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The time has come once again, the new version of Mental Omega is finally here. Furthering the Red Alert 2 legacy, Mental Omega builds on what was established by Westwood Studios and expands upon the conflict between the Allies, Soviets, and Yuri's Epsilon, while introducing a completely new faction to the play - the Foehn Revolt - complete with its own 3 subfaction, structures, units, support powers and heroes.

Enhanced with the powerful Ares DLL, a project headed by AlexB to push Yuri's Revenge engine to its limits, Mental Omega 3.3 strives to bring new features to the game while maintaining a strong sense of gameplay balance. Mental Omega 3.3 continues where the first Red Alert left off and branches out into an expanded universe with brand new missions for all factions, with missions for the Foehn Revolt planned for the future.

Mental Omega 3.3 requires files from a working installation of Red Alert 2 & Yuri's Revenge patched to 1.001 to be played. Follow the instructions presented here to get the mod to work properly with your game.

This release includes:

  • A complete new faction: The Foehn Revolt
  • CnCNet5 compatibility for multiplayer services
  • 12 new subfactions with their own unique sets of units
  • 52 new single player missions, including a campaign for Yuri
  • 28 new cooperative maps for 2 players
  • new skirmish/multiplayer maps, around 500 total
  • new skirmish/multiplayer game modes, 14 total
  • updated visuals & audio
  • a new soundtrack, unique for each side (separate download)

Watch footage of a Foehn Revolt subfaction skirmish gameplay to quickly get introduced to the new side:


You can also listen to one of 20 tracks composed by World Beyond as a part of the Foehn Soundtrack here:

Stay tuned for more updates! The ride is not over!

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Mental Omega News Bulletin #26

Mental Omega News Bulletin #26

News 10 comments

So what are we doing these days? We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us...

Mental Omega News Bulletin #25

Mental Omega News Bulletin #25

News 16 comments

Establishing battlefield control.. standby. A quick heads up about all the recent more or less stealth updates happening on MentalOmega.com in the Factions...

Mental Omega News Bulletin #24

Mental Omega News Bulletin #24

News 20 comments

We've been posting AI-only skirmish videos on our YouTube channel this week, now it's time to talk about some changes and additions shown in these videos...

Mental Omega News Bulletin #23

Mental Omega News Bulletin #23

News 9 comments

Work on the next Mental Omega release continues, as we're adding and finishing new units of the Foehn Revolt.

RSS Files
Mental Omega 3.3.2 Patch (Manual Update)

Mental Omega 3.3.2 Patch (Manual Update)

Patch 23 comments

If your updater in the Client doesn't want to complete the update or you were never able to start it at all, download this and extract to where your Mental...

Mental Omega 3.3.0

Mental Omega 3.3.0

Full Version 230 comments

Release Date: December 16, 2016 --- READ THE INSTRUCTIONS! Remember to download soundtrack separately.

Soundtrack for Mental Omega 3.3

Soundtrack for Mental Omega 3.3

Music 13 comments

New ingame music for Mental Omega 3.3, optional download. Place "thememo.mix" into the directory you extracted Mental Omega 3.3 in.

Comments  (0 - 10 of 4,404)
Mr_Douglas
Mr_Douglas

when will release 3.3.3?

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Rawflesh0615
Rawflesh0615

How acts in Mental Omega? Two acts?

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WaLTaRRoN
WaLTaRRoN

Might(/Might not.) be three, since there's a new faction now, the other factions are likely to have missions related to the Foehn Revolt.

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Rawflesh0615
Rawflesh0615

I mean, how many act will there be in this campaign?

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WaLTaRRoN
WaLTaRRoN

I think I have found a bug in Timekiller Challenge. If you capture an Euro Alliance base you cannot build Archon AMCs(despite having an Euro Alliance base) but can build Striker IFVs. I dunno if it has anything to do with the player's base faction but i was playing SC. Will try to see If it changes when i play as PsiCorps.

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Guest
Guest

this is not specific to timekiller challenge: independant on what allied subfactions conyard u cap, u will always get cavaliers as mbt, stryker as ifv and harrier as basic jet unit. dunno if anything can be done about it, but as its known since 3.3.0 at the very least i highly doubt it.

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WaLTaRRoN
WaLTaRRoN

It is logical to have harriers and cavaliers when i have capped the Euro Alliance tech buildings. Shouldn't it be a simple problem about the build prerequisites? I think the problem about cavaliers and strykers are because of their prerequisites are based on player house and warfactory(i might be wrong though, havent looked deep into the files.), so if a player were to have a different house than the captured base this could happen. I think theres a workaround(making different warfactories that share the same visual) for this but it'll either to cause more problems or increase the total size of the mod.

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Alomalomynous
Alomalomynous

Good day. I open a Stolen tech.ini file from Game options. What are those "Prerequisite.StolenTechs" numbers? I see 1,11 2,12 and 3,13. What are those?

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WaLTaRRoN
WaLTaRRoN

Might be the Conyard and TechLab of each faction.

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WaLTaRRoN
WaLTaRRoN

"Allied Tiberium Refinery" and "Soviet Tiberium Refinery" is this intended or is it overlooked?

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C&C: Yuri's Revenge
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Highest Rated (64 agree) 9/10

Easily one of the best, most professional "YR+" mods around. MO is genuinely produced as a "YR expansion", continuing the game's theme and storyline with a whole brand new campaign for all three factions.

While bringing in a few new ideas and a lot of new units for the games houses (without being overcrowded), MO doesn't depart too much from the original games atmosphere - a great mod for anyone who wants 'a little bit more YR'.

Nov 19 2010 by OmegaBolt

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