Red Alert 2: Apocalypse Rising Update We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look..."> Red Alert 2: Apocalypse Rising Update We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look..." /> Red Alert 2: Apocalypse Rising Update We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look..." />

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Red Alert 2: Apocalypse Rising Update

We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look into our tools for custom projects!

Posted by FRAYDO on May 16th, 2025
We are glad to see everyone playing and enjoying Apocalypse Rising so far! It has been three week since release and this update marks our first major balance pass.
The initial feedback has reported that the "Allies are overpowered", and we aim to address that notion with this major patch. This post will include patches 0.9.0.1 through 0.9.0.5 in descending order to describe everything that has been adjusted since our release.
At the bottom of this post, after all of the patch notes, we are also including information on the release of our Modding SDK!

Patches 0.9.0.3 - 0.9.0.5
There are three patches here because we ran internal testing before settling on the final buildBased on game experience and player feedback, it was identified that the Allies were winning the majority of the games. This patch brings the Soviets up to compensate whilst also nerfing some key Allied units. Soviet will now have more of a chance in the face of the Allied teamwork machine.
Bug Fixes

Fixed several crashes reported by players via crash dumpsFixed Nvidia App "game filters" crashing the game
Keyboard keys no longer get stuck when the window loses focusLess hitching when units spawn
Fixed an issue relating to Chrono Miner Objective Markers
Performance has been improved by optimizing some game objects

General Changes

Team remixing/rebalancing logic was re-implemented to improve team variety for players from match to match
Players can no longer refill when in combat.
Players can now set max FPS to any value instead of an arbitrary selection
Bots can path their way out of buildings nowMesh optimizations have been applied to the War Factories and Refineries.
The legacy "Battlefield Key Success Tips" document has been removed from the game.
Several PT icons have been updated
Reinforcement Bays are no longer targetable by enemies.

Kill messages:

Grand Cannon kill strings no longer fill the feed on FreezingStraits.
Added crushed kill string.
Revolver kill string has been added to the nagant.
Shotgun kill string has been added to the shotguns.

Map Changes
Fort Bradley:

Fixed a bunch of buildings, improving performance and removing ngons
Adjusted some of the building roofs to prevent degenerate gameplay

FreezingStraits:

Added visible boundary stripes.
The hills behind the bases are now considered out of bounds.
Removed a chunk of terrain sticking into the Radar Tower basement.

LittleBigLake:

Fixed a floating rock on the cliff behind the Allied base.

SnowBound:

The cliff to the northwest of the Allied base is now considered out-of-bounds.
Fixed a couple texture seams at the main road north of the Allied base.
Updated the screenshot on loading screen.
Updated the overhead map.

Dune Patrol:

Adjusted out of bounds area to prevent degenerate gameplay

General Balance Changes

The targeting ranges of several weapons were increased by 3m in order to for units to be able to target enemies a little way before they are actually in range.
Lock-on untrack time increased: 1.25s -> 1.75s
Prevented some map objects from being locked ontoDeployed Infantry Damage Resistance Reduced: 50%->40%
Damage from Explosions now affects Mines, C4 and Dynamite
Infantry that are crushed by vehicles now register on the kill feed
Proximity Mines are now placed at the player's feet.

This is in order to prevent mines from being placed on walls and in other weird places.

All thrown cooldown-based weapons now autoswap back to the unit's Primary after being used.

i.e. After using Molotovs, the Conscript will switch back to it's PPSH automatically

Dogs can now reload their bite and bark weapons whilst sprinting.

