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Tiberian Alert v2.7 Patch Notes

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  • Terrain
    All units travel at the same speed no matter the surface.
     
  • Macro
    Universal build time back to default.
     
  • Special Weapons
    Nuke cooldown greatly increased. Also increased damage to 9999 from 2500.
     
  • Warheads
    SA and HE damage significantly reduced against concrete armor types.
     

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  • Silo
    Storage capacity decreased to 350 from 2500.
     
  • Construction Yard
    Storage capacity increased to 500 from 0.
     
  • Refinery
    No longer stores money.
     
  • Bio-research Laboratory
    No longer stores money.
    Cost increased to 4000 from 2500.
     
  • Tech Center
    No longer stores money.
    Cost increased to 4000 from 2500.
     
  • Neutral FCOM
    No longer depletes power when captured.
     
  • Concrete Wall
    Increased durability.
     
  • Turret
    Increased HP to 750 from 400.
    Damage increased to 70 from 55.
     
  • AA Gun
    Damage increased to 55 from 30.
    Weapon range decreased to 8 from 10.
     

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  • Minigunner
    HP increased to 80 from 55.
     
  • Rocket Soldier
    HP increased to 50 from 35.
     
  • Mechanic
    Both factions have access after a Service Depot is built.
     

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  • MLRS
    Cost reduced to 750 from 800.
    ROF increased to 25 from 75.
    Warhead changed to AP from HE.
    HP increased to 250 from 110.
    Armor type changed to heavy.
     
  • APC
    Cost increased to 750 from 600.
    HP increased to 500 from 400.
    Now fires an HE cannon.
     
  • Harvester
    Speed increased to 9 from 4.
     

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No changes were made.
 

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  • Flame Turret
    Now is able to shoot over walls.
     

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No changes were made.
 

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  • Rocket Tank
    Corps now have access to the Rocket Tank.
    Cost increased to 650 from 500.
     
  • Yak Strider
    Damage decreased to 45 from 90.
    Cost reduced to 1500 from 2500.
     
  • Flame Tank
    Fixed sight range.
     
  • Light Tank
    Cost increased to 800 from 600.
    Damage increased to 35 from 30.
    HP increased to 600 from 400.
    Speed increased to 5 from 4.
    Armor type is now concrete.
     
  • V2 Rocket Launcher
    Cost increased to 1000 from 750.
    HP increased to 250 from 100.
     
  • Apache
    HP increased to 250 from 150.
     
  • Tesla Tank
    HP increased to 1000 from 750.
    Armor type is now concrete.
     

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No changes were made.

 

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No changes were made.
 

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No changes were made.
 

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  • Medium Tank
    Cost increased to 1000 from 800.
    Damage increased to 45 from 40.
    HP increased to 750 from 475.
    Armor type is now concrete.
     
  • Mammoth Tank
    HP increased to 950 from 850.
    Damage increased to 55 from 50.
    No longer has a secondary attack.
    Armor type is now concrete.
     
  • Orca
    HP increased to 250 from 190.
    Cost decreased to 1000 from 1200.
    Damage increased to 60 from 40.
     
  • Artillery
    Cost increased to 1250 from 800.
    HP increased to 250 from 100.
     
  • Nuclear Mine Layer
    New unit after Bio.
    Costs 1000 credits.
    Has 1 mine to lay down before needing to rearm at a Service Depot.
    The mine is a nuke that sets off once an enemy unit travels near it.
     
  • Stealth Tank
    Talon now has access to the Stealth Tank after the Radar Dome is complete.

 

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No changes were made.


Bug Fixes

FCOM depleting power once captured.

Known Bugs

None.

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MLRS sounds sick now. Air was the one thing I felt was a bit too strong in this... Can't wait to see it now.
We've had some amazing games, I hope this mod gets more and more views.

I have to hand it to you, you've really done an amazing job with this mod.

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1 hour ago, AchromicWhite said:

MLRS sounds sick now. Air was the one thing I felt was a bit too strong in this... Can't wait to see it now.
We've had some amazing games, I hope this mod gets more and more views.

I have to hand it to you, you've really done an amazing job with this mod.

Yeah, me and Lovehandles did some play testing with the new MLRS and it's a lot better now. At first, once we settled things down with figuring out how to deal with infantry in the start. Now it has become more about air. Although even then, as we play more, we're starting to figure out how to defeat air as well. It's absolutely a great dynamic so far, and I love it. I really hope the mod does start to pick up some more players as well.

And cheers to that!

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If you get like flame tanks, you can push through infantry before air/artillery gets up. 1tnk/ftnk is stronger than it sounds.

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16 hours ago, Iran said:

any videos?

Yeah, there's some on my channel. Although not as of late.

 

14 hours ago, X3M said:

Will you be making a single player campaign?

I could do a write-up of the story, but other than an actual campaign. That isn't in the works nor will it be in the near future.

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