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OpenRA Playtest 20201213

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Happy holidays from the OpenRA community! (click for animation)


Just in time for the holiday period, we are kicking off a new playtest series for the next OpenRA release. Recent development has focused on building the foundation for future features, including a lot of work towards the Tiberian Sun mod which we described in our last news post. But this does not mean that this release is short on new features!

Some of the new changes to look out for in playtest-20201213 include:
  • New lobby options for Stealth Deliveries in Tiberian Dawn and Automatic Concrete in Dune 2000
  • Disable spawn points in a game lobby by right-clicking on the map preview
  • Share OpenRA status and game invites on Discord
  • More fluid infantry combat after fixing several long-standing combat bugs
  • Battlefield zooming is now centered on the mouse cursor
  • Red Alert Spies can now reset support powers by infiltrating the structure that grants them
  • Servers can be configured to save replays, enabling the creation of community ladders

Red Alert and Tiberian Dawn include an updated set of skirmish/multiplayer maps, and community balance changes refresh their multiplayer meta. Dune 2000 features new weapon damage calculations that are more faithful to the original game, plus a number of other small consistency fixes. For single-player fans, Red Alert includes 8 more missions from the original game, and the AI behavior and performance has been improved across the board.



Players who use Discord can now share their status and post game invites in their favorite channels.


Another topic from our previous development update was the announcement that we plan to support the C&C Remastered Collection game assets in OpenRA's Red Alert and Tiberian Dawn mods. The initial prototyping for this feature has been completed, and we are now working to integrate the required changes into the game engine for a future release.

Supporting these new assets will require optimizations that are not compatible with our legacy OpenGL 2.1 support, which is now disabled by default. On Windows, OpenRA will now use DirectX 11 (via the ANGLE library) for rendering. Please let us know if you encounter any unexpected graphical or performance issues!



An early sneak-preview of OpenRA with the C&C Remastered Collection game assets.


Another technical focus for this release has been making preparations to migrate OpenRA to the modern cross-platform .NET (previously .NET Core) runtime. This release still uses the legacy .NET Framework and Mono, but makes significant changes behind the scenes which may require server hosts and package maintainers to adapt their build and run scripts. We anticipate that the next major OpenRA release will require .NET 5 (preferred) or Mono >= 6.4.

Our main macOS release now requires 10.13 or newer, but we plan to keep supporting players on 10.9 – 10.12 using a new "compat" release that can be downloaded from our GitHub Release Milestones.

This post has covered just a small subset of the full changelog, and we encourage anybody interested in finding out more to read the full list. Head on over to the download page to install the new playtest, and let us know what you think in the comments below, on our forum, community Discord server, or GitHub.

Remember that playtests install alongside the OpenRA release version, and you can automatically switch between the two versions when joining a multiplayer server, so there is no reason not to give it a try!

Heads up regarding the news posts at PPM.

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Hello everyone and happy new year! This news is just a quick heads up because our typical happy new year post will take some days to go online this time. I've been very focused recently on developing my Ph.D. thesis and I am some days behind the schedule right now. This is why I am being silent in the news section for recent months. I'm just relaying news posted at the Community News section, so if you want to get some attention to your project here, you should share the news about your project there. Once the situation with my Ph.D. normalizes, we will resume with proper news coverage here. For now, we are in slow-motion with some very sporadic random news for the sake of the activity. Before posting the happy new year post here, I'll post some news posts about featured releases and projects, and then, I'll go back to slow-motion mode. I do understand that this damned never-ending Ph.D. project sounds like an obstacle for this place right now, but believe me: PPM will benefit from it. I don't have many details to share just yet. Hopefully, I'll get something functional this year and it will be fun.

That's it for now. Don't be fooled by the slow-motion news. The forums are still active with many interesting resources being posted, mods releases, and even a "Remastered Red Alert 2 allied campaign". Browse the PPM Forums and participate. And don't forget to share your news at the Community News section, so it doesn't get buried in a mountain of forum posts. Sorry for any inconvenience, and hopefully, our activity will improve in a couple of months (although it resumes faster if you share your news at the Community News forum).

Dawn of the Tiberium Age 1.194m is available for download!

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A couple of patches have been released for Dawn of the Tiberium Age in recent weeks, with the last one, 1.194m, being released on December 23rd.

From the 1.92f version that we have announced last september until now, a lot has been added or tweaked. The version 1.193n released in October adds two tech buildings (Stock Exchange and Oil Refinery), two new maps (Chrono Station and Oil War), some overlay assets, desert cliff pieces, among other bug fixes. Version 1.94f in early December allows all factions to build transport Hovercraft when naval units are enabled. From that patch on, most changes are fixes regarding Hovercraft transports. Version 1.94m enables some Christmas props. Perhaps it may look late for some of you to play with Christmas things, but for those who follow any kind of Orthodox Christianism strand, it might still be just in time, since their Christmas just happens to be around next Wednesday, if I am not mistaken. So, merry Christmas and enjoy Dawn of the Tiberium Age





Version 1.194m:
Released: Dec 23, 2020

- Added: Christmas props have been enabled.
- Changed: You now need to capture a Radar Dome instead of a Tech Center to reveal the map in the "Distant Thunder" Co-Op mission (Credits: Rampastring).


Version 1.194k:
Released: Dec 07, 2020

- Changed: You can now build Tier 3 ships on the "Idyllic Lake" multiplayer map.
- Fixed: You now only need to destroy all structures to win in the "Operation Curfew Breaker" single-player mission and the AI is now less likely to create traffic jams there (Credits: Flippy).


Version 1.194i:
Released: Dec 03, 2020

- Fixed: Hovercraft transports couldn't be repaired by repair ships and repair vehicles.
- Fixed: Vehicles that were transported by a hovercraft were no longer positioned within the center of a cell, which prevented them from being repaired on a service depot (Credits: Rampastring).
- Fixed: Vehicles were unable to enter an ally's hovercraft (Credits: Rampastring).


Version 1.194f:
Released: Dec 01, 2020

- Added: All factions can now build transport Hovercraft when naval units are enabled.
- Added: New single-player mission "Operation Curfew Breaker" (Credits: Flippy).
- Changed: Vehicles can now enter naval transports (Credits: Rampastring).
- Changed: All naval units have been entirely re-balanced (Credits: Bittah Commander, Rampastring, Tiberius).
- Changed: In the "River Raid" singleplayer mission you now receive 4 Tank Destroyers as reinforcements instead of 2 Chrono Tanks (Credits: Rampastring).
- Changed: Hard AI players are now better at fighting Volkov and massed artillery units (Credits: Rampastring).
- Fixed: The AI couldn't build ships on the "Frosty Lake" and "Trinity" multiplayer maps.
- Fixed: Most trees on the "Forest Clearing" map disappeared when playing in classic mode.

Shattered Paradise 20201220 Playtest is ready for testing!

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Shattered Paradise has received a new play test version on the last December 20th. The Playtest 20201220 comes with a huge changelog that you can read below:

Playtest 4 Patch information

Bugs:
- Generic:
---->Defences and Gates: Fixed a massive bug that caused these assets to have two armor types (Building+ Defence Armor for Defences and Build + Concrete Armor for Gates). With the removal of Building Armor these structures will now behave different in terms of taking damage.
- GDI:
---->Medic Healing: Audible through fog of war fixed.
- C.A.B.A.L.:
---->Iron Savior: Doesn’t show the timer fixed.
---->Artisan: Pip palette is wrong fixed.
- Scrin:
---->Razorsharks: Do not deal damage to Gates fixed.

Crashes:
- Generic:
---->Fixed bridge Huds crashing the game
---->Fixed an attack move related crash
---->Linux and Mac users should no longer experience crashes with this new engine update

Gameplay:
- Generic:
---->Carryall: HP from 9000 to 12000.
---->Removed detection animation from Vehicles and Aircraft
---->Engine update fixed infantry. Now able to track moving targets properly.
- GDI:
---->Hover MLRS: Reload delay from 85 to 80.
---->Juggernaut: Cost from $1000 to $1200 and HP from 21000 to 25000
---->Disruptor: Cost from $1200 to $1300; Can now automatically acquire targets while moving again; Fixed tooltip and Turret Turnspeed from 12 to 16.
---->Mammoth Tank: HP from 72000 to 80000; Cost from $1500 to $1750; Fixed Selfheal having the wrong value (60% instead of 50%); Vision radius from 6c0 to 7c0; Damage from 5000 to 7000; Reload delay from 80 to 90 and Missile damage from 4500 to 3500.
---->Mammoth MKII: Missile damage from 4500 to 3500
- Nod:
---->Obelisk of Light: Energy Cost from 90 to 110
---->Attack Bike: Movement Speed from 135 to 140; Vision from 6c0 to 7c0 and Cost from $600 to $500
---->Paladin Cruiser: Reloaddelay from 80 to 95 and Cost from $2000 to $2200
- Mutants:
---->Ion Storm: Cooldown from 6:00 to 5:00
---->Ravager: HP from 80000 to 70000; Cost from $1100 to $950 and No longer slows friendly units down
---->Gargoyle: Increased FacingTolerance from 20 to 32
---->Falcon: Spread from 1c0 to 0c768
- C.A.B.A.L.:
---->Cyborg: HP 35000 to 40000
---->Mobile Repair Vehicle: Reload delay from 60 to 80; Repair from 2500 to 4000; Decreased sound volume a bit and Repairs no longer audible under fog of war
---->Reaper: HP from 30000 to 25000
---->Drone Host: Cost from $1500 to $1800 and Reload Delay from 150 to 120
- Scrin:
---->Colossus: HP from 30000 to 40000
---->Scrin Transport: HP from 12000 to 15000

Maps Changes:
---->Removed the following maps: Tag Team Dustbowl
---->Updated the following maps: Metropolis (Enabled bridges)



And here's an old video for those who are unaware of this project:







This playtest can be downloaded at Shattered Paradise GitHub repository. Enjoy it!

C&C Reloaded 2.2.0 has been released!

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Last month, December 17th, FS-21 released C&C: Reloaded 2.2.0, the latest version of the classic modification for Yuri's Revenge that adds GDI and Nod to the battlefield. Since the last time we've posted news about a release of this mod, a lot has happened. Most of the progress is related to the use of the newest versions of Ares and Phobos. There are also new game options, new maps, new secret units for the Tech Lab such as Nod Reckoner, Nod Redeemer, Mobile EM-Pulse, and Allied Guardian Tank. You can also sell docked aircraft from Helipads, save games and there are countless bug fixes and improvements on the gameplay. Here's the changelog of the newest versions of the mod:



Version 2.2.0 (major release) - Released, 2020/12/17

General game additions:
- Updated Ares from version 2.0p to 3.0
- Added Tool in the Tools subfolder: MapResize v1.0.2.0
- Unlocked some TS tilesets for the FA2 Map Editor.
- New Game Option: Meteors. If set, they fall randomly in the map.
- New Game Option: Bounty. If set, Enemy killed units/structures give money to the killer.
- Now 5 units can be queued at once when shift-clicking the sidebar icon.
- Added a new Secret unit for the Tech Lab: Nod Reckoner. Is based on the unit in TW: Kane's Wrath but with small changes: It is a vehicle that deploys permanently into a bunker for 5 soldiers. In-vehicle mode it can't carry infantry.
- Added a new Secret unit for the Tech Lab: Nod Redeemer. A massive mech that shoots a powerful laser that split into multiple lasers when hits enemy vehicles. It has a pair of anti-air missile pods.
- New maps:
···· (8) Cloud Nine, by newZee
···· (8) Death Valley Boy, by newZee
···· (2) Frosty Zigzag, by MadHQ
···· (7) Anchorage Buffet, by MadHQ
···· (8) Hill 192, by MadHQ
···· (8) Cliffside Slide, by Burg
···· (6) Offense Defense, by Burg
···· (4) Dorado Descent, by Burg
···· (8) Downtown Mayflower, by Burg
···· (8) Mayflower, by Burg
···· (4) Stronghold, by Burg
···· (8) Divide and Conquer, by Burg
···· (8) Offense Defense, by Burg
···· (8) Tropical Splash, by Burg
···· (2) Double Grinder, by Wavepy
···· (2) Campy Festival, by Wavepy

General game changes:
- Now all Helipads can sell docked aircraft, like Service Depots.
- Increased the number of Ion bolts in the Ion Storm Game Option.
- Now Allied & Soviet Radar Jammers will have a radial indicator of 8 cells. The same radius of the sensor & SW inhibitor in range.
- Now Force Shield, Paradrops, Firestorm, Sensor Array, Napalm Strike, Sonar Pulse countdown are visible but only by the own owner.
- Fixes in the MP map "Dead Valley Girl".
- Fixed some values of the "Ore & Gems" game option and RA2/YR missions. Gems had grown and spread.

