Guest User

PatchNotes

a guest
Mar 29th, 2016
83
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 42.37 KB | None | 0 0
  1. v.3.0 ("Delta" - December 2015)
  2. ---
  3. Short version: Everything.
  4.  
  5.  
  6.  
  7. Long version:
  8.  
  9. ===
  10. GENERAL
  11. ===
  12. - The old J/K battlefield information screens have been replaced with less obtrusive ones bound to the B/N/M keys:
  13. - B is for unit information (shows what character and vehicle each player on your team is using, as well as their credits, score, kills and deaths)
  14. - N is for player information (shows the score, kills and deaths of all players on BOTH teams)
  15. - M is for base information (shows the health bar of all structures on both teams, as well as showing ownership of oil pumps and control points). There's still a limit to how many buildings M shows, but it's much larger than the 2-4 that the old screen showed.
  16. - Most forms of splash damage are now completely ineffective against vehicles or buildings; the only things they can damage now are infantry and mines. What this means is that if you directly hit a vehicle with any weapon that has any splash damage (such as rockets), you don't have to worry about the possibility of the game thinking your splash damage "missed" which would cause you to do less damage than expected. This was a pretty big issue with infantry rockets before, as a lot of their anti-vehicle damage was splash and the situations where you could ACTUALLY miss and still do noteworthy damage were too rare for these weapons to seriously need anti-vehicle splash. The only splash damage weapons that still hurt vehicles are Artillery, V2, depth charges, nukes and mines.
  17. - Tech Levels have been overhauled:
  18. - Tech Level 1 features things that can be purchased without the corresponding factory:
  19. - Rifle Soldier
  20. - Technician
  21. - Sergeant/Starshina
  22. - Captain/Kapitan
  23. - Rocket Soldier
  24. - Tech Level 2 actually introduces a fairly wide variety of stuff because gameplay without artillery units tends to stalemate and not be very fun.
  25. - Engineer
  26. - Sniper
  27. - Spy/Grenadier
  28. - Medic/Flamethrower
  29. - Supply Truck
  30. - Ore Truck
  31. - Light Tank
  32. - Ranger
  33. - Medium Tank/Heavy Tank
  34. - APC
  35. - Artillery/V2
  36. - Naval Transport
  37. - Gunboat/Attack Sub
  38. - Tech Level 3:
  39. - Thief
  40. - Mechanic/Shock Trooper
  41. - Minelayer
  42. - Phase Tank/Tesla Tank
  43. - Chinook
  44. - Longbow/Hind
  45. - Tech Level 4:
  46. - Mobile Radar Jammer
  47. - Mobile Gap Generator
  48. - Mammoth Tank
  49. - Destroyer/Missile Sub
  50. - Tech Level 5 is identical to before in what it introduces (and also in having everything available, obviously).
  51. - Tanya/Volkov
  52. - Demolition Truck
  53. - MAD Tank
  54. - The value of OT dumps has changed. A full load of ore is 500 credits, a full load from a mixed ore/gem field is 1000, and a full load of gems is 1500 (was 700/1050/1400).
  55. - Invisible walls at map boundaries are, for the most part, gone. Instead, going off the edge of the map will give you a stern warning and a screen flash before killing you if you leave for too long.
  56. - Invisible anti-vehicle walls around water are also mostly gone. Vehicles will quickly be destroyed if submerged in deep water, and helicopters will be destroyed immediately.
  57. - Barbed wire hurts now, don't fall on it!
  58. - Burn damage is less ubiquitous; grenades and anti-tank weapons do not inflict it anymore, either on direct hits or splash damage, and artillerys/V2s have a lower chance of inflicting it than before.
  59. - Every map that didn't have an Ore Silo now has one, so income can be permanently crippled without destroying the Refinery outright, and likewise, losing the Refinery early on is not an instant game over as long as you can keep your Silo standing and generate additional income through smart fighting.
  60. - Almost every map that previously had a Service Depot now has 2 or 3.
  61. - Every map with a Helipad has had 1 or 2 Refill Pads added to ease the reload queue.
  62. - Points system has been overhauled.
  63.  
  64.  
  65. ===
  66. INFANTRY
  67. ===
  68. - The behaviour of infantry armour has been overhauled. Instead of being a glorified secondary health bar (which it pretty much still was in Gamma despite what the readme insisted) it now protects your health from a certain percentage of incoming damage. Here's a rundown of how armour protects your health:
  69. - 0% (no reduction): Tesla weapons, nukes, lingering electric/burn damage, drowning, falling
  70. - 25%: Machineguns, sniper rifles, flamethrowers, anti-personnel mines, direct hits from tank shells/rockets
  71. - 37.5%: Assault rifles, dragonsbreath shotguns
  72. - 50%: Pistols, normal shotguns, most explosions, barbed wire
  73. - 62.5%: C4, anti-tank mines
  74. - Generally speaking, the better a weapon is at getting through armour, the more damage it does to the armour itself, except for things that completely ignore armour (the 0% list).
  75. - Infantry will regenerate their health at a rate of 3 per second after spending some time out of combat. Medics and Volkovs start regenerating after 15 seconds and can regenerate up to 100% health, while other infantry regenerate after 30 and can only regenerate up to 75%. In either case, armour does NOT regenerate, and once that runs out you can't really count on your regen to stay alive forever.
  76. - Jumping, falling or sprinting imposes a temporary penalty on your weapon accuracy. Machineguns, sniper rifles, grenades and flamethrowers are hit heaviest by this penalty, while pistols, shotguns and commando weapons don't suffer much. Bunnyhopping in combat can still be a viable option depending on the circumstances, but don't expect to get away with it when sniping.
  77. - Weapon slots are much more consistent now.
  78. - Infantry can no longer be tracked by homing weapons, except Volkov.
  79. - Harmless weapons (such as the mechanic's wrench) have killstrings now, so it is much harder to mask kill/mine notifications. Only the Silenced Beretta and fake spy weapons continue to lack killstrings.
