2.1.1 is out for PC & Mac with an SDK, which means... time for making the 2.1.2! Here's what we've got coming soon.
Posted by Chronojam on May 14th, 2012
In case you've missed the news and downloads announced elsewhere, Red Alert: A Path Beyond version 2.1.1 has been released for the PC as usual, and our first ever official package for Mac gamers as well, plus the Maps & Mods SDK for fan projects. So what does that mean? It means we've already been hard at work on 2.1.2 for a month and just today in fact were testing a preliminary internal build.
Some important changes coming in 2.1.2 include:
That's not all, of course. Honestly, there's a ton of changes coming. The usual balance changes (Captains and Hinds have been rebalanced significantly, and Tesla Coils will now need to charge up before frying you... giving you a bit of warning first). Base game mechanics have been changed up, too. You also won't be able to build Demo Trucks, Minelayers, or Ore Trucks without the Missile Silo, Service Depot, and Refinery (respectively), making attacks on those buildings more useful. Helipads will also indicate landing zones with team-colored flares, decreasing the odds that you'll be crushed by an inbound helicopter. Plus, more performance/glitch fixes, including a fixed memory leak and a fix for the fact the elevators jiggle you towards the middle of the map subtly.
It probably shouldn't surprise anybody who's followed us for a while that we're working on 2.2.0 at the same time. Coming changes there? Chronotanks, support powers, the return of naval forces, and a couple new structures. Keep an eye on our official blogs to keep with the latest discussion on all of that, of course.
How many C4s can kill a wf from outside?
Right now in testing, four
Will we ever get an offline skirmish mode with some AI?
RPG and Sergeant when barracks is dead, this is good!!!