Allies changes:
- Now Spying into an Allied Robot Control Center reveals the enemy radar.

Soviet changes:
- Now Terrorists don't detonate when die by other terrorists suicide attacks.
- Removed the low damage from Terrorists suicide weapons against other terrorists.

Yuri additions:
- Added a new Yuri naval unit: Mini-Submarine. Early game unit for Yuri which is capable to do Kamikaze attacks if emerge to the surface (deploy mode).

GDI changes:
- Now the whole allied team will see the Drop Pod SW Countdown.




Version 2.1.0 (major release) - Released, 2020/12/02

General game additions:
- Added the EMP Cannon for GDI and Nod. The Super Weapon has a limited attack range around the structure like in Tiberian Sun.
- Added a new unit available from the Secret Lab: Mobile EM-Pulse. The old TS:Firestorm unit with a portable EMP cannon. Until the charge is full it can't fire.
- Added a new unit available from the Secret Lab: Allied Guardian Tank. Resembles the original Allied unit from Red Alert 3. When deployed the main weapon is replaced by a Laser turret that paints enemy units, making them a 50% weaker.
- Added the "Free for All" Game Mode. No alliances allowed.

General game changes:
- Fixed the default mission names in the Save Game window. In Addition, the TS/RA2/YR prefix was added to recognize the C&C game they came from.
- Now all the defenses that are capable to detect disguises and stealth will have a visible radius indicator (only visible by the owner).
- Fixed Scorpion Tank name in tooltips.
- Fixed "Paved Road slope" tileset of New Urban maps that made vehicles weird rotations, like if they were corrupted.
- Nerfed Easy AI starting funds in multiplayer.
- Added a Friends icon for the CnCNet chat lobby that was missing.
- Map "(8) Heisenberg" had disabled the naval combats.
- Now the next units won't explode if they die by Tiberium poison: GDI Disc Thrower and Soviet Flame Thrower, Terrorist and Crazy Ivan.
- Increased power sabotage duration done by spies to 2 minutes.
- Improved the image quality of some Tiberian Sun mouse cursors.
- Changed "Multiple Factory bonus modifier" in Aircraft factories. Now additional aircrafts factories should give no build boost.
- Now Sensor Arrays, Mobile Stealth Generator & Allied Gap Generator aren't mass-selectable if they are deployed.
- Now some TS deployed vehicles into structures can be chronosifted like if they were in vehicle mode.
- Increased the number of simultaneus Ion bolts of the Ion Storm MP game option.
- Fixed AI in map "(4) Bonanza".
- Until I find why putting Tanya in transports in the Allied RA2 mission "Free Gateway" ends with a failed mission I disable her entering into transports in that mission.
- Fixed some scripts of the GDI & Nod campaign missions & events prerequisites that were never met.
- Fixed some crashes of some post-score screens in TS missions.
- Fixed Ion Storm in the Nod mission "Blackout".
- Lowered medium & easy difficulty in RA2 Allied mission 12 "Chrono Storm".
- Lowered medium & easy difficulty in RA2 Soviet mission 12 "Polar Storm".
- Some AI tweaks.

Allies changes:
- Now the Allied Gun Turret can be available when the Allied Barracks is built.

Soviet additions:
- Added a new unit for the alternative Soviet tech tree: Apocalypse (RA3 unit), unlike the RA2 version of the Apocalypse Tank this unit doesn't have anti-air weapons. If deployed the main weapon is replaced by a grinder weapon, when the enemy target is affected the unit can't move & attack. If the grinded unit/structure is destroyed some money will be recovered.

Yuri changes:
- Changed cursor animation for the Yuri Repair Disk.

GDI changes:
- Fixed the graphic bug of the GDI Titan barrel.
- Redesigned GDI Pitbull weapons.
- Now the GDI RPG defense projectile has a smoke trailer.
- Build time of the GDI Disc Thrower increased a 25%.
- Decreased GDI Predator cost from 800 to 750.
- Build time of the GDI Titan increased a 15%.

Nod Additions:
- Added a new Nod unit: Hydra Submarine. It has 2 battle modes: in the "surface mode", it attacks with missiles and in "Underwater mode" it attacks with torpedoes.

Nod changes:
- Fixed prerequisites of the Talon Missile Submarine.
- Build time of the Nod Cyborg increased from 15% to 30%.
- Build time of the Nod Cyborg Commando increased a 50%.




Version 2.0.0 (major release) - Released, 2020/11/14

General game additions:
- Addition of the Ares-compatible engine extensión "Phobos".
- Updated Ares to the version 2.0p, significant fixes/improvements:
···· Re-enabled Save/Load games.
···· Now Psychic Dominator and Genetic Mutator ignore cloaked units.
···· Fix: Do not promote untrainable occupants in buildings.
···· Fix:  a crash related to Chronolegionnarie weapon logic, which has been there forever.
···· Fix: Play the EMP sparkles on top of buildings.
···· Fix: Crush command (force move) not working any more.
···· Fix: Disallow toggling power when a building is under the effect of EMP.
···· Fix: Loaded trucks will again give crates in missions & multiplayer maps.
···· Fix: Play Sound At Waypoint map action (It only used the first few waypoints).
···· Improved code of the new robot tank logic.
···· Sonar Pulse improvements.
···· Quick exit without confirmation when clicking the exit button.
···· Nod Hijacker no longer loses veterancy when stealing a vehicle.
···· Fix a few issues with visual effects on lower game speeds.
···· Fixes for exploits when undeploying or selling buildings.
···· Fix: Crew will not be ejected twice if a structure is destroyed while being sold.
···· Change: Do not hide cameos if a factory is offline, sidebar icons will be grayed out.
···· Fix: GDI Disruptor & Yuri Magnetron waves weapon stop when target moves out of range.
···· Fixed a minor bug in Tiberium chain reaction code.
···· Fix: Play the promotion sounds for the owning player, not for all humans.
···· Fixed the bug where the game crashes if there are no startup infantry units.
···· Fix: Units in Tank Bunkers can no longer be mind controlled.
···· Fixed TeamRetaliate code not having been translated from TS correctly.
···· Now units can be sold in service depots.
···· Fix: GDI Upgrades respect build limits (1 of each type).
···· Significant number of speed optimizations.
- Added the new button "Pick Random Map" in the game lobby of the CnCNet Mod Launcher.
- New Custom mouse cursors for lots of units/structures
- Added a new civilian Secret Lab aircraft: Icarus Fighter. It can shot air and ground targets with laser weapons.
- Added a new civilian Secret Lab unit: Centurion. Resembles the Nod mech from Tiberian Twilight.

General game changes:
- Re-adjusted some elements in the game lobbys of the CnCNet Mod Launcher.
- Increased Construction Yards Strengh from 1300 to 2000.
- Now Aircrafts get promoted when a Spy enters aircraft factories.
- Now the available money information is shown if a Spy enters into a refinery.
- Now the energy information is shown if a Spy enters into a power plant (not applied to Civilian power plants).
- Now observers can see the production unit cameo in factories and other extra info like available money, power... as if the building is from an allied.
- Now aircrafts can dock manually to any helipad/airfieldstructure.
- Now Allied Robot tanks and GDI Sentinel Bots are immune to the Chaos Gas effect.
- Now if a Spy enters into a GDI/Nod Deployed Sensor Array it will give a 1-time-shot of the Sensor Array SW.
- Now if a Spy enters into a GDI Upgrade Center with a GDI Ion Cannon upgrade it will give a 1-time-shot of the Ion Cannon SW.
- Now if a Spy enters into a Nod Missile Silo it will give a 1-time-shot of the Multi-Missile SW.
- Now if a Spy enters into a Nod Tiberium Waste Facility it will give a 1-time-shot of the Chemical Missile SW.
- Now if a Spy enters into an Allied Allied Tech Lab it will give a 1-time-shot of the Paradrop SW.
- Now if a Spy enters into an Allied Weather Controller it will give a 1-time-shot of the Lightning Storm SW.
- Now if a Spy enters into a Soviet Nuclear Missile Silo it will give a 1-time-shot of the Nuclear Missile SW.
- Now if a Spy enters into a Yuri Psychic Dominator it will give a 1-time-shot of the Psychic Dominator SW.
- Now if a Spy can reset the main Super Weapons cooldown if enters into the SW structure.
- Now Oil Derricks show the produced money.
- Some Fixes in Nuke War game mode.
- Improvements in the Naval War game mode.
- Improvements in the Meat Grinder game mode.
- Now GDI Disruptor & Yuri Magnetron cut the wave effect if the target is out of range.
- Now Radar Jammers have a new function: no enemy super weapon can target inside the jamming area of 8 cells around the jammer vehicle.
- Fixed build sound of Walls and GDI Upgrades.
- Now the `layer damaged structures that are being repaired will pause if you run out of founds and the repairs will continue as soon as the player gets more money.
- Fix: In some cases when click the diplomacy menu the game crashed.
- reworked some values in the modded map "(4) Metropolis".
- Fixed prerequisites of the GDI Radar in the Unholy Alliance Game Mode when the MP option "Disable Alternative Tech Trees" is checked.

Allies changes:
- Now the Allied Battle Fortress will not be aggressive and move against enemy units for crushing them. You can force move to the enemy unit for crushint it.

Soviet changes:
- Now the Soviet Crazy Ivan place non-timed bombs into allied units. The bombs will detonate when the unit is killed or activated manually by the player.

GDI changes:
- Decreased the volume of the Elite Shatterer weapon.
- Decreased cooldown of the GDI Hunter-Seeker Super Weapon from 10 to 9 minutes.
- GDI Firestorm graphic bugfixes when the super weapon is active.
- Now GDI Paladin can crush ground units like the Allied Battle Fortress but will not be aggressive and move against enemy units for crushing them.
- Now GDI Paladin will move slower if moves in land. Land movement speed=2 and rotation speed=2. Water movement speed=5 and rotation speed=3. Before this update both movement speeds were 3.
- Fixed GDI Paladin elite weapon. It used by mistake the Elite weapon from the Allied Destroyer.
- Now GDI Amphibious APC will move slower if moves in water. Water movement speed=5 (from 8) and rotation speed=4 (from 5). Before this update both movement speeds were 3.
- Increased the GDI Firestorm SW Reload/cooldown time from 4 to 5 minutes.
- Increased the GDI Firestorm SW discharge & duration from 3 to 4 minutes.
- Decreased GDI Sentinel Bot strength from 160 to 150.
- Decreased GDI Sentinel Bot weapon damage from 20 to 18.
- Fix: Missing GDI Carryall text label.

Nod changes:
- Now the Nod Stealth Generators (mobile version too) will not be cloacked. In future single player missions this behaviour will change to be like the original behaviour.
- Now all Nod Cyborgs are repairable by Repair vehicles.


Here's the new patch in action:





And a cooperative match on patch 2.1.0:






Download it at the C&C Reloaded Website and enjoy it!

Contra 009 Patch 3 has been released!