  80. - Fall damage has been reduced somewhat; you have to fall further before you die. Now jumping from the top floor of the Refinery to the bottom will leave you with about 40% of your health instead of 1%.
  81. - All infantry have been rerigged and should have much fewer issues with their rigging than they did before (less twisty arms and goodbye to kung-fu pistol stances)
  82. - Most third-person weapons have been repositioned for the new infantry rigging. A lot of them should be more interchangable than before too (for example, a rifle soldier made for using an M16 will not have misplaced hands when using a LAW.)
  83. - Weapons have had muzzle smoke added.
  84. - Bullet tracers have been made thinner and longer.
  85. - Allied bullet tracers are now blue instead of green.
  86. - Can now jump off of a ladder by pressing E.
  87.  
  88. ---
  89. Allied Rifle Soldier / M16A2
  90. ---
  91. - Health/armour rebalanced from 75/25 to 50/50.
  92. - Range up from 75m to 85m
  93. - Velocity up from 390 to 500 m/s
  94. - Reload time down from 2.06s to 2s
  95. - Secondary fire is now pinpoint-accurate. (except when accuracy penalties are in play)
  96. - New M16 model.
  97.  
  98. ---
  99. Soviet Rifle Soldier / AK-47
  100. ---
  101. - Health/armour rebalanced from 75/25 to 50/50.
  102. - Range up from 75m to 85m
  103. - Velocity up from 390 to 500 m/s
  104. - Reload time up from 2.06s to 2.25s
  105. - Secondary fire actually hurts vehicles/buildings now. However, against vehicles/buildings, its damage is 15% lower than the primary fire, leading to almost identical damage over time. This penalty does not apply towards infantry, so spray away!
  106. - New AK-47 model.
  107.  
  108. ---
  109. Technician / Repair Tool
  110. ---
  111. - Health/armour rebalanced from 50/10 to 50/0.
  112.  
  113. ---
  114. Beretta M951 / Silenced Beretta / Makarov PMM
  115. ---
  116. - Range up from 50m to 60m
  117. - ROF down from 5 to 4 for non-silenced, up from 5 to 6 for silenced
  118. - Reload time down from 2.5s to 2.25s
  119. - Now does no damage AT ALL to vehicles/buildings.
  120.  
  121. ---
  122. Sergeant / Remington 870
  123. ---
  124. - Health/armour rebalanced from 75/35 to 60/60.
  125. - Range up from 55m to 60m
  126. - Primary projectile count is down from 15 to 8; damage increased to compensate
  127. - Reload time up from 2.13s to 3s
  128. - Speed is up from medium infantry (6.5) to fast infantry (7)
  129. - Is now voiced by Carville from the Allied RA Retaliation campaign.
  130.  
  131. ---
  132. Starshina / TOZ-194
  133. ---
  134. - Health/armour rebalanced from 75/35 to 60/60.
  135. - Range up from 55m to 60m
  136. - Primary projectile count is down from 15 to 8, and secondary down from 25 to 12; damage increased to compensate
  137. - Reload time up from 2.13s to 3s
  138. - Secondary fire actually hurts vehicles/buildings now. Damage to buildings is identical to the primary fire, but damage to vehicles is better.
  139. - Speed is up from medium infantry (6.5) to fast infantry (7)
  140. - Is now voiced by Topolov from the Soviet RA Retaliation campaign.
  141. - TOZ-194's stock is folded when stowed on the back.
  142.  
  143. ---
  144. Captain / M60
  145. ---
  146. - Health/armour rebalanced from 80/50 to 75/75.
  147. - Range up from 90m to 105m
  148. - Velocity up from 390 to 500m/s
  149. - ROF down from 12 to 10
  150. - Magazine size down from 75 to 50
  151. - Is now voiced by Von Esling from the Allied RA campaign.
  152.  
  153. ---
  154. Kapitan / PKM
  155. ---
  156. - Health/armour rebalanced from 80/50 to 75/75.
  157. - PKM behaviour is now different from M60:
  158. - ROF is 12.5 instead of 10
  159. - Damage down by 20%
  160. - Is now voiced by Kukov from the Soviet RA campaign.
  161.  
  162. ---
  163. Rocket Soldier / M72 LAW / FIM-43 Redeye
  164. ---
  165. - Health/armour rebalanced from 75/15 to 50/50.
  166. - LAW range up from 95m to 105m
  167. - LAW/Redeye reload time down from 2.95s to 2.5s
  168. - Limited-ammo version of LAW no longer has a defective secondary fire.
  169. - Redeye range down from 225m to 170m
  170. - Redeye projectile size is up from 0 to 0.25m long/wide, 0.05m deep
  171. - Redeye no longer has splash damage.
  172. - Has actual eyes now instead of black soulless voids!
  173. - Fixed origin bone of Redeye being visible on the RS's back.
  174. - LAW and Redeye have backblast smoke.
  175.  
  176. ---
  177. RPG Trooper / RPG-7
  178. ---
  179. - Health/armour rebalanced from 75/15 to 50/50.
  180. - RPG-7 range up from 95m to 105m
  181. - RPG reload time up from 2.45s to 2.5s
  182. - Strela reload time down from 2.45s to 2.25s
  183. - Removed "heavy arc" secondary from RPG-7.
  184. - Has a different texture from the soviet rifle soldier.
  185. - RPG-7 has backblast smoke.
  186.  
  187. ---
  188. Engineer / Golden Wrench
  189. ---
  190. - Health/armour rebalanced from 50/25 to 50/50.
  191. - Has EOD armour; compared to regular infantry, he takes 50% less damage from explosions and cannot be ignited by high-explosive/fire damage.
  192. - Now has the same Repair Tool as a Technician rather than a superior one.
  193. - Golden Wrench now has a much more gradual effect and repairs slower; previously it had 5 "ammo" which took 4 seconds to deplete and repaired 20% a shot at the MCT, now it has 100 "ammo" which takes 7.5 seconds to deplete and repairs 1% a shot at the MCT. Now one tap is not sufficient to save a building from that last V2/arty shot, but the whole thing still does a 100% repair in the end.
