Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.

To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.

~ The C&C Guild Staff

0 C&C: Reloaded 2.5.1

Posted by FS-21 on December 27, 2023 in C&C:Reloaded News

C&C: Reloaded 2.5 released with focus in new single player missions and gameplay balance changes.
 

The most noticeable changes of this release are:

- Added a single player campaign for the Yuri faction. "Yuri Resurgence" contains 13 missions empowered with owr skirmish AI and new EVA voices for making the missions objectives more easy to understand (Special thanks to the original author Concolor1 for this great experience).

yuri_resurgence_missions_list.png

- Nod Centurion was replaced by the Avatar mech. 3 researchs will let the player the possibility to improve the new mech. Centurions will return in a future version.

Avatar_vriants_test_01.gif

- Silos game option mode is back! Last time it lasted few hours but now is the definitive return. Not only the refineries could work as slow strategic as in Tiberian Sun, Silos were added to all the factions, including the 3 RA2 factions:

RA2_Allied_Silos.png
soviet_ra2_silo.png
RA2_Yuri_Silos.png

- Updated Phobos library to the latest development snapshot with additional features.
- Updated CnC-Draw library to version 6.0.
- Added RA2 subtitles to brief & sidebar videos (English, Spanish & Russian).
- Updated Russian translation, specially the interface and the new Yuri campaign (special thanks to Green Eyesman).
- Now cannon weapons (usually fired by tanks) works like in Red Alert 1. This means that the units in movement will have less chance to be hit by a cannon projectile.
 

If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

Read the replies to this post - Write your own - Return to top

0 Mental Omega Act III now in development!

Posted by Speeder on December 7, 2023 in Mental Omega APYR News

A decade has passed since the beginning of the Mental Omega storyline with the release of Act One, featuring 12 missions for Allies, Soviets, and Yuri's Epsilon each, on November 29, 2013. Over the years, we've rolled out numerous patches that expanded the narrative into Act Two and additional Special Operations, featuring missions that delved into new stories of the factions originating in Red Alert 2, but also introduced our original fully playable side - the Foehn Revolt - in version 3.3.0 in 2016.
 
The climax of the story of Allies, Soviets, and Yuri in version 3.3.6 released on October 30, 2021, marked the culmination of years of dedication from many talented individuals—ardent fans of Red Alert 2 and the works by Westwood Studios. As the authors of this campaign, we were more than happy to see the wide participation of players in it throughout the years. The combined Act One and Act Two storyline resulted in a massive 133-mission-long campaign, available for everyone to play for free.
 

10years.png

 
Now, a new war looms on the horizon. The state of the world is dangerously unknown, and thus it falls upon the technologically advanced Foehn Revolt to navigate the uncertainties of the outside. Their mortal enemy, Yuri, has achieved the seemingly impossible, forcing the Revolt to employ warfare strategies and futuristic weapons developed in the isolated time-space in Alaska. The horrors that await them will be for you to discover in Act Three of the Mental Omega storyline - "New Horizon" - now in development.
 

actthreecardpv.png

 
After a much needed development break, the Mentalmeisters are now crafting the next chapter of the Mental Omega saga. The upcoming campaign - a sequel to "Red Dawn" and "Epsilon Era" - is an ambitious collaborative effort involving veteran mission designers from the community with extensive experience in Red Alert 2 map creation. This time, just like we did with Act One, we intend to release all missions of Act Three simultaneously when they are ready. The new story of the Foehn Revolt will arrive packed with gameplay changes, new additions and improvements, which we will be unveiling to you over time.
 

foehnpromo2023.png

 
The most crucial addition, which should come as no surprise to those who follow the developments in our modding community, is the inclusion of Phobos — the Ares-compatible extension for the Red Alert 2 Yuri's Revenge engine created by Starkku, Kerbiter, Trsdy, Morton, Belonit, among others. This inclusion enables us to introduce a plethora of new advanced functionalities into the game, further information on which will be revealed in the upcoming dev logs. If you'd like to learn more about this revolutionary modding tool right now, head over to their GitHub.
 

phobos-logo.png

 
We are also very happy to announce the formation of the Mental Omega Animated Cutscenes Project team, lead by Baozi and consisting of Brick, Alex, hhhh, Lobsan3 and Noah. This team will solely focus on crafting animated CGI cutscenes for the Mental Omega story, an example of which we present to you today.
 