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Happy new year! And to celebrate 2021, hopefully with vaccines against covid-19 for as many people as possible, the crew from Contra, a total conversion for Generals: Zero Hour, has decided to celebrate with a new patch. Contra 009 Patch 3 comes with a myriad of bug fixes, balance changes, improvements on graphics, maps, and much more. Here's the changelog:




Contra 009 FINAL PATCH 3 Changelog:

Fixed errors:
- Suicide Scorpion bomb could be triggered to explode by scaffoldings. Fixed.
- Demo Traps and Cluster Mines could be triggered to explode by other traps and mines as well as Panic decoys. Fixed.
- All Pathfinders and Demo RPG Trooper took more damage from poisons than intended. Fixed.
- Crop Dusters brought less damage after Neutralizers upgrade. Fixed.
- Fake BTR-50 Transport had a mine detonator decal. Fixed.
- Assault Battle Bus passengers died when the bus was destroyed. Fixed.
- Nuke Cannon neutron shells had 30% more range. Fixed.
- GLA Boss Palace was not capturable but was indicated as such to infantry with capture abilities. Fixed.
- Vortex Cannon defense structure took too many shots to kill a Humvee. Fixed.
- Pave Low missiles could destroy each other and thus result in reduced damage. Fixed.
- Camo Netted buildings could not be detected when under EMP effect. Fixed by making them visible while disabled.
- Point Defense Lasers tried to intercept artillery barrage shells and Dolphins which are not interceptable. Fixed.
- Dolphin sometimes gets stuck when ordered to attack a target standing right below. Fixed.
- Group of 4 Red Arrows and a group of 4 Grenadiers used Tank Hunter and Red Guard create voices, respectively. Fixed.
- Crates of Large Supply Piles did not deplete visually. Fixed.
- Atmospheric Lens didn't damage aircraft. Fixed.
- Stinger Bikers and Laser Avenger had no "Guard Air" button. Fixed.
- Fake BTR-50 Engineer granted experience to enemies when destroyed. Fixed.
- "Attack Move" and "Guard" buttons disappeared when Radar Van and Sentry Droid were selected with combat units and also prevented the player to issue attack orders. Fixed.
- Aircraft falling to death, Bixi and Blackhawk from GPs got stuck on the Hedge prop. Fixed.
- Flame, Tank and Nuke Helix, and Bixi spawned ejecting pilots and rubble far away when falling to their death. Fixed.
- When Suicide Scorpion and Ratel were both selected, the cannon weapon switch button disappeared. Fixed.
- Jammer Station did not detect stealth aircraft even though the description states so. Fixed.
- Anti-radar missiles damaged Helix upgraded with Radar add-on. Fixed. Only radar add-on takes damage now.
- Veterancy GP didn't affect Stealth Elbrus Launcher. Fixed.
- Veterancy GP affected Karkadann. Fixed.
- Sentry Droids had no move start sounds and Cyber Droids played no move start sounds when damaged. Fixed.
- Fuel Tube "fire at will" mode didn't work. Fixed.
- When a Fuel Tube was set to "fire at will", then ordered to spill fuel manually, it spilled automatically when the ability has reloaded. Fixed.
- Gauss Cannon's defense required 3 power points, which is 2 more than Vortex and Gattling. Fixed.
- Microwave Tank used Humvee move sounds. Fixed.
- Some missiles flew ahead of their target, then turned back to hit it. Fixed.
- Helix nuke bombs (from Bomb Bay addon) had a minimum attack range which made them not drop sometimes. Fixed.
- Karakurt revealed himself when ordered to attack even if he was just aiming and not attacking. Fixed.
- Karakurt aligned his chassis with the turret when attacking structures and certain unit types. Fixed.
- Defense Cores had no damage FX while deploying. Fixed.
- Many units had increased minimum attack range (to help against mismatch errors) which made them act silly when close to enemies. This range was reduced as much as possible.
- Units attacked the center of nuclear missile explosions. Fixed.
- Toxin Rebel's toxin stream collided with dying infantry. Fixed.
- Rig Launcher driller started drilling the air and created a tunnel when intercepted by SDI Cannon. Fixed.
- Deploying Defense Cores deployed instantly when destroyed by some weapons such as gattling tanks and Comanche 20mm cannons. Fixed.
- USA vehicle drones, Tunnel Networks, some defense structures, and others didn't take damage when fired at from a certain angle (rare bug). Fixed.
- Cargo Plane of infantry general's Level 1 infantry paradrop sometimes flew back over to drop 1 Minigunner. Fixed.
- Tanks from tank paradrop got dropped before the selected destination. Fixed.
- Garrison clearing weapons caused damage FX on tanks and structures. Fixed.
- Sniper Cannon projectile and flash bangs caused blood damage FX on infantry. Fixed.
- Microwave Beam general's power caused explosion damage FX on targets it dealt damage to. Fixed.
- Wyvern did not require Strategy Center. Fixed.
- Inferno Cannons and A-100 did not create a firestorm sometimes because of projectile scatter radius. Fixed.
- Suicide Scorpion's suicide attack brought very little damage to infantry. Fixed.
- Technical Scrap 1 weapon didn't bring any damage increase before AP Shells. Fixed.
- China Artillery Battery scaffolding had selection problems and night scaffolding was missing. Fixed.
- Animals used human death FX. Fixed.
- Jammer Station camo netting and animated cloth overlapped each other. Fixed.
- Jammer pulse GP effect radius was larger than intended. Fixed.
- Omega Cannon and Annihilator's beam and blast weapons did not ignite fuel. Fixed.
- Banshee's ECM frequency sound would sometimes glitch out and loop forever. Fixed.
- Banshee's ECM dishes sometimes had trouble aiming and wobbled left and right. Fixed.
- Target Designation Satellite and Microwave Beam could be removed by placing a building scaffolding in the center. Fixed.
- Sentry Droid, Leech, and China Boss Phalanx lost stealth forever after being hit by a weapon with a shockwave effect (such as Earth Shaker, Nuke Cannon, etc.). Fixed.
- Some Emperor house color objects remained floating after Bixi Emperor Drop GP. Fixed.
- Chinese Power Plants had the overcharge toggle string duplicated and took more overcharge damage than intended. Fixed.
- Speaker Tower condition models had some glitches, one of which was the wrong house color displayed on snow maps. Fixed.
- Vehicles left track marks while contained in US Amphibious Transport. Fixed.
- Gattling Cannon muzzle flash did not display when attacking ground targets. Fixed.
- Cepheus launched drones from the artillery cannon instead of the drone launcher. Fixed.
- Cepheus turret barely pitched up and down. Fixed.
- Cepheus minimum range changed depending on whether the drone has reloaded or not. Fixed.
- Sparrowhawk teleported at free airfields/levitation pads when the player issued the "Stop" command on Colossus. Fixed.
- Troop Crawlers could not be ordered to attack aircraft even when they had anti-air infantry inside. Fixed.
- Demo Trap Group height did not increase depending on construction percent. Fixed.
- Numerous crash and mismatch fixes.

Challenge mode:
- All: Fixed game stuttering performance problem when the AI lost all builders and Command Centers.
- Air Force: SEALs will now hunt.
- Air Force: East bridge is now wider and more reliable to cross.
- Laser: AI upgrades Power Plants with Control Rods.
- Laser: AI builds microwaves earlier in the battle.
- Laser: AI attacks more frequently.
- Cybernetic: Performance fixes.
- Cybernetic: Fixed team priorities.
- Cybernetic: New drone building scripts.
- Cybernetic: Small difficulty adjustments.
- Cybernetic: Now uses more general's powers.
- Cybernetic: Removed the guarding Cyborg Commando. Ironhand will now call him a special power and he'll do smart maneuvers.
- Cybernetic: Added a pause at Rank 3 to help the human player recover and build up forces.
- Cybernetic: Terminator attacks less often.
- Super Weapon: Heightened the terrain very slightly in various places. High water tended to prevent the player or AI to go or build there.
- Super Weapon: The minimap showed the wrong water level after the first change. Fixed. Minimap is more dynamic now.
- Super Weapon: When the player built a GLA structure on terrain that would flood later, the structure was destroyed but the hole remained. Fixed. The hole will be destroyed too now.
- America Boss: Ion power plants have been moved to the front of the main base to make it easier to disable the main base EMP towers.
- America Boss: Removed middle Grendel closest to the main base to optimize pathfinding.
- America Boss: Placed the EMP tower plants closer to the entrance of the main base, making it easier to destroy them by conventional means.
- America Boss: The middle base will build less anti-infantry teams when the player is close so it is easier to invade and destroy the EMP tower.
- Assault: Fixed a leftover speech line from Deathstrike.
- Assault: Delayed the attack of the second Karkadann. There's also a guarantee that Huchum will no longer send both at the same time.
- Assault: Added supply piles at the north side of the player's base.
- Assault: Removed some of his Demo Traps.
- Assault: Now uses Jarmen Kell.
- Assault: Cut the amount of teams coming from the forward factories in half.
- Assault: Some teams will no longer be built on Easy.
- Assault: Fixed uneven terrain in the player base preventing from placing some structures.
- Assault: Now upgrades his defenses with Camo Netting on Normal and Hard.
- Assault: Karkadanns would come online very early if the player was Superweapon or Nuke general (since these generals can build superweapons before rank 5). Fixed.
- Toxin: Fixed one attack priority where enemy units "ignored" GLA defense structures.
- Toxin: Demo Traps replaced with Acid Pumps.
- Demolition: Player helicopters would keep going back to player base sometimes. Fixed.
- Demolition: Juhziz will use Efreet when he's about to lose.
- Demolition: AI tried to research AP Rockets instead of AP Bullets upgrade. Fixed.
- GLA Boss: Deathstrike didn't rebuild lost dozers except when he lost a building and had to make a dozer in order to rebuild it. Fixed.
- GLA Boss: Removed some duplicate scripts.
- GLA Boss: Added an extra passage to the last base.
- GLA Boss: Fixed GLA Dozers not being unmanned.
- GLA Boss: Fixed inability to build Desert Cruisers.
- GLA Boss: Fixed performance issues.
- GLA Boss: Changes to prevent units from getting stuck.
- GLA Boss: AI now drops AT mines GP only on vehicles, to prevent massive friendly fire when the player cleared them out between buildings.
- GLA Boss: Added some more GLA obstacles on the map.
- GLA Boss: Added some SAM sites on top of the cliffs to the last base.
- Flame: Added roads.
- Flame: Delay between attacks decreased.
- Flame: MiGs now focus on a single target at once on Normal and Hard.
- Flame: Listening Outposts added to all attack teams.
- Flame: There are more conditions that trigger Bao to research some upgrades.
- Flame: Now upgrades structures with mines.
- Flame: He introduces himself only once now (fixed speech script).
- Tank: Added ECM Towers.
- Tank: Fixed Emperor add-ons.
- Tank: Fixed problems with upgrades.
- Tank: Has Hacker, Light Tank, and Heavy Tank Training on Normal and Hard.
- Tank: Guan Yus are more likely to go online now.
- Tank: Now uses Artillery Barrage, Tank Drop, and Emperor Drop.
- Tank: Fixed a speech script where the AI wasn't close to the player's base when he said he was.
- Tank: Added ECM tanks to guard teams, depending on difficulty.
- Tank: Fixed attack priorities where gauss tanks didn't even consider aircraft and dragon tanks preferred tanks over infantry and buildings.
- Tank: Increased priority of guarding teams very slightly.
- Tank: Some guard teams were built only once. Fixed.
- Tank: Increased attacks of heavier tanks after rank 3.
- Tank: Refurbished buggy and unused teams to build artillery.
- Infantry: Base patrolling helicopter now reacts to intruders.
- Infantry: Now garrisons up to 10 random buildings after rank 2.
- Infantry: Fixed a bug with the AI rank counter.
- Infantry: When the infantry horde is attacked, Fai will use Cloning power on it, and they will start hunting.
- Infantry: Fixed a speech line where he said he destroyed a tech building when he actually destroyed a tech center.
- Infantry: AI now builds a supply center at the supply dock close to an oil refinery.
- Infantry: Split the Paradrop part of the horde into 3 difficulties.
- Infantry: Suan Ni will go active at rank 5.
- Infantry: Fixed an error in his speech where he started talking about defenses when the player had many tanks.
- Infantry: Added Propaganda Officers to the horde and attack teams.
- Infantry: Fai did not talk sometimes when the player captured an oil derrick. Fixed.
- Nuke: Sometimes an overlord or helix appeared from out of the map's southern boundaries into the player's base. Fixed.
- China Boss: Minor visual changes.
- China Boss: Reinforcements froze when they were attacked. Fixed. They will hunt the closest enemy now.
- China Boss: Two Helices will now guard the main base's inner perimeter.