  194. - Golden Wrench no longer has its arbitrary, frequently-overlooked, suicidal for Allies "minesweeper" secondary fire.
  195. - Passive mine detector has been improved; enemy mines within 30m of the Engineer become visible on his team's radar, making them much easier to sweep.
  196. - Now spawns with his repair tool equipped instead of his pistol, just like the Technician.
  197. - New infantry model.
  198.  
  199. ---
  200. Sniper / Lee-Enfield / Dragunov SVD
  201. ---
  202. - Has been reintroduced into the game.
  203. - Health/armour rebalanced from 50/25 to 75/0.
  204. - Price decreased from 650 to 500 credits.
  205. - Attack is no longer hitscan; instead it is a projectile travelling at 1000m/s with bullet drop.
  206. - Reload time up from 2.4s to 3s
  207. - No longer has to click for each shot
  208. - Speed is up from slow infantry (6) to medium infantry (6.5)
  209. - Is now voiced by Stavros (Allied) and Gradenko (Soviet) from the RA campaigns.
  210. - Ejected casing is no longer untextured.
  211.  
  212. ---
  213. Medic / Medic Kit / M16
  214. ---
  215. - Health/armour rebalanced from 75/50 to 75/75.
  216. - Medic Kit no longer needs to be reloaded; you can use it, immediately switch to your M16 to assist in a fight, and switch back to the Medic Kit with no downtime.
  217. - Medic Kit now heals armour if the target's health is full; however, it does this at 5% of its health healing speed.
  218. - Medic Kit is no longer able to cancel drowning damage.
  219. - Medic's M16 is now mostly identical to the original M16, except that its ROF is down from 9 to 6, and has no secondary fire.
  220. - Speed is up from medium infantry (6.5) to fast infantry (7)
  221.  
  222. ---
  223. Grenadier / Frag Grenade
  224. ---
  225. - Health/armour rebalanced from 75/35 to 60/60.
  226. - Targeting range up from 75m to 100m
  227. - Splash damage is now dependent on distance from the point of the projectile's impact.
  228. - Primary fire now always explodes on contact, even at point blank.
  229. - Secondary fire is now identical to the primary, except the grenade sticks to the surface it lands on and explodes a few seconds later.
  230. - Grenade is no longer held like a pistol when carried by non-Grenadier infantry, and the Grenadier no longer holds pistols like grenades.
  231. - Grenade now disappears from the user's hand when thrown, until it is "reloaded".
  232.  
  233. ---
  234. Flamethrower Infantry / Flamethrower
  235. ---
  236. - Health/armour rebalanced from 75/15 to 50/50.
  237. - Range up from 70m to 80m
  238. - Reload time up from 2.86s to 3s
  239. - Projectile size down from 0.2m to 0m to prevent abuse from clipping through walls.
  240. - DM Flamethrower's reserve ammo is reduced from 9 to 4.
  241. - Removed secondary "suicide" ability.
  242. - Infantry takes 50% extra damage when shot in his fuel tanks.
  243. - Is no longer resistant to other flamethrowers' death explosions.
  244.  
  245. ---
  246. Spy
  247. ---
  248. - Health/armour rebalanced from 50/25 to 50/50.
  249. - Is now uncrushable in all his forms.
  250. - Flamethrower spy has been replaced with Sniper spy.
  251.  
  252. ---
  253. Thief
  254. ---
  255. - Health/armour rebalanced from 50/25 to 50/50.
  256. - Now steals credits instantly upon reaching the MCT floor (was a 6-second delay)
  257.  
  258. ---
  259. Mechanic / Mechanic Wrench
  260. ---
  261. - Health/armour rebalanced from 75/25 to 50/50.
  262. - Wrench repair rate has been mostly standardized; all vehicles are repaired at the same rate (75 armour per second, 28.125 health per second) except Phase Tanks which are repaired at a 1/3 penalty (50 armour/sec, 18.75 health/sec).
  263. - New infantry model.
  264.  
  265. ---
  266. Shock Trooper / Shock Rifle
  267. ---
  268. - Health/armour rebalanced from 75/50 to 60/60.
  269. - Range up from 75m to 80m
  270. - Is now completely immune to Tesla splash damage.
  271. - Now has a one-shot magazine and reload time again instead of infinite magazine and slow ROF, because the latter was exploitable if you had another weapon to switch to (like a flare).
  272. - Electrocution effect has been buffed considerably (20 damage over 3 seconds) but the Shock Rifle's direct damage to infantry is much weaker than before. The result is that the weapon still delivers competent bodyshots, but a headshot does not get much of a bonus compared to a bodyshot.
  273. - Splash damage no longer causes electrocution.
  274. - Splash damage is no longer dependent on distance, it's a flat 5 whether you hit the enemy near their boots or 4m away.
  275. - The old secondary fire of "normal attack but less accurate" is now gone. If you absolutely want that you can always jump to reduce your accuracy! But you probably don't want that anyway since the shock rifle is much less reliant on splash damage now than it was previously.
  276. - Is actually wearing his goggles now.
  277. - Restored the Shock Rifle's old first-person idle animation.
  278.  
  279. ---
  280. Tanya / Colt .45
  281. ---
  282. - Health/armour rebalanced from 100/75 to 100/100.
  283. - Range up from 50m to 60m
  284. - Reload time down from 2.5s to 2.25s
  285. - Colt now does no damage AT ALL to vehicles/buildings.
  286. - Fixed the Colt's glitchy first-person animation.
  287. - Fixed the plastic surgery seam on her face.
  288. - Now taunts when injured or placing C4.
  289. - Has her RA1 death cry.
  290. - Available in forest and urban pants as well as her usual snow ones.
  291. - No longer carries binoculars.
  292.  
  293. ---
  294. Volkov / Handcannon
  295. ---
  296. - Handcannon takes twice as long to ready after switching/sprinting as other weapons.