Allies

Guardian GI

Secondary Fire now shoots a missile that does not lock-on

Rocketeer

Jetpack Cooldown increased 1s->2s
Projectile Damage Reduced: 25->20
Projectile Explosion Damage Outer Radius Increased: 3m->3.25m
Projectile Explosion Damage Inner Radius Increased: 1.5m->2m

Sniper

Projectile Range Decreased: 350m -> 220m
Corrected Damage Falloff RangeNavy SEAL

Projectile Warhead changed: Bullet -> Bullet Anti Infantry

This change nerfs the MP5N vs armoured targets

Primary Projectile Damage: 15->14
Primary Projectile Spray angle Increased: 0.24°->0.75°
Secondary Projectile Damage: 15->14
Secondary Projectile Burst Delay time: 0.12s->0.15s
Secondary Projectile Spray angle Increased: 0.1°->0.5°
C4 Inventory Count Reduced: 2->1
C4 Explosion Damage Increased: 60->90

Tanya

Projectile Damage Increased: 20->22
Projectile Rate of Fire Increased: 6->12
Weapon now fires in 2 round bursts
Weapon Clip Sized Increased 18->36

Tanya is supposed to be holding two pistols, so this new clip size aims to reflect that

C4 Range: 5m->10m

IFV

Guardian GI

Range Decreased: 120->115

Seal

Damage Increased 12->14
Rate of Fire Increased 14->16
Range Increased 95m->115m

Sniper

Changed Warhead form Bullet_AV to Bullet_AI
Projectile Damage: 102 -> 100
Projectile Range: 300 -> 275
Corrected Damage Falloff RangeMirage Tank

Range Decreased: 115->110

Prism Tank

Projectile Range Increased 145m->150m

Tank Destroyer

Projectile Range Decreased: 135m->120m
Cost Increased: 900->1000

Howitzer

Adjusted the model so that it looks less like the Tank Destroyer

Harrier

Projectile Range Decreased: 130m->120m

Black Eagle

Projectile Velocity Decreased: 120->100
Projectile Range Decreased: 130m->120m

Soviets

Crazy Ivan

Grenade Launcher Explosion Damage Increased: 50->75
Large Dynamite Inventory Count Reduced: 2->1
Large Dynamite Explosion Damage Increased: 60->90

Terrorist

Self Explosion Damage Inner Radius Increased: 4m->6m
Weapons are now hidden when not being held.

Boris

Airtsrike Timer Reduced: 15s->12s

Terror Drone

The physics have been altered for better handling and cliff climbing performance
Jump Height Increased: 12->15

Flak Track

Has a new model!
Weapon Reload Time: 1.5s ->1.25s
Primary Projectile Damage Decreased 33->30
Secondary Projectile Velocity Increased: 400->500

V3 Rocket Launcher

Projectile Velocity Decreased: 112->90
Projectile Gravity Increased: 7.0->3.75
Projectile Extension Adjusted
Explosion Damage Inner Radius Increased: 10m->12m

***TOTAL RANGE IS AROUND 230m***
Tesla Tank:

Weapon handling adjusted to reduce the arc of fire overall

Demo Truck

Cost Reduced: 1500->1400
Explosion Damage Increased: 400->500
Radiation Radius Increased: 24m->30m

Apocalypse Tank

Cannon Velocity Increased 250m/s->275m/s
Missile Range Increased 135m->140m
Missile Lock-on Time Decreased: 1.25->2
Missile Turn Rate increased: 350°/s->420°/s

Siege Chopper

Model updated with Rotor Blur
Cameras re-worked
Physics altered to make the controls more responsive
Projectile Explosion Damage Outer Radius Increased: 1.5m->2.5m
Projectile Explosion Damage Inner Radius Increased: 1m->1.85m

Kirov Airship

The Kirov now takes half as much damage from all non-AA weapons
Points Given on Death: 200 -> 175
MG Damage Increased: 10->11
MG Spray Decreased: 1°->0.9°
Bomb Impact Damage Increased: 110->125
Explosion Damage Increased: 100->110

Patch 0.9.0.2
This patch introduced more fixes and altered the balance of some of the most egregious units ingame.
Bug Fixes

Fixed a crash when spotting a disguised Mirage Tank as an Attack Dog,
Tentatively fixed an exploit where GIs and GGIs could become invincible after using a parachute

General Changes

Added Siege Chopper Weapon Strings,
Removed a Projectile Blocker from the doors of the Allied Power Plant
Elm and Aca trees now have less upper branch projectile collision
Fixed Allied Supply Truck and Siege Chopper entry/exit zones
Fixed Shotgun Scaling
Terror Drones and Robot Tanks now tell the pilot that the vehicle will be killed if they leave it
Added a missing texture fron the loading screen
AI turrets on the Battle Fortress and War Miner will now search for targets
Terror Drone now has an attack sound
Desolator Weapons no longer leave black marks everywhere
New Soviet Technician PT Icon
Re-ordered the infantry purchase list
When using Artillery Auto-Aim feature when out of range, the auto aim will now adopt the max weapon elevation
Updated the Credits

Map Changes
Little Big Lake:

Fixed a hole in the ground by the Allied base.
Adjusted pathfinding for Harvesters.

