and Siege Chopper entry/exit zones
  • Fixed Shotgun Scaling
  • Terror Drones and Robot Tanks now tell the pilot that the vehicle will be killed if they leave it
  • Added a missing texture fron the loading screen
  • AI turrets on the Battle Fortress and War Miner will now search for targets
  • Terror Drone now has an attack sound
  • Desolator Weapons no longer leave black marks everywhere
  • New Soviet Technician PT Icon
  • Re-ordered the infantry purchase list
  • When using Artillery Auto-Aim feature when out of range, the auto aim will now adopt the max weapon elevation
  • Updated the Credits

Map ChangesLittle Big Lake:

  • Fixed a hole in the ground by the Allied base.
  • Adjusted pathfinding for Harvesters.

Dune Patrol:

  • Removed out-of-bounds lines in the small infantry tunnel next to the Soviet base.

Snowbound:

  • Added more ground clutter
  • New terrain textures
  • Added some rocks

Fort Bradley:

  • Fixed a bunch of NGons on the Urban Buildings

Balance Changes

  • The Attack Dog's Bark can now pierce through multiple targets
  • Engineer + IFV Repair Reduced: 0.65 -> 0.6
  • Technician + IFV Repair Reduced: 0.32 -> 0.3
  • Technician IFv Self Healing Halved
  • Deployed Infantry now take 50% less incoming damage from all sources (was inconsistent beforehand)
  • AA Flak Damage vs Helicopters Increased
  • Sniper IFV Laser now uses the correct range

 

Patch 0.9.0.1Released shortly after the game launched, patch 0.9.0.1 contained some key fixes to the game.

Changelog:

Spoiler

Bug Fixes

  • Fixed a Server Crash that was sometimes occurring when a player added a vehicle to the queue and then left the server
  • Siege Chopper can no longer deploy in mid-air
  • Siege Chopper animation has been fixed
  • Fixed an issue with Fort Bradley where Allies were getting 500 free points at the start of the match
  • Fixed some graphical issues with Fort Bradley

General Changes

  • Added Siege Cameras to the V3 Launcher and Howitzer
  • Added Encyclopaedia entries for the weapons and infantry

 

Keep 'Em Coming!

That's all for now. Please feel free to leave your feedback and report bugs in the Discord and on the forums. We've got eyes on both platforms, so we'll make sure that every point gets a fair shake.

Thanks again for supporting the game and our community!

- The W3D Hub Team

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