  297. - Handcannon AP Primary (shotgun) range up from 50m to 60m
  298. - Handcannon AP Secondary (napalm grenades) sticks to surfaces much better than before.
  299. - Handcannon reload time shortened slightly from 8 to 7.5 seconds.
  300. - Is now voiced by Kosygin from the Allied RA campaign.
  301. - Handcannon now does its switching animation when going between modes, not just when switching from the binoculars. This animation also has a sound attached to it now.
  302. - Gives off metal effects when shot instead of blood effects.
  303. - Now loses HP underwater at the same slow rate as other infantry.
  304. - Cannot be ignited by high-explosive/fire damage.
  305. - No longer carries binoculars.
  306.  
  307. ---
  308. C4 Explosives
  309. ---
  310. - Damage to main building exteriors down from 30% to 12.5%.
  311. - Both types of C4 are now a one-shot kill against all light vehicles, but are just as impotent as they were before against heavy vehicles.
  312. - Tanya C4 is now a one-shot kill for all auxiliary buildings (ore silo, refill pad, service depot) and base defenses.
  313.  
  314. ---
  315. Binoculars
  316. ---
  317. - Targeting range increased: 10m -> 300m.
  318. - Primary fire now creates a radar marker at the designated spot (up to 300m). This marker is visible from any distance and only to your own team. However, a marker doesn't say much by itself so don't forget to send a team message or radio command to explain it!
  319.  
  320.  
  321.  
  322. ===
  323. VEHICLES
  324. ===
  325. - Vehicles' exit points have been overhauled. Generally, the priority exit (the one your infantry will be placed at if the entire area around your vehicle is clear) is now in the place you'd expect it to be - for example, the left (driver's side) door for vehicles with doors, the left of the hatch for tanks/APCs, the left of the cockpit for aircraft, and the front for the LST (where the reticle is pointing). For vehicles with rear hatches/compartments (supply truck, APC, MRJ, TT, chinook) many of the secondary exits are there. No more random garbage like getting out of a V2 through the back of the missile, or getting out of an MGG through the rear-mounted jerry can.
  326. - The distance from which you can hear vehicle engines has been standardised to remove oddities such as rangers being audible from further away than MAD tanks were. Most tanks can be heard around 125-150m away, rangers/trucks/halftracks at 75-100m, and aircraft/seacraft at 200m.
  327. - Neutral vehicles no longer grant cash when attacked.
  328. - All vehicles now start smoking when brought below 75% health, and start burning when brought below 25% health. Phase Tanks only smoke at 25% health since otherwise it would be visible through their stealth. Some vehicles have effects at 50% health, such as alarms for seacraft/aircraft.
  329. - Every vehicle that doesn't use a machinegun has had its turret rotation speed lowered drastically.
  330. - Every vehicle with visible pilots now has visible passengers too (assuming they can carry passengers)
  331. - Some vehicles now have alternate camera views that can be accessed by pressing F.
  332. - Many vehicles have new engine sounds.
  333.  
  334. ---
  335. Supply Truck
  336. ---
  337. - Price decreased from 350 to 200.
  338. - Size has been reduced slightly.
  339. - Infantry that enter the vehicle will have all of their armour restored.
  340. - Infantry that stay in the vehicle for 10 seconds will have all of their ammo and C4 restored, except for non-refillable weapons such as Golden Wrenches and A-Bomb Signal Flares.
  341. - Health/armour are rebalanced from 110/110 to 250/0. Due to its lack of armour it is more susceptible to small arms fire.
  342.  
  343. ---
  344. Ore Truck
  345. ---
  346. - Can now carry a passenger.
  347. - When an AI ore truck is destroyed, it spawns an AI technician pilot who will go crazy with his pistol.
  348. - Has exhaust smoke emitters.
  349. - Now uses V2 engine sounds rather than Renegade ones.
  350.  
  351. ---
  352. Minelayer
  353. ---
  354. - Health/armour is up from 150 to 200.
  355. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front, and 25% more damage when hit in the viewports, rear or underside.
  356. - Mines now regenerate and become hidden again if they stay revealed for ~20 seconds without taking additional damage.
  357.  
  358. ---
  359. Ranger
  360. ---
  361. - Can now carry a passenger.
  362. - Range up from 95m to 105m
  363. - Price decreased from 600 to 500.
  364.  
  365. ---
  366. Light Tank
  367. ---
  368. - Armour class has been improved from medium to heavy.
  369. - Health/armour is down from 300 to 250.
  370. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front and mantlet, and 25% more damage when hit in the rear or underside.
  371. - Range up from 95m to 110m
  372. - Projectile now has a gravity effect of 1 (i.e. slight bullet drop)
  373. - Has an alternate "turret" camera.
  374.  
  375. ---
  376. Medium Tank
  377. ---
  378. - Can now carry a passenger.
  379. - Armour class has been improved from medium to heavy.
  380. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front and mantlet, and 25% more damage when hit in the rear or underside.
  381. - Range up from 110 to 115m
  382. - Projectile now has a gravity effect of 1
  383. - New model.
  384. - Has an alternate "turret" camera.
  385. - Price increased from 800 to 900.
  386.  
  387. ---
  388. Heavy Tank
  389. ---
  390. - Can now carry a passenger.
  391. - Health/armour is down from 425 to 400.
  392. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front and mantlet, and 25% more damage when hit in the rear or underside.
  393. - Turret restrictions slightly loosened; can now aim 145 degrees to either side (was 136), this just barely avoids clipping with the fuel barrels.
  394. - Range up from 115m to 120m
  395. - Projectile now has a gravity effect of 1
  396. - Has an alternate "turret" camera.
  397. - Fixed misalignment of tube on back of turret.
  398.  
  399. ---
  400. Mammoth Tank
  401. ---
  402. - Can now carry a passenger.
  403. - Health/armour is down from 650 to 600.
  404. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front and mantlet, and 25% more damage when hit in the rear or underside.