Dune Patrol:

Removed out-of-bounds lines in the small infantry tunnel next to the Soviet base.

Snowbound:

Added more ground clutter
New terrain textures
Added some rocks

Fort Bradley:

Fixed a bunch of NGons on the Urban Buildings

Balance Changes

The Attack Dog's Bark can now pierce through multiple targets
Engineer + IFV Repair Reduced: 0.65 -> 0.6
Technician + IFV Repair Reduced: 0.32 -> 0.3
Technician IFv Self Healing Halved
Deployed Infantry now take 50% less incoming damage from all sourcesAA Flak Damage vs Helicopters Increased
Sniper IFV Laser now uses the correct range

Patch 0.9.0.1
Released shortly after the game launched, this patch contained key fixes to the game.
Bug Fixes

Fixed a Server Crash that was sometimes occurring when a player added a vehicle to the queue and then left the server
Siege Chopper can no longer deploy in mid-air
Siege Chopper animation has been fixed
Fixed an issue with Fort Bradley where Allies were getting 500 free points at the start of the match
Fixed some graphical issues with Fort Bradley

General Changes

Added Siege Cameras to the V3 Launcher and Howitzer
Added Encyclopaedia entries for the weapons and infantry

Ricardo Engineer credit to Scorched Earth! Check out his RA2 and Apocalypse Rising videos on his YouTube channel! Youtube.com

Over the course of these past few weeks, we have heard several requests from our players to release the tools for the game so they can make mods, dive into unit statistics, and translate the game into various languages.
We are proud to announce we've made the modding SDK available here: Gitlab.com
Whenever we release we will aim to update the tools to match the latest public version, much like we do with the server.
If you're looking for tutorials and documentation, we have a wealth of info in our Tutorials forum but also on Tacitus, which is our documentation resource. Links below the image.

Tacitus: Documentation

Tutorials: W3D Tutorials

Over time we will aim to add more to these tools, like pieces of example content and maps for you guy to dissect.
In the meantime though, we can't wait to see what you'll all end up making and if you need any help creating things, please feel free to reach out to us over Discord! Found here: Discord.gg

