Greetings, commander! Cranium, the leader of VenomRage, has been busy recently working on it and shared its progress report with us. VenomRage is a total conversion for Red Alert 2: Yuri's Revenge, powered by Ares. It brings at least two factions, such as the Venom and the RevengeForces. Here is what you need to know about the progress on VenomRage:

Quote:
The Secret Society Faction is a more technologically advanced Civilization. They've evolved enough to unlock the secrets of immense power.
Stay tuned. More to come.


Here is their construction yard:




If you like it, share your comments on this topic from the PPM forums.

For further information about VenomRage, visit the Forums at PPM. And that's all regarding VenomRage for now. Stay tuned at PPM for more news about VenomRage!

Are you picking this up? Good! FS-21, the leader of C&C Reloaded, has released C&C Reloaded 2.5.12 a couple of weeks ago. For those unaware, C&C Reloaded is a classic modification that brings together the Tiberian Sun and Red Alert 2 factions into Red Alert 2: Yuri's Revenge with Ares and Phobos. Here is what we know about C&C Reloaded 2.5.12 and 2.5.11 which was released few days earlier:

Quote:
Version 2.5.12 (hotfix release), 2024/05/14
------------------------------

  • "AI Cheater" game option was renamed to "Brutal AI".
  • Nod Cyborg Commando rate of fire from 80 to 60.
  • Now, GDI Paladin needs a Tech Center/Battle Lab if the naval combat game option is unchecked.
  • Fixed: (Standard) Brute was using the sidebar description of the Evolved Brute.
  • Yuri mission 8: Fixed map event that made Einstein's extraction point impossible to achieve.
  • Yuri mission 8: Soviet Siege Choppers couldn't reduce the build time if multiple factories were built.
  • Yuri mission 11: By mistake, I forgot to reenable some map events in the last update.
  • Small AI tweaks regarding defensive AI teams.




Version 2.5.11 (hotfix release), 2024/05/10
------------------------------

  • Updated Phobos library to latest develop snapshot + my features. At least 2 crashes & 1 desync were fixed.
  • Tweaked Yuri's missions from mission 4 to 12. Delayed 2 minutes the AI base production.
  • Fixed crash in Yuri mission 7.
  • Improved AI.


If you are curious about C&C Reloaded, visit the Official Website, Forums at Revora, ModDB Profile, and Discord Channel to obtain further information about it. Download C&C Reloaded Here. And that's all for now! Have fun and enjoy C&C Reloaded!

Greetings, commander! Kerbiter, the leader of Phobos, has released Phobos Build 41 a couple of days ago. For those unaware of what is being written here, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here is the official announcement from Phobos's staff about Phobos Build 41:



Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 41 is up!

Changes compared to build 40:

Migration info:

  • [CrateRules] -> FreeMCV now controls whether or not player is forced to receive unit from [General] -> BaseUnit from goodie crate if they own no buildings or any existing BaseUnit vehicles and own more than [CrateRules] -> FreeMCV.CreditsThreshold (defaults to 1500) credits.
  • Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead Verses to affect target to apply unless EffectsRequireVerses is set to false. Shield armor type is used if the target has an active shield that cannot be penetrated by the Warhead.

New features:

  • Restore functionality of [CrateRules] -> FreeMCV with customizable credits threshold (by Starkku)
  • Allow customizing the number of vehicles required for unit crates to turn into money crates (by Starkku)
  • Per-VehicleType reroll chance for CrateGoodie=true (by Starkku)
  • Warheads spawning powerup crates (by Starkku)
  • Custom tint on TechnoTypes (by Starkku)
  • Revenge weapon (by Starkku)
  • AttachEffect types with new features like custom tint and weapon range modifier (by Starkku)

Vanilla fixes:

  • Tint effects are now correctly applied to SHP vehicles and all types of aircraft, as well as building animations regardless of their position (by Starkku)
  • Iron Curtained / Force Shielded objects now always use the correct tint color (by Starkku)

Phobos fixes:

  • Fixed ShrapnelWeapon only targeting allies by default (by Starkku)


A few days earlier, version 40 was released with the following changelog:

Quote:
Phobos development build 40 is up!

