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Hello everyone!

We've been busy wrapping up our second patch, which was just recently pushed out to Steam. Below are the various improvements, fixes, and new features we've added over the weekend.

Thanks to everyone that helped contribute to this effort!

-8Bit

NEW FEATURES:

Added slider bar for FOW full and explored fog color alpha (Player Request). Players can adjust their own Fog of War for all maps by going to the options screen. (Go try it!)
Added visibility for Allied radar rings on mini-map (Player Request).
Save games Enabled. If you have to stop playing mid-mission, your progress will be saved and can be resumed later where you left off. (New Feature)
New, easier to read indicators for primary factory bonuses. (Awesome!)
Added Win/Loss music to end-game movies.


CRASH FIXES:

Crash fix for long player names.
Crash fix for AI trying to sell structures to fund a harvester.
Crash fix for (obscure) multiplayer issue some players experienced.


GENERAL IMPROVEMENTS:

Creating two structures at once has been fixed. (Player Reported).
Improvement for players loading into campaign too late (game starting too early); seen as harvesters sliding along at the start (also modified harvester behavior to not start harvesting until the game actually starts, instead of when they are first created during instance creation) (Player Reported).
Fixed justification for production tray for 21:9 monitors (Player Reported)
Fix for losing selection when multiplayer lobbies get refreshed (super annoying!) (Player Request).
Made common pace movement hotkey toggle on/off, and not be cleared once issuing a single move, even if you are still holding down the key.
Reduced min drag select distance from 40 to 5.
Fixed wrong tooltip wording on tooltip delay.
Rocket Helicopter is now easier to select.
Enable crushing behavior for AI tanks in some situations. AI tanks will now choose to come after player infantry nearby instead of standard attack.
Fix for "Retrieving..." text staying stuck on multiplayer and co-op lobby screens
Placing a structure will now destroy/remove nearby props – no more trees sprouting in buildings.
Widened super weapon player name text.
Updated mission title UI to fit better.
Windows screen saver will not kick in if the game is in focus (Player Reported).


CAMPAIGN IMPROVEMENTS:

Difficulty adjustments to all missions in the Cooperative Campaign based on player feedback. Should be just a little easier now.
Adjusted crates to be more accessible in some campaign maps (Player Reported)
Co-Op campaign balance pass to make it a little easier.
New Silver Bonus Objective for “Cleansing Fire”
General tutorial fixes to prevent players getting stuck. Also added ambient sound effects.
Fixed several typos, grammar errors and spelling issues in game text.
Removed a destroyable prop from multiple maps that was causing pathing issues.
Clarified bonus objectives with "Bonus:" text to objective display.
Removed objects in campaign loadout tab that haven't been unlocked yet and not granted to you as a starting object reward.
Minimap images updated (quality and clarity).
Fixed wrong rank displayed on campaign debrief screen.
Removed 3 letter rank designation because it was confusing to players and was already duplicated with iconic rank being shown
Improved air pathing over some parts of Industry Zone map.


Pretty big second patch, No LAN yet though (though dont get upset yet, its might be still coming, Petroglyph hasnt made a formal announcement on if or when it is coming)

It should be here for us offline installer keepers, maybe tomorrow, but probably not until Wednesday or Thursday, maybe at the latest Friday. Maybe a blue can fill us in :P

just keeping you guys up to date.
Yeah, galaxy version was already updated to this version 3 hours before you posted. Hopefully the offline installers will be done today. I just wish galaxy would show what got updated when its automatic updates are turned on.
Post edited April 26, 2016 by Matruchus
My fault guys. :(

I should have posted the patch notes here. For some reason I thought they were available in another way when the build was uploaded. Both services were updated with the latest version of the game simultaneously.

-8Bit
Will the save funtion apply to skirmish as well? One of the few things I didn't like about Red Alert 1 was the fact that there was no saving possible in skirmish games and I sadly looks like 8BA repeats this - at least in its initial version.
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Sakkraner: Will the save funtion apply to skirmish as well? One of the few things I didn't like about Red Alert 1 was the fact that there was no saving possible in skirmish games and I sadly looks like 8BA repeats this - at least in its initial version.
Currently saving a skirmish match is something that will most likely have to be looked at after our May/June content push (which includes the 2nd Faction)

I know that’s not an entirely satisfying answer, but hopefully it tides you over until I can provide a more concrete time line.
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PG_Ren: Currently saving a skirmish match is something that will most likely have to be looked at after our May/June content push (which includes the 2nd Faction)

I know that’s not an entirely satisfying answer, but hopefully it tides you over until I can provide a more concrete time line.
Thank you for taking the time to answer :)

And glad that you are at least now aware of that wish. So I will stay patiently tuned to what the future might bring.