  405. - Cannon range down from 128m to 125m
  406. - Rocket range up from 100m to 125m
  407. - Cannon projectile now has a gravity effect of 1
  408. - Has an alternate "turret" camera.
  409. - Lights no longer turn black at certain angles.
  410.  
  411. ---
  412. APC
  413. ---
  414. - Infantry that enter the vehicle will have all of their armour restored. However they will not gain ammo back like the Supply Truck.
  415. - Armour class has been improved from medium to heavy.
  416. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front, and 25% more damage when hit in the rear or underside.
  417. - Turret restrictions re-enabled; can now only aim 90 degrees to either side, and 60 degrees up (was unrestricted horizontally AND vertically!)
  418. - Range up from 95 to 105m
  419. - Has an alternate "turret" camera.
  420.  
  421. ---
  422. Artillery
  423. ---
  424. - Cannon can now can now be rotated horizontally 1.25 degrees.
  425. - No longer has recoil that forces it to readjust after every shot.
  426. - No longer has its irrelevant tracer round.
  427. - Splash radius down from 20 to 15.
  428. - Projectile size up from 0 to 0.25m
  429. - Has two alternate cameras: "left side" and "right side". These are best combined with the free-aim key (V by default) so you can adjust your aim while keeping your target in view.
  430.  
  431. ---
  432. V2 Launcher
  433. ---
  434. - Splash radius down from 40 to 25.
  435. - Projectile size up from 0 to 3m long, 0.25m wide/deep
  436. - Has two alternate cameras: "left side" and "right side". These are best combined with the free-aim key (V by default) so you can adjust your aim while keeping your target in view.
  437. - Rocket now has a big backblast of smoke at the initial launch and exhaust flames to accompany the exhaust smoke.
  438. - Launch platform no longer clips through the cab.
  439.  
  440. ---
  441. Phase Tank
  442. ---
  443. - Old primary fire and secondary fire are now combined into one, making its primary attack both anti-vehicle and anti-infantry.
  444. - Secondary fire now fires unguided rockets, for when you just can't trust the tracking system.
  445. - Is now visible on radar even when stealthed.
  446. - Health/armour is up from 150 to 200.
  447. - Armour class has been downgraded from medium to light.
  448. - Takes 30% extra damage from Tesla weapons compared to other light vehicles.
  449. - Range up from 90m to 100m
  450. - Now uses the RA cloaking sound instead of the renegade one.
  451. - Has an additional unique idle sound on top of its engine sound. The radius for this is identical to the engine sound.
  452.  
  453. ---
  454. Tesla Tank
  455. ---
  456. - Health/armour is up from 175 to 200.
  457. - Armour class has been downgraded from medium to light.
  458.  
  459. ---
  460. Mobile Radar Jammer
  461. ---
  462. - Can now deploy (Q by default), allowing it to continue doing its jamming job even when the pilot gets out. Now you can actually contribute beyond just jamming, and don't have to spend ridiculous amounts of time just sitting in place! However, a deployed and unmanned jammer can be stolen by the enemy, so be sure your team can guard it well.
  463. - Jamming is now "silent"; the enemy will not hear a "radar down" sound, and they will not hear a ragequit-inducing eldritch screech for the duration of the jamming. Making its presence less obvious. The team using the MRJ still hears the radar down/up sound though, to indicate when it's working.
  464. - Health/armour is up from 120 to 200.
  465. - Speed increased; is now almost on par with a Light Tank.
  466. - Armour class has been downgraded from medium to light.
  467.  
  468. ---
  469. Mobile Gap Generator
  470. ---
  471. - Can now carry a passenger.
  472. - Now only 2 can be on the field at the time (just like MRJs) to hopefully avoid a repeat of Reborn's MSA/MSG mesh-warping effects.
  473. - Health/armour is up from 110 to 200.
  474. - Speed increased; is now almost on par with a Medium Tank.
  475. - Size has been reduced slightly.
  476. - Price increased from 600 to 1200.
  477. - Now uses Supply Truck engine sounds rather than Renegade ones.
  478. - No longer has a stealth shader when empty.
  479.  
  480. ---
  481. Demolition Truck
  482. ---
  483. - Health/armour are rebalanced from 110/35 to 125/0. Due to its lack of armour it is more susceptible to small arms fire.
  484. - Gets destroyed in one hit by a MAD Tank shockwave. Friendly fire MADs only do about 50% damage.
  485.  
  486. ---
  487. MAD Tank
  488. ---
  489. - Health/armour is up from 400 to 500.
  490. - Armour class has been upgraded from heavy to mammoth.
  491. - Has strongpoints/weakpoints; takes 25% less damage when hit in the front, and 25% more damage when hit in the rear or underside.
  492. - When deployed, the dazzle is actually attached to the lit beacon now rather than the underside of the tank, and is visible from a great distance like it was in Beta.
  493. - The "shockwave" effect of the detonation that existed in Beta has been re-added.
  494.  
  495. ---
  496. Naval Transport
  497. ---
  498. - Health/armour is up from 200 to 250.
  499. - Has engine sounds now.
  500. - Added a foghorn.
  501.  
  502. ---
  503. Gunboat
  504. ---
  505. - Price increased from 500 to 750.
  506. - Physics have been overhauled, making it more "drifty".
  507. - Turret's vertical restrictions are heavily constrained, it cannot aim down very far so as to make its cannon not amazing at scaring off submerged subs, and it cannot aim up very far so it cannot attack aircraft.
  508. - Gun no longer has ridiculous recoil.
  509. - Depth charges are now dropped from the rear rather than launched out of the cannon.
  510. - Has an alternate "turret" camera.
  511. - Made the driver visible.
  512. - Sinks slowly after death.
  513.  
  514. ---
  515. Destroyer
  516. ---
  517. - Price increased from 1000 to 1500.
  518. - Physics have been overhauled, making it more "drifty".
  519. - Rockets arc up 15 degrees for a short time before tracking begins. This makes it easier for them to hit inland targets.
