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 Mental Omega 3.3.6 is available for download!

Posted by Speeder on November 19, 2021 in Mental Omega APYR News

A newspost two weeks late, but a newspost nonetheless: after many months of mapping and scripting, our modding team - Mentalmeisters - is happy to announce that the end of our two-act campaign for Red Alert 2 is now available for download! Version 3.3.6 is out! Remember, it is a patch for the base release of Mental Omega 3.3.0, so make sure to have that one first!
 

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This retold story of the conflict between the Allies, the Soviets and Yuri's Epsilon has reached its finale, with a set of brand new 9 massive and complex singleplayer missions. With this final addition to Act Two, the Mental Omega campaign now consists of 133 missions total: 97 singleplayer and 36 for cooperative.
 

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Mental Omega Patch 3.3.6 (Manual Update)

 

 
- Allied Mission 23: Withershins
- Allied Mission 24: Hamartia (Finale)
- Soviet Mission 23: Fatal Impact
- Soviet Mission 24: Death's Hand (Finale)
- Epsilon Mission 23: Reality Check
- Epsilon Mission 24: Babel (Finale)
- Foehn Mission 05: Vanishing Point
- Foehn Mission 06: The Remnant (Finale)
- Foehn Special Op: Time Capsule
 
To celebrate this major campaign-concluding release, we've recently released a new trailer. Check it out!
 

 
As always, there's been many balance changes, new units, structures and powers added to the tech tree, as well as additional bugfixes and visual enhancements. See the full changelog here for more information.
 

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Yuri's Grand Kremlin Palace and the Black Guard

 

 
As such, as of version 3.3.6, Mental Omega includes:
 
- A completely new faction: The Foehn Revolt
- Free multiplayer services through CnCNet5
- 12 subfactions with their own unique sets of units
- 16 unique stolen tech units, 4 per faction
- 97 single player missions, including a campaign for Yuri
- 36 cooperative missions explicitly for 2 players
- 22 challenge maps for solo or 2 players
- a challenging AI, and an overly challenging AI
- new skirmish/multiplayer maps, around 650 total
- new skirmish/multiplayer game modes, 21 total
- heavily updated visuals & sound effects
- new soundtracks, unique for each side
- properly working save/load functions!
 

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Yuri's Tower - The Mental Omega Device

 

 
The complete list of everyone involved to both larger and smaller extent in making Mental Omega 3.3.6 a reality is available here. This is a work of a team with some of the most excellent mission scripters in the Command & Conquer modding community, and I'd like to thank each and everyone involved for sticking around for all these years and making this happen. Thank you!
- Speeder
 
The next update, 3.3.7 will mostly contain bugfixes, further balance changes and optimizations. While I'd love to announce the next chapter of this story immediately, currently I'd prefer to make no such promises.
 
We all thank you for being a fan for all these years!
For now however, this is it. The war is over!

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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).
‚Äč- 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/

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0 Desert Combat - Contra Tournament

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

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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.
 

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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.

 

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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

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**** 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.
 


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Register / Discuss

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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

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0 Contra 009 FINAL PATCH 3 released!

Posted by predator_bg on December 31, 2020 in Contra News (eng)

Happy New Year everyone!

Thank you for voting once again in this year's MOTY!
We made it to honorable mentions, and that's a good sign that people still love and support our work.

As promised, Patch 3 is here!!!!

We've worked hard, especially this month, to make even more content. As usual we worked on all aspects, visuals, balances, voices, bug fixes, everything to improve previous version and to give something new, as we heading towards our final goal = Contra which will have everything in its best!

There are many people who are working with us freely, artists, testers, voice actors, mappers. They are all respectively listed and credited in Credits!

With every update, we also share sneak peak of new stuff. We will respect tradition!

USA Cybernetic Lancer Droid model was not well received by many people as it didn't fit rank 1 drone army. Lancer benefits from AP Bullets upgrade (+25% damage).