Changes compared to build 39:

New features:
  • User setting toggles for harvester counter, power delta indicator, and show mission briefing screen (by Starkku)
  • Display the amount of weeds in storage on the sidebar (by Starkku)
  • Shrapnel weapon target filtering toggle (by Starkku)
  • Customizable detonation chance for ExtraWarheads (by Starkku)

Vanilla fixes:
  • Fixed a desync potentially caused by displaying of the cursor over selected DeploysInto units (by Starkku)
  • Skipped drawing the rally point line when undeploying a factory (by Trsdy)

Phobos fixes:
  • Fixed AutoDeath causing crashes when used to kill a parasite unit inside an another unit (by Starkku)
  • Fixed ExtraShadow on Bouncer / IsMeteor animations not working (by Starkku)
  • Debug hotkeys are no longer shown in the hotkeys menu if they are disabled (by Trsdy)
  • Fixed radiation sites causing desyncs (by Trsdy)
  • Fixed Phobos infiltration logic fixes breaking Ares' Saboteur logic (by Trsdy)
  • Fixed spawned missile shadows drawing at the wrong position (by Trsdy)
  • Minor optimization to performance of animation damage hook (by Starkku)



For further information about Phobos, visit its Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. You can download Phobos Build 41 Here. And that's all for now! Have fun and enjoy Phobos!

CnC-DDraw 6.5 is out!
May 31, 2024 - 02:33
Welcome back, commander! FunkyFr3sh has released a new version of CnC-DDraw called CnC-DDraw 6.5. For those unaware of what is being written here, CnC-DDraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe's Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. Here are the updates from CnC-DDraw 6.5:

Quote:
Instructions

  • Download cnc-ddraw.zip and extract it into your game folder
  • Start the game

Game doesn't work? Please check the Readme file and the wiki.

Hotkeys

  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode
  • [Ctrl] + [Tab]                    = Unlock cursor
  • [Right Alt] + [Right Ctrl]  = Unlock cursor
  • [Alt] + [Page Down]        = Maximize window

Changelog

  • Added AMD FidelityFX™ Super Resolution (FSR) shader (fsr.glsl)
  • Updated xBRZ shader to faster multipass version (xbrz-freescale-multipass.glsl)
  • Added AMD FidelityFX™ Robust Contrast Adaptive Sharpening (RCAS) shader (rca-sharpen.glsl)
  • Added image-adjustment.glsl shader (Allows to adjust contrast/Brightness/grain and a lot more - can be combined with other shaders)
  • Updated bicubic.glsl and bicubic-tuned.glsl to faster 5-tap versions (bicubic-bilinear.glsl and bicubic-tuned-bilinear.glsl)
  • You can now combine 2 shaders (second one must have the same name as the first one but with ".pass1" appended to the filename)
  • Added support for Nancy Drew: Last Train to Blue Moon Canyon
  • Added support for Nancy Drew: Message in a Haunted Mansion
  • Added a preset for American Girls Dress Designer
  • Fixed cursor issues in the main menu of Nancy Drew games
  • Fixed mouse input issues in Diablo 1
  • Fixed a crash in Jazz Jackrabbit 2
  • New .ini setting "wine_allow_resize=true/false" to allow resize in wine (linux/macOS) - Note: it's not fully functional, hence why it's optional
  • Supported games list in readme was updated (200+ games listed now) - Thanks to @ShizCalev
  • Added support for the latest Mesa3D OpenGL software rasterizer https://github.com/pal1000/mesa-dist-win
  • Added new export "DDGetProcAddress" so fan patched games can bypass the cnc-ddraw hooks and get access to the real functions


For further information about CnC-DDraw, visit its Official Website. You can download CnC-DDraw 6.5 Here. And this is all for today! Enjoy CnC-DDraw and provide your feedback about it so it can get better.