 
Both the Mentalmeisters and the MOACP teams are now actively seeking new members. We, as the Mentalmeisters, are explicitly looking for INFANTRY ARTISTS and MISSION SCRIPTERS, while the MOACP team is recruiting those skilled with CGI to assist with the creation of new models and animating the cutscenes: STORYBOARD, 2D, 3D and RENDER ARTISTS. We are both also looking for MUSICIANS who'd like to contribute additional music for the projects.
 
## Contact Speeder / MMs: mental.omega.apyr@gmail.com
## Contact Baozi / MOACP: hanpibaozi@outlook.com
 
Make sure to follow mentalomega.com and our social channels for updates on the "New Horizon", soon™.
You can also join our Discord server, which has recently reached a milestone of 10000 members.
 
Mental Omega is back. Stay tuned for much MOre.

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 2.4.1

Posted by FS-21 on December 8, 2022 in C&C:Reloaded News

C&C: Reloaded 2.4.1 released with focus in AI improvements and gameplay balance changes.

The most noticeable changes of this release are:
- Updated Phobos library to the latest development snapshot with additional features.
- Updated Ares library to version 3.0p1.
- Updated CnC-Draw library to version 4.9.0.0.
- Replaced the old AI system for selecting AI Teams in multiplayer. Now AI can't cheat prerequisites.

- Added 2 new single player maps. These 2 are Tiberian Sun demo missions.
demo-ts-missions.png

- Enabled a placement preview of the structures.
place-preview.png

- Soviets now can choose between Tesla Coil or the Tesla Tower, But once you build one type you won't be able to build the alternative until you sell all the Teslas. Similar to Tech Center/Tech Lab logic.
Soviet_Tesla_Tower.gif

- Replaced the old GDI Orion ship. Now it uses the EMP cannon for forcing the submerged units to emerge and then attack with the cannon. Previously it was a support unit.
underwater-new-attack-tag.gif


If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
 

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 2.3.0

Posted by FS-21 on May 8, 2021 in C&C:Reloaded News

C&C: Reloaded 2.3 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Phobos upgraded to the latest version 0.2 (Release Candidate).
​- Updated cnc-ddraw library from version 1.3.9.0 to 1.4.0.0
- Updated MapTool to the version 2.0.0.3
- Added the FA2 Map Editor (& adapted for C&C: Reloaded). Can be located in the sub-menu Mod Tools, along with other mapping tools.
- Added a new side selection option in skirmish/online menu: Random NO YURI.

- Added new translations for the XNA CnCNet Client (in-game translations will come in future releases):
---> Russian
---> Traditional Chinese
---> Simplified Chinese
---> Spanish

- New production clock animation in the sidebar.
- New sidebar icons for GDI & Nod structures:
New_TS_sidebar_icons.png

- Added the new alternative tech tree for the Brotherhood of Nod, based on the Tiberium Wars units with a Tiberian Sun skin and two new structures: the Battle Lab (enables the tech tree) and the Mech Factory.
Nod_new_tech_tree.gif


- Now is possible to mix Resources from Tiberian Sun and Red Alert 2 with the new Map Editor:
CnC_Reloaded_-_RA2_and_TS_resour.png

- Added an initial attack delay for Magnetrons.
Magnetron_-_testing_new_weapon_2.gif

- Now the GDI Firestorm Defense will be available without the Super Weapons option enabled.

- Added 26 new Multiplayer maps.

- Improved multiplayer AI.

 

 

If somebody is interested to read the full changelog, please visit here:

https://forums.revor...ures-changelog/

Read the replies to this post - Write your own - Return to top

0 Desert Combat - Contra Tournament

Posted by predator_bg on February 23, 2021 in Contra News (eng)

post-228279-1613690737.jpg

 

Greetings Generals

Following the growth of the Contra Mod community & the wonderfully balanced fun gameplay it offers, the very first tournament has opened for signups.
 

post-228279-1613690741.jpg

 

Date, Time and Location

Desert Combat will be on Sunday, 28th Feb beginning at 16:00 GMT. We will meet in the Contra Tournaments network on Radmin immediately after you check-in.

 

post-228279-1613690748.jpg


One map will be played per round.

 

  • Tournament Desert / Map for Round 1
  • Lagoon Day / Map for Round 2
  • Barren Badlands / Map for Round 3
  • Gorge Drought / Map for Finale

post-228279-1613690755.jpg


 

**** ALL REPLAYS MUST BE SAVED! ****



Desert Combat will be a SINGLE ELIMINATION. All rounds will be BO3 up to the Semi-Finals which are a Bo5. There is no 3rd place match.