Skirmish AI:
- Some teams went to the bottom left corner of the map when recruited. Fixed.
- Improved base building to free more space, making the AI build structures more consistently (such as tech centers and superweapons).
- AI units have a larger guard radius.
- Many changes to team members and build lists.
- Improved dozer and worker build conditions.
- Jarmen Kells fall back when detected.
- Assault Jarmen Kell now uses smokescreen, ambush, and salvage abilities.
- Demo Jarmen Kell now uses Demo Trap ability.
- Infantry Lotus now evades instead of using vehicle hacks when taking damage, which improves her survivability.
- AI will attempt to expand earlier when playing 1v1.
- AI will now use super weapons captured on special maps with [Super Weapon] tags.
- AI will build Power Plants inside their base when they capture neutral Dozers more consistently.
- Hazael will now prioritize stealth detectors.
- Air Force AI will now use Pilots.
- Adjusted China Bunker garrison teams to ensure all bunkers will be fully occupied.
- Laser Paradrop team will now be recruited by other teams after dropping.
- SEAL team will now be recruited by other teams after dropping.
- GLA AI will now use Rebel Bikers to capture tech structures.
- Omega Cannon will now switch between beam and blast modes depending on targets.
- AI will now spam more units on games with higher starting cash.
- AI will now use units dropped by Heavy Reinforcement Pads.
- AI will no longer spam defenses near supply sources.

Maps:
- Bitter Winter updated to a balanced version by ReLaX.
- New maps: Tournament Desert Open Middle (1v1); Vendetta (1v1); Final Crusade V2 (1v1); Norzagaray Downstream (2v2); Northern Wilderness (2v2) - remake of Sequoia; Unfair Advantage (1v3) - remake of Fortress; Airfield Assault (2v2 CTF); Conference (2v2 CTF); Deathscythe's Rampage (2v2 CTF); Guild Master (2v2 CTF); Reliable Resources (2v2); Volcanoe (1v1v1v1); International Airlines (1v1v1v1v1); Fight or Flight (1v1v1v1v1v1); Naval Port Reyes (1v1v1v1v1v1); Philippine Highlands (3v3); Tournament Graveyard (6); The Stronghold (6); The Stronghold (7); River Stronghold (4v4); Twilight Flame Small (8).
- Removed maps: Tournament Desert Large (1v1), as it didn't offer much difference compared to the vanilla map and the newly added TD Open Middle.
- Tiger's Lair: Small layout changes. The top player has artillery platforms captured from the start and more tech structures to capture. Fixed uneven terrain at the start position of bottom players.
- Aries Woodland: The shacks near the supply docks have been rebalanced. Health changed to 25%.
- Tournament Coastline: Heavy Reinforcement Pad replaced by a neutral supply drop zone. Base Oil Derricks moved to one side. Added thunder sound effects and rain. Added hulk lifetime override script for improved performance.
- Siege Island and Siege Island Small: Fixed middle not suitable for building supply centers.
- Desert Storm: Removed the supply piles near the Oil Derricks.
- Onza Map: Added missing fog settings. Flattened base terrain and moved player positions away from map borders.
- Lion Heart: Adjusted supply dock imbalances. Added several tank traps. Added hulk lifetime override script for improved performance. Improved visuals. Fixed old map intro string.
- Local Disturbance: Removed the impassable slopes near supply docks. Fixed old map intro string.
- Ocean Riptides: Rebalanced distance to supplies and tech structures. Moved them closer to players as well.
- Final Crusade: Based on the map on Final Crusade FIXEDv2 from the ranked maps pool. Widened all paths and bridges.
- Melting Snow: Flattened the terrain at the middle. Rebalanced middle supplies and north supplies of the east side player. Removed the bridge.
- Lagoon Day: Rebalanced middle-west supplies, small changes to middle terrain, changed roads.
- Lagoon: Middle-west supply piles moved to the center of the area to prevent supply trucks from going up the ramp and thus collecting slower. Global lighting changes.
- Evergreen Lagoon: Removed the supply piles near the player docks. Changed amount of dollars per supply.
- Gorge Drought: Artillery Platforms are initially destroyed. They respawn after 5 minutes.
- Tournament Desert: Changed roads and added some visual details. Made more space for Chinese Supply Center placement on secondary supply docks.
- Tournament Island Large: Widened ramps and improved visuals.
- Borderlands Desertion: Rebalanced starting positions and location of tech structures and supplies.
- Victory Valley: Added missing cliff near the northeast player. Widened middle ramps. Other small adjustments.
- Tournament B: Small supply piles on the back replaced with one big supply pile. Front supply piles replaced with oil derricks. Fixed global lighting and added snowfall.
- Tournament Lake: Balanced player starting positions and supply positions. Added a big supply pile near each player. Removed some of the middle supplies.
- The Grand Canyon: Balanced player starting positions and supply positions. Fixed global lighting.
- Tournament City, Eastern Everglades, Dark Night, Tyrant's Vengeance: Altered global lighting to make the maps more playable.
- Frosty Battle: Made the lighting slightly less bright. Some terrain in the middle was not suitable for building construction. Fixed.
- Alpine Assault: Added animals.
- Dark Mountain: Fixed borders.
- Heartland Shield: Rearranged Supply Dock and Oil Derrick positions. Added two ramps across the river.
- Armed Neighbours and Armed Neighbours MD: Implemented train transport logic.
- Series 7: Visual changes.
- Desolated District: Moved player positions away from map borders.
- Wasteland Warlords: Moved player positions away from map borders.
- Sand Scorpion: Moved player positions away from map borders.
- Twilight Flame: Flattened middle area.
- Golden Oasis: Improved city area and map visuals.
- Three Ways: Greatly redesigned.
- Lone Eagle: Global lighting changes.
- Seaside Mutiny: Removed choke points. Lots of terrains made passable.
- Summer Arena: Far left and far right Oil Derricks start with 50% health. Middle Oil Derricks replaced with neutral supply drop zones.
- Tournament Urban: Added a secondary supply source in each player base.
- Mountain Fox: Lowered terrain height. Added two wide ramps leading to the higher grounds. Added a secondary supply source in each player base. Tech Oil Refineries replaced by Tech Radars.
- Killing Fields: Vanilla map replaced with a revised version by Mp3.
- Leipzig Lowlands: Removed the middle Oil Derricks. Added a big supply pile at each player's base.
- Danger Close: Rain ambiance sound is quieter. Thunder ambiance removed.
- Night Sky: Secondary supply docks moved closer to players. Added Reinforcement Pads. Slightly adjusted starting positions making the map more balanced.
- Silent River: Changed supplies and Oil Derricks, totally rebalancing the map and changing how it plays. Global lighting changes.
- Winding River: Layout and resource changes.
- Hard Winter: Destroyed highrise in front of west Oil Derrick replaced with a smaller destroyed building in order not to hide the Oil Derrick from player's view as much.
- Natural Threats: Intro strings disappeared too fast. Fixed.
- Forgotten Forest and Forgotten Forest Snow: Removed walls and flattened impassable areas.
- Nuclear Combat: Secondary Supply Docks moved closer to players. Extra supply pile near the top player's Oil Derrick removed.

Map objects:
- New civilian construction props.
- New waterfall objects.
- New fortress ramp props.
- New rip rap props.
- New stair props.
- New barbwire prop.

