Welcome to another Contra update and Happy Easter!
This time it took longer to release a news update, but the work never stopped since the last update. There's work behind the scenes and there's work you see in news such as new models. After all, we posted News Update 11 and 12 one week apart like never before, while keeping them detailed.
Weather Manipulation Device (or WMD) is in the spotlights again. But why this model again? A sudden game crash was preventing us from inserting the model with all the initial details. Fortunately, that was fixed and the model was successfully inserted and looks as good as planned.
Laser general's Tokamak super power plant got a texture overhaul and it glows on night maps.
Salvage Factory is a new building for Assault general. It was about time for Assault to get a special building since Stealth has Jammer Station, Toxin has Chemical Lab and Demo has Airfield. This new building is of course still being tested, but currently, it is available at rank 3 and costs $3000. Salvage Factory drops a salvage crate at the red mark each few seconds. Players have to manually place their tank on that spot in order to get the crate. In addition, "Recycling" upgrade is now available for research at this structure, thus at rank 3. We have some more ideas for this structure which may become active abilities.
The good old SDI Cannon is now a good new SDI Cannon. All stats remain unchanged.
One good screenshot follows up. Let's not forget about the standard way of showing cool stuff, hey! Infantry general's Troop Crawlers...
... but it's not over yet. Particle and sound effects have also been improved without performance cost.
Before we end this update, we want to link you to Maelstrom's twitch. He streams Contra every Saturday, showing new content while testers play online: https://www.twitch.tv/maelstromx103 He was very generous to record new voice lines for Angel robots, and is planning to do some more for other units.
Progress has come to a head on the development of YR Red-Resurrection 2.2, Commander. The Soviets have amassed their armies, the Allies are prepped for war and the world is a powder keg waiting to blow any day now! Who will you fight for?
Yes, this means the next release is imminent and will feature:
Two factions, the Allies and the Soviets with new arsenals.
Four countries per faction, each with 12-15 unique units, structures and support powers.
An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.
Over 300 multiplayer maps and several game modes, including Dead Rising - where infantry killed in combat rise from the dead.
The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.
The CnCNet 5 client from rampastring, with additional unique features and menu themes.
To tie you over I've also uploaded a few more videos to youtube recently, the latest of which is a 2v2 with me & tyhednus vs AdmiralPit & modder666 (of Final War). Mistakes were made.
I'm back with a big news post covering the early development of German & Japanese jet aircraft with several Me-262 variants and copies. I actually made these units early last year & started writing the wiki pages for them last April! I'm glad I can now finally finish posting them.
Another variant that I started working on but was unable to finish was the Me-262 C-3a, which featured an extra rocket engine in the tail for short speed boosts. Due to limitations with the game's engine I was unable to get this system working, if it becomes possible in the future tho it will be added to D-day. I'd also planned to include the Soviet Sukhoi Su-9 & British Hawker P.1048 with these but both are independent designs that only resembled/were inspired by the Me-262 tho. I'll make them both at a later date along with several other early Allied jets.
The German Me-262 was the first mass-produced & operationally used jet fighter in the world. Work on this revolutionary aircraft started in late 1938 under the code name Projekt 1065, the initial design proposed in April 1939 differed considerably from the production version, the engines were mounted in the wing roots & the wings were straight. Development of the BMW 003 jet engines intended for the Me-262 was repeatedly delayed because of the many technical problems encountered with this brand new propulsion system. Because of these problems it was decided to move the engines to pods fitted under the wing to facilitate easy removal for maintenance. This change also necessitated a change of the wings to a swept configuration to compensate for the change in centre of gravity.
The first "V1" prototype was ready in April 1941 however the BMW 003 jet engines intended for the aircraft weren't ready so a conventional Junkers Jumo 210 engine with a propeller was fitted to the nose so basic testing of the airframe could be carried out. It wasn't until November 1941 that a pair of BMW 003 were ready to be fitted to the prototype. For the first test flight the Jumo 210 was retained for safety, which proved wise as both BMW 003 engines suffered a flameout causing them to stall, the Jumo 210 was then used to bring the prototype safely back to base. With this failure it was decided to switch to the more reliable Jumo 004 jet engines. The first flight with the Jumo 004 took place on July 1942 in the V3 prototype, marking the first flight of the Me-262 with jets only.