Vengi 0.0.32 has been released!
May 31, 2024 - 02:12
Hi everyone! It has been a while since I posted for the last time. For those who confused me for a corpse, you have made a sad mistake. Moving to a new home with limited internet and a broken PC, things can get a bit tough. So, I have been acting in the shadows like the prophet, but I am ready to return to the battlefront.

Talking about the battlefront, reinforcements have arrived from Vengi as Vengi 0.0.32 has been recently posted by mgerhardy. For those who are not acquainted with it, VoxEdit is a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. It uses the vengi voxel engine.  Here is the official announcement from Vengi's staff about Vengi 0.0.32 and also 0.0.31 which was released during my recent silence:

Quote:
Changelog

A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.32 (2024-05-29)

General:

  • Add mesh optimizer support (new cvar voxformat_optimize)
  • Fixed missing region shift for vxl (Command and Conquer)
  • Fixed MagicaVoxel vox file loading for files that don't contain instances but only models
  • Added vxc thumbnail support
  • Fixed a translation-related crash for all apps on Windows

VoxEdit:

  • Converted the text-voxel-rendering into a new brush
  • Fixed undo node transform changes as first action


0.0.31 (2024-05-09)

General:

  • Fixed memory leak in fbx loading
  • Added support for starmade templates smtpl format
  • Fixed merging of nodes when pivots are used
  • Added support for litematic Minecraft support
  • Extended supported Minecraft materials
  • Extended Lua bindings for keyframes and transforms
  • Extended Lua bindings for HTTP requests
  • Fixed face culling for negative scale values
  • Added command and cvar dialogs to the help menus
  • Added cubzh version 5 (older version) support
  • Added support for writing uncompressed qubicle qb files
  • Fixed qubicle qb version number
  • Added basic support for rooms.xyz thing file support
  • Optimized file dialog for large directories
  • Added translation support (po files)
  • Fixed error in up-scaling volumes
  • Fixed x-axis flip for cubzh 3zh files
  • Added cvar voxformat_rgbweightedaverage to control the color contributions for a triangle
  • Added the ability to upload crash dumps
  • Improved support for reference nodes in a lot of formats
  • Improved pivot support in a lot of formats

VoxConvert:


  • Added zip archive support for --input
  • Added the ability to export into slices with --slice when --output is a png file

VoxEdit:

  • Added support for browsing the remote voxel collections to the asset panel
  • Added modelmerge all parameter to merge all nodes at once
  • Added presentation command to cycle through all models in a scene
  • Improved position panel to edit transforms
  • Improved start-up times
  • Pasting from a different palette will search for the closest colors
  • Fixed off-by-one error in ve_regionsizes cvar handling
  • Re-enabled the yocto-pathtracer panels again
  • Moved some UI elements into other panels
  • Improved stamp brush features
  • Fixed brush regression in combination with the override mode
  • Added pathfinder brush preview

Thumbnailer:


  • Fixed logic error in skipping camera nodes

Packaging:


  • Renamed AppStream package to io.github.vengi_voxel.vengi.voxedit for DBUS compatibility


For further information about Vengi, visit the Topic at PPM Forums, Official Website, and Discord Channel. Download Vengi Here. And that's all for now! Have fun and enjoy Vengi!

New Horizons 14 is out!
May 09, 2024 - 12:03
Greetings, Comrade Generals! Lee3y, the leader of New Horizons, has released a new version of New Horizons called New Horizons 14. For those unaware, New Horizons is a modification for Red Alert 2: Yuri's Revenge that tweaks the gameplay, factions, and units with more emphasis on realism. It also provides new campaigns. Here are the changes and the fun stuff from New Horizons 14:

Quote:
Greetings, fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version 14 (which supersedes Version 13-A). As always, I highly recommend reading the articles on the previous releases to learn more about what’s new, should you be interested.