Keep 'Em Coming!
That's all for now. Please feel free to leave your feedback and report bugs in our Discord and on our forums. We've got eyes on both platforms, so we'll make sure that every point gets a fair shake.
Thanks again for supporting the game and our community!
- The W3D Hub Team
#red #alert #apocalypse #rising #update
Red Alert 2: Apocalypse Rising Update
We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look into our tools for custom projects! Posted by FRAYDO on May 16th, 2025 We are glad to see everyone playing and enjoying Apocalypse Rising so far! It has been three week since release and this update marks our first major balance pass. The initial feedback has reported that the "Allies are overpowered", and we aim to address that notion with this major patch. This post will include patches 0.9.0.1 through 0.9.0.5 in descending order to describe everything that has been adjusted since our release. At the bottom of this post, after all of the patch notes, we are also including information on the release of our Modding SDK! Patches 0.9.0.3 - 0.9.0.5 There are three patches here because we ran internal testing before settling on the final buildBased on game experience and player feedback, it was identified that the Allies were winning the majority of the games. This patch brings the Soviets up to compensate whilst also nerfing some key Allied units. Soviet will now have more of a chance in the face of the Allied teamwork machine. Bug Fixes Fixed several crashes reported by players via crash dumpsFixed Nvidia App "game filters" crashing the game Keyboard keys no longer get stuck when the window loses focusLess hitching when units spawn Fixed an issue relating to Chrono Miner Objective Markers Performance has been improved by optimizing some game objects General Changes Team remixing/rebalancing logic was re-implemented to improve team variety for players from match to match Players can no longer refill when in combat. Players can now set max FPS to any value instead of an arbitrary selection Bots can path their way out of buildings nowMesh optimizations have been applied to the War Factories and Refineries. The legacy "Battlefield Key Success Tips" document has been removed from the game. Several PT icons have been updated Reinforcement Bays are no longer targetable by enemies. Kill messages: Grand Cannon kill strings no longer fill the feed on FreezingStraits. Added crushed kill string. Revolver kill string has been added to the nagant. Shotgun kill string has been added to the shotguns. Map Changes Fort Bradley: Fixed a bunch of buildings, improving performance and removing ngons Adjusted some of the building roofs to prevent degenerate gameplay FreezingStraits: Added visible boundary stripes. The hills behind the bases are now considered out of bounds. Removed a chunk of terrain sticking into the Radar Tower basement. LittleBigLake: Fixed a floating rock on the cliff behind the Allied base. SnowBound: The cliff to the northwest of the Allied base is now considered out-of-bounds. Fixed a couple texture seams at the main road north of the Allied base. Updated the screenshot on loading screen. Updated the overhead map. Dune Patrol: Adjusted out of bounds area to prevent degenerate gameplay General Balance Changes The targeting ranges of several weapons were increased by 3m in order to for units to be able to target enemies a little way before they are actually in range. Lock-on untrack time increased: 1.25s -> 1.75s Prevented some map objects from being locked ontoDeployed Infantry Damage Resistance Reduced: 50%->40% Damage from Explosions now affects Mines, C4 and Dynamite Infantry that are crushed by vehicles now register on the kill feed Proximity Mines are now placed at the player's feet. This is in order to prevent mines from being placed on walls and in other weird places. All thrown cooldown-based weapons now autoswap back to the unit's Primary after being used. i.e. After using Molotovs, the Conscript will switch back to it's PPSH automatically Dogs can now reload their bite and bark weapons whilst sprinting. Allies Guardian GI Secondary Fire now shoots a missile that does not lock-on Rocketeer Jetpack Cooldown increased 1s->2s Projectile Damage Reduced: 25->20 Projectile Explosion Damage Outer Radius Increased: 3m->3.25m Projectile Explosion Damage Inner Radius Increased: 1.5m->2m Sniper Projectile Range Decreased: 350m -> 220m Corrected Damage Falloff RangeNavy SEAL Projectile Warhead