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APB 3.7.1 Release


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[blurb][/blurb]

 

APB_3.7.1_Banner.png

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Changelog For Red Alert: A Path Beyond 3.7.1 Release
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User Interface

- Vehicle strongpoints now have hitmarkers and hitbeeps.
- New spin-up arc on the HUD for gattling tech.
- Reload arc now fits adjusted resolution scaling.
- Assigned PT icons to Neutral Supply Truck, Cargo Truck, Mobile AA, MCV's, and Forklift. These are visible when you open the vehicle menu.
- Standardized PT icon filenames.

Updated_Sidebar.PNG

Economy

- 1 credit per second trickle is no longer universal. It is gained for a team only once it no longer possesses a functioning Refinery or Silos.
- Increased points earned for harvesting. 10% -> 20%
- New feature: If the Refinery is destroyed, players may still manually unload their Ore Trucks there, but only earn a third of the credits and points.
- The "successful unload" string has been split into 3 lines, instead of a single long line.

Deposit_Ore_Dead_Refinery.png

Audio

- Disabled global doppler amount; it was causing audio issues.
- Increased volume radius of elevator music. Max 4m -> 6m. Dropoff 8m -> 12m.

Strings

- MAD Tank weapon string adjusted so it does not overlap other HUD elements.
- Standardized some strings and preset names.

 

Infantry

- Volkov: jumping inaccuracy added.
- Engineer has been moved down on the sidebar purchase list to slot 6. This is so the first 5 infantry on the list, which are purchasable with or without a Barracks, remain in consistent slots.
- Medics heal other infantry if they are in the same vehicle.
- Mechanic now works correctly inside vehicles.
- Attack speed increased to 3.5 for both LAW and RPG.
- Snipers: Decreased gravity. 4 -> 1
- Snipers: Spray Angle increased. 0 -> 1
- Snipers: Spray Angle while scoped decreased. 0 -> -.95
- Soviet Sniper has new Dragunov model.
- New M60 model.
- Removed kill message from the Spy's beretta.

Screenshot.5.png

New_M60_Model-min.png

Navy

- Naval Repair zone size increased significantly.
- Naval vessel teleport range increased to 75m.
- Naval Repair Zones only send messages to players in vehicles.

Mobile Radar Jammer

- No longer purchasable after the Soviet Radar Dome is destroyed.

MCV

- Hyper gloss removed.

Camo Pillbox

- Fixed HP values in repair objective markers.

Airfield

- Re-added outside ladder to Airfield roof.
- Adjusted props around the back door on the first floor.

Maps

- Fixed various stock spots and seams.

RA_AS_Seamist

- Soviets start with 2 Supply Trucks by their Ore Silos.
- Allies receive a heavily damaged Heavy Tank at the dead Refinery if there are 30 or more players at game start.
- Shifted position of Light Tank spawns.

Seamist_Changes_Heavy_Tank-min.png

RA_CoastalDecline

- Artillery/V2 disabled from purchase list.

RA_HostileWaters

- Each team starts with 2 LST's in front of their Construction Yard.
- Added no-c4 zones to the Gem Silos.

RA_HostileWatersParadox

- Added teleport script to special vehicles.
- Fixed rebuildable defenses from crashing the game, and from double poking.
- Hid a suspended Allied Turret corner with new rock placements.

RA_NorthByNorthwest

- Removed prop snow from the Allied Missile Silo roof.

RA_SwampOfIllusions

- Disabled Yak purchases.

RA_Metro

- Fixed missing thief zone.

RA_Under

- Disabled purchase of Attack Subs and Gunboats.

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Mobile Radar Jammer

- No longer purchasable after the Soviet Radar Dome is destroyed.

Perhaps your team should test the ability to disable SAM sites with the MRJ like it could in RA1, might make it a lot more useful. :)

I made a quick test map that replaces the first allied mission in the campaign for anyone who hasn't seen this before, just use the longbows and watch them not fire back. It would make sense when the soviets' AA are radar guided.

The Tesla Tank can disable them as well but I believe it's due to the fact Westwood just copied the whole MRJ over with its abilities without much thought put into it. For A Path Beyond though this might not make sense unless it was captured. :p

scg01ea.ini

Edited by Chad1233
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