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 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/

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

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

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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.
 

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 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.
  

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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.
 

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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

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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!

 

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 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.
 

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0 C&C: Reloaded 1.6.0

Posted by FS-21 on July 2, 2020 in C&C:Reloaded News

C&C:Reloaded 1.6.0 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Yuri Bio Warrior and Repair Disk improvements & new skills: Bio Warrior softens armor & slowdown units a 50%. In the case of the Repair Disk (added in this release) it increases the armor temporarily a 100% while is being repaired.

CnC_Reloaded_new_unit_skills.gif

 

- Some balance changes like the new attack delay of the Psychic Tower:

CnC_Reloaded_Psychic_tower_charg.gif

- New units for detecting stealth vehicles for RA2 factions and disabling enemy radars when they are in range: The Radar Jammers

In the case of the Soviets:
CnC_Reloaded_soviet_radar_jammer.gif

 

In the case of the Allies
CnC_Reloaded_allied_radar_jammer.gif

 

- Reworked Nod Super Weapons, disabling the Tiberium Shower and leaving a vitaminized version of the Chemical Missile as replacement.
- New game mode "Blind Assault" based on the Assault game mode but that the shroud that covers all the map regenerates in an instant making you "blind" and forcing you to explore.
- More explosions that weren't ported in previous versions and animations from Tiberian Sun were adjusted in size & ported.
- More AI tweaks.

 

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/

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0 C&C: Reloaded 1.5.3 (minor update)

Posted by FS-21 on June 12, 2020 in C&C:Reloaded News

C&C:Reloaded 1.5.3 released with minor AI teaks and 2 new (old) game modes:
- Assault
- Capture The Flag.

 

Capture%20The%20Flag%20game%20mode.png

 

In both modes the player's base will have a flag that must be protected at all costs because if it is destroyed (Assault) or captured (Capture The Flag) the player loose.

Only the Capture The Flag game mode needs online/LAN for playing.

Currently there are 19 adapted maps of these modes but more maps will be adapted in the future.

Full download available at:
https://www.moddb.co...c-reloaded-v153
 
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

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6 C&C: Reloaded 1.5.0

Posted by FS-21 on June 4, 2020 in C&C:Reloaded News

C&C:Reloaded 1.5.0 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Rework of the Tiberian Sun terrain (new resize method).
- Rework of Tiberian Sun objects such as infantry, structures, etc (the same new resize method from above):
CnC_Reloaded_1.5.0_promo_-_Image.png

CnC_Reloaded_1.5.0_promo_-_Image.3.png
 
CnC_Reloaded_1.5.0_promo_-_Image.2.png
- Now the dominant game resource in single player campaigns will be respected: Ore & Gems in RA2/YR missions and Tiberium in TS missions. Ore resource is optional in multiplayer maps:
CnC_Reloaded_1.5.0_promo_-_Image.gif

- New basic GDI ship: the amphibious Paladin
 
CnC_Reloaded_1.5.0_promo_-_Image.1.png
 
- Rework of the GDI fleet & gameplay balance:
CnC_Reloaded_1.5.0_promo_-_Image.4.png
 
- CnCNet Players Online indicator in the Main screen:
CnC_Reloaded_1.5.0_promo_-_Image.5.png
- 54 new multiplayer maps.
- Better TS vs RA2 damage balance.
- Lots of fixes & adjustments.

It can be downloaded in the downloads section
http://reloaded.cncg...downloads&t=005
Or at ModDB:
https://www.moddb.co...c-reloaded-v150
 
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/

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0 Contra 009 work in progress - News Update 16

Posted by predator_bg on May 3, 2020 in Contra News (eng)

Hi everyone!

Work on Patch 3 is almost on daily basis. From models, maps and audio to AI improvement, game balance and bug fixes.
You already know that our Patch version is more like a new Contra version, rather than patching missed things and errors.

Because of that, please have some more patience. Still, we need to show some work in progress.
Few new models and visual improvements.

PO_render.jpg

- New addition to China Infantry general is "Propaganda Officer". Lately, we are focusing on Infantry general's play style. We want to improve infantry hordes and encourage player to use infantry units, rather than relying only on Troop Crawlers. Troop Crawlers are still there, and it is good to have them as support and transport units, but soldiers are what you need if you play Infantry General. Propaganda Officer is available at rank 1 and as his name tells, he grants propaganda effect to your units.
Voices are amazingly done by our Voice Actor Matthew Vanston.



Let's continue with models!

Acid_pump.jpg

- GLA Chemical general "Acid Pump" is now a separate structure. So, now you can build both Toxin and Acid Pump for your defenses. This means that they finally have an automatic fire mode.