There was opposition to the Me-262 from several high-ranking officials during early development including the head of Messerschmitt, who wanted to concentrate production on proven propeller designs. As well as the commander-in-chief of the Luftwaffe Hermann GÃ¶ring who expected the war to be won before the aircraft could be ready for production, as such funding & support was withheld at times. After the Me-262 prototype was demonstrated to Hitler in mid 1943 he also insisted that the design should be modified into a multi-role fighter-bomber which lead to redesigns of the nearly finished fighter aircraft. These political problems along with the extended development of the jet engines meant that the Me-262 wasn't able to go into operation use until April 1944, six years after its original conception.
Once in combat though it proved highly capable and able to outperform most allied fighters, with several pilots becoming aces. It was however extremely vulnerable when taking off or landing as it couldn't maneuver or accelerate during this time or the engines would stall. Allied pilots would take advantage of this by loitering around airfields & then attacking Me-262 as they appeared. To combat this the Germans reinforced the anti-aircraft fortifications leading up to the runway in order to give the Me-262 more cover. As the war situation deteriorated though most Me-262's were grounded because of fuel shortages & a lack of trained pilots that could handle the power of the new jet aircraft.
Following the end of the war American, British, French & Soviet forces scrambled to capture these prized aircraft so they could be studied to advance their own jet aircraft programs. Comparative tests between the British Gloster Meteor & American P-80 Shooting Star showed the Me-262 to be superior in several aspects however the engines required constant maintenance & had a relatively short lifespan. As such these tests didn't last long and several aircraft were lost due to engine failures.
Out of the 1,430 aircraft built during the war only nine still exist today in museums, with only one still in its original markings. In 2003 the Texas Airplane Factory started the "Me-262 Project" in which they built several replicas using an original Me-262 that was undergoing restoration as a template. Unlike most replicas, which are classified as unique aircraft, the exact replication of the parts used in these Me-262s meant that they are officially registered as newly built Me-262s with the variant name of A-1c. They are all owned by private collectors who often fly them during air shows in American & Germany.
The Messerschmitt Me-262 A-1a/U4 (in some sources know as the PulkzerstÃ¶rer "Pack destroyer") was a modification of the standard Me-262 A-1a airframe, replacing the four 30mm Mk108 cannons in the nose with a single 50mm Mk214 cannon. The 30mm Mk108 while a powerful weapon had a short range which along with the Me-262's high speed meant that the engagement time against enemy aircraft was often very short, especially against slow moving bombers. The 50mm Mk214 greatly increased the damage and weapon range of the Me-262, even giving it the ability to engage bombers from outside of their defensive range. The weapon had a limited amount of ammunition and was difficult to use while manoeuvring though, making it unsuitable in a dogfight with other fighters. Only two of these aircraft were built Wk/nr 111899 & Wk/nr 170083 in early 1945, there are rumours that one of them was used in combat before the war ended but no evidence has been found to substantiate these claims.
After the war Wk/nr 170083 was captured by American forces at Lechfeld airfield and transferred to the 54th Air Disarmament Squadron led by Colonel Watson (aka Watson's Whizzers), a unit which was tasked with finding and capturing advanced enemy aircraft. In preparations for transferring the aircraft back to American for testing its markings were repainted with USAF roundels and was named Wilma Jeanne after Watson's wife. It was then flown to Cherbourg where it was loaded onto the British aircraft carrier HMS Reaper along with other advanced German aircraft for the long journey across the Atlantic. Arriving in New Jersey the aircraft were then flown to Freeman Army Airfield, during the flight a turbine blade broke in the engine of the Me-262 A-1a/U4 and the plane was destroyed in the resulting crashed.