What’s New:

4th New Campaign Mission

The 4th completely new campaign mission is now available. Whereas the previous releases (Versions 13, and 13-A) brought about massive new items, including the Horror Mode(s), as well as a vast amount of new units/buildings/animations, special effects, etc., this release is centered around the new campaign mission. Some time ago (years), I did say that actual-numbered-index full releases would (as opposed to sub-versions with various suffixes) be based on something major, such as a new playable country or a new campaign mission, so here it is.

For those of you already familiar with the first two New Horizons campaign missions, you will know that these missions take place in Our timeline (rather than the standard alternate-reality Red Alert universe), with the traditional factions of ‘Allied vs Soviet’ being superseded by the NATO vs CSTO factions. The missions released so far set the player in command of different scenarios on the side of the CSTO faction, based in the 1st quarter of the 21st century. NATO has launched a full-scale invasion of CSTO-member countries, and it is up to You to tip the odds against the aggressor. Mission 1 (Operation: Dark Dawn) takes place in western Belarus during quadrennial ‘Zapad’ defensive military exercises. You have control of a small Russian military delegation carrying out an inspection of a Belarusian border post when NATO forces crash through the border. Your mission there was to escape eastwards, to prevent being surrounded. Mission 2 (Operation: Pacific Storm) took place pretty much on the other side of the planet, on one of the Kuril Islands, at the eastern extremity of the Russian Federation. Here, you had to repel the American Pacific Fleet, preventing them from breaking through to the mainland (which could be done with 2 alternative endings, one of them resulting in rendering the island uninhabitable). In Mission 3 (Operation: Evacuation), players were tasked with the defense of the southwestern quadrant of Kaliningrad from combined NATO forces attacking the city whilst ensuring an evacuation of civilians.

Now, onto Mission 4, Operation: Convoy. This mission takes place in the northeastern region of Syria, somewhere near the M4 highway. Since 2011, Syria has been in a state of conflict due to literal armies of NATO-backed terrorist groups (backed, defined in terms of weapons support, logistics, financial, political, and even media/'documentary' whitewashing), to the extent that Syria officially requested help from the Russian Federation in 2015, which managed to prevent the collapse of Syria (into a pseudo-Islamic 'caliphate'), and turned the conflict around completely. In this mission, you will initially be in charge of a small unit tasked with securing a convoy as part of the Russian Reconciliation Centre for Opposing Sides in Syria (R.R.C.O.S.S.), which conducts various peacekeeping efforts and assists with humanitarian aid. With the outbreak of major hostilities around the world, this particular convoy is tasked with returning to Khmeimim air base, essentially withdrawing to a safer place. In order to get there, you must guard the convoy to a local airfield, where an An-124 transport plane is located.

Making this segment of the mission was quite challenging; after all, there aren't exactly many convoy missions in the C&C games! But this mission isn't merely just an escorting mission. Once you have guarded the convoy to the local airfield, this is where the mission becomes somewhat open-world; although you have made it to the battered airfield and found the transport plane to be intact, you cannot simply fly to home base just yet. It turns out the airfield was raided by terrorist groups, and along with stealing the aircraft fuel tankers, they have taken the pilots hostage! From here, it is up to you as the player to decide what to do. There are many possibilities, ranging from friendly encounters with S.A.A. (Syrian Arab Army) units to hostile encounters with foreign illegal occupation forces, along with their terrorist proxies. But the primary objective, in order to complete the withdrawal by air to Khmeimim, will be to recover the aircraft fuel, as well as the location of the pilots, which will need to be taken back to the plane.

Screenshot from the mission;




Given that players will have very limited resources and means at their disposal, players will have to manage what they have accordingly and choose their battles wisely.


There are many hidden things in this map ('easter eggs'), which may not all be properly discovered in several playthroughs. I have not yet made a skirmish version for this map, as I did with the colossal 3rd mission map, though I may consider doing so in the future.