Minimum participants: 8
Maximum participants: 16
 

Registration

All you need to do to register for this tournament is to post your in-game name & Discord name in the registration topic (also linked below). Only register if you're going to be able to show up on the day of. Registration officially closes on Saturday, 27th Feb at 20:00 GMT.
 

Check-in

The check-in period will be between 15:00 and 16:00 GMT, at which point the brackets will be drafted and made official. There will be an official check-in thread that will open at 15:00. To check-in: simply post in the check-in thread and include your in-game name if it's different than your forum name. If you check in and you don't participate, you may be banned from any tournaments for 30 days. If you can't play, don't check-in. Only players that are registered will be allowed to check-in. Only checked in players will be in the bracket. If you have a situation that would cause you to not be able to check-in, but you can still participate then message Leikeze.

You will have 15 minutes to begin your games after the brackets are posted. Brackets will likely be posted by 16:05, but this depends on how late players check-in. You must start your games by 16:15 or you will be disqualified.


If you're early then you're on time. If you're on time then you're late. And if you're late you're disqualified!

There is simply no fun in sitting around waiting on people, so the 15 minutes is the maximum grace period allowed in between all rounds. Failure to appear at any stage of the event will result in a forfeit. Extreme circumstances can be discussed with event staff.

If you need to take a break in between games, inform your opponent and the Referee. At most, five minute breaks will be allowed and only if needed. Maximum one break per round. If a player is found to be abusing this freedom or failing to inform the necessary parties or not returning on time, you will be disqualified at Referee discretion.
 

Streaming

All matches will be streamed. So do not start playing until you and your opponent have arranged with a streamer.

In case the streamer causes bad lag, you may choose to play without one, however, you must then send the replay after each match to a streamer so that they can stream the matches.
 


post-228279-1613690745.jpg


 

Register / Discuss

Read the replies to this post - Write your own - Return to top

0 Contra 009 FINAL Patch 3 Hotfix

Posted by predator_bg on January 27, 2021 in Contra News (eng)

Welcome to another update! A small hotfix patch has just been released!

 

NOTE: This hotfix includes cosmetic and solo play changes only, so it is not required to keep playing online! You will not get a mismatch if some players have the hotfix, but others don't.

 

Contra Launcher will ask you to download and apply the hotfix, so you don't have to bother doing it manually.

 

There's not quite too much more to say or show, so here's a straight link to the changelog: https://www.moddb.co...angelog-part-23

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 2.2.0

Posted by FS-21 on December 17, 2020 in C&C:Reloaded News

C&C: Reloaded 2.2 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Ares upgraded to the latest version 3.0.

- Added a new Yuri naval unit: Mini-Submarine. Early game unit for Yuri wich is capable to do Kamikaze attacks if emerges to the surface (deploy mode):

CnC_Reloaded_Yuri_Minisub.gif

- Added a new secret unit for the civilian Tech Lab: Nod Reckoner. Is based from the unit in TW: Kane's Wrath but with small changes: It is a vehicle that deploys permanently into an infantry bunker. In vehicle mode it can't carry soldiers:

CnC_Reloaded_Nod_Reckoner.gif

- Another secret unit for the civilian Tech Lab: Redeemer. A massive mech that shoot a powerful laser that split in multiple lasers when hits enemy vehicles. It has a pair of anti-air missile pods:

CnC_Reloaded_Nod_Redeemer.gif

- Bounty game option (not game mode). When you kill enemies you receive money.
- Meteors game option. Every few minutes meteors fall randomly in the map. Can be combined with the Ion Storms game option.
- Helipads can be used to sell aircrafts like the Service Depots.
- Now 5 units can be queued at once when shift-clicking the sidebar icon.

 

It can be downloaded in the downloads section:
http://reloaded.cncg...downloads&t=001

If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 2.1.0

Posted by FS-21 on December 3, 2020 in C&C:Reloaded News

C&C: Reloaded 2.1 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Save / Load games fixes. Specially the missing name of some TS missions.