Balance changes:
- Improved Air Force and Super Weapon Avenger attack check rate.
- Poisoner health equalized with Toxin Tractors.
- AT Troop Crawler weapon range and damage slightly increased.
- Guan Yu damage increased. Health decreased by 7%.
- Karakurt acid sprayer damage increased.
- Zhu Rong's health increased by 10%. Weapon range decreased by 20%.
- Scorpion Rocket upgrade research time reverted to time from Patch 1 (10 more seconds). Cost increased ($1300 -> $1500).
- Shandian cannot traverse cliffs anymore.
- Shandian can move across water but at a slower speed.
- BTR-50 Engineer mine detonator range increased by 20%.
- GLA Minesweeper upgrade removed, thus Scorpions and Poisoners can no longer get minefield resistance. Desert Cruiser and Karkadann come with minesweepers by default.
- Paladin cost and build time decreased ($1800 -> $1600), (18 s -> 16 s). Weapon stats changed (similar to Laser Crusader, but more damage). Doesn't require power to operate anymore. Health decreased by 25%.
- Karkadann's health reduced by 15%.
- Battle Bus movement speed increased by 17%.
- Omega Cannon health reduced by 55%. Movement speed increased by 36%
- Yan Wang turret needs to pitch up before firing. He can fire over obstacles now. Has more range. Do not follow targets.
- Yan Wang cost and build time reduced ($7000 -> $6000), (70 s -> 60 s).
- Yan Wang's armor resistance vs. armor-piercing weapons increased.
- Bike Workshop upgrade removed. Bikers require only Arms Dealer.
- RPG Biker now has the weapon stats of RPG Trooper on foot. Cost reduced ($500 -> $400).
- Terrorist Bikers have more build time.
- Worker Biker needs to get off the bike in order to be able to build structures. Cost and build time decreased ($400 -> $300), (4 s -> 3 s).
- Carpet Bomb and Strategic Bombing damage increased.
- All Artillery Barrages are stronger. The second level kills a War Factory or Airfield.
- Demo scorpion suicide weapon nerfed by 25%. Armor salvage upgrades benefit increased.
- Robo Raptor cost and build time decreased ($2000 -> $1600), (20 s -> 16 s), but is no longer stealth.
- Illusion plane lifetime reduced (60 s -> 30 s).
- Flame Helix can build 9 fuel bombs in a stack, but fuel lifetime is decreased in order to avoid potential FPS drops.
- China Bunkers require only Barracks again, but build time is 33% slower.
- Cyber Dog lifetime increased (45 s -> 60 s). Cost decreased ($700 -> $600).
- Turbodiesel-upgraded Demo Scorpion movement speed slightly decreased. The turbodiesel is available at Arms Dealer.
- Salvage Plant cost and build time increased ($2000 -> $3000), (30 s -> 40 s).
- Kill Radars GP reload time increased (1:30 min -> 2 min).
- Spider tank cost and time decreased ($1400 -> $1200), (14 s -> 12 s). Rate of fire reduced by 33%.
- Spider mine armor and damage improved, the projectile lifetime decreased.
- Mortar Buggy previous cost and build time returned ($600 -> $800), (6 s -> 8 s). Damage increased by 23%.
- Stinger Drones do not require rank 2 anymore, but they are $100 more expensive for Air Force, Laser, and Super Weapon generals.
- Booby Trap explosion damage and damage radius reduced.
- Terminator now takes 2 slots in transports.
- Cyber Droid experience value increased by 20%.
- Leech grants less experience when destroyed.
- Pave Low damage reduced by 50%.
- Biker speed increased by 6%.
- Marauder health decreased by 19%. Movement speed increased by 17%. Turret's turn rate increased by 20%. Cost and build time decreased ($1500 -> $1350), (15 s -> 13.5 s).
- Listening Outpost and Radar Van armor resistance to infantry missiles decreased by 100%, and to armor-piercing weapons by 20%.
- Fuel Truck has less resistant armor.
- Overlord Irradiator addon weapon range increased.
- China Artillery Battery cost decreased ($3500 -> $3000).
- Scorpion-II damage increased, but the rate of fire decreased. Cost and build time increased ($500 -> $550), (5 s -> 5.5 s).
- Speed of Troop Crawlers upgraded with Advanced Engineering increased.
- Infantry general Troop Crawlers has less health by default but gets more with Advanced Engineering upgrade.
- Infantry general Troop Crawlers cost and build time reduced ($900 -> $700), (9.5 s -> 7 s).
- Assassin's movement speed decreased by 17%.
- Assassin, China Sniper, and Pathfinder weapon range increased by 13%.
- SWG Carpet Bomb cooldown decreased (8 min -> 7 min).
- Added ECM tower structure for Tank general. ECM Tank removed.
- Cyber and Laser Missile Defender build time and cost changed to 4 s and $400.
- Tank general Tank Hunter cost and build time decreased ($450 -> $425), (4.5 s -> 4.25 s).
- Tanks have 30% more resistance to F16, Pave Low, and Chimera missiles.
- Composite Armor brings 20% more health again (was 10%).
- Infantry Dragon Tank cost and build time increased ($700 -> $800), (7 s -> 8 s).
- Security Systems upgrade is only available on Command Centers and Supply Centers, but their damage has been increased by 30%.
- All super units have new experience calculation. They need less experience to become veterans but each new veteran requires +110% more experience.
- Grenade Troop Crawler range increased by 7%.
- Cyber Stinger Drop GP reload time decreased (5 min -> 3:30 min).
- Cyber Nano Swarm damage increased.
- Level 3 Nano Swarm duration increased.
- Supply Drop Zones require 3 energy (was 1).
- Dana's artillery health increased by 40%.
- Cyber Supply Center comes with 1 Vorta now. Vorta cost and build time reduced ($600 -> $450), (6 s -> 4.5 s).
- Cyber Droids have constantly rotating (scanning) turrets.
- Guardian Droid TOW missile range increased by 13%. Damage decreased by 9%. Reload time decreased (18 s -> 9 s).
- All acid fields and acid clouds are 2 times more resistant to hazard cleaners.
- AMOS and Phobos turret turn and pitch rate reduced.
- Thermite Shells upgrade cost and build time reduced ($3000 -> $2500), (90 s -> 60 s). Moved from Propaganda Center to War Factory, but still requires rank 3.
- Atmospheric Lens deals two times more damage but the duration is two times less. Movement speed slightly increased.
- Seal weapon range increased by 10%. The minimum range increased by 114%.
- Nuclear Missile and Hadron Collider damage increased by 25%.
- Elbrus Storm damage radius increased by 25%.
- F-35 delay until going stealth after firing increased (2.4 s -> 3 s).
- F-35 is stealth by default.
- Hijackers don't require Palace anymore, just rank 3.
- Ratel II cost reduced ($1200 -> $1100).
- Demo Ratel cost and build time reduced ($1500 -> $1250), (13 s -> 12.5 s). The weapon range increased by 7%. Speed (upgraded and not upgraded) increased by ~10%.
- Sparrowhawk weapon damage increased by 15%.
- War Master cost and build time decreased ($850 -> $800), (8.5 s -> 8 s). Health increased by 6%. Long-range mode damage increased by 25%.
- Standard Quad Cannon unit added to Assault general (replaces an existing one)
- Nuke Tank Hunter's health decreased by 9%.
- Mobile Barracks (Artillery Caller) health increased by 11%.
- Nuclear Battlemaster health increased by 5%.
- Irradiator weapon changed. Fires a radiation beam.
- Banshee ECM beam range increased by 33%.
- China Infantry Snipers available at rank 3. They reveal themselves when firing. Primary weapon is anti-personnel. Anti-materiel weapon is a secondary - it has lower range and lower rate of fire as well as a different damage type.
- Infantry general's Level 3 Paradrop GP brings 2 Red Arrows, but also 2 Minigunners less.
- Rocket Buggy cost and build time increased ($750 -> $800), (7.5 s -> 8 s). Health of rockets decreased by 25%.
- J-10 cost and build time decreased ($1500 -> $1200), (17.5 s -> 12 s).
- Flame MiG cost and build time decreased ($1700 -> $1400), (17 s -> 14 s).
- Flame MiGs have 5 seconds less reload time, same as J-10s.
- Radar add-ons get shot down by 2 anti-radar missiles now (was 1).
- Humvee gives 30% more experience when destroyed.
- Humvee is 20% more vulnerable to Raven and Comanche 20mm cannon but 10% more resistant to Gattling damage.
- Humvee takes 3 slots in transports (was 5).
- Humvee resistance to flame increased by 10%. Veteran Vortex Tank doesn't kill a Humvee in 2 shots anymore.
- Humvee cost and build time increased ($650 -> $700), (7.5 s -> 8.5 s).
- Laser Thor doesn't consume power anymore.
- Immolator build time decreased (25 s -> 20 s).
- New Acid Pump trap added to Chemical general - spills Acids only.
- Toxin Pump doesn't spill Acids anymore, only Toxins.
- USA Amphibious transport hp increased 100%, increased number of "seats" to 12.
- Units now die when US Amphibious Transport is destroyed.
- Widow railgun damage increased by 21%.
- Seraph railgun damage increased by 14%.
- Centurion move speed increased by 17%. Turn speed penalty when damaged removed.
- Centurion cost increased ($800 -> $900), build time decreased (10 s -> 9 s). Requires 1 less energy point.
- Advanced Energy Capacitors (Centurion damage upgrade) consume 1 less energy point.
- Advanced Energy Capacitors cost and build time decreased ($2500 -> $2000), (80 s -> 60 s). Upgrade also increases damage radius now.
- Centurion projectile now follows moving targets and doesn't collide with ground.
- Command Truck and Mobile Supply Stash have more small arms, gattling, poison and flame resistance.
- Aircraft no longer receives damage resistance to missiles with Countermeasures upgrade, only evasion rate.
- Saturn anti-ground weapon range reduced by 11%. Damage reduced by 38%.
- Saturn anti-weapon weapon range reduced by 29%. Damage reduced by 47%.
- Saturn has a new weapon implemented, "Ice Beam", which damages and freezes vehicles at the same time.
- Saturn cost and build time reduced ($7000 -> $6000), (110 s -> 60 s).
- Seraph guardian drone attack check rate increased. Point defense laser damage increased 2 times.
- Nuclear Tank Hunters do not require Nuclear Ammo upgrade anymore, but they are available at rank 3.
- Flame Field Engineer cost and build time increased ($300 -> $350), (3.0 s -> 3.5 s), equalizing it with others.
- Raven cost and build time increased ($700 -> $800), (7.0 s -> 8.0 s). Decreased experience value by 8 points. They cannot build drones anymore. Movement speed decreased by 17%. 20mm cannon damage reduced by 20%.
- Quad Cannon health decreased by 5%. They also don't have resistance to explosion type weapons anymore.
- Dolphin and Zipper now keep parking space when airborne, so that the player cannot stack many planes in the air from a single airfield.
- Drone Armor upgrade cost decreased ($2000 -> $1500).
- AP Bullets (and PELE Ammunition) upgrade cost and build time decreased ($2000 -> $1600), (45 s -> 35 s).
- TOW Missile upgrade cost and build time decreased ($2000 -> $1600), (45 s -> 35 s).
- Gas Grenades upgrade cost decreased ($1500 -> $1000).
- Recycling upgrade cost and build time decreased ($3000 -> $2500), (90 s -> 60 s).
- Isotope Stability upgrade cost decreased ($2000 -> $1500).
- Straight-Flow Engines upgrade cost and build time increased ($2400 -> $3000), (72 s -> 80 s).
- Super Weapon and Air Force Avenger cost and build time increased ($900 -> $1000), (9 s -> 10 s). Health increased by 9%, making them survive a single F-18.
- Green Lasers Training GP costs 2 points (was 1). Orange Lasers Training GP costs 2 points (was 3).
- Minigunner cost and build time decreased ($320 -> $300), (3.2 s -> 3.0 s).
- Nationalism upgrade cost and build time decreased ($2000 -> $1500), (60 s -> 40 s).
- Armor Jackets upgrade cost and build time decreased ($2000 -> $1500), (50 s -> 40 s).
- Infantry general Chain Guns moved to War Factory.
- Infantry general has Nationalism upgraded by default.
- Nuclear Bullets upgrade moved to Propaganda Center. Cost and build time decreased ($2000 -> $1250), (60 s -> 30 s).
- When Battle Bus is destroyed, passengers lose 50% of their health (was 10%).
- Chinese Dozers now have a minimum turn rate which makes their locomotor less silly.
- Frog missiles upgrade cost and time reduced ($3000 -> $2000), (75 s -> 55 s).
- All main tanks turret turn rates rebalanced. Overall: BM-s, AT TC, Scorpions and Centurion are faster, Laser Crusader and Paladin are slower.
- Scolopendra damage increased by 20%. Health decreased by 9%.
- Infantry general's Neutron Bomb GP replaced with ECM bomb GP.
- Stealth Panic Attack GP reload time decreased (5 min -> 3:30 min).
- Scud Launcher and Luna damage slightly decreased.
- Scud Launcher weapon range increased by 11%.
- China Dozer Pneumocushion upgrade now also grants +50% health.
- F-6 weapon damage reduced by 38%. Cost increased ($1000 -> $1200).
- SW Burton health increased by 70%, equalizing him with other Burtons.
- Karakurt speed after Turbodiesel upgrade increased by 8%. Upgrade moved from Elbrus Storm to Palace, requires rank 5.
- Chemical Warheads upgrade moved to Palace.
- China Signal Mines reload time decreased (1:15 -> 1:00). Added vision range to plane.
- China Gattling and Gauss Tank ground weapon range increased by 3%.
- GLA Quad Cannon ground weapon range increased by 7%.
- Assault Quad Tank replaced with Quad Cannon. Quad Tank was proven to be worse than Quad Cannon in matchup against Air Force.
- Dark Star mine clearing ability removed.
- Scorpion cannon damage increased. Rocket damage decreased.
- Fuel Tube and Immolator "Spill Fuel" ability cooldown reduced (4 min -> 2 min).
- Flame and Nuke Helix cost and build time reduced ($2000 -> $1500, 20 s -> 15 s). Tank Helix $2400 -> $2200, 24 s -> 22 s.
- Scrap 2 Technical brings more damage to infantry and less damage to tanks.
- Overlord HQ cost reduced ($4000 -> $3000). Bixi is now affected by cost reduction. Structure no longer requires Propaganda Center but still requires rank 3.
- Demolitions Ability upgrade moved to Palace.
- Gun Buggy is available after Black Market.
- Katyusha delay between shots increased. Firing pitch increased (missiles are not easily blocked by terrain and structures anymore).
- Flame MiG is no longer affected by Flame Units Training GP.
- Ranger flashbang range and damage slightly increased.
- Toxin Rebel cost decreased ($350 -> $300). Default weapon is now toxin pump.
- Demo Rebel cost and build time decreased ($350 -> $250), (3 s -> 2.5 s). Default weapon is now AK-47U.
- Anthrax Bomb cooldown decreased (7 min -> 6 min).
- Nuke Detonator Site cost and build time increased ($1400 -> $3000), (20 s -> 60 s). Requires rank 3 instead of rank 5.
- Infantry don't survive after Troop Crawler destruction anymore.
- Demo Airfield cost and build time decreased ($2000 -> $1000), (35 s -> 30 s).
- Cyber Drop Pods GP: Added one Medic Droid per each drop pod.
- Stinger Biker cost and build time decreased ($450 -> $400), (4.5 s -> 4.0 s).
- Toxin Stinger Soldier cost and build time decreased ($350 -> $300), (3.5 s -> 3.0 s).
- Toxin Terrorist cost and build time decreased ($250 -> $200), (2.25 s -> 2.0 s).
- Medic Droid health decreased by 18%. They can also be crushed by vehicles.
- Hazael armor resistance vs. armor piercing weapons decreased.
- Pathfinders can no longer target airborne infantry and airborne drones.
- Artillery Caller (Mobile Barracks) artillery barrage reload decreased (40 s -> 25 s).
- Jarmen Kell Smoke Screen ability reload decreased (4 min -> 2 min).
- Comanche missile reload time reduced. Cost and build time increased ($1000 -> $1100), (10 s -> 11 s). Stealth upgrade benefit removed.
- Toxin Tractor is more vulnerable to gattling damage type, but more resistant to comanche vulcan damage type.
- Microwave Beam GP deals less damage but disables buildings faster.
- Cyber has access to Robo Avenger at rank 3 to help with mid-late game balance.
- All Colonel Burton rifles are more effective vs. tanks and structures.
- Assault Sneak Attack moved to rank 5. Assault should use diggers and rig launcher for early sneak attacks instead.
- Stealth Covering upgrade cost and build time decreased ($3000 -> $2000), (90 s -> 60 s).
- GLA Smoke Screen upgrade cost and build time increased ($1000 -> $1500), (35 s -> 45 s). Moved to Salvage Plant. Affects Marauders, Digger and Rig Launcher. Recharge time increased (30 s -> 45 s). Missiles lose their targets. Units in smoke are unattackable.
- Black Napalm upgrade cost and build time decreased ($2000 -> $1500), (60 s -> 40 s).
- C-27 Spartan cost and build time decreased ($3500 -> $2000), (35 s -> 20 s), but drops less soldiers (10 -> 6).
- Droids have no more resistance to explosions.
- Shandian build time decreased (12 s -> 8 s).
- Drone Uplink Chip upgrade cost and build time decreased ($1500 -> $1000), (45 s -> 30 s).
- Angels have 30% less armor-piercing and infantry missile armor.
- ECM Trooper disabling beam is 63% stronger.
- Mobile Supply Stash is less resistant to ECM.
- Earth Shaker shockwave damage increased by 100%. Delay before drilling and causing shockwave reduced.
- High Explosive Bomb upgrade cost and build time decreased ($4000 -> $2500), (120 s -> 80 s).
- Suicide Scorpion, Dolphin and Zipper do not benefit from High Explosives upgrade anymore.
- Guan Yu and Omega Cannon fire rate while moving increased.
- Dolphin damage type changed. He is now more effective vs. structures and AA vehicles and can attack infantry but is less effective vs. tanks.
- Demo Elbrus Storm does not benefit from Fortified Structure upgrade anymore (since Toxin Elbrus Storm doesn't).
- Cyclone requires 4 energy (was 6).
- Patriot and Ion Defense Core costs decreased ($1200 -> $900 and $1400 -> $1200).
- GLA Corvus GP plane speed decreased by 25%.
- Microwave Tank health increased by 20%.
- Mobile Supply Stash resistance to jet missiles reduced. 4 F-18 Hornets destroy them now.
- Patriots are no longer effective vs. infantry.
- SW Patriot cost reduced ($1000 -> $900).
- Chain Guns and Autocannon Shells build time decreased (60 s -> 50 s).
- Remiel gattling guns now use GATTLING damage type (was SMALL_ARMS). It is more effective vs. vehicles and structures.
- Laser units which benefit from laser veterancy powers required more experience for rank up.
- China Supply Truck speed reduced by 13%.
- Chinese AA base defenses (gattling, gauss and vortex) are 20% more vulnerable to tank shots.
- Combat Puma speed reduced by 20%, but does not require War Factory anymore.
- Point Defense Drone removed from Cyber general.
- Exoskeletons moved back to Cyborg Factory.
- Dragon Tail addon pre-attack delay decreased (0.8 s -> 0.25 s).
- Lancer build time reduced (8 s -> 6 s).
- Heavy Dozer health reduced by 20%.
- Crop Duster health reduced by 25%.
- Eye and Bobcat now use Truck armor instead of Tank armor.
- Other minor changes.