The Messerschmitt Me-262 B-1a/U1 was a specialised night fighter variant of the Me-262 equipped with a FuG-218 Neptun radar for finding enemy aircraft in the dark. Development of a night fighter variant of the Me-262 started in late 1944 with the construction of the Me-262 A-1a/U2 prototype (Wk/nr 170056) which used the standard single seat A-1a airframe. Multiple tests were carried out using several different types of radar devices. While the technical sides of the tests proved successful the pilots however reported that they had difficulty flying and using the radar system simultaneously. In light of this it was decided to move development to the Me-262 B-1a two seater trainer airframe, the extra seat which was normally used by a flight instructor was instead modified for use by a dedicated radar operator who could guide the pilot to enemy targets. The addition of the radar antenna protruding from the nose produced extra drag and decreased the aircraft's speed, the space needed for the second seat required the removal of one of the fuel tanks too. To compensate for this loss two external fuel tanks were fitted under the nose, this also increased the drag and decreased the speed. Even with this loss in performance the Me-262 B-1a/U1 was still much faster then the enemy bombers and their escorts. Messerschmitt started work on developing a more advanced version called the Me-262 B-2a which would have featured a lengthened fuselage to hold more fuel instead of the external fuel tanks and the new "Berlin" centimetric radar dish which could be placed inside the nose reducing drag, the war ended before work on a prototype of this improved version could begin though.
Only seven of the Me-262 B-1a/U1 night fighters were built before the end of the war, they were all given to the 10th squadron of the Nachtjagdgeschwader 11 who used them to great effect with several of the pilots becoming aces, including Kurt Welter who still holds the world record for the most enemy planes shot down in a jet aircraft. In an effort to neutralise this threat the RAF bombed the based they were operating from, after which only four aircraft were left. After the war the three remaining aircraft were captured by British forces who transported them back to Britain for testing, one of them crashed during a storm and another was scrapped. The third and final aircraft was given to the South African air force where it sat in storage for many years, it was then given to the Johannesburg Museum who restored it in 1971 and has since been one of their major exhibits.
The Me-262 SB.1a (Schnellbomber Ia) was a proposed "fast bomber" variant of the Me-262. The main difference was the relocation of the cockpit from the centre of the aircraft to the nose, this greatly increased the pilot's vision for the bombing role. This meant that the nose mounted cannons had to be removed though and it had to rely on its greater speed to outrun any enemy fighters. The front landing gear also required modifications to make it rotate 90 degrees and lay flat under the pilots seat. The space once occupied by the pilot was used to house an extra fuel tank increasing the aircraft's range. The design didn't progress further than the initial design proposal and no prototype or production version were built.
The Messerschmitt Me-262 A-2a/U2 was a dedicated bomber variant of the Me-262 featuring a completely new fully glazed nose section that would house a second crew member who would lay down in a prone position. From there he could get a clear view for level bombing runs or guide remote controlled ordinance towards their target. Two prototypes of the Me-262 A-2a/U2 were built before the end of the war, one of them was captured by American forces who presumably took it back to American for testing along with other advance German aircraft and later scrapped it but information on this prototype's final fate is scarce.
One of the types of ordinance proposed for the Me-262 A-2a/U2 was the use of another Me-262 that has been fitted with explosives and converted into a pilotless flying bomb, with the Me-262 A-2a/U2 mounted on top of the pilotless Me-262 in a Mistel configuration. For take-offs they were both placed on a specialised trolley fitted with a rocket booster, after becoming airborne the trolley would then be jettisoned and collected for reuse. Once the Me-262 A-2a/U2 was within range of the target it would detonate the explosive bolts holding the two aircraft together. The bombardier in the nose of the Me-262 A-2a/U2 would then take remote controlled of the Me-262 bomb via radio and guide it to a collision course with the target.
During World War II multiple factories in Czechoslovakian were employed by the Germans to produce different parts for the Me-262 A-1 fighter and Me-262 B-1 trainer aircraft. At the end of hostilities in Europe the factories and parts were captured by Soviet forces, all complete aircraft and some parts were taken back to the Soviet Union for testing. The jibs, tools and documents within the factories were handed over to the newly restored Czechoslovakian government though. Using some of the parts left by the soviets along with others newly constructed in the wartime factories Avia set to work to produce their own version of the Me-262 A-1 and Me-262 B-1. The first of the single seat aircraft the Avia S-92 was completed in August 1946 with the first two seater Avia CS-92 trainer flowing in December 1946. The aircraft proved to be difficult and extremely time consuming to make with many of the parts having to be individually hand made, making each plane slightly unique. As such only nine Avia S-92 and three CS-92 were completed over the next three years before production was discontinued. They served in the 5th fighter squadron as a training unit to help pilots get their first experience with jet aircraft. Most were scrapped in the 1950's but a single S-92 and CS-92 remain on display in the Prague Aviation Museum.