ECM_render.jpg

- China Tank General's early gameplay was sometimes unfair, because of the ECM tank unit. When you are Airforce general, or Cybernetic, or most of your arsenal is rocket-based, and Tank General has 2-3 ECM tanks in horde, it was extremely hard to do some damage and to get rid of them. That's why we removed ECM tank from early game and added "ECM tower", which can be built almost as easy as Propaganda tower. They have a bigger deflection radius than the ECM tank had last time. You can protect your base from fast attacks or advance with them slowly.

Katyusha_render.jpg

- Most of the units got redesigned parts, which improve their visuals. Showing all of them would be too much for this update, but here is the one that is easily recognized. "Katyusha" got remodeled back part, as well as turret, which can now pitch up and down. We've done our best to rebalance this unit as well.

- Another thing which we are working on, are small details for structures. Meaning, each general's structures which are shared with other generals, got unique objects as details. Most of those objects can be seen on Command Centers in previous versions. So far, GLA structures are made. Assault has scrap parts, rockets and barrels. Chemical has pipes, headers and chemical barrels. Demolition has explosive barrels and C4 charges. Stealth has surveillance equipment installed.

ASLT_structures.jpg

CHEMO_structures.jpg

DEMO_structures.jpg

SLTH_structures.jpg

- And another big improvement is lately done by EmperorAlexander.
He is our new member and he works on particle effects. By now, he has done tons of new effects, but here is just a sneak peak into some of them.


FX11.jpg

FX22.jpg


**** At the very end, we need to say big thanks to people who supported us through donations. We will publish their nicknames in a new section in the mod credits with the next release. If you want, you can also support us and help with our development. ****

Render9.jpg

 

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2 C&C: Reloaded 1.4.0

Posted by FS-21 on April 1, 2020 in C&C:Reloaded News

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C&C:Reloaded 1.4.0 released with latest CnCNet support and tons of changes.

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

 

Promo_-_CnCR_1_4_0_screen_0.jpg
 

The installation instructions is simply:

1) Create a new folder.

2) Extract all the content of the compressed download into the new folder.

3) Run the "RUN ME FIRST - C&C Reloaded installer.exe" or copy these YR game files (Yuri's Revenge must be updated to the 1.001 or it will not work):

- gamemd.exe (version 1.001, from original CD, The First Decade or The Ultimate 
Collection release, if it isn't the original file Ares might fall and the game 
will not work properly).
- ra2.mix
- ra2md.mix
- language.mix
- langmd.mix
- expandmd01.mix
- binkw32.dll
- blowfish.dll

Optional files for a better game experience (specially for campaigns):

- thememd.mix
- movmd03.mix

3) Run "CnCReloadedClient.exe", configure the settings and play offline single player or online multiplayer on CnCNet.

4) Have fun!
 
The official download links are located in:

It isn't an April Fool's Day joke.

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0 Doom Desire 2019 Summary

Posted by mevitar on January 11, 2020 in Doom Desire News

In 2019 Essence basically reached completion, with all buildings finished and some minor things here and there to add. Most Vintarid buildings are also done, and although I wasn't able to start properly working on Paladins, they got a new unit completed. Hopefully I'll be be moving to them soon.
 

Essence Helios Core and Paladin Nihil
 sml_201901_plas.pngsml_201904_slay.png


Essence Field Command and various support buildings
sml_201911_cnst.pngsml_201912_spwn.png


Vintarid Conduit and Aligner
 sml_201905_brck.pngsml_201905_refn.png
 
Vintarid Propagator and Eviscerator
 sml_201907_clon.pngsml_201908_grnd.png
 
Vintarid Accretor and Sky Breach
 sml_201909_weap.pngsml_201912_yard.png

 

 

This concludes 2019 for me. Have a happy 2020!

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1 Contra 009 FINAL PATCH 2 released!

Posted by predator_bg on December 18, 2019 in Contra News (eng)

Just before Holidays, we decided to finally release long awaited Patch 2 for Contra 009 FINAL!

We know that patch 1 was long time ago and you expected patch 2 earlier this year, but we packed so many things into this that at the end it was worth waiting.

This Holiday special bundle includes: reported bug fixes, new artwork, new voices, new general's powers, fixed AI, new maps, new launcher and new VPN!

- So, let's start with bug fixes and in-game changes!

To avoid huge list in this important article, you can read full changelog by following this link: https://www.moddb.co...angelog-part-21

- Just some of the new artwork!
A lot of in game stuff is changed, from units, effects, to game menu interface. Most of the beautiful stuff you will experience while playing.
However, as usual, here are some new renders of redesigns:

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As seen in official videos, Valanx is replaced with Hummer variants. There are 2 random variants with snow version.