- Apocalypse tank replacement in the alternative Soviet tech tree.
Unlike the standard Apocalypse tank it has no air weapons. Enemy units that are being grinded can't move and/or attack.
Grinded mode produces money when the enemy unit is destroyed:
CnC_Reloaded_RA3_Soviet_Apocalypse.gif
 

- Nod receives naval anti-air support with the Hydra submarine.
It has 2 working modes: surface and submerged.
=> In the surface (default behaviour) it can hit ground and air targets with the twin missile pods.
=> When submerged it switch the missiles with waterproof missiles that function like torpedoes.
CnC_Reloaded_Nod_Hydra_Submarine.gif

 

- Added 2 units available at the civilian Tech lab:
-> Mobile EM-Pulse. The old TS:Firestorm unit with a portable EMP cannon. Until the charge is full it can't fire.
-> Guardian tank. When deployed it paints targets making them a 50% more vulnerable.
CnC_Reloaded_RA3_Guardian_Tank.gif

- Added the EMP Cannon for GDI and Nod. This Super Weapon has a limited attack range around the structure like in Tiberian Sun.

- Added the "Free for All" Game Mode. No alliances allowed.
- AI tweaks, fixes and improvements.
 

It can be downloaded in the downloads section:
http://reloaded.cncg...downloads&t=001

If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 1.7.1

Posted by FS-21 on November 8, 2020 in C&C:Reloaded News

C&C: Reloaded 1.7.1 released with latest CnCNet support and tons of changes.
 

The most noticeable changes of this release are:
- Re-enabled fire propagation in explosion & trees like in Tiberian Sun. Fire can ignite trees nearby and thus over time spread like a wildfire until the affected trees are burn or the fire disappear.

TS_fire_in_CnCR.png

 

- New Ion Cannon for multiplayer games. The classic Ion Cannon is still used in the Tiberian Sun campaigns:

CnC_Reloaded_Super_Ion_Cannon-mi.gif

 

- Added the new alternative tech tree for the GDI, based on the Tiberium Wars vehicles with a Tiberian Sun skin:

CnC_Reloaded_TW_Dream_Team.gif

- Added a remake of the first mission from the RA1 campaign "It Came From Red Alert" with RA2 graphics. In the future it will change so now consider it as a (beta) challenge. For now, depending the difficulty you'll face that mission with any of these friends:

Ants_family.png

- Added the tool MapTool for making massive map conversions without the help of Final Sun/Final Alert 2 Map Editors with +90 profiles compatible with C&C Reloaded:

MapTool_with_90_profiles_for_CnC.png

- Allied artillery and the Nod experimental stealth harvester got new graphics.
- Added new Skirmish/Online Game option: "Disable Alternative Tech Trees". If set, it disables alternative tech trees, leaving available only the original tech tree of each faction.
- Added 49 new multiplayer maps
- More AI improvements.

 

It can be downloaded in the downloads section:
http://reloaded.cncg...downloads&t=001

If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

Read the replies to this post - Write your own - Return to top

4 Mental Omega News Bulletin #31 (30/10/2020)

Posted by Speeder on October 30, 2020 in Mental Omega APYR News

winterupdt2020.jpg

 
So, just recently Red Alert 2 has had its 20th Release Anniversary! The game and its community's support has been going strong for the last two decades, so hopefully the trend continues through all the interesting projects that focus on this bizarre war between the Blues, the Reds and That Other Bald Guy. As I used to say, Long Live Red Alert 2, still the best game in the series. Given the success of the Remastered Collection, who knows, perhaps a revival of it is potentially on the table in the future. I'm sure you're just as curious to what the future of Command & Conquer holds as I am.
 

20years.png

 
 Now here's the thing. The set of final 8 missions of Mental Omega is built around a single narrative, telling one story from different perspectives. This means, they can only be released together, all at once. Due to various circumstances, as of this moment 5 out of the 8 final missions are finished. This has generally been a difficult time for all of us, and in our team we only have so much of our free time that we can spend on this project. After all, studies, work, family take precedence, especially now. We are getting to the end, but I can't exactly say when we will - these last missions are rather complex and demanding to design, and we want to make sure they work just as well as we intend them to. With all that said, everything else is ready and so we are going to release this update to you as-is.
  

promo_fallenashes.1.png

 
A lot has changed since the last release, the Mentalmeisters team has welcomed new members, thanks to which a major overhaul of the entire campaign was possible. All of our singleplayer and multiplayer missions have been heavily revamped, with their visuals, script and even bits of lore reworked to various extent. We have further adjusted the difficulty of the campaigns, making sure that Easy setting, now known as Casual, becomes more accessible to everyone, while Mental retains, if does not up the challenge a bit.
 
