Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 1996 classic, while integrating content from its expansions Counterstrike and The Aftermath with a bit of updated history to add to the mix. Built off the W3d engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it is FREE?

Report abuse Obsolete - Nuclear Winter (Patch 1.3.1->1.4.0)
Aug 15th, 2010
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----------------------------------- This is an old version of RA: APB. It is incompatible with the current public versions. Please download the latest available version instead. ----------------------------------- Obsolete patch for a past version. This will update the 1.3.1 client to version 1.4.0, with a myriad of balance adjustments, and new maps and map changes. Please view the details for the full changelist.



v.1.4 ("Nuclear Winter" - August 2010)
Balance Changes:
-New points system, destroying enemy structures will award additional points to your entire team
-MaxEngineTorque of AI Ore Trucks reduced to 22500 (was 25000) -- small speed decrease for AI Ore Trucks
-Super Ore Silos (used on Ore Silo-only maps) award 5 credits/sec (was 4)
-Sniper health/armor (both sides) decreased to 45/45 (was 60/60)
-Snipers (both sides) now cost $650 (was $500)
-Infantry no longer catch fire unless shot with the Dragon's Breath shot (from Sergeants/Starshinas) or when hit with a fireball or when caught in a nuclear explosion
-Dragon's Breath burning damage reduced to 0.5/second (was 2)
-Fireball burning damage reduced to 1.5/second (was 2.5)
-Mine HP (both sides) reduced to 40 (was 75)
-Helipad reload time decreased to 1.5 seconds (was 2)
-Sergeants now cost $150 (was $100)
-Helipad HP increased to 500 (was 400)
-Demolition Trucks no longer harm friendly units when detonated by the player (but will still do so when destroyed by an enemy)
-Demolition Truck damage increased to 480 (was 400)---
-Medium Tank cannon range increased to 86 m (was 80 m, for comparison, Heavy Tank cannon range is 90 m)
-Rocket Soldier's LAW rocket velocity increased to 60 m/s (was 50)
-Rocket Soldier's LAW rocket warhead type changed to Rocket (was Explosive), which deals more damage to super-heavy armor (mainly Mammoth Tanks)
-Mechanic repair range increased to 10 m (was 8)
-Mechanic heal strength decreased to 70 (was 75)
-Phase Tank rate of fire increased to 3.5/sec (was 3.2)
-Phase Tank missile now uses APShell warhead (was Shell) which receives 50% damage bonus against Heavy and SuperHeavy tank armors
-Phase Tank health/armor increased to 200/200 (was 125/125)
-Phase Tank armor type changed to Light (takes more damage from small arms)
-Rocket Soldier's Redeye rocket damage decreased to 90 (was 125)
-Longbow rocket damage reduced to 145 (was 195)
-Longbow rate of fire reduced to 0.9/sec (was 1.0)
-Longbow now carries 8 rockets (was 6)
-Longbow missile range reduced to 80 (was 90)
-M60 damage increased to 12 (was 10)
-Tanya now receives 1 charge of C4 (was 2)
-Tanya's C4 now does 1000 damage (was 375)
-Warhead on light machine gun weapon changed to Shrapnel (from Steel) to allow Hind its own warhead type---
-Mammoth Tusk missile velocity increased to 140 m/s (was 70), turn rate reduced to 240 (was 270), damage increased to 80 (was 40), warhead type changed to AntiAircraft (was Shell_NoBuilding) to repurpose it as an anti-air missile.
-Mammoth Tusk missile explosion damage decreased to 55 (was 70)
-Mammoth Tank cannon range decreased to 100 m (was 108)
-Tesla Tank weapon range decreased to 104 m (was 110)
-Volkov now costs $1800 (was $1500)
-Volkov's anti-tank hand cannon explosion damage decreased to 20 (was 70)
-Volkov's anti-tank hand cannon impact damage increased to 140 (was 90)
-Volkov's artillery cannon range decreased to 125 (was 175)
-Hind ammunition increased to 50/clip and 350/reserve (was 25/clip and 175/reserve)
-Hind machine gun now has a more accurate primary fire; if you want increased spread that has been moved to secondary fire