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Super Weapon and Air Force generals use Hummer-based Avenger

Render3.1.jpg

Old Seraph mech is redesigned with concept similar to other angel type units!

Render5.1.jpg

GLA Marauder tank is now using its original Zero Hour concept, but much more detailed and improved!

Render6.1.jpg

Most of the "spawn" generals powers in game are balanced in such way, that they are dropped by planes. This change affected GLA and for this purpose small cargo plane has been made. Corvus will drop demo traps, acid, toxins and tunnel drillers.

Render7.jpg

China Gatling defense is also improved visually!

 

- Contra is richer by one new dimension now, thanks to voice actors and amazing job they did for so many units: Matthew Vanston (1, 2), Trench Dog, Forrest McGilvray, Connor Miranda (1), Cari Scholtens, TryToEpic (1, 2), Kinsmarck (1), Greekas, Caroline Sawatzki, Maelstrom (1)

- Contra Launcher has been reworked to support a new VPN. Once again you have everything you need with one control panel:

Render8.jpg

- Now you can also support us and our work. Contra is larger than before, and includes many collaborators and skilled people who share and sacrifice their free time in order to expand and improve this mod. All the support will be a reward used for further projects!

 

Render9.jpg

 

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At the end, once again we want to say thanks to all the good people who voted for Contra in the last MOTY.
It's always good to see that hard work is appreciated, and so it can be this year too.
Contra is already in second round and we are happy for this, but feel free to vote once again and help us score better!

https://www.moddb.co...op100#vote10422

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0 Patch 2.2.13 released!

Posted by OmegaBolt on December 16, 2019 in Tech Center News

YR Red-Resurrection is back baby, with a swathe of new units, Confederation buffs, new maps, AI improvements, graphical improvements, bug fixes and more! Check out a brief trailer below, showcasing some of the changes.
 


And that's just skimming the surface! To go into a bit more detail, let's take a look one of the coolest additions - the Vandal Scraptank.
 

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A new tier 4 'monster tank' for Confederation, this beast is only available from a support power attached to the Revolutionary Headquarters. It only costs $1500 to spawn 3 of these bad boys, but before they can become too powerful they have to earn some kills! With each veterancy level the tank attaches more armour and weaponry, eventually becoming a formidable weapon that can turn the tides of battle.
 
Furthermore, navy has seen a number of additions to make that lacklustre area of combat more interesting. Both factions now get repair ships - the Rig and Lifeboat - as well as helicopter carriers - the War Turtle and Crocodile. This to add another layer of combat, where anti-aircraft can be a requirement and to help mixing of different unit types.
 

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Moreover the Gunboat has been replaced with the Minisub, making early game engagements potentially more interesting. All pre-existing vessels have had balance adjustments as well.

Of course there are more new maps as always, ranging from 1v1 to 3v3. Here are a few examples:
 

oTIgDyal.jpg


Of course there are many balance changes too, bug fixes and so on! Here's an overview of the entire patch:

Big Features
  • Addition: Minisub. Replaces the Gunboat for the Allies. A small submarine, good against light ships.
  • Additions: Rig and Lifeboat, for the Allies and Soviets respectively. Repair ships available at the Naval Yard.
  • Additions: War Turtle and Crocodile Heli-hauler, for the Allies and Soviets respectively. Available at the Naval Yard with either Airforce Command HQ or Air Strategy Centre. A long range attack helicopter carrier, good vs enemy vessels, structures and off-shore bombardment.
  • Additions: Charge Thrower and Torpedo Tower, for the Allies and Soviets respectively. Available with the Naval Yard, these two are defensive structures for use on water, with good range and sensors, intended to better protect the shore allowing fleets to spend their time elsewhere.
  • Addition: Vandal Invasion, support power for Confederation at the Revolutionary Headquarters. For $1500 credits it spawns 3 Vandal Scraptanks at the HQ, which are quick anti-tank vehicles. Their speciality is the ability to upgrade themselves with each veterancy level, gaining strength, firepower and anti-air / anti-infantry rockets as well! Furthermore they can enter Resistance Tunnels, allowing for powerful strikes anywhere on the battlefield.
  • AI updates including nerfs to support power usage and Chronosphere support.
  • New interactable natural features such as Destructible Rocks and Tornadoes (map specific).
  • 9 all new maps for skirmish and multiplayer.
  • Reworked over a dozen existing maps for more interesting strategies and improved balance.
  • Tonnes of significant balance adjustments and bug fixes.
You can view the full changelog here.

The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.
 

MANUAL INSTALL


Remember you can always join our Discord for active discussion and first-look at every upcoming patch, as well as organise games online!
 

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