In addition to this revamped campaign, we have prepared 6 new Special Operations and 1 new Co-Op, which replaces one of the previous maps. Yes, that is the name we'll be going forward with for this set of additional missions, since sometimes there's confusion between Covert Ops and Co-Ops. Do note that these Special Operations have been designed by different mappers than the ones currently working on the remaining final missions.

  • Allied Special Op Mission Digital Demon
  • Allied Special Op Mission Convergence
  • Allied Special Op Mission Parasomnia
  • Soviet Special Op Mission Trophy Hunter
  • Epsilon Special Op Mission Fallen Ashes
  • Epsilon Special Op Mission Split Seconds
  • Epsilon Co-Op Mission Monochromatic

This update also gives all of the previous Special Ops their proper unique loading screen.
 

promo_digitaldemon.png

  
As you could expect, new Challenge maps have been designed and added to the game, four of them.

  • Aberration Challenge against all 3 Allied subfactions with a tech level switcher
  • Ironwall Challenge against the armies of China with a powerful experimental weapon
  • Gladiators Challenge where your enemy has advanced weapon-disabling effects in use
  • Judgement Challenge where a mysterious force is capable of perishing all of your bases

The skirmish map pool expansion is the biggest one yet for a single update - over 100 new maps to fight on! Many of these maps use new terrain tiles we have prepared for this patch and some of them are designed as interior.

  • '(2) Below Zero', '(2) Billy Middlewins', '(2) Bone Crusher', '(2) Dawn of Dune', '(2) Dustgarden', '(2) Enormous', '(2) Future Avenue', '(2) Grimdark', '(2) Honeypot', '(2) Kingsroad', '(2) Modern Wharfare', '(2) The Pointy End', '(2) A Quiet Mesa', '(2) Ravens Pass', '(2) Red Sun Lagoon', '(2) Rock of Egypt', '(2) Sandspring', '(2) Sekigahara', '(2) Simple', '(2) Snowpiercer', '(2) Spooky Waters', '(2) Tiger Bay', '(2) Tournament Spire', '(2) Underneath', '(2) Vector Valley', '(2) Victims', '(3) Devil's Triangle', '(3) Unjust Rising', '(4) Amazonas Chi', '(4) Amazonas Iota', '(4) Amazonas Theta', '(4) Ashes to Ashes', '(4) Baked Alaska', '(4) Billy Middletwins', '(4) Border Order', '(4) Canyon Defrost' '(4) Carville's Command', '(4) City Escape', '(4) Floral Fury', '(4) Don't Mock the Croc', '(4) Dusk Till Dawn', '(4) Dutch Highlands', '(4) Einstein's Fate', '(4) Enclosure', '(4) Fallen Empire', '(4) The Hypergate', '(4) An Icebox', '(4) In Limbo', '(4) Let Them Eat War', '(4) Modern Wharfare II', '(4) Metro Midway', '(4) Nitro-Fueled', '(4) Oil in the Center', '(4) Oingo Boingo', '(4) Pac-Man Maze', '(4) Quarter Pounder', '(4) Race Base', '(4) Ravens Ravine', '(4) Roundhouse Redux', '(4) Set on Destruction', '(4) Sierra Cleave', '(4) Snowmelt', '(4) Sole Summit', '(4) Southwest Cay', '(4) Stormy Weather II', '(4) Tournament Garden',  '(4) Tournament Tower II', '(4) A Town Blitz', '(4) Twilight Heat', '(4) Zen Bazaar, '(4) Zen Cellar', '(5) Civic Hustling', '(5) Dangerous Days', '(5) Lake Wise', '(5) Quinary Barrage', '(5) Ripper', '(6) Angel Island', '(6) Bifold Retreat', '(6) Billy's Full House', '(6) The Bloodiest Feud', '(6) Bluff Reflection', '(6) Boiling Point', '(6) Crystal Moon Cake', '(6) Dante's Inferno', '(6) Desert Descent', '(6) Einstein's Gate', '(6) Eviction Notice', '(6) Gold Experience', '(6) In Spitting Distance', '(6) Krakenhaven', '(6) Living Death Girl', '(6) Lost Inside Redux', '(6) Quicksand', '(6) Replica', '(6) Rogue Nation', '(6) Shrouded Canyon', '(6) Six-Assist', '(6) Verity's Hold', '(6) Vulkan', (6) Whiplash', '(6) Shrouded City', '(6) Wildfire Steppes', '(8) A Dusty Mesa', '(8) Knockdown Mega', '(8) Octagony Mega', '(8) Permafrost Mega'

evenmoremaps.png

As always, for a complete list of authors of the big everything see our Credits page.
 

news_changes.png

 
It's been a while since the last update, so there's a whole lot of changes to talk about. There are many new additions, bugfixes, quality-of-life changes, in addition to the balance of the game being heavily revamped, to the point that I suggest you head to the complete changelog right away. In this newspost I will only highlight some of them.