changed: Bullet -> Bullet Anti Infantry This change nerfs the MP5N vs armoured targets Primary Projectile Damage: 15->14 Primary Projectile Spray angle Increased: 0.24°->0.75° Secondary Projectile Damage: 15->14 Secondary Projectile Burst Delay time: 0.12s->0.15s Secondary Projectile Spray angle Increased: 0.1°->0.5° C4 Inventory Count Reduced: 2->1 C4 Explosion Damage Increased: 60->90 Tanya Projectile Damage Increased: 20->22 Projectile Rate of Fire Increased: 6->12 Weapon now fires in 2 round bursts Weapon Clip Sized Increased 18->36 Tanya is supposed to be holding two pistols, so this new clip size aims to reflect that C4 Range: 5m->10m IFV Guardian GI Range Decreased: 120->115 Seal Damage Increased 12->14 Rate of Fire Increased 14->16 Range Increased 95m->115m Sniper Changed Warhead form Bullet_AV to Bullet_AI Projectile Damage: 102 -> 100 Projectile Range: 300 -> 275 Corrected Damage Falloff RangeMirage Tank Range Decreased: 115->110 Prism Tank Projectile Range Increased 145m->150m Tank Destroyer Projectile Range Decreased: 135m->120m Cost Increased: 900->1000 Howitzer Adjusted the model so that it looks less like the Tank Destroyer Harrier Projectile Range Decreased: 130m->120m Black Eagle Projectile Velocity Decreased: 120->100 Projectile Range Decreased: 130m->120m Soviets Crazy Ivan Grenade Launcher Explosion Damage Increased: 50->75 Large Dynamite Inventory Count Reduced: 2->1 Large Dynamite Explosion Damage Increased: 60->90 Terrorist Self Explosion Damage Inner Radius Increased: 4m->6m Weapons are now hidden when not being held. Boris Airtsrike Timer Reduced: 15s->12s Terror Drone The physics have been altered for better handling and cliff climbing performance Jump Height Increased: 12->15 Flak Track Has a new model! Weapon Reload Time: 1.5s ->1.25s Primary Projectile Damage Decreased 33->30 Secondary Projectile Velocity Increased: 400->500 V3 Rocket Launcher Projectile Velocity Decreased: 112->90 Projectile Gravity Increased: 7.0->3.75 Projectile Extension Adjusted Explosion Damage Inner Radius Increased: 10m->12m ***TOTAL RANGE IS AROUND 230m*** Tesla Tank: Weapon handling adjusted to reduce the arc of fire overall Demo Truck Cost Reduced: 1500->1400 Explosion Damage Increased: 400->500 Radiation Radius Increased: 24m->30m Apocalypse Tank Cannon Velocity Increased 250m/s->275m/s Missile Range Increased 135m->140m Missile Lock-on Time Decreased: 1.25->2 Missile Turn Rate increased: 350°/s->420°/s Siege Chopper Model updated with Rotor Blur Cameras re-worked Physics altered to make the controls more responsive Projectile Explosion Damage Outer Radius Increased: 1.5m->2.5m Projectile Explosion Damage Inner Radius Increased: 1m->1.85m Kirov Airship The Kirov now takes half as much damage from all non-AA weapons Points Given on Death: 200 -> 175 MG Damage Increased: 10->11 MG Spray Decreased: 1°->0.9° Bomb Impact Damage Increased: 110->125 Explosion Damage Increased: 100->110 Patch 0.9.0.2 This patch introduced more fixes and altered the balance of some of the most egregious units ingame. Bug Fixes Fixed a crash when spotting a disguised Mirage Tank as an Attack Dog, Tentatively fixed an exploit where GIs and GGIs could become invincible after using a parachute General Changes Added Siege Chopper Weapon Strings, Removed a Projectile Blocker from the doors of the Allied Power Plant Elm and Aca trees now have less upper branch projectile collision Fixed Allied Supply Truck and Siege Chopper entry/exit zones Fixed Shotgun Scaling Terror Drones and Robot Tanks now tell the pilot that the vehicle will be killed if they leave it Added a missing texture fron the loading screen AI turrets on the Battle Fortress and War Miner will now search for targets Terror Drone now has an attack sound Desolator Weapons no longer leave black marks everywhere New Soviet Technician PT Icon Re-ordered the infantry purchase list When using Artillery Auto-Aim feature when out of range, the auto aim will now adopt the max weapon elevation Updated the Credits Map Changes Little Big Lake: Fixed a hole in the ground by the Allied base. Adjusted pathfinding for Harvesters. Dune Patrol: Removed out-of-bounds lines in the small infantry tunnel next to the Soviet base. Snowbound: Added more ground clutter New terrain textures Added some rocks Fort Bradley: Fixed a bunch of NGons on the Urban Buildings Balance Changes The Attack Dog's Bark can now pierce through multiple targets Engineer + IFV Repair Reduced: 0.65 -> 0.6 Technician + IFV Repair