Other changes:
- New unit for for Infantry General "Propaganda Officer". Grants propaganda (+25% damage) bonus and heals units.
- Battle Bus added to Toxin general.
- Added selfdestruct ability to GLA Factories and Command Trucks.
- Crop Dusters are not stealth when landed by default anymore. They get camouflage with Tank Camouflage upgrade at Elbrus Storm.
- Added missing minimum attack range to Laser Crusaders.
- Terrorists no longer acquire enemies automatically.
- Bikes, buggies, droids and radar vehicles now trigger AT Mines.
- Money transfer nerfed. Players can drop money to allies each 1 minute.
- Large Minefield removed.
- Zhu Rong weapon upgraded with "Combustion" upgrade creates Firestorm.
- Quad Cannon replaced with Quad Tank for GLA Boss.
- Assault general Artillery Barrage scatter radius reduced in order to be more consistent and deal the same damage to a structure every time.
- Jam effects display on aircraft as well.
- Jam and target designation rings are bigger on super units.
- Removed Demolishers from Arms Dealer. They can only be built from Factory now.
- Guan Yu 3D model size slightly reduced.
- Mobile Barracks (Artillery Caller) is affected by Artillery Training now.
- Lasers Training no longer requires Electricity Net Connection GP.
- Zhu Rong minimum range increased in order not to damage himself.
- Cluster Mines GP removed. Neutron Cluster upgrade removed.
- Nuke Artillery Training GP added back.
- Fuel Trucks are now buildable from Supply Centers.
- Neutron Shells now affect MiG-31 interceptors.
- Flame Combustion upgrade allows Flamethrower infantry to kill garrisoned soldiers.
- Rocket Pods returned as ability. They are no longer a global upgrade - they have to be purchased individually. Rocket Pods are less effective vs. structures. Their damage is balanced versus all targets.
- Booby Trap and Demo Charge abilities removed from Demo Jarmen Kell.
- Gas Grenades upgrade now grants small poison damage.
- Defense Core health now transfers to the final stage.
- Infantry from all infantry paradrops now drop closer to each other.
- Flak Gun replaced by Aladdin for Assault general.
- Listening Outposts can now crush infantry and trees. Passengers can shoot from inside. In case of outpost destruction, infantry exits with 50% health loss.
- Pathfinder added to Air Force general.
- Hijacker Ambush GP added to Stealth general.
- Artillery Troop Crawler replaced with Howitzer.
- Laser Fences do not consume power anymore.
- Sentry Droid reveals itself when using Navigating Missile ability.
- Salvage Drop general's power changed. Is now dropped by a cargo plane and is available in one level. Cooldown reduced from 3:00 to 1:30.
- Demo Traps now detonate 0.5 s after triggered.
- SW Patriots and Ion Towers can now pack up to mobile defense cores.
- Added Combat Drop ability to Chinooks.
- New upgrade: Rebel Equipment. Rearms Toxin Rebel with toxin sprayer which deals extra damage and clears garrisoned soldiers. Arms Demo Rebel with grenades which clear garrisoned soldiers. Arms Assault Rebel with molotov cocktails which clear garrisoned soldiers. Arms Warriors with incendiary ammo which clears garrisoned soldiers. Unlocks Booby Trap attack.
- Toxin Terrorist no longer has poison resistance.
- Efreet is no longer immune to poisons.
- Laser, Super Weapon and Air Force generals: Removed Sniper drones.
- Hackers don't require Internet Center. Instead, they require War Factory.
- Supply Drop Zones require either War Factory or Air Field, not both.
- Karkadann can now be GPS Scrambled. US and Chinese super units still cannot be.
- Neutron Bomb effect radius decreased. Bomb drops faster.
- Flak Gun is no longer stealth while standing still - only when deployed.
- Grendel removed from Super Weapons general.
- Changes to Defense Core Drop amount and type of cores delivered.
- SEALs can now swim. SEAL Drop can now be called on water.
- Radar Deployment GP can now be called in fog of war.
- Advanced Training upgrade removed.
- Bunker Busters upgrade removed.
- Toxin general will receive one more Scolopendra from Heavy Reinforcement Pad, but won't receive a Luna.
- Demo general will receive one more Ratel from Heavy Reinforcement Pad, but won't receive a Luna.
- Units can now see targets through brick, concrete and wood walls.
- Nuke Troop Crawler carries 8 Red Guard; Flame Troop Crawler carries 8 Flamethrowers.
- Saturn cannot build structures anymore.
- Select All Combat Units hotkey (Q) no longer selects Bixi.
- Drone Controller is immune to toxins, radiation, neutron and crew sniping attacks.
- Leech drone moved from Command Center to War Factory.
- Hybrid Engine upgrade added to Laser, Air Force and Super Weapon War Factories. It increases Dozer speed by 30%.
- Laser Target Designation Satellite does not affect allies anymore (yours and allied designated units and structures don't receive extra damage).
- All infantry is thrown away less by shockwaves.
- Transport units will now retaliate only if they have fireports and are occupied.
- Flame Inferno Cannons benefit from Thermite Shells (weapon switch).
- Phobos can now traverse water as the hover chassis allows him so.
- Infantry Helix removed.
- New unit: Harbin (Helix replacement for infantry general). Has 2 bunker slots.
- New defense structure: AIDE (Anti-Infantry Defense Emplacement). Can be upgraded with flashbangs.

Performance:
- Applied vanilla Zero Hour dead vehicle and infantry lifetime values. Lowered tree lifetime.
- Heavy particle effects optimized.
- Supply Drop Zones receive one crate instead of six.

Graphics and sounds:
- Many new cameos and better looking map previews by Tria.
- Many new particle effects by Sagittarius9.
- New voices for BTR-50 Engineer, Transport and Digger, Command Truck, Mobile Barracks, Immolator, Wasp, Zipper, Demolisher, Assassin, Banshee, MiG-31, Builder Mech, A-100 MLRS, Katyusha, Death Hand, Dong Feng, Sniper Cannon, Gauss Tank, Robo Raptor, Phobos, F-16XL, Pave Low, F-35, Missile Cyborg, Drone Controller, J-10, Sturm.
- New sound effects for Saturn moving, Widow turret, nuclear missile explosion, various big explosions, mortar shell explosion, ion blast, A-10 cannon.
- New preview sounds for Artillery Battery.
- Added housecolor and snow condition of GLA Assault vehicle recovery scaffolds.
- Phobos chassis changed.
- Sturm-S model and skin improved.
- New faction-specific objects added to many structures.
- Laser Crusader, Laser Paladin, Laser Avenger, Laser Thor and Laser Defender have new glowing parts which change color depending on veterancy.
- New faction-specific objects added to many structures.
- Thor model and texture improved.
- Improved Saturn texture.
- New Lancer 3D model.
- New Microwave Tank 3D model.
- All hero units' icons are now housecolored.
- Changes to user interface.
- New Camo Netting texture.
- Supply Dock texture edited.
- Pathfinder has a ghillie suit and more housecolor to improve visibility.
- Updated Vortex and Gauss turret 3D models.


Download Contra 009 Patch 3 at Contra's ModDB Profile and have fun!

Red Alert 20XX's Patch 1.0.3 was posted recently.

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Another new year's release was patch 1.0.3 from Red Alert 20XX. This modification for Yuri's Revenge, made by mtkii, brings his perspective of an ideal Red Alert 2 (therefore, bye-bye Yuri faction) with more useful infantry, less cartoonish palettes, more visual effects, less questionable technologies, and more coherent subfactions, with USA, European Union, and The Pacific Shogunate for Allies and USSR, China and the Eastern Republic for the Soviets. There is a topic about this mod on PPM Forums, in case you would like to submit some feedback. The focus of this new patch is to improve the Pacific Shogunate.