  520. - Depth charges are now dropped from the rear ramp rather than launched out of the missile turret.
  521. - Has an alternate "Turret" camera.
  522. - Sinks slowly after death.
  523.  
  524. ---
  525. Attack Sub
  526. ---
  527. - Health/armour is down from 250 to 200.
  528. - Now fires 2 torpedoes before reloading.
  529. - Is now completely blocked from firing while submerged.
  530. - Has an alternate "periscope" camera.
  531. - Sinks slowly after death.
  532.  
  533. ---
  534. Missile Sub
  535. ---
  536. - Now fires 4 missiles instead of 2.
  537. - Rockets arc up 60 degrees for a short time before tracking begins. This makes it easier for them to hit inland targets (and is a nod to how tracking weapons behaved in TS/RA2)
  538. - Is now completely blocked from firing while submerged.
  539. - Has an alternate "periscope" camera.
  540. - Sinks slowly after death.
  541.  
  542. ---
  543. Longbow
  544. ---
  545. - Health/armour is up from 200 to 225.
  546. - Rate of fire reduced; now takes a few more seconds to fire its whole payload
  547. - Range up from 80m to 90m.
  548. - Spirals to the ground after death.
  549.  
  550. ---
  551. Hind
  552. ---
  553. - Weapon is reverted to the "bullet hose" it had prior to Gamma. So it has no splash damage but it tears through whatever it can hit much faster.
  554. - Range down from 110m to 100m.
  555. - Spirals to the ground after death.
  556.  
  557. ---
  558. Chinook
  559. ---
  560. - Health/armour is down from 400 to 300.
  561. - Now has a Ride of the Valkyries horn.
  562. - Spirals to the ground after death.
  563.  
  564.  
  565.  
  566. ===
  567. BUILDINGS/DEFENSES
  568. ===
  569. - EVA no longer withholds information about which of your structures is under attack.
  570. - Enabled EVA voices for notifications about enemy buildings under attack, so they're a lot easier to notice now.
  571. - Defenses' targeting priorities have been overhauled to be more sensible; pillboxes should not prefer targeting mines over infantry for instance, and they should not prefer heavy vehicles over light ones.
  572. - Shooting animated parts of buildings (such as doors) will actually damage the building now.
  573. - Added ladders on the exterior of all tall buildings (except Radar Dome) to allow access to the roof. Roofing is mostly okay now!
  574. - Base defenses now randomly rotate when idle, just like in Beta. AA defenses also aim ~45 degrees skyward when they do this.
  575. - Base defenses now have sounds when rotating (whether by idling or turning to face an actual target)
  576. - Small building doors and the main Construction Yard door have new sounds.
  577. - If you join a game where base defenses have already been destroyed, you won't see their destruction animation.
  578.  
  579. ---
  580. Construction Yard
  581. ---
  582. - Repairs main buildings a little faster.
  583.  
  584. ---
  585. Barracks
  586. ---
  587. - Added a team flag behind the building.
  588.  
  589. ---
  590. War Factory
  591. ---
  592. - Helicopters are unable to barge in through the front door. No more Tanya LBs ignoring mines!
  593. - If you join a game while a vehicle is in the front doorway, the door will no longer appear to be jammed shut.
  594. - The delay between vehicle purchases is down from 12 to 8 seconds.
  595.  
  596. ---
  597. Refinery
  598. ---
  599. - Railing on the stairway now extends onto the landing as well, so you can't lag off while climbing.
  600. - Added a catwalk over the stairway for improved maneuverability around the MCT floor.
  601. - Replaced the top floor ramps with stairs akin to those in the central shaft.
  602. - Added props.
  603. - Molten ore in the basement in the "tunnel" version is lethal if you stand on it.
  604.  
  605. ---
  606. Naval Yard/Submarine Pen
  607. ---
  608. - Added purchase terminals on the ground floor.
  609. - Naval units are spawned much closer to the dock, so it should be much harder to kill yourself in the process of trying to enter them.
  610. - Naval units cannot be purchased if their spawning area is blocked, so you cannot accidentally "buy over" teammates' boats anymore.
  611. - Buying a naval unit does not activate the War Factory purchase delay.
  612.  
  613. ---
  614. Radar Dome
  615. ---
  616. - Added blockers on the roof that cause infantry to slide off.
  617.  
  618. ---
  619. Missile Silo
  620. ---
  621. - Added elevator music.
  622. - Missile launch animation now has exhaust flames and sound to accompany the smoke.
  623.  
  624. ---
  625. Pillbox
  626. ---
  627. - The junk littered on the floor of the dead pillbox no longer has physical collision, so you won't get stuck when trying to use it as cover.
  628. - Anti-infantry range up from 88 to 105.
  629.  
  630. ---
  631. Turret
  632. ---
  633. - Anti-infantry range up from 90 to 105.
  634. - When destroyed there is no longer a 1-second delay before the destruction animation.
  635.  
  636. ---
  637. Gap Generator
  638. ---
  639. - Now affects AI Ore Trucks.
  640. - Funnel effect has been re-enabled.
  641.  
  642. ---
  643. Flame Tower
  644. ---
  645. - Anti-infantry range up from 88 to 100.
  646.  
  647. ---
  648. Tesla Coil
  649. ---
  650. - Anti-infantry range down from 130 to 120.
  651. - Now has an idle sound.
  652.  
  653. ---
  654. Service Depot
  655. ---
  656. - Destroying it is no longer required for a base destruction victory.
  657.  
  658. ---
  659. Ore Silo
  660. ---
  661. - Superheated ore is lethal if you stand on it.
  662.  
  663. ---
  664. Refill Pad
  665. ---
  666. - New structure; provides the ammo refilling functionality of the Helipad, but has 40% less health and does not allow more aircraft to the bought in the absence of a Helipad. This should eliminate reload queue problems for the most part.
  667. - Like the SD/silo, destroying it is not required for a base destruction victory.
  668.  
  669.  
  670.  