Yugoslavia showed interest in buying the S-92 and CS-92 and placed an order for one of each for evaluation but didn't receive any aircraft. There are reports that Israel bought several S-92 and one of them exploded during a test flight in April 1950, however there is no evidence to substantiate this. There have been suggestions that the aircraft that exploded was really a Gloster Meteor that the British had secretly given to Israel for testing and it was claimed to be a S-92 to cover it up, while slightly more plausible this is still a matter of conjecture.
Even with this limited amount of information Nakajima started work on the Kikka in September 1944. Several changes where made to the original Me-262 design making it simpler and easier for manufacture in Japan including using more readily available materials such as wood. One major change was the addition of folding wings which would enable the aircraft to be concealed more easily. At first it was planed to fit the Kikka with the Ishikawajima Tsu-11 motorjet which was originally designed for use on the MXY7 Ohka kamikaze plane. Instead Ishikawajima started development of new jet engine specificity for use in the Kikka called the Ne-10, this design however was unable to produce enough thrust to power the Kikka. With this failure work moved to the Ne-20 which was a reverse engineered version of the German BMW 003, the engineers at Ishikawajima only had a few photographs and a cut-away drawing to work from though. Even with this limited amount of information they were able to produce a usable engine.
The first prototype was completed in June 1945 and after ground tests it took to the skies for it's first flight on 7 August 1945 with with Lieutenant Commander Susumu Takaoka piloting. The short flight went well but the Ne-20 required a long time to get the Kikka up to takeoff speed. To elevate this on the second test flight the Kikka was fitted with RATO (rocket assisted take off) units, unfortunately the rockets had been fitted at an incorrect angle resulting in the Kikka crashing during takeoff. Work started on repairing the damage but the war ended before they could finish. A second prototype was also nearing completion at the time the war ended, along with around 20 other airframes in various stages of completion. After the war American forces captured airframes number 3, 4 and 5, they where sent to Patuxent River Naval Air Base in America for testing. The prototypes where later cannibalized to make a single complete aircraft, which was then given to the Smithsonian National Air and Space Museum. The Museum kept it in storage for many years but it has recently been moved it to the Steven F. Udvar-Hazy Center for restoration work.
While Nakajima's main focused was on completing the Kikka as quickly as possibly to help counter the expected Allied invasion of the Japanese home islands. A second team lead Iwao Shibuya started development of another aircraft that more more closely followed the original design of the Me-262 called the Ki-201 Karyu (Fire Dragon). This aircraft would also incorporate more advanced equipment that was then in development such as the Ne-230 turbojet & Ho-155-II cannons. A prototype was expected to be finished & ready for testing in December 1945, however the war ended before work could start putting an end to the development of the Ki-201.
Finally, the newest patch for Mental Omega is here, and it is quite a milestone. The update 3.3.3, which includes Ares 1.0 by AlexB, marks the release, in which the save/load functions have been restored. Yes, you read that right - SAVE/LOAD FUNCTIONS ARE BACK IN MENTAL OMEGA. Additionally, since we've skipped Ares 0.E, we can mention that AlexB has also delivered another selection of improvements to Red Alert 2 Yuri's Revenge game engine. Like always, you can either use the Mental Omega Client to perform the update or download the files manually and extract them to your Mental Omega folder.
It's also worth mentioning again that our website supports two other languages, with language packs for the mod, which have been updated to work with update 3.3.3: Chinese and Russian.
So, if you didn't get it the first few times: update 3.3.3 fixes save/load, so if you've been stalling your quest through the Mental Omega campaign, waiting for this feature to come back, now is the time! In addition: a customized version of the FinalAlert2 map editor, which is compatible with Mental Omega 3.3, is included in this update and accessible through the mod's client.
If you are a Windows 10 user and you've been experiencing issues with Mental Omega multiplayer recently, this update should fix those issues for you. If that doesn't happen, let us know. Also, you might want to try the new renderer, DDrawCompat created by Narzoul - it might enhance your game performance, especially if you are using the aforementioned Windows 10.