Quote:
============================
= Version 1.0.3 Highlights =
============================

Launcher : First things first, the mod is now playable online with the CNCNet Client;
Launcher : The default renderer is now changed to CNC-DDRAW, which should be more optimized and stable to much more people;
Ares : Ares was updated to version 3.0, which should *, in theory,* make it more stable;
New Unit : The Tengu Zero has been added to the Pacific Shogunate, replacing the regular Tengu :

Tengu Zero
Replaces the Spartan IFV for the Pacific Shogunate




Role : Recon
Weapon : Dual machine guns when in hover mode, Suicide bomber when airborne
Note : It is now equipped with a machine gun, but it can deploy to go airborne. While flying, the Tengu Zero will kamikaze on its designated target
Credit : LEGO


Raijin Tank
Replaces the Apollo Tank for the Pacific Shogunate



Role : Tech Tank
Weapon : EMP Sonic Beam and AA Sonic Beam
Note : It is equipped with an EMP sonic beam and can attack aircrafts
Credit : Crazy Bird/Creator (exclusive voxel for RA20XX)


Icarus Raider
Replaces the Rocketeer for the Pacific Shogunate



Role : Recon + Airborne infantry
Weapon : Heavy machine gun (versus infantries) and Micro-missiles
Note : A flying battle armor more resilient than the Rocketeer and more effective against vehicles and buildings
Credit : Machine

Unit change : The Ballista Howitzer and Ballista Ace have a new model :


Credit : Crazy Bird/Creator (exclusive voxel for RA20XX)

Unit change : The Hercules and the Ulysses have a new model :



Credit : Yuri_Prime (exclusive voxel for RA20XX and his mod)

Unit change : The Allied Cargo Plane has a new model :


Credit : Dmitry Volkov T-666 and Yuri_Prime, for the edits

SW change : The Atlas Cannon's animation was redone and rebalanced to be more useful :
Other notewhorty units changes : The Dragoon is now equipped with new weapons. It uses a heavy machine gun and dual EMP missiles with a long reload time. The Leviathan Fortress has a new, more fitting, voice. The Apollo Tank was rebalanced to be less overpowered. Its weapon is now a proper sonic weapon, like the Disruptor was in TS;
Music : Themes were added to both sides;
New SFX : Buildings now have a much more dynamic destruction stage and animation : they will explode when at mid-health their flames will spawn fire particles and they will explode in smoke when fully destroyed (and have new destruction sounds) :
New SFX : Bullet and shell casing were redone. The Fallout Cannon now has a custom radioactive shell casing;
New SFX : More vehicle debris were added for the following units : Katyusha, Automata Tank, Ballista Howitzer, and Ballista Ace;
New graphic : Buildings and units have a new health bar;
New graphic : The Atlas Control Station has a new active animation, by Yamanekoayf;
New graphic : A bunch of new cameos were made by Kerbiter and SMxReaver;
...and much more! Make sure to read the changelog in the Readme file.


And here are two videos with a glimpse of this mod:










Head to Red Alert 20XX's ModDB Profile for more information and to download the latest version. Enjoy it!

A glimpse of C&C: Remastered Collection graphics on OpenRA

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Today, FiveAces has posted a video showing an alpha version of OpenRA with what seems to be a working support of Command & Conquer Remastered Collection graphics. Note that, EA does allow the use of these graphics under the terms they've posted in September 2020. So, among other things, using their graphics on OpenRA will require the users to actually own a copy of C&C: Remastered Collection on Steam or Origin. However, if you look beyond that, it also means that OpenRA will support 32 bits graphics with no palette limitations. And the best of all, you don't need to recompile OpenRA or dive deeply into its code to actually place these units in action, since YAML files are much more intuitive than that. Note that there is a lot of work that needs to be done before an official OpenRA actually supports this feature, although what was shown so far seems to be quite advanced and functional. Check the video below:





Take your conclusions and share your feedback in a reply to this topic.

OpenRA Playtest 20210131

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Following a great run of testing over the holiday period, the OpenRA developers are today releasing a new playtest build to fix reported issues and add some last-minute features.

Notable changes in playtest-20210131 include:

- A new Handicap option to adjust the difficulty for individual players in Skirmish and Multiplayer
- A new “Pause Menu Background” option in the display settings
- One more mission (“Shock Therapy” from The Aftermath) for Red Alert
- A new “Oil Spill” minigame map for Red Alert
- Additional community balance refinements for Tiberian Dawn
- A collection of audio and explosion changes to match the original games
- Fixes for downstream Linux packaging
- Fixes for bugs and crashes reported in playtest-20201213
- A new Mod SDK Release for community mods

For more information, see the full changelog.

We expect this will be the final test before a full release in February, so we encourage everybody to play some games and let us know if you find any issues in the comments below, on OpenRA forum, Community Discord, or GitHub issues.

Phobos v0.1 - First Release!

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Hello fellow modders!



We're pleased to announce Phobos 0.1, a first stable release of Phobos, a new YR engine extension that is meant to accompany Ares (it doesn't replace or depend on it). It is made by Kerbiter (that's me, hello; you might know me by my contributions to XNA CnCNet client, VXLSE, my C&C Mod Haven server or something else) and Gluk-v48 (might know him by some features in Ares like advanced rubble).

Partially this project was started because latest Ares versions are closed-source. We respect AlexB's choices, but personally might not agree that's the best decision. According to our vision Phobos is a community project first of all (you can read how to contribute here; everyone who helped the project is listed in the credits) and is licensed under LGPL v3. Among everything that means it or it's derivatives have to stay open-source in order to comply with the license.

But enough with the boring stuff, time for some goodies Smile

It all first started when Gluk wanted to implement a few warheads for RA2: Reborn mod and that's what were the first things to be done in Phobos - the three new warheads: TransactMoney warhead (increases/decreases owner's credits), SpySat warhead (reveals map for it's owner), BigGap warhead (shrouds all map for enemies of it's owner). The first one in particular allows to replicate Hackers from Generals.


Hackers from Rise of the East

The building upgrade logic felt lacking for me, so I made it possible to apply building upgrades on your ally's and even enemy's building, and Gluk then expanded it with an ability to specify multiple buildings to upgrade.


Ally power plant upgrades from CnC: Final War

Another thing that was previously hardcoded - you can now have a custom per-weapon disk laser weapon radius!



HP bars can now be hidden, so your hacks that involve dummy units and structures are as smooth as ever Wink


Hidden HP bars for spawned units in CnC: Final War

Another player-oriented feature - selection priority filtering mechanic similiar to the one from newer RTS games (you can make, for example, harvesters won't select when you drag-select battle units with a box).


Priority unit selection in Rise of the East

And now the feature many mod players would say "thanks" for... Extended sidebar tooltips! That's right, you can now have descriptions for any building, unit or superweapon. Right now it's limited to cost, power consumption/generation, recharge time for superweapons and description. You can even customize the labels used.


Extended tooltips in CnC: Final War

Last but not least, every PCX that is loaded by the game or made to be loaded with Ares or whatever now can be full-color, so no more ztyping with palettes! Oh, while we're at it - loading screens can now be PCX too, just be sure to use respective tag from Ares to specify a loadscreen. If your mod uses CnCNet5 - then those loadscreen images are no longer limited to 800x600, you can make them bigger and they would be cropped on smaller resolutions.

>>> DOWNLOAD PHOBOS 0.1 <<<

Support us on Patreon: Kerbiter, Gluk-v48

You can check all respective tags and read about other features in the official Phobos wiki. If you want to talk with us - check this channel at C&C Mod Haven Discord. If you don't want to use Discord - GitHub and PPM thread are your friends.

We welcome everyone to try his/her hand at implementing the features they'd want to see in YR, just contact us so we can help and check the issues board.

Cheers,
Kerbiter

Quick News Roundup

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Hello everyone! Sorry for being slacking with news. I thought I was only a couple of weeks behind my schedule with my Ph.D. thesis, but the problem is actually a matter of months and the tight schedule makes things quite tough for me. Regardless of my news inactivity, the community is still alive constantly posting cool looking voxels and some other resources. So, I'll be quick with the news today:


Unoficial D-Day Multiplayer Edition with CnCNet Client support


With the blessing from Mig Eater, twistedconversion has posted a D-Day 3.7b with CnCNet client support. Head to this topic for further information.







Note that this specific edition of the mod is currently hosted on MediaFire. We'll be creating a mirror for it soon in PPM.



Phobos is getting some updates:


Kerbiter is looking for testers for the upcoming version of Phobos, which, together with Ares, extends Yuri's Revenge modding features.

Here's the changelog of the Build 5


Quote:
Changelog:
- New Dump Object Info command (by secsome)
- Remove Disguise and Remove Mind Control warhead effects (by secsome)
- Projectile Interception Logic (by AutoGavy)
- Custom per-WH SplashLists (by Uranusian/Thrifinisema);
- Optional mind control range limit (by Uranusian/Thrifinisema);
- Tileset 255+ bridge fix (by E1 Elite)

Also thanks to thomassneddon, BoredEXE (Otamaa) and FS-21 for assistance on implementing the features.

TEST BUILD: https://github.com/Phobos-developers/Phobos/releases/tag/build-5
As always, you can read the wiki here: https://github.com/Phobos-developers/Phobos/wiki



Share your feedback here.



Revora is moving to a new server and we shall move there as well:


For those who complain that PPM runs slowly, we will be moving to a new server which is far better than the current one. However, due to some software differences between both machines, it will possibly have some minor traumas with SSL support, once it happens. But it won't be something that can't be fixed. We don't have a date for this operation yet, but we might be surprised with it in the next days. For now, Revora Forums and some of its hostees are already running on this new server. For further information, I've been posting about it at the forums (registered users only).

OpenRA Release 20210321 is now available

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The OpenRA development team has released OpenRA 20210321 recently.

Many of the biggest changes in this release were focused around the in-development Tiberian Sun mod, which continues to make slow progress in their development repository. There are many great changes for Red Alert, Tiberian Dawn, and Dune 2000 too, focusing mainly around streamlining some awkward gameplay mechanics, improving community integration, and improving our singleplayer content:

- Support for Discord integration and community-run ladders
- New lobby features for player handicaps and disabling spawn points
- Community balance updates and a refreshed map selection for Red Alert and Tiberian Dawn
- Further adjustments to make Dune 2000 more faithful to the original game
- More fluid infantry combat after fixing several long-standing combat bugs
- Nine more campaign missions have been ported for Red Alert
- Improved AI behaviour and performance


The full changelog is available here. It's really a long list of changes.

It is worth mentioning that the system prerequisites to run this version (and the future ones) has raised. Your video card must support either OpenGL 3.2, DirectX 11 or OpenGL ES 3. Moving away from the legacy OpenGL 2.1 is important for future compatibility with modern rendering APIs (Vulkan/Metal) and for improving rendering performance with Tiberian Sun and the C&C Remastered Collection. This does unfortunately mean dropping support for some older systems (typically 10+ years old) that currently can run OpenRA.


Finally, if you visit their site, you may notice a big change there thanks to the efforts of @Fauntleroy. It is looking good, more modern and it seems to be more confortable for mobile visitors. And that's all for now. Grab this version at their download section, have fun and provide them some feedback, if possible.

OpenSA 20210321 has been released!

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A few days ago, Dzierzan has released the latest version of OpenSA, which is a recreation of an old game known as Swarm Assault using the OpenRA engine.

This new version brings 100 missions to the game, changes in the weapon behavior of creep plants ad flyers to bring it closer to the original game, shows production animation on the minimap, allows wasps to fly anywhere without glitches, and allows factions to use the same colors for the minimap as it is used in the original game, for better minimap readability.




Head to OpenSA ModDB Profile in order to download and play the latest version. Have fun!

You can also provide some feedback for the author of this mod by replying to OpenSA announcement topic at PPM forums.

Colony Wars recent progress posted by Atomic_Noodles!

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Hello everyone! Sometimes activity on the mods hosted here might seem to be discrete, especially when the news poster here is not very actively posting news. But, if you browse our forums on your own, you'll find some interesting things occasionally. One of these things is Colony Wars, which is an ambitious Yuri's Revenge modification that brings an additional problem for Allies, Soviets and Yuri (here known as The Syndicate), which are Giant Ants and their Colony.

However, the focus on the recent updates is not the Ants itself, but rather the Syndicate, which has been receiving some vehicles. Starting with the War Wagon, which is the Brute of the vehicles and the Biker with its Spear Gun to anihilate infantry. Check the pictures below:






If we look deeper into the web, we'll see more material under construction such as what is shown below.

Soviet Tesla Reactor Overload


Allied Talon Ops Naval Outpost


Soviet Iron Trawler


Red Guard Insurgents Support Power


Soviet Eradicator Trooper


Allied Talon Ops Rocket Angel



For further information about this mod, visit Colony Wars Forums at PPM!