-PKM damage increased to 9 (was 7)
-Damage done by Hind weapon against structures cut by 75% (to defenses), 50% (to Ore Silo/Service Depot), and 10% (to heavier structures)
-SAM missile damage increased to 40 (was 20)
-SAM Site effective range reduced to 150 (was 300) to match its acquisition range -- no more SAM Sites sniping your helicopters from halfway across the map===
Map Changes:
-Naval maps (RA_PacificThreat, RA_ShallowGrave) removed, pending redesign
-New map: RA_CamosCanyon---
-Moved Allied Ore Silo to a new, safer location
-Added two Tesla Coils to defend the Soviet base
-Moved and added SAM Sites to cover the Tesla Coils---
-Added Flame Tower to protect Soviet Ore field
-Fixed issues with Artillery not hitting its targets correctly
-Fixed some minor texture issues---
-Due to an opinion poll, the map has been reverted to how it appeared in 1.2.0: music track changed to "Floating", now is set at night---
-Fixed river blockers to remove holes (prevents players from falling in the river)
-Added projectile blocker between the dam and the natural bridge
-Added in an additional Allied Turret near the dam---
-Rearranged the Allied base defenses
-Fixed minor terrain issues---
-Removed the map from the game, because it sucks really bad---
-Fixed some problems with infantry getting stuck
-Added ladders in the tunnels that go to the upper floor
-Removed Grenadiers
-Added Flamethrowers
-Added Technicians---
-Adjusted the level's lighting---
-Reopened the back entrance to the Soviet base
-Flattened the Allied hill slightly
-Removed M.A.D. Tanks
-Moved the Pillbox from behind the Refinery to protect the Allied Barracks better---
-Resized the blocker over the buildings that prevents Artillery b2b attacks to be much larger---
-Soviet AI Ore Truck path shortened dramatically
-Added in Ore Silos for both teams
-Map is now mid-tech (Mammoth Tanks, Demo Trucks, Tanya, Volkov, MAD Tanks, and the Mobile Gap Generator are no longer available)---
-Fixed the glowing boxes on the lake docks
-Allied Ore Silo is closer to the rest of the base
-Adjusted collisions on some objects---
-Lowered flight ceiling to prevent Hinds from attacking Allied base from outside the range of AA Guns
-Volcano now has a caldera! Wow!
-Allied Ore Silo added
-Added in an additional SAM Site for the Soviets
-Adjusted the level's lighting
-Fixed some minor texturing issues---
-Vehicles (except for Supply Trucks) removed; added in two additional Supply Trucks per side
-Pipeline now extends outside of visible map boundaries
-Added in some money crates===
Misc. Changes:
-The Golden Wrench now is in its own weapon slot and can be accessed by hitting the 4 key.
-New voice commands! Use the Ctrl and Alt keys along with a number (0-9) to use them.

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Obsolete - Nuclear Winter (Patch 1.3.1->1.4.0)
Post comment Comments
ImperialKaskins Aug 17 2010, 1:20am says:

Ah a Patch at last. ^^

+2 votes     reply to comment
Chronojam Author
Chronojam Aug 17 2010, 1:28am says:

Sorry for the wait, we needed to tweak the custom patcher we use.

+2 votes   reply to comment
Lavama Aug 17 2010, 6:37am says:

Oh man this is just TO AWESOME.

I am glad about this release in two ways.

Obvious way is that it's A PATH BEYOND. It's awesome regardless.

Second way is that my Birthday is this week.

+2 votes     reply to comment
cuddling Aug 17 2010, 10:03am replied:

happy birthday!

+2 votes     reply to comment
Chronojam Author
Chronojam Aug 17 2010, 2:44pm replied:

Glad we could give you this present =P

+3 votes   reply to comment
1Artos1 Oct 3 2010, 5:04am says:


0 votes     reply to comment
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Red Alert: A Path Beyond
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Released Apr 6, 2011
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Red Alert: A Path Beyond
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