New Stuff?


As mentioned, with Version 14 do not expect much new, as this release focuses on an entire new campaign mission. That said however, there are some new Mission 4-related items, which it is possible to use as props (for all you custom map editors out there).
Firstly, very much in line with the context above, you will notice the Typhoon-K armored transport used by Russian military police (M.P.) in Syria in such convoys in real life.


Here is an example of a real one in Syria;


And here they are represented in-game, at the beginning of the 4th mission;



Secondly, fuel trucks. Fuel trucks have been added in 2 variants: one based on the Kamaz trucks already available and another on the M35 trucks, also already available. I haven't bothered taking screenshots of these, as they look exactly as you would expect and are derived from a selection of already available units in the mod.

Last but not least, I have updated the model for the K-9 'Thunder' self-propelled artillery. Previously, I had used an open-sourced model, but I decided to make my own model so that it looks like an actual representation of the real thing.


Here is a picture of one in real life;


Here is my updated model of them in-game;



To Summarise


Normally I would now go into other improvements, such as User Interface Enhancements, other Model & Visual Overhauls, AI Enhancements, and other miscellaneous stuff, but for now that is all. Or at least all I can remember is what I did for this release. Bear in mind that Version 13 and 13A were fairly wide-ranging, and as recently as the last release, various rebalancing had been done, taking into account the new features (again, please refer to previous releases to see all the newest).


I sincerely hope that wherever you are playing from, you enjoy the new campaign mission as well as all the stuff from previous versions. As always, have fun!


Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2


You can learn more about New Horizons by visiting the ModDB Profile. New Horizons is available for download Here. And that's all regarding New Horizons for now. Stay tuned at PPM for more news about New Horizons!

A new playtest version of Shattered Paradise was posted a couple of weeks ago. For those who are not acquainted with it, Shattered Paradise is an RTS game created with OpenRA that is inspired by the Command & Conquer Tiberian Sun universe, featuring 5 factions: GDI, Nod, C.A.B.A.L., Mutants, and Scrin. Here are the updates from Shattered Paradise playtest-20240427:

Quote:
Playtest-III-20240427

Bugs Fixed:

  • Generic:

    • Low-priority alt selection is bugged and did not work for Engineers and Harvesters
    • When capturing the opposing faction's war factories, you could not build their MCVs.

  • Nod:

    • The Hatred Emitter from Lightbringer could affect air units
    • When killing Holograms, your units could gain XP

  • Scrin:

    • Hover Tank could shoot over walls, which they should not


Visuals and Tooltips:

  • GDI:

    • Added new production icon for Amphibious APC
    • Added new production icon for Mammoth Tank

  • Nod:

    • Fixed: Flames on impact have a wrong color palette for Purifying Flames

  • Mutants:

    • Rockets on top of the Lynx Tank are bigger now


Sounds:

  • Generic:

    • Added a crushing sound to Tree
    • Added a sound for entering and exiting transports

  • Mutants:

    • Fixed: Fiend's impact sound is global
    • Fixed: Falcon's attack sound is too loud

  • C.A.B.A.L.:

    • Fixed: Reclaimer's attack sound is global
    • Added a new attack sound for Scrin Husk


Gameplay:

  • Generic:

    • Veterancy:

      • Heroic selfhealing speed buffed from 75 to 50
      • PercentageStep heal from 2% to 3%

    • Tiberium:

      • Lifeforms able to heal on Tiberium now heal up faster
      • Selfheal speed buffed from 100 to 50 ticks

    • Permanent Selfheal:

      • Selfheal speed buffed from 100 to 50 ticks and includes assets like Epics

    • Hospital:

      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Machineshop:

      • Selfheal speed buffed from 100 to 50 ticks

    • Barracks:

      • Heal radius from 5c0 to 6c0
      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Engineer:

      • Vision radius from 5 to 6
      • HP from 95 to 100
      • Movement speed from 45 to 60