PPM is Temporarily Closed for Server Move!

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Ladies and gentlemen. Right now, our forums are temporarily closed and our site has temporarily lost forum integration in order to move PPM into a new machine. It should provide us better processing power, more RAM, more bandwidth and more computational resources to serve your modding needs. This is a temporary measure, meaning that we will return in full steam once the move is over or if the move is postponed for some random reason. In the meantime, you can still browse the site, but the forums will be really fully closed, so we won't lose data during the transfer. Sorry for any inconvenience this may cause. We will post any progress report here (at ppmsite.com) and I will also be reachable through Discord (on C&C Mod Haven) if necessary.

Sorry for any inconvenience this may cause and we will soon be back! It might take some hours though, so be patient.

And PPM is back online!

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Hello everyone! Project Perfect Mod is back online, in the new server. Things seem to be functional for the website and forums now, although we may still have some steps to fix forward. For now, it still uses SSL from the old server and the SVN was not moved yet. So, these things will be fixed in the next hours, days, as soon as I can. Right now, we can browse and use the forums as we did before, which is great! Hopefully, it will run faster and better for most of you. If you have any problem with it, please, reply here so we can try to figure out what is going on and fix it.

Believe it or not, it's that time of the year again!

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Hello everyone! Today is that day of the year where we.... errrmm... are free to write news that may follow alternative realities since it is April's Fools day. I know that people usually do not announce that before doing an April Fools joke of any sort, but in PPM we do not follow any of these standard scripts when doing this kind of thing. Well, I must admit that this time the local authorities of the city and state that I live were unbeatable in terms of April's Fools joke, because...I had yet to see... an April's Fools Holiday! Yea, here and some other cities and states of Brazil April 1st is indeed an official holiday exclusively for this year. For those wondering if the local politicians decided to do a homage to their own lies, it is really not the case. In Brazil, covid-19 is completely out of control and its president seems to believe that herd immunity is the way to deal with this problem, by exposing everyone (especially those younger than 60 years old) to this disease regardless of the deaths, damages that this virus may cause into survivors, as well as the mutations that may cause reinfection or even bypass the immunity generated by vaccines. Also, for those who are infected, there are lines with tons of people, sometimes more than a thousand, to get a public ICU to help them to breathe. The president doesn't seem to have any empathy about that either. So, in that context, some of the governors and mayors (including the ones where I live) decided to declare a 10 days long holiday starting from March 26th, which ends up transforming April 1st into a holiday here. This and some social restrictions seems to be the closest thing that authorities did to resemble a lockdown here, since the use of the army to help with that is impossible, by the orders of the president who is trying to use the army to combat any attempt to create a lockdown here.

Covid-19 has made many odd things happen here recently, but if you don't believe in the story I just said, it is ok. After all, it is April 1st. Stories might be distorted just like the death of Super Mario or not. However, our focus here is not politics, nor Super Mario. So let's get to the stories that matter here, believe it or not:


It's time we've seen the future: Tiberian Sun Remastered?


Electronic Arts have not announced any new remasterization since the Command & Conquer: Remastered Collection so far, however, fans are already moving forward with it. While the developers of the OpenRA engine are working on high-resolution sprites support and their Tiberian Sun mod, other fans were working on the full-motion videos. Here's a demonstration featuring videos from Firestorm expansion, kinda old, I know:





Do you believe in a free fan-made Tiberian Sun Remastered Collection coming before 2030? Yes, I do!



Red Alert 2 playable in the browser!


Red Alert 2, unlike the older games, is not freeware and can be obtained at the Origin store. However, if you want to try it before buying it, you have a fan-made option known as Chrono Divide. It's a work-in-progress browser recreation of Red Alert 2 and it seems to be very well done so far.





Of course that the full game is more complete and The Ultimate Collection also brings Yuri's Revenge. Nonetheless, if you enjoy this web version, you can provide some feedback for the author at our forums.



Mental Omega for Android


And talking about Red Alert 2, we have big news. In China, most people are not aware of Red Alert 2, and if you find exceptions, many of them might think that Red Alert 2 is a modification of Mental Omega and not otherwise. Considering this public, EA has made a joint venture with the developers of Mental Omega to release an android version of the mod with tests starting on April 1st, 2022. You might not find much about it at the official Command & Conquer site, because they are targeting the Chinese public. For this reason, the Mental Omega discord channel has taken a step further and posted an informal announcement about it:

Quote:
You probably expected absolutely nothing and I will not disappoint you! This time however I have rather important news. As you know, Mental Omega is playable only on one medium - PC. This is about to change, as unexpected cooperation with Electronic Arts allowed us to something that nobody asked for - Mental Omega is going Mobile.

Pre Register for alpha access will begin on April 1st, 2022. In other words, coming s00n!

For now, feel free to check the preview of our page on Google Store. And no, we're not releasing on iOS, because "we love" Apple.




Note: we may have done minor changes at the announcement, between quotation marks, in order to make it look less impolite.




And that's it. Post below what do you think is true or false and share your thoughts about it:

a) April's Fools Holiday
b) Super Mario Death
c) Unofficial Tiberian Sun Remastered
d) Chrono Divided: RA2 in the browser
e) Mental Omega for Android

PPM SVN is now allowing downloads again.

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Ladies and gentlemen. I'd like to apologize for any inconvenience that happened with those who tried to install OS SHP Builder and Voxel Section Editor III since the day we've moved to our current server, as well as for those who tried to download the latest versions of these tools. Some internal server settings are different when compared to our previous server and that broke some important features from our public SVN repository browser for OS SHP Builder, Voxel Section Editor III, and OS .BIG Editor. Fortunately, I've managed to find out a workaround to get it working again, just a few minutes ago.

So, if you have blank files from any recent attempt to install OS SHP Builder and Voxel Section Editor III, please, download the latest executable of the program and run it again. It should run smoothly this time. If anyone still has any problems with it or with the SVN, please, post in a reply to this topic and I'll try to figure out what's going on.

New video format now available for Tiberian Sun!

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For almost 20 years, the VQA format has been a big limitation for modders of the Tiberian Sun engine, due to both output quality and encoding. Now, those limitations are no more, with the ts-patches project, Tiberian Sun now supports RAD Bink video!

As a modder at heart still, this has been something I have dreamed of getting added to the Tiberian Sun engine for almost 10 years now. It has taken a few months of work, but I have finally managed to implement and hook a Bink video format player into the Tiberian Sun engine via the ts-patches project, many mods already us this project to enhance the engine thanks to the great work of Rampastring, E1Elite, and more.


How it works:
Here is a breakdown for this new system and how it works;

This new video system is optional; If no .BIK file is found, it will revert to searching for the .VQA, so this system has no effect on existing projects. It implements the RAD Bink video (Version 1~), three conditions must be met for the game to play a Bink video;
  The .BIK video must exist in the game files or root directory (for example, WWLOGO.BIK).
  The user's resolution must be at least 800x600 (4:3) or 1060x600 (16:9), otherwise, the video will fail and fall back to look for the .VQA file.
  The Bink library "BINKW32.DLL"(Version 1~) is found in the same directory as the game EXE.

It is suggested you create videos at a resolution of no larger than as mentioned above. The game will attempt to show an error message when the video is larger than the users resolution, but may also crash. So please keep this in mind!

This new implementation also supports Sidebar/Radar videos which are played via the map triggers. The resolution of these videos must be 140x110.

Another improvement of this system is that it also supports 44100hz, Stereo, 30FPS playback. In theory, it should support 60FPS, but this will produce very large file sizes and might not be suitable for your mod. The system should also support videos up to the size of 4K, but as mentioned above, please make sure the end-user/player is considered when creating your video sizes.

The videos will also scale-up/stretch to the users resolution (providing it is larger than 800x600) if they have ``StretchMovies=yes`` defined in their SUN.INI config file.

For creating the video, you can download the RAD Video Tools from here: http://www.radgametools.com/bnkdown.htm


BINKW32.DLL
The implementation is based on the same version that Red Alert 2/Renegade uses, thus only works with Bink v1.0~. If you have Red Alert 2 or Renegade installed, you will find this DLL in the installation directory. Myself, the ts-patches project or any associated developer does not condone sharing this file, the mod creator must have either of these games installed to be able to use the DLL.


Some additional notes:
Due to the use of the older version of the BINKW32.DLL, please make sure any .BIK video you produce sets the "Compress level" to the desired compression level +100. For example; A audio compress level of "4" should be "104", this makes the encoder produce the BIK video file with the older audio format which is required by the older DLL. Otherwise, you will not hear any audio when your video is played back by the game. See the screenshot below for the best options to use when creating the Bink video.

Optional settings for creating .BIK;


Also, an optional compile option can be used if you wish to make the Bink video playback interface exit on failure to play or find the .BIK, just compile the project with BINK_REQUIRED. If you have any issues with cloning the ts-patches repository and enabling this, I will be happy to help.


Acknowledgements:
Big thanks to tomsons26 for assisting with the process of researching the RA2 Bink video player and extensive testing, and to Rampastring for taking the time to review the code.


I look forward to seeing some great CGI/FMV animations and videos added to Tiberian Sun mods!

Enjoy!

-CCHyper

The Nam: Tour of Duty Out has been released!

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The Nam: Vietnam Combat Operations, a total conversion for Tiberian Sun made by Tiger Yan that brings a Vietnam war to the battlefield, just received a major update called Tour of Duty, released a couple of hours ago.


Tiger Yan wrote:
The DLC freely gives players a greatly enhanced version of the original game plus all-new maps, units, and music tracks (no installation needed so it's totally safe to download). Aside from infantry and armor combat, the RTS now features naval warfare and vicious dogfights between American and Vietnamese planes!



US brown water navy units now include the famous MK. II PBR gunboat, swift boat, SEAL insertion craft, rickety South Vietnamese yabuta junks and ass-kicking, flame-spewing, armored river monitor ships. Ships and boats can be built by capturing ARVN Naval Yards, shown on the upper right. (Vietnam Combat Operations)

New units include the fearsome AC-47 'Spooky' gunship, the M-163 Vulcan (a tank built around a huge Gatling gun), the Vietnamese K-63 amphibious APC, MI-8 helicopter, mobile SA-2 launchers, sneaky Vietcong infiltrators, senior officers, river sampans, gunboats, support craft, and even armored naval monitors.



The Do Lung Bridge, one of the game's atmospheric new maps which feature riverine combat. (Vietnam Combat Operations)

Defend the nightmarish Do Lung Bridge (featured in the movie Apocalypse Now) and penetrate the mysterious waterways of the Mekong Delta with your gunboats. Wage an air war over North Vietnam, defended by MIG interceptors and batteries of cannon and SAM missiles.





The game's combat mechanics have been improved and now feature simple air-to-air combat between American warplanes and Vietnamese MIG interceptors, which are launched from camouflaged MIG bases. (Vietnam Combat Operations)



Vietcong sampans silently slink through the warren of canals that is the Mekong Delta. Naval units pack a punch and travel much faster than amphibious American Amtraks or Vietnamese APCs and PT-76 tanks.(Vietnam Combat Operations)

Liberate or destroy villages and launch ambushes from hidden jungle bases. Whatever Vietnam War scenario you've always wanted to recreate, you'll find it here.



The game's Facebook Page regularly shares tips, tricks and random facts that Vietnam War buffs might find interesting. (Vietnam Combat Operations)



About 63.7 million hours of research has so far gone into the development of Vietnam Combat Operations . . . mostly because the developer has been stuck home the past two years, just like everyone else. Shown are an A6 Intruder, F4 Phantom, F105 Thunderchief, AH1 Cobra, a North Vietnamese SA-2 Guideline Missile, and MIG-21 interceptor, all of which can of course be built and used in the game! (Tiger Yan)



This mod is downloadable HERE. Despite all the pressure, you are not obligated to register there to download the mod.

The official Vietnam Combat Operations Readme contains everything you need to understand and master the game and its hundreds of units. Have fun!
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