  671. ===
  672. MISC CHANGES
  673. ===
  674. - Reordered vehicle purchase lists to make finding the air/naval units easier; all naval and air units have been moved to the bottom instead of being interspersed randomly with the ground vehicles.
  675. - Both bases now have a house-shaped radar marker at the centre, which is visible from anywhere on the map. On bigger maps this should make it much harder to get lost.
  676. - Dropped draw distance from 800m to 600m since no maps have fog exceeding that. This should improve performance a little on most maps.
  677. - When you use a radio command, your vehicle or character class is printed with it.
  678. - Set Allied radar colour to the same as their chat colour.
  679. - Many of the sounds in the game have been redone (and new sounds have been added where there previously were none).
  680. - Fixed "time remaining" notifications being off by 1 minute.
  681. - Added hitmarkers/hitbeeps to indicate when you are successfully hitting something. To disable these, open the console by pressing F8, then type in "hitbeeps" and/or "hitmarks" without the quotes.
  682. - New map-specific loading screens.
  683. - Infantry, vehicles and defenses can now have bullet decals.
  684.  
  685.  
  686.  
  687. ===
  688. MAP CHANGES
  689. ===
  690. - Entirely new maps: Camos Canyon Bots (clone of Camos Canyon with respawning infantry/vehicle bots), Coastal Influence (naval map with limited land routes), Forest of Illusion (infantry domination map with Technicians and a spooky theme - a map by the same name existed before Gamma but this version shares too few similarities to not be considered a new map), Rock Trap (infantry domination map with Rifle Soldiers).
  691. - However, a bunch of maps had to be cut from this release due to either quality concerns or time constraints. Some of them may return in the future, but for the time being, they're absent. These maps are: Antlion, Bunkers, CTT_Luna, DM_Killfields, Hourglass, Metro, North By Northwest, River Raid, The Woods Today, To The Core, Volcano, Zama.
  692.  
  693.  
  694. ---
  695. RA_AS_Seamist
  696. ---
  697. - Tech Level set to 4 (plus Demo Trucks). This doesn't change what units are supposed to be available compared to before, it just needed an actual Tech Level because...
  698. - Tech Level is no longer borrowed from the previous map in the rotation, which would at times lead to it being stuck at Tech Level 1 or 2 and being unwinnable for the Soviets.
  699. - Removed the 2 supply trucks and medium tank from the initial Allied loadout.
  700. - Fixed awful waypaths for Allied reinforcement vehicles.
  701. - Fog and weather gradually worsens as the game goes on.
  702. - When the Allied Radar Dome dies, the endgame timer freezes (it'll still visibly count down at the bottom of the screen though) and when the time runs out, the Allied Radar Dome becomes indestructible. This ensures that both teams can't meet their objectives at the same time.
  703. - The Cruiser attack when the timer runs out has been enhanced; artillery shells will rain in from the horizon and rapidly demolish the Soviet base. No damage is dealt to infantry though.
  704. - Players can no longer get in the automated reinforcement LSTs and get dragged to the edge of the map.
  705. - Jukebox has been expanded; now features Bigfoot, Face The Enemy 2, Hell March, Twin Cannon.
  706. - LSTs now open their ramps when unloading vehicles.
  707. - Prettied up the objective messages.
  708. - Added EVA announcements for "Mission timer initialised" and "Reinforcements have arrived"
  709. - Time of day set to noon.
  710.  
  711. ---
  712. RA_Bonsai
  713. ---
  714. - Tech Level raised from 3 to 4.
  715. - Added neutral supply truck spawns at distant areas.
  716. - Signal flares can no longer be placed in the Missile Silo basement or in deep water.
  717. - Added a Radar Dome to each base.
  718. - Opened the barn window a bit so snipers can use it.
  719. - Jukebox has been expanded; now features Traction, Arazoid, Bog, The Second Hand.
  720. - Time of day set to morning.
  721.  
  722. ---
  723. RA_CamosCanyon
  724. ---
  725. - Added chainlink fencing around the Allied base to make it less open.
  726. - Replaced the Allied ref-side Pillbox with a Turret.
  727. - The original resource fields (which the AI OT harvests from) have been downgraded from gems to ore.
  728. - Added a new gem field in the middle of the map.
  729. - Jukebox has been expanded; now features Search, Deception (TD), Run For Your Life, Wasteland
  730. - Time of day set to dawn.
  731.  
  732. ---
  733. RA_Complex
  734. ---
  735. - Allies now get a Gap Generator (and thus a purpose for their Power Plant) but one of their frontal Turrets is downgraded to a Pillbox.
  736. - Both teams now get an additional minor defense (Pillbox/Flame Tower) by the road tunnel.
  737. - Added lighting to the bases and tunnels.
  738. - Added ladders and rails to the central tunnel.
  739. - Replaced the low-res central bridge with the segmented Coastal Influence one. As a result, bigger vehicles can't get through, but now it's destructible.
  740. - Added concrete walls in places that should actually be useful because they protect things that are shorter than the walls, or only barely taller and therefore hard to hit.
  741. - Added blocking props to the side tunnel to prevent MAD tanks from attacking from an almost insurmountable position.
  742. - Fixed frames in the Soviet tunnel that could be walked through into bluehell.
  743. - Added actual blockers at the ends of the side tunnel to prevent more trips into bluehell.
  744. - Soviet ore truck now collects from an ore field instead of a gem field. The old gem field still exists for player OT use.
  745. - Allied ore field is in a slightly more exposed position.
  746. - There is now a gem field near the Allied base, the AI ignores this one as well.
  747. - Jukebox has been expanded; now features Voice Rhythm 2, Dream Sleep (Chicajo), Journey, Techno Babble (Chicajo)
  748.  
  749. ---
  750. RA_Fissure
  751. ---
  752. - Time limit is set to 15 minutes.
  753. - Jukebox has been expanded; now features RenAlert Jam (Chicajo), Dream Sleep (Chicajo), Eaten Alive (Chicajo), Fire Ice (Chicajo)
  754.  