    • Vehicles:

      • Upon hitting 25% of HP (red HP bar), they will now lose 25% of their movement speed
      • Vision radius of most non-artillery vehicles is from 6 to 8
      • Artillery class vehicles vision radius from 5 to 6

    • Epics:

      • Vision radius from 8 to 10

    • Aircraft:

      • Vision radius of most aircraft assets from 9 to 10
      • Fighter class aircraft vision radius from 10 to 12

    • Construction Yard:

      • Selling it will only grant 1 engineer now

    • Harvester:

      • Vision radius from 5 to 8

    • MCV:

      • Vision radius from 5 to 6
      • Speed from 60 to 75

    • Weapons:

      • RifleWarhead:

        • Damage vs Defense Armor from 5% to 15%
        • Damage vs Concrete Armor from 3% to 5%

      • ArtilleryWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 35% to 50%

          • Affects units like Juggernauts, Specters, etc.

      • BombWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 20% to 35%

          • Affects units like Orca Bombers, Demo Bikes, etc.

      • AcidWarhead:

        • Damage vs Concrete Armor from 15% to 35%

          • Affects Corruptors and Ichor Waste Turrets

      • Proned Infantry:

        • Damage dealt from melee weapons from 100% to 70%
        • Sonic Emitter weapons from 50% to 70%
        • Bike explosion from 50% to 70%
        • Mine explosion from 50% to 70%
        • Abductor weapon from 100% to 70%
        • Cyborg Commando weapon from 350% to 70%. No typo, by the way. It actually dealt that much damage vs. prone targets
        • Wasp weapon from 70% to 50%
        • Stormrider weapon from 70% to 50%

  • GDI:

    • Firestorm Generator:

      • Cost from $1000 to $1500
      • Build speed from 20 to 30 seconds

    • Sonic Emitter:

      • Vision radius from 8 to 10

    • Medic:

      • Vision Radius from 5 to 6

    • Disc Thrower:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Light Armor from 50% to 75%
        • Heavy Armor from 35% to 50%
        • Concrete Armor from 15% to 35%

    • Jump Jet:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Building Armor from 80% to 100%
        • Light Armor from 50% to 75%

    • Eagle Guard:

      • Buildtime from 25 to 20 seconds
      • Cost from $900 to $700

    • JJ Commando:

      • Damage vs:

        • Buildings from 10% to 100%. This weapon does not attack buildings, but it was adjusted for consistency reasons
        • Defences from 10% to 100%. This weapon does not attack defences, but it was adjusted for consistency reasons
        • Light Armor damage unchanged (100%)
        • Heavy Armor from 80% to 100%
        • Aircraft from 50% to 100%. Can only attack landed aircraft
        • Concrete Armor from 5% to 35%

    • Wolverine:

      • Buildtime from 10 to 15 seconds

    • Titan:

      • Build time from 25 to 20 seconds

    • Amphibious APC:

      • Buildtime from 15 to 20 seconds
      • Attackspeed buffed from 40 to 30
      • Attack range of ground weapon from 5 to 6

    • Mammoth Tank:

      • Selfheal, up to 50% speed, buffed from 100 to 50 ticks

    • Orca Fighter:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Orca Bomber:

      • Damage vs Light Armor from 80% to 75%
      • Damage vs Heavy Armor from 60% to 50%
      • Buildtime from 40 to 45 seconds

  • Nod:

    • Obelisk of Light:

      • Vision radius from 9 to 10

    • Black Hand Trooper:

      • Damage from 24 to 25
      • Hologram Militant speed from 60 to 75
      • Buildtime from 25 to 20 seconds

    • Buggy BHT:

      • Burst from 4 to 5
      • Burst Delay lowered from 5 to 3

    • Attack Bike:

      • Attack speed buff from 70 to 50

    • Demo Bike:

      • Damage vs Heavy Armor from 35% to 50%
      • Damage vs Concrete Armor from 15% to 35%
      • Build time from 25 to 20 seconds