  • enhancements of the factions' arsenals include new additions such as: support powers Cryoshot, Cryospear, Black Widow Alpha, Elite Reserves, Regen Drugs, Wonder Drugs, Risen Monolith, Psychic Flash, Hijackers, Chaos Touch, Golden Wind, armory additions WarpnodeUltra Dome, Cryomines, Hyperion, War Rig and units Siren Frigate, Mosquito Demoboat, Shock Trooper, Scourge, Ruiner, Hovracoon, Mobile Grinder, Orcinus Waveshaper, also including the completely redesigned Speeder Trike

sirenfrigate.png

warrig.png

mosquito.png

  • the red warning message telling you about the modified files between players and possible cheating has been fixed, so if you see one in multiplayer, do pay attention this time
  • another important fix: infantry with attacks on deploy, such as Epsilon Adepts or Libra, should no longer get randomly stuck when performing the attack, this will surely help you in missions
  • early game has been reworked; the vanilla factions receive a new building available after Barracks which unlocks some of the tech and new powers and some prerequisites have changed
  • the worth of harvestable gems has been decreased by 25%, meaning that the actual gold-to-gems value ratio has been changed from 1:2 to 2:3, still crucial, just not as crucial
  • Tech Secret Lab now always unlocks one very special unit returning from a previous version instead of doing a unit roulette - the new repair airship, Rejuvenator
  • a new tech building Tech Protector increases the strength of mechanical ground and naval units stationed around it by 50% in a large radius, but requires 50 power units to work
  • the new Superweapons dropdown allows you to choose to enable All, Minor or None of the superweapons in a skirmish/multiplayer match, replacing the old toggle
  • the new Tech Defenses dropdown allows you to choose between All, Bunkers or None of the capturable tech defenses to be placed on map automatically
  • the new Ore Growth dropdown allows you to adjust the growth and spread of the resources on the map, or even disable it completely if you feel like it
  • the new No Garrisons toggle allows you to disable all of the garrisons inside of the civilian structures, but not the neutral Tech ones or the Battle Bunkers
  • the new Global Soundtrack toggle allows you to enable the entirety of the standard Mental Omega ingame soundtrack regardless of the faction chosen, that's 69 themes
  • Part 2 of the Mental Omega Soundtrack will be released alongside the new update, featuring old and new mission-exclusive music
  • No Defenses is a new game mode, which completely disables and removes all defenses
  • No Rush is a new multiplayer game mode, in which no weapon will work for the first 10 minutes
  • Tournament 1v1/2v2 are new modes, which force a certain set of rules and could be used for future balance testing, possibly with experimental changes
  • the client will now inform you on startup if any of the required files from vanilla games are missing
  • all of the powered buildings now have an indicator whether they are online or not, usually a light
  • you can left-click on a cameo while holding the Shift key to queue creation of 5 objects at once
  • the client will now automatically delete all the debug log files from the game folder every 7 days
  • owning a Tech Missile Bunker or a Tech Refinery in a Short Game no longer keeps you alive
  • various additions to the map editor and terrain sets in the game have been included
  • icon display for friends and the ability to put users on an ignore list were fixed
  • you can now mark your status as always ready in multiplayer game lobbies
  • it is now possible to use and design interior maps in any of the theaters
  • you can now adjust the game speed in a singleplayer mission
  • new visual markers for objectives in missions were added
  • a new skirmish/multiplayer color has been added - Sky
  • Destructible Rocks, woah

destrocks.jpg


Again, you can see the complete list of new additions, changes and bugfixes under the following link:
 

Patch 3.3.5 Changelog

wharfare1.jpg

 
Expect this update to drop within the next few weeks. Once it's out, send us all the feedback at the usual places. The final missions will be released eventually, together, but that's all I can say for now.

Stay tuned and stay safe!

 

news_contribute.png

 If you'd like to help develop Mental Omega, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D, SHP & Animation Artists and Mission Designers.
Single contributions are also welcome and will speed up further potential development of the mod.
 

news_follow.png

bt_left.pngbt_md.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_right.png

controlmore.png

Read the replies to this post - Write your own - Return to top