Reduced: 0.32 -> 0.3 Technician IFv Self Healing Halved Deployed Infantry now take 50% less incoming damage from all sourcesAA Flak Damage vs Helicopters Increased Sniper IFV Laser now uses the correct range Patch 0.9.0.1 Released shortly after the game launched, this patch contained key fixes to the game. Bug Fixes Fixed a Server Crash that was sometimes occurring when a player added a vehicle to the queue and then left the server Siege Chopper can no longer deploy in mid-air Siege Chopper animation has been fixed Fixed an issue with Fort Bradley where Allies were getting 500 free points at the start of the match Fixed some graphical issues with Fort Bradley General Changes Added Siege Cameras to the V3 Launcher and Howitzer Added Encyclopaedia entries for the weapons and infantry Ricardo Engineer credit to Scorched Earth! Check out his RA2 and Apocalypse Rising videos on his YouTube channel! Youtube.com Over the course of these past few weeks, we have heard several requests from our players to release the tools for the game so they can make mods, dive into unit statistics, and translate the game into various languages. We are proud to announce we've made the modding SDK available here: Gitlab.com Whenever we release we will aim to update the tools to match the latest public version, much like we do with the server. If you're looking for tutorials and documentation, we have a wealth of info in our Tutorials forum but also on Tacitus, which is our documentation resource. Links below the image. Tacitus: Documentation Tutorials: W3D Tutorials Over time we will aim to add more to these tools, like pieces of example content and maps for you guy to dissect. In the meantime though, we can't wait to see what you'll all end up making and if you need any help creating things, please feel free to reach out to us over Discord! Found here: Discord.gg Keep 'Em Coming! That's all for now. Please feel free to leave your feedback and report bugs in our Discord and on our forums. We've got eyes on both platforms, so we'll make sure that every point gets a fair shake. Thanks again for supporting the game and our community! - The W3D Hub Team #red #alert #apocalypse #rising #update
WWW.INDIEDB.COM
Red Alert 2: Apocalypse Rising Update
We're glad to see everyone enjoying Apocalypse Rising! It's been three weeks since release and this marks our first major balance pass! We are also releasing the modding SDK so users can look into our tools for custom projects! Posted by FRAYDO on May 16th, 2025 We are glad to see everyone playing and enjoying Apocalypse Rising so far! It has been three week since release and this update marks our first major balance pass. The initial feedback has reported that the "Allies are overpowered", and we aim to address that notion with this major patch. This post will include patches 0.9.0.1 through 0.9.0.5 in descending order to describe everything that has been adjusted since our release. At the bottom of this post, after all of the patch notes, we are also including information on the release of our Modding SDK! Patches 0.9.0.3 - 0.9.0.5 There are three patches here because we ran internal testing before settling on the final build (0.9.0.5) Based on game experience and player feedback, it was identified that the Allies were winning the majority of the games. This patch brings the Soviets up to compensate whilst also nerfing some key Allied units. Soviet will now have more of a chance in the face of the Allied teamwork machine. Bug Fixes Fixed several crashes reported by players via crash dumps (thank you!) Fixed Nvidia App "game filters" crashing the game Keyboard keys no longer get stuck when the window loses focus (e.g. Alt+Tab would leave Alt stuck) Less hitching when units spawn Fixed an issue relating to Chrono Miner Objective Markers Performance has been improved by optimizing some game objects General Changes Team remixing/rebalancing logic was re-implemented to improve team variety for players from match to match Players can no longer refill when in combat. Players can now set max FPS to any value instead of an arbitrary selection Bots can path their way out of buildings now (mostly) Mesh optimizations have been applied to the War Factories and Refineries. The legacy "Battlefield Key Success Tips" document has been removed from the game. Several PT icons have been updated Reinforcement Bays are no longer targetable by enemies. Kill messages: Grand Cannon kill strings no longer fill the feed on