  755. ---
  756. RA_GuardDuty
  757. ---
  758. - Tech Level reduced from 3 to 2.
  759. - Soviets have access to Rangers, giving them a bit more unit variety.
  760. - Raised a few of the original hills to make them impossible to move/scout over.
  761. - Both teams' Refineries have been moved about 20m away from the centre of the map to reduce arty spam.
  762. - Both teams' ore mines are moved further away from the Refinery than before to slow the economy down.
  763. - The old "zama bridge" in the centre has been upgraded to a segmented one like Coastal Influence's.
  764. - Jukebox has been expanded; now features Ground Wire, Face The Enemy, Face The Enemy 2, Trenches
  765. - Terrain at the map borders has been overhauled; the map is now set inland in further homage to the second Soviet RA mission.
  766. - Added lighting to the bases.
  767.  
  768. ---
  769. RA_KeepOffTheGrass
  770. ---
  771. - Terrain has been remade completely.
  772. - Base layouts overhauled; a Power Plant and extra high-tech defense (coil/gap) is added to each base.
  773. - Added neutral supply truck spawns at distant areas.
  774. - House contains a crate that respawns every 2 minutes and may contain basic weaponry, radar invisibility or a one-use medic kit.
  775. - Jukebox has been expanded; now features Vector, Fogger, Mud Remix, The Second Hand
  776. - Time of day set to noon.
  777.  
  778. ---
  779. RA_PacificThreat
  780. ---
  781. - Tech Level set to 4.
  782. - Base layouts overhauled; Refinery and War Factory are gone, and a Helipad, 2 Silos and 3 AA defenses are added to each base.
  783. - Allies have Chinooks available.
  784. - Jukebox has been expanded; now features Workmen Remix, Arazoid, Shut It, Snake
  785. - Time of day set to twilight.
  786. - Added lighting to the bases.
  787. - Relaxed the underwater terrain to fix its very unnatural slope.
  788.  
  789. ---
  790. RA_Pipeline
  791. ---
  792. - Terrain has been shrunk by 25%.
  793. - Bases have been moved back to the map borders.
  794. - There are 5 Oil Pumps scattered around the map; these are essentially indestructible Ore Silos that can be captured by Engineers via the Golden Wrench.
  795. - Base layouts overhauled; Refinery is gone, and a Radar Dome, Construction Yard and 2 ground defenses are added to each base.
  796. - A sandstorm rolls in after 15 minutes, heavily restricting everyone's sight.
  797. - Jukebox has been expanded; now features Surf No Mercy, Industrial (TD), No Mercy Remix, Trouble (TD)
  798. - Time of day set to sundown.
  799.  
  800. ---
  801. RA_RidgeWar
  802. ---
  803. - Terrain has been remade completely.
  804. - Added neutral supply truck spawns at distant areas.
  805. - Jukebox has been expanded; now features Roll Out, Floating, Running Through Pipes, Snake
  806. - Time of day set to dawn.
  807.  
  808. ---
  809. RA_StormyValley
  810. ---
  811. - Rearranged bases; Allied Helipad is now where the Barracks was, the Allied Barracks is closer to the lake, and Allied Refill Pads are where the Helipad was. Soviet Barracks is now where the Helipad was, the Soviet Helipad is closer to the lake, and Soviet Refill Pads are where the Barracks was.
  812. - Added minor ground defenses defending the shorter routes between bases (1 pillbox and 1 turret for Allies, 2 flame towers for Soviets)
  813. - Allied ore field is now in front of the base rather than behind it, so maybe they might actually lose their ore truck at some point.
  814. - Hills have been elevated to the point where even aircraft have difficulty scouting over them. As a result the map is no longer a big open space with some barely-notable lumps, and there are now 4 distinct land routes between bases.
  815. - Fixed Soviet refinery spy/thief zone floating a few millimetres above the second floor, causing it to not trigger unless you jumped.
  816. - Jukebox has been expanded; now features MudMix (Scott Peeples), Bog '04 Remix (Chicajo), Recon (TD), Scrin (Chicajo), Techno Babble (Chicajo)
  817. - Added lighting to the bases and landmarks.
  818.  
  819. ---
  820. RA_Under
  821. ---
  822. - Tech Level reduced from 5 to 3.
  823. - The map now supports naval warfare; both teams have naval factories.
  824. - Allies now get a Gap Generator (and thus a purpose for their Power Plant) but one of their frontal Turrets is downgraded to a Pillbox.
  825. - Beaches around the destructible rocks are now entirely inaccessible to vehicles. Screw you V2 B2Bers!
  826. - Raised the health of the rocks and made them immune to tesla weapons and flamethrowers (because seriously why would those damage rocks)
  827. - With those last 3 points, the underpass should actually be a valuable route for BOTH teams now, and not something the Allies are forced to destroy immediately because it severely hampers them and benefits the Soviets too much.
  828. - Added a tunnel and dock under the Soviet barracks to make Allied LSTs a bit more worthwhile.
  829. - Added extra tunnels linking the field and each base, though they are team-locked.
  830. - Projectile blocker has been extended to prevent artillery/V2 from hitting any structure from over the mountains.
  831. - Split the ore field into two, and moved them closer to the bases.
  832. - Jukebox has been expanded; now features Terminate, Dense, Run For Your Life, Underlying Thoughts
  833.  
  834. ---
  835. RA_Wasteland
  836. ---
  837. - Vehicles have been changed; instead of each team getting 3 Supply Trucks, they now get a Supply Truck, a Ranger, and a Medium/Heavy Tank. These respawn eventually when destroyed.
  838. - Money crates are scattered along the pipeline, like in Nuclear Winter. Use them wisely.
  839. - Weather and fog changes eratically.
  840. - Time limit is set to 5 minutes 30 seconds.
  841. - Jukebox has been changed; now features Asteroid Belt (Chicajo)
  842. - Added lighting to the bases.
Add Comment
Please, Sign In to add comment