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Just playing catch up with this news. Early last week the W3D Hub team released another updated version of Red Alert: A Path Beyond. Some of the general changes can be seen below. But there are many other bug fixes and changes concerning the infantry, vehicles, buildings, maps and more.
AI-controlled Allied/Soviet bots and defenses now earn points for their team when they damage or kill things, so they will no longer put close games in jeopardy when they steal your kills. AI-controlled combat units now use moonsense715's refined AI, which will attempt to strafe in combat, and not get too close to its target (except melee ants). Hitbeeps have been disabled entirely since CJ is no longer around to fix the issues with them (most notably, the "60 hitbeeps per second if you cause a damage-over-time effect" one). Hitmarkers are still there though. Follow this link for the full list of changes in this version. You can update the game via the W3D Hub Launcher.
Just a few days ago, W3D Hub made version 220.127.116.11 of Red Alert: A Path Beyond available for download. This all important update fixes the recent "rubber-banding" troubles that have been so troubling. There are other fixes and changes also included, as detailed below.
NetUpdateRate is now set correctly, this should annihilate your rubberbanding problems! Being scoped in when the map ends no longer causes you to stay scoped on the next map. Added engine.cfg override for monitor refresh rate. Added armour bar to HUD target box for any unit that has armour. This should reduce the confusion about inconsistencies in weapon damage. INFANTRY
Infantry armour is now more effective against "weak" explosive splash damage, reducing health damage by 62.5% instead of 50%, and the armour itself is completely immune to this damage. Effectiveness of "strong" explosives (artillery, V2, C4 and hand grenades) is unchanged. VEHICLES
Light Tank, Medium Tank, Heavy Tank, Mammoth Tank can no longer carry passengers. BUILDINGS
Purchase terminal zones now have physical collision, so it is no longer possible to get so close to them that you are unable to use them. Fixed shape of Construction Yard roof VIS sector, should prevent some oddities when camera is over the "arch". Construction Yard second floor has grates beneath the PCTs, so even if the PT zones fail, you should not fall through them when buying stuff. Added blocker behind MCV in non-tunnel version of Construction Yard basement, so it is no longer possible to get stuck behind it. Sub Pen now has mesh fences on the ends of the piers, making it harder for Allied infantry to disembark directly into the pen (but still possible) and harder to fall into the water while trying to defend against navy as an RPG/Volkov. Naval Yard now uses the same mesh fencing as the Sub Pen. Collision plane on Allied Barracks basement stairway now properly connects to the lower floor; this means that infantry descending the stairs will no longer "fall" and get accuracy penalties as a result. AESTHETICS
Added Kaskins' Imperial Age bullet tracers with his permission, to replace the outdated and broken emitter-based tracers. Weather particles no longer fall through water; this also allows us to add weather back to naval maps that previously had it at some point. MAPS
Added light snowfall. Fixed water brightness. Water now fades at shorelines. RA_Siege:
Fixed water brightness. EVA now reminds you about the cannon side objective every so often. Cannons now repair at half the previous rate and take 25% more damage from Hinds. Cannons now use the same radar marker as base defenses. Added collision planes to the landing pads, so ground vehicles should not get stuck on them and infantry walking onto them should not "fall". Fixed a bad texture blend on the hills behind Soviet base. RA_Under:
Added snowfall. Parts of the Soviet Radar Dome are no longer untargetable. You can update to the latest version using the W3D Hub Launcher.
There's been a lot of news in the Command & Conquer community to cover, so here's a quick overview of what's going on:
CnCNet has reached a new milestone, with over 720 players connected at the same time Techraptor has posted an article giving a nice retrospective view on the Red Alert games The Tiberian Dawn Redux mod for Zero Hour has received patch 1.43, with eight new missions and some edited ones, as well as balancing and bugfixes Twisted Insurrection received two hotfix patches following its latest major release, 0.61 and 0.62 W3D Hub published a new update on Red Alert 2: Apocalypse Rising, showing off the Ore Purifier, the Tank Destroyer and Tanya's Sig Sauer pistol. Check out more news in our C&C Community News forum. If you have any community news of your own you want to share, feel free to send us a news tip.