FreezingStraits. Added crushed kill string. Revolver kill string has been added to the nagant. Shotgun kill string has been added to the shotguns. Map Changes Fort Bradley: Fixed a bunch of buildings, improving performance and removing ngons Adjusted some of the building roofs to prevent degenerate gameplay FreezingStraits: Added visible boundary stripes. The hills behind the bases are now considered out of bounds. Removed a chunk of terrain sticking into the Radar Tower basement. LittleBigLake: Fixed a floating rock on the cliff behind the Allied base. SnowBound: The cliff to the northwest of the Allied base is now considered out-of-bounds. Fixed a couple texture seams at the main road north of the Allied base. Updated the screenshot on loading screen. Updated the overhead map. Dune Patrol: Adjusted out of bounds area to prevent degenerate gameplay General Balance Changes The targeting ranges of several weapons were increased by 3m in order to for units to be able to target enemies a little way before they are actually in range. Lock-on untrack time increased: 1.25s -> 1.75s Prevented some map objects from being locked onto (i.e. Bridge repair Huts) Deployed Infantry Damage Resistance Reduced: 50%->40% Damage from Explosions now affects Mines, C4 and Dynamite Infantry that are crushed by vehicles now register on the kill feed Proximity Mines are now placed at the player's feet. This is in order to prevent mines from being placed on walls and in other weird places. All thrown cooldown-based weapons now autoswap back to the unit's Primary after being used. i.e. After using Molotovs, the Conscript will switch back to it's PPSH automatically Dogs can now reload their bite and bark weapons whilst sprinting. Allies Guardian GI Secondary Fire now shoots a missile that does not lock-on Rocketeer Jetpack Cooldown increased 1s->2s Projectile Damage Reduced: 25->20 Projectile Explosion Damage Outer Radius Increased: 3m->3.25m Projectile Explosion Damage Inner Radius Increased: 1.5m->2m Sniper Projectile Range Decreased: 350m -> 220m Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half) Navy SEAL Projectile Warhead changed: Bullet -> Bullet Anti Infantry This change nerfs the MP5N vs armoured targets Primary Projectile Damage: 15->14 Primary Projectile Spray angle Increased: 0.24°->0.75° Secondary Projectile Damage: 15->14 Secondary Projectile Burst Delay time: 0.12s->0.15s Secondary Projectile Spray angle Increased: 0.1°->0.5° C4 Inventory Count Reduced: 2->1 C4 Explosion Damage Increased: 60->90 Tanya Projectile Damage Increased: 20->22 Projectile Rate of Fire Increased: 6->12 Weapon now fires in 2 round bursts Weapon Clip Sized Increased 18->36 Tanya is supposed to be holding two pistols, so this new clip size aims to reflect that C4 Range: 5m->10m IFV Guardian GI Range Decreased: 120->115 Seal Damage Increased 12->14 Rate of Fire Increased 14->16 Range Increased 95m->115m Sniper Changed Warhead form Bullet_AV to Bullet_AI Projectile Damage: 102 -> 100 Projectile Range: 300 -> 275 Corrected Damage Falloff Range (Within the last 50m of range, the damage falls off by around half) Mirage Tank Range Decreased: 115->110 Prism Tank Projectile Range Increased 145m->150m Tank Destroyer Projectile Range Decreased: 135m->120m Cost Increased: 900->1000 Howitzer Adjusted the model so that it looks less like the Tank Destroyer Harrier Projectile Range Decreased: 130m->120m Black Eagle Projectile Velocity Decreased: 120->100 Projectile Range Decreased: 130m->120m Soviets Crazy Ivan Grenade Launcher Explosion Damage Increased: 50->75 Large Dynamite Inventory Count Reduced: 2->1 Large Dynamite Explosion Damage Increased: 60->90 Terrorist Self Explosion Damage Inner Radius Increased: 4m->6m Weapons are now hidden when not being held. Boris Airtsrike Timer Reduced: 15s->12s Terror Drone The physics have been altered for better handling and cliff climbing performance Jump Height Increased: 12->15 Flak Track Has a new model! Weapon Reload Time: 1.5s ->1.25s Primary Projectile Damage Decreased 33->30 Secondary Projectile Velocity Increased: 400->500 V3 Rocket Launcher Projectile Velocity Decreased: 112->90 Projectile Gravity Increased: 7.0->3.75 Projectile Extension Adjusted Explosion Damage Inner Radius Increased: 10m->12m ***TOTAL RANGE IS AROUND 230m*** Tesla Tank: Weapon handling adjusted to reduce the arc of fire overall Demo Truck Cost Reduced: 1500->1400 Explosion Damage Increased: 400->500 Radiation Radius Increased: 24m->30m