    • Specter:

      • Cost from $1400 to $1200
      • Buildtime from 35 to 30 seconds

    • Harpy:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Banshee:

      • Cost from $1750 to $1500
      • Buildtime from 40 to 35 seconds

    • Paladin Cruiser:

      • Cost from $2500 to $2000
      • HP from 450 to 400

    • Explosive Mixtures have been removed
    • Added new upgrade: Cardinals Emerge

      • Takes 45 seconds to research
      • Costs $1000
      • Ability:

        • Calls in 3 Cardinals via Subterranean APCs
        • Cooldown of 4:00
        • Costs $1500
        • Hooked to the Radar
        • Ability disabled when Radar is destroyed/depowered

    • Cardinals:

      • Cardinals consecrate their fellow brethren, which increases their firepower by 30%
      • Cardinals are only crushable by Epics
      • Value: $400
      • Speed: 75
      • 250 HP
      • They take up one cell on the battlefield

  • Mutants:

    • Skirmisher:

      • Vision radius from 5 to 6

    • Flak Station:

      • HP from 400 to 600

    • Battle Bus:

      • HP from 250 to 400
      • Cost from $700 to $900

    • Tunnel Network:

      • Now works like a superweapon:

        • Tunnel Network is revealed on the map. The tunnels themselves are not revealed
        • Ability has a global cooldown
        • It no longer costs money to cast

      • Increased buildup time of tunnels before they can be used. 5-second delay
      • Cargo size from 15 to 10

    • Tyrant:

      • Vision radius from 7 to 6
      • Damage vs Infantry buffed from 50% to 100%
      • Buildtime from 20 to 15 seconds

    • Carnotaurus:

      • ArmorType changed from Light to Heavy

    • Ravager:

      • Spread from 0c090 to 0c200
      • Ravagers deal splash damage now

    • Weasaurus Lord:

      • Melee weapon Spread from 0c090 to 0c256. Ravagers deal splash damage now. Same with Mini Weasaurus

    • Gargoyle:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Queen:

      • Cost from $1200 to $1100

    • Falcon:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $2500 to $2000

    • Tiberium Infusion:

      • Selfheal speed buffed from 100 to 50 ticks

  • C.A.B.A.L.:

    • Eye of C.A.B.A.L.:

      • HP from 750 to 500

    • Iron Saviour:

      • Vision radius from 8 to 6

    • Cyborg:

      • Buildtime from 8 to 10 seconds

    • Gladiator:

      • Buildtime from 25 to 20 seconds

    • Abductor:

      • Buildtime from 30 to 25 seconds

    • Cyborg Commando:

      • Vision radius from 8 to 10

    • Centurion:

      • Buildtime from 25 to 20 seconds

    • Drone Hosts:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 40 to 45 seconds

    • Minotaurs:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 45 to 50 seconds

    • Wasp:

      • Cost from $1600 to $1400
      • Buildtime from 40 to 35 seconds

    • Basilisk:

      • Cost from $1750 to $2000
      • Buildtime from 40 to 50 seconds
      • HP from 450 to 500

    • Devourers:

      • Self-repair speed buffed from 150 to 50 ticks
      • Cost from $2000 to $2500
      • Buildtime from 45 to 55 seconds
      • HP from 1500 to 2000

  • Scrin:

    • Scrin Host Station:

      • Speed from 60 to 75

    • Wormhole Generator
    • Can now teleport enemy units onto terrain to kill them. Either sink them into water or teleport them onto cliffs

  • Wrath of Creator:

    • Spread from 300 to 512

  • Shield Generator:

    • HP from 400 to 600

  • Pulsar Tower:

    • Vision radius from 8 to 10

  • Razorshark:

    • Vision radius from 5 to 6
    • Damage vs Light Armor from 30% to 40%

  • Colossus:

    • Buildtime from 25 to 20 seconds

  • Hover Tank:

    • Cost from $800 to $900

  • Guardian:

    • Buildtime from 35 to 30 seconds

  • Stormrider:

    • Cost from $750 to $600

  • Destroyer:

    • Vision radius from 7 to 8

  • Assault Carrier:

    • Cost from $3000 to $2500

  • Battle Cruiser:

    • Vision radius from 11 to 12


Maps Changes:

  • Updated the following maps:

    • Industrial Strength





For further information about Shattered Paradise, visit the Forums at PPM, ModDB Profile, and Discord Channel. Download and test Shattered Paradise playtest-20240427. And that's all for now! Have fun and enjoy Shattered Paradise!

C&C Reloaded 2.5.10 is out!
May 07, 2024 - 04:43
Are you picking this up? Good! FS-21, the leader of C&C Reloaded, has been busy recently in order to release C&C Reloaded 2.5.10. C&C Reloaded is a classic modification that brings together the Tiberian Sun and Red Alert 2 factions into Red Alert 2: Yuri's Revenge with Ares and Phobos. Here is what we know about C&C Reloaded 2.5.10 and the 2.5.9 version, which was released a few weeks ago and we missed in our news coverage:

Quote:
Version 2.5.10 (minor release), 2024/05/06
------------------------------

  • Updated Phobos library to latest develop snapshot + my features with lots of bugfixes.
  • Bug: Allied Mirage tanks could be invisible when blinking.
  • Fixed 1 AI Team that produced crashes.
  • Adjusted some YR and Yuri Resurgence AI team's probabilities.
  • Yuri Resurgence mission 1: Tweaked some AI teams.
  • Yuri Resurgence mission 6: Triggered the end-game credits when the mission was completed.
  • Yuri Resurgence mission 7: It was set as the end of the campaign (the credits window).
  • Fixed some script bugs in Yuri Resurgence mission 8 that made the game impossible to play.
  • RA2 Allied mission 1: Soviets could build units that shouldn't be available.
  • RA2 Soviet mission 11: Fallout, AI didn't fire Nukes.
  • Soviet V3 Launcher missile spawn rate from 370 to 250.
  • Soviet Dreadnought missiles spawn rate from 80 to 180.
  • Nod Talon Submarine missiles spawn rate from 100 to 190.
  • Yuri Boomer Submarine missiles spawn rate from 80 to 200.
  • Secret Lab's Double V3 Launcher missiles spawn rate from 400 to 350.
  • Fix: Sometimes, AI Engineers get stuck inside buildings.
  • No more spilled resources when a harvester or refinery is destroyed in an RA2/YR mission.



Version 2.5.9 (hotfix release), 2024/04/15
------------------------------

  • Updated the Syringe.exe file to the latest official version.
  • Merged the latest Phobos development branch.
  • Fixed bug in the new AI teams selection that reduced the number of possible selectable Teams.
  • Fixed crash (and a desync) in the Nod Reaper weapon.
  • Updated DDrawCompat (by narzoul) to v0.5.1
  • Disabled (temporally) the napalm support power. I think it causes rare crashes in the long term.
  • Replaced (temporally) the Spy plane support power with a Reveal Area. I think it causes rare crashes in the long term.
  • Nuclear radiation damage against Soviet Heavy Tesla Trooper reduced from 100% to 4%.
  • Soviet Desolator damage against Soviet Heavy Tesla Trooper reduced from 100% to 12%.
  • Yuri Psychic Tower strength from 350 to 425.
  • Yuri Psychic Tower weapon rate of fire from 90 (6 seconds) to 85 (~5.66 seconds).
  • Added a steam animation in the Nuclear Reactor.
  • Replaced Magnetron weapons with a modified version of the original game weapons.
  • Fixed crash related to an incomplete AI script action.


For further information about C&C Reloaded, visit the Official Website, Forums at Revora, ModDB Profile, and Discord Channel. C&C Reloaded is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C Reloaded!