The 3.3.3 update comes with 11 new singleplayer and cooperative missions, steadily approaching the conclusion to Act Two of Mental Omega. It also marks the release of first 3 missions for the 4th faction, the Foehn Revolt. In the story, they take place after Machinehead.
The 3.3.3 update includes full mission briefings for all of the new missions, meaning that this time there are none without one.
In addition to the new story-based maps, a new Challenge map has been added, with its own unique trait, and several previously released ones have been heavily revamped.
Heroslayer Challenge against the enemies with a powerful "army of clones"
Last, but not least, numerous new skirmish/multiplayer maps have been added. They are as follows:
'(2) Big Little Lake', '(2) Obsidian Knoll', '(2) Poisonous Milk', '(2) Route Sixty Six', '(3) Medusa', '(3) Don't Cross the Streams', '(4) Extra Small', '(4) BizarroGrid', '(4) Ivory Wastes', '(4) Mentalopolis', '(4) Not Without A Boat', '(4) Practice Yellow', '(4) Red Sun Canyon', '(4) Scorpion Trail', '(6) All the Fury', '(6) Alert Status Red', '(6) Ant Arctic', '(6) Blizzard Peaks', '(6) Cold Hard Crash', '(6) Frostburn', '(6) Paradise Warfare', '(8) Pacific Rim Mega', '(8) Tic Tac Toe'
Just like the last time, let's now talk about important gameplay changes, balance tweaks and bugfixes in this patch.
a new unit has been introduced into the Foehn navy, the Whipray: it is an anti-aircraft drone ship with a confusion rifle and a 'Golden Rocket' launcher, which requires a Cloud Piercer to be built. With its introduction, the Swordfish loses its AA capabilities, but also gets a price decrease to compensate.
Foehn Whipray by Mevitar
you can now check the game host's ping in the CnCNet lobby
the AI has been heavily revamped, especially in the special game modes
when starting a match or mission, you should no longer spawn into the original game's main menu and crash
most of Co-Op maps have been updated to feature difficulty changes
new Statistics window in the client logs your skirmish/multiplayer battles
multiple new IFV modes have been added to the game, Mercury IFV mode has been removed, each hero now has a mode of its own
Experimental Warpshop build limit has been increased from 1 to 2
firepower of all capturable tech defenses increased by 10-20%
price of all T2 defense towers decreased from $1200 to $1000
cloaked objects no longer get uncloaked when hit with effects, which don't affect those objects
stat buffs are now applied to objects, which are under the effect of Iron Curtain/Force Shield, most of nerfs still are not
you will now be given a proper amount of starting cash in Epsilon Co-Op Backbitten
choosing United States in Contagion Challenge will no longer give your MCV to the enemy instantly
You can see the complete list of new additions, changes and bugfixes under the following link:
Send us all the feedback regarding the new update at the usual places.
The developer playthrough of Mental Omega campaign continues on our YouTube channel. Videos for each of the new missions, on Mental difficulty, will soon be available on it. Here's Nobody Home, the beginning of the Foehn Origins.
That's all for now, stay tuned for more news!
If you'd like to help develop Mental Omega further, write an e-mail to email@example.com We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors. Single contributions are also welcome and will speed up the development of the mod.
Yes your eyes do not deceive you, new D-day news post! It's been nearly a year since the last news post, this has mainly been due to a technical problem that blocked me from accessing the D-day website & forums, thus I was unable to post anything for over 10 months! Sadly during this time I was somewhat demotivated to work on D-day, I still made a few random units for fun but I didn't make that much overall progress tho.
Gladly now that the problem has been resolved I'm feeling refreshed, revitalized & ready to work on D-day again. So to kick things back into action I've made a set of generic buildings as well as a generic sidebar & loading screen. These graphics will be used as placeholders for where I have yet to make specific national themed artwork. Which can normally take months to just research & several more to make all the 3D models.
So with this set France will no longer be using those hideous grey boxes with "placeholders" written across them. It also means that the new countries of Poland, China, Sweden & Czechoslovakia that I have been slowing working on will be include as playable (but incomplete) sides in the next release along with Japan. These are of course just placeholders & each of these country will receive unique national artwork in a later release.