Apocalypse Tank Cannon Velocity Increased 250m/s->275m/s Missile Range Increased 135m->140m Missile Lock-on Time Decreased: 1.25->2 Missile Turn Rate increased: 350°/s->420°/s Siege Chopper Model updated with Rotor Blur Cameras re-worked Physics altered to make the controls more responsive Projectile Explosion Damage Outer Radius Increased: 1.5m->2.5m Projectile Explosion Damage Inner Radius Increased: 1m->1.85m Kirov Airship The Kirov now takes half as much damage from all non-AA weapons Points Given on Death: 200 -> 175 MG Damage Increased: 10->11 MG Spray Decreased: 1°->0.9° Bomb Impact Damage Increased: 110->125 Explosion Damage Increased: 100->110 Patch 0.9.0.2 This patch introduced more fixes and altered the balance of some of the most egregious units ingame. Bug Fixes Fixed a crash when spotting a disguised Mirage Tank as an Attack Dog, Tentatively fixed an exploit where GIs and GGIs could become invincible after using a parachute General Changes Added Siege Chopper Weapon Strings, Removed a Projectile Blocker from the doors of the Allied Power Plant Elm and Aca trees now have less upper branch projectile collision Fixed Allied Supply Truck and Siege Chopper entry/exit zones Fixed Shotgun Scaling Terror Drones and Robot Tanks now tell the pilot that the vehicle will be killed if they leave it Added a missing texture fron the loading screen AI turrets on the Battle Fortress and War Miner will now search for targets Terror Drone now has an attack sound Desolator Weapons no longer leave black marks everywhere New Soviet Technician PT Icon Re-ordered the infantry purchase list When using Artillery Auto-Aim feature when out of range, the auto aim will now adopt the max weapon elevation Updated the Credits Map Changes Little Big Lake: Fixed a hole in the ground by the Allied base. Adjusted pathfinding for Harvesters. Dune Patrol: Removed out-of-bounds lines in the small infantry tunnel next to the Soviet base. Snowbound: Added more ground clutter New terrain textures Added some rocks Fort Bradley: Fixed a bunch of NGons on the Urban Buildings Balance Changes The Attack Dog's Bark can now pierce through multiple targets Engineer + IFV Repair Reduced: 0.65 -> 0.6 Technician + IFV Repair Reduced: 0.32 -> 0.3 Technician IFv Self Healing Halved Deployed Infantry now take 50% less incoming damage from all sources (was inconsistent beforehand) AA Flak Damage vs Helicopters Increased Sniper IFV Laser now uses the correct range Patch 0.9.0.1 Released shortly after the game launched, this patch contained key fixes to the game. Bug Fixes Fixed a Server Crash that was sometimes occurring when a player added a vehicle to the queue and then left the server Siege Chopper can no longer deploy in mid-air Siege Chopper animation has been fixed Fixed an issue with Fort Bradley where Allies were getting 500 free points at the start of the match Fixed some graphical issues with Fort Bradley General Changes Added Siege Cameras to the V3 Launcher and Howitzer Added Encyclopaedia entries for the weapons and infantry Ricardo Engineer credit to Scorched Earth! Check out his RA2 and Apocalypse Rising videos on his YouTube channel! Youtube.com Over the course of these past few weeks, we have heard several requests from our players to release the tools for the game so they can make mods, dive into unit statistics, and translate the game into various languages. We are proud to announce we've made the modding SDK available here: Gitlab.com Whenever we release we will aim to update the tools to match the latest public version, much like we do with the server (also found here: Gitlab.com). If you're looking for tutorials and documentation, we have a wealth of info in our Tutorials forum but also on Tacitus, which is our documentation resource. Links below the image. Tacitus: Documentation Tutorials: W3D Tutorials Over time we will aim to add more to these tools, like pieces of example content and maps for you guy to dissect. In the meantime though, we can't wait to see what you'll all end up making and if you need any help creating things, please feel free to reach out to us over Discord! Found here: Discord.gg Keep 'Em Coming! That's all for now. Please feel free to leave your feedback and report bugs in our Discord and on our forums. We've got eyes on both platforms, so we'll make sure that every point gets a fair shake. Thanks again for supporting the game and our community! - The W3D Hub Team
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