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A Path Beyond Patch Released

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The dedicated team behind the Red Alert - A Path Beyond mod have released v1.3.0, a major patch code named COLD FUSION, just before Christmas. Released to re-balance the game play of Red Alert - A Path Beyond, while the team continues to work towards the major GAMMA release candidate.

 

apb_dec_patch.jpg

 

Red Alert - A Path Beyond is a total conversion of the original Red Alert into the FPS game play style of the Renegade engine. Unlike other FPS games, APB requires your team to destroy and defend the familiar C&C structures in the battlefield, just like it's RTS counterpart. You have almost a complete arsenal from the classic C&C game to choose from:- take a joyride in your Allied Jeep, menace your foes in the fearsome Mammoth tank, take the battle on foot with your Soviet Shock Trooper or taunt your enemies with a dual wielding Allied femme fatale - Tanya! The APB mod has proven to be a well thought out and balanced game for many years, and best of all the game is entirely free!

 

Some notes from the change log:

  • Computer-controlled Ore Trucks are much faster than before
  • Range and damage done by the Redeye SAM (Allied Rocket Soldier AA weapon) has been reduced
  • Mechanic rate of repair has been reduced
  • SVD Dragunov sniper rifle is more accurate
  • Artillery camera has been moved back to allow for easier shooting
  • M60, Ranger, APC, and PKM weapons (heavy machine guns) have reduced range

For a list of download mirrors click here. It's only available as a 555 MB full version, the patch from 1.2 to 1.3 is still coming and is a few days away still. The full change log has been posted here.

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Not a good balance update as it should be. The soviets recieved so much buffs while the allies recieved many undeserved nerfs. Played CF for a dozen matches or so, and saw nothing but soviet victories and few allied one's

 

 

I hope Gamma fixes this.

 

Still worth downloading though

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Nice. I think I will start playing again.

I just hope there are some european servers, I remember that the lag on US servers were too high for it to be fun.

If there are none, maybe I can start my own server... if I have the time to get it set up.

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Yeah pretty much what Orcalover said :P

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Yeah pretty much what Orcalover said :P

Wish i could change the name

 

 

CF is still soviet biased imo

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It's cool theta :P

the new arty is however epic as hell

 

Altough not many know how to use it(Or dont want to) it is a great improvement

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Xfire hasn't been updated to the latest version of APB, otherwise I would have posted a screenshot of another important aspect in the CF... the inclusion of stairs instead of elevators in the war factory.

 

Not a good balance update as it should be. The soviets recieved so much buffs while the allies recieved many undeserved nerfs. Played CF for a dozen matches or so, and saw nothing but soviet victories and few allied one's.

 

I'm not a great player, but IMO the victories are determined by the players not the units.

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A bout time they sorted that suptid over range Renger, APC and the med tank, but some of the balance changers are not balanced at all. I mean its gone from Allies all ways have the advantage to the soviets having the advantage. Don't get me wrong its a big improvement for the game it self and the soviet FTs.

So in a way yes its a good patch update and no at the same time if you know what I maen by that.

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I'm not a great player, but IMO the victories are determined by the players not the units.

That's what I see too. I got my butt kicked pretty hard yesterday playing as Soviets. A few times actually. So I believe the game is pretty balanced, minus Tanya being a massive skank.

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A lot of Allies are still playing as if they're all alone on the battlefield, while the Soviets really know how to use teamwork. That's one thing that is going to have to change. However, there were a few mistakes that snuck in that will be corrected shortly in a patch; we will be making a 1.2.0->1.3.1 and a 1.3.0->1.3.1 patch available shortly.

 

Keep in mind that it's not intended to be flawless and we've hit a number of old snags again here with certain engine bugs we still couldn't find ways around. Nearly all of these have been corrected for Gamma. Cold Fusion is a direct extention off 1.2.0, we literally just decompiled 1.2.0 and began backporting Gamma features and balance fixes so that players wouldn't have to wait to experience the benefit of them. We might end up having to put in stop-gap measures that will be gone again once Gamma is out, such as adjustments to vehicle ranges and speeds that only make sense in a CF context but not in a Gamma context.

 

That said 1.3.1 should bring back some of the shocking balance we've enjoyed over the years.

Edited by Chronojam

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My impressions is that Allied vehicles are individually weak and require teamwork, and unlike before when range bugs made some units OP. I'm glad that this has been improved, because I hate the RAMBO mentality.

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But people still retain it. Volkov is no longer as great at solo chasing Allied units, and Tanya cannot clear mines on her own, and an APC cannot fight the Tesla Coil. Yet I still see people trying to APC a Coil and I still see Kovs chasing tanks fruitlessly. Then again in Gamma his artillery range is terrifying...

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But people still retain it. Volkov is no longer as great at solo chasing Allied units, and Tanya cannot clear mines on her own, and an APC cannot fight the Tesla Coil. Yet I still see people trying to APC a Coil and I still see Kovs chasing tanks fruitlessly. Then again in Gamma his artillery range is terrifying...

I know what you mean, I saw poor Volkov players myself earlier today. Oh well, in time the masses will learn. Hopefully.

 

Btw Chronojam do you guys have a projected release for Gamma? Something like Q2 2010 I would imagine?

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It just takes some time to re-learn the balance... it was good to see 20 people in the matches.

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I don't personally have a release date planned for Gamma but I won't deny we are waiting on various loose ends over at TT to be tied up. I'd say we're pretty much set to go for Gamma in a large way as it is, and much of what we're doing now is polish stuff and finalizing some gameplay concepts.

 

Testing and confirming that we've got tech levels working how we want, then trying them on maps; finishing up some extra maps to play on; the textures on the Flame Tower, SAM, Pillbox; and voice acting. These are the big things we need to tackle. Along the side we have other things we're working on of course! Experimental maps, new gameplay modes, new effects. A lot of new weapon animations are supposed to make it in, but they are not mission-critical for Gamma and if they're the last thing remaining we can likely leave that out.

 

Same for the new impact effects set I've been steadily doing. We're trying to make combat a little more fun both how it feels and how it plays mechanically, so there has been work on new explosions and sounds and visuals for the weapon projectiles themselves. Fighting people feels more fun and plays mechanically better in Gamma, I do still miss it going back to play Cold Fusion. Even though it's the latest public release and is "brand new" it still feels old to me.

 

Most of the new buildings we have been showing off are post-Gamma; but, we've now planned for inclusion of all new lesser base structures such as defenses and the silos to be in Gamma. And maybe, the missile silo too. So you will get as much as we can rationally include.

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I know what you mean, I saw poor Volkov players myself earlier today. Oh well, in time the masses will learn. Hopefully.

I still chase allied vehicles just fine :P

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