I also plan to make a set of generic defensive buildings as well in the near future & of course I still have a backlog of over a 100 units that I still haven't posted/added to the wiki yet too so expect more news to come soon.
Before going to 2017, there are still some things that happened in 2016 that didn't have their proper news post.
Vintarid gfx revamp
Vintarid Surmount and Theurge
Surmount: There is a rumor among soldiers of a monstrosity that once plowed through an entire army alone. Those few that survived talking about an unstoppable, screaming horror, feeding on their fear itself, as if the hopelessness and inevitabiliy of defeat materialized in a form of a hulking monster. Theurge: The elisuve Theurges are probably the least understood thing on the battlefield. The reason for that is their nature: hyperdimensional beings capable of crossing time as effortlessly as we cross the street. Anyone, and anything, that faces a Theurge in combat, may find themselves back at home after having a strange dream they can't remember. Or worse - never have been born in the first place.
Now, back to 2017, that started with very little to show, until April, when I managed to finish some things I was working on. Those being:
Updated Dreamspark and Phantasm
Vintarid Watcher, Shifter and Volatile Mind
Watcher: It's rare for anyone to be able to spot a Watcher, but those who do, report of a series of mishaps, disasters and conflicts following the encounter. Most of them also ends up going insane, locked in a psychiatric ward. Shifter: Most humans abducted by the Vintarids end up abandoned to wander aimlessly, only to make them go feral when such need arises. For the rest of them, the most common fate used to be being sent back to their homes, with some modifications, where they could live their lives as if nothing happened, until given order to activate and wreck havoc. Volatile Mind: Some people are more than willing to join the aliens, either due to naivety, or due to disgust for humanity. Others have such strong willpower that they need to be "acquired" regardless if they wish it or not. All of them receive a gift: ability to destroy objects with mere thought, at the cost of their mental stability.
Later I moved on to work on other Paladin Infantry, after which I went back to finish Vintarid ones.
These humanoids are entirely covered with metal armor plates, with purple flames sipping through the holes. They close in, causing fear and confusion with their breath, to cut their targets with their flaming swords.
Vintarid Sun's Chosen and Overseer
Sun's Chosen: Sun's Chosen are probably the most diabolical and terrifying weapon that the aliens use - a pregnant human woman with a developing Neonate inside her, controlling her thoughts and actions. When its mission ends, or it feels threatened, the Neonate dies, creating a rift that kills all life forms in the vicinity, including its host. Overseer: Overseers are Theurges that appear in their true form - blonde humans of an unsettling beauty - commanding the Vintarid armies instead of engaging in combat themselves. Entering the battlefield has no effect on the control they have, but it splits their attention to their army and makes them unable to directly retaliate to attacks.
After that, with all Vintarid infantry being done, it was time to move to Essence again. First, another walker:
Essence Hephaestus Artillery Walker
Essence combat doctrine expects ground forces to require as little aerial support as possible (which also includes no transportation through air), a walker is more fitting for a heavy-gun platform, despite being potentially more vulnerable to attacks.
And then finally starting work on their infantry:
Essence Raider and Intruder
Raider: Raiders are mostly volunteers, often without even the most basic military training, eager to join the cause against the aliens that destroyed their lives. Amateurish, naive and unpredictable, they are generally disliked by any real military personnel. Intruder: Each Intruder carries a backpack with enough power to support one strong area electromagnetic pulse that disables multiple targets at once. After using the charge, the device has to be left idle to recharge, otherwise, only a continuous single-target beam can be supported.
Essence Rocket Quad and Hunter
Rocker Quad: While squads of Raiders are generally hated by proper military personnel, Rocket Quads are the first, and the most widespread, truly professional force. The launchers they carry are used to fire both anti-tank and anti-air missiles, sometimes even mortar shells. Hunter: Thanks to their rapid-fire sniper rifles, Hunters are able to quickly dispatch a small infantry squad from afar, which is especially helpful for base infiltration missions. They are also equipped with explosive charges they can plant on buildings and vehicles.