 

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We started with GLA structures in past, adding extra objects to each side to make structures even more unique. We continued with all other factions too. You will notice them in game even more.

 

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Please, feel free to use this download button and give yourself a treat!!
And special thanks to people who support us, their names are listed in Credits! It means a lot to us!

 

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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/

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0 Contra 009 work in progress - News Update 17

Posted by predator_bg on December 14, 2020 in Contra News (eng)

Hello everyone!!!
 
A lot of time passed since our last update, but this doesn't mean we stopped working on the mod.
This year was weird and strange for all of us, we can agree on that.
 
Current situation caused unpredicted stuff in our real life, but still we try to find time and inspiration for continued work, even though most of the times it doesn't turn out as we wanted.
 
All of you were kind to us, supported us, and once again you voted for us and helped us achieve TOP 100 in MOTY.
Please, throw a vote for us one more time, so we might have a good score in top 100 too -> https://www.moddb.co...he-year-awards/
 
This means a lot for us, and in order to return a favor we decided to post an article about progress.
 
Besides dozens of balance changes, there are also many visual updates and improvements.
Here are some of them....
 
- All USA factions (besides Cybernetic general) got new Machine gun defense structure. Patriot turret was universal defense, effective vs all types of units (infantry, vehicles, aircraft, structures) and often it was used and abused for early rush, in combination with cheap structures like Barracks with upgraded Security Systems. This often lead to early game deciding moments with building Patriot near enemy supplies (mostly vs China). In order to change this, and make game more fair, Patriot defense is now barely effective vs infantry units (such as RPG-s), and none of the USA structures benefit from Security Systems, except Supply Center (Security Systems damage is increased since it can be only used on Supply Center). New Machinegun defense is cheap and does not consume power. It is effective only vs. infantry and light vehicles. Can be upgraded with Flashbangs to stay effective in the later stages. Rushing with USA dozers is harder now, since you need to combine both Patriot and Machinegun defense to cover all targets.
 

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- Most of the visual changes were focused towards Laser general, and his unique way of playing. Unlike all other generals (except Cybernetic general), Laser general favors gaining experience the most. Basic laser powered units, with each veterancy state change too. We saw it in patch 2 already, but now laser colors are corrected, experience gaining through destroying targets is harder (currently you need 20% more EXP pts for rank up). Laser powered units do have help gaining veterancy, and it is through 3 generals powers. Veterancy generals powers are linked and accessible at rank1, rank3, and rank5 game phases by the cost of 2pts each.
Biggest change is their visual update, which helps you determine which laser damage currently they have (red, green, blue, violet).
 

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- Besides laser visuals, Microwave tank got a makeover too, since he was using Avenger's basis.

 

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- Many changes were done to Super Weapon general as well. We are very proud of Saturn's makeover. Besides just a visual update, he has a new weapon. He fires a new beam which has huge potential to freeze targeted vehicles, so in general he fires Ice beam.

 

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- But we didn't forget other generals too. China infantry general was mostly changed in order to be more balanced, and more appealing to player. Helix is replaced with new helicopter, Harbin.

Harbin has speed and cost of Thor, but health of Helix. His basic weapon is a small machine gun, but his main characteristic are the bunker slots (currently 2).

 

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Some in-game screenshots. New Saturn:

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Updated Sturm-S model and skin: https://media.moddb...._comparison.jpg
 
Redone Phobos chassis. As the chassis suggests, Phobos is now a hovering unit, thus can traverse water: https://media.moddb...._comparison.jpg
 
In the end of this update, we want to answer you on the most asked question:
"when patch 3 will be released"
 
The answer is:
"we are hoping, and we are targeting upcoming holidays (during or shortly after) to be perfect for patch 3 release"
 
There is still work left to be done, but we will try to make these holidays a bit better for all of us. We all deserved this.
 
If you still wish to support us, and help us, feel free. We are grateful, and supporters will be credited in upcoming release.
 

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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/

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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:

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- 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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4 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.
 

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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'

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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

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  • 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

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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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