Essence Engineer and Surveillance Drone
Engineer: After moving into a ca area, it's often necessary to secure enemy equipment and make adjustments to support the conquering army. Engineers are equipped with what's necessary to do exactly that. When the need arises, they can also use their suitcase as a timed bomb. Surveillance Drone: Fragile and unarmed, but fairly cheap and easily accessible, these flying drones provide anyone who purchases them with necessary intelligence and situational awareness.
Hopefully, I'll manage to finish Essence infantry soon, and then I'll be able to move to Paladins.
Development on the upcoming version of YR Red-Resurrection started back in May, and since then there has been massive progress, perhaps the most productive modding year of my life. Just in the last 7 months or so there have been over 80 new units & powers added to the eight countries, with constant multiplayer balance testing along the way which has largely driven development. This has not been a release built on theory but on practice, so hopefully when the mod finally gets to you it will feel polished and well rounded, and as quality as a more-or-less one man developer can make it.
Here is a recap of the recent country showcases that have been uploaded already to ModDB.
Only Yugoslavia and Japan left to show off, though even then these are not all the unique features of each nation. I hope to find time to do some more detailed previews and explanations of the countries later.
The release is not all that far away either. I wanted to get it out before the end of the year, however that won't quite happen, but early sometime next year is not an unreasonable goal. Work on wrapping up the mod has been ongoing for a little while, such as writing the manual to explain all the new stuff!
The next version will actually come with an OFFLINE manual (as well as it being available on the web) that you can get to by simply clicking a button in the main menu. The manual will feature lore and explanations on each unit as well as hopefully all the necessary info you need to get a grasp of the different countries, such as with the following example.
I've been trying to make it as user friendly and useful as possible. Here is a nifty little toggle feature that allows you to easily swap between viewing all or specific country units on each page!
That should allow decent customisation in the way you want to view the information, without cluttering up the screen or being particularly distracting. Anyway, there has been plenty more going on and development shall continue rapidly, so stay tuned and follow here or on Facebook for more little snippets of info!
Originally posted on ModDB by dce on Dec 23rd, 2017
First, we need to disappoint all of you who were awaiting a Contra 009 Final or another Beta release.
We decided not to release another version for these holidays.
...that's one way to start an update....
The reason is simple. We didn't have enough time to test and balance properly all the stuff we made and changed. Last year we were so excited to show you progress that we released some units with serious balance problems (like Ratel II, or Centurion tank with bonus).
Now we want to correct this, we will rather wait a bit more and release Contra 009 FINAL next year.
This is our plan, but please keep in mind that, if a car hits me or PredatorBG while we are walking down the street minding our own business, that plan MIGHT change (so don't ask for exact release day).
...some other less important reasons might delay release too, like WW3 or cancer....
So, we already said thanks to all of you who support us, and voted for us on MOTY. It is also great to see our community growing bigger on Discord channel. Once again, we are inviting you all there. Arrange games, make new friends, chat, and you might even get access to Developer version.
Last update was about amazing AI changes, this one will be about some model updates. Together with models, there are plenty of code changes too, which of course cannot be shown with renders.
GLA Airifeld had major flaws with its appearance in game. So model is changed. It also contains only two units. Since GLA air units don't need to land on airfield, once they are in air, you can still produce as much as you like with only one airfield.
AF Burton A-10 strike was annoying and overpowered in many cases. So his ability is changed and replaced with another unit. This fighter can take down a single unit without causing massive damage to nearby structures and units too. Unlike A-10, fighter is also affected by stealth upgrade.
Cybernetic general is constantly being balanced. It's a thin line between being OP or a very weak general. New structure is called Spider Nest. This structure is small, cheap and easy to build. It is stealth all the time. Attacks nearby enemy units by releasing small Spider Mines. It is great when you need to stop Dragon tank, or any rush unit while you still don't have TOW missiles upgrade.
Another thing for Cybernetic general is Vorta (yes, I'm a Trekkie). Vorta is a secondary supplies gatherer. Half of the price of Harbinger, but it also brings half the amount of supplies. It is faster and can be used well in some critical situations where you need smaller amount of money but faster.
And last improvement is Nemesis N2
Old Nemesis is improved and replaced with this unit. His role is changed too. He is not a battle oriented unit anymore. In fact, he comes with 8 Cylons loaded inside. Thanks to Nemesis N2's great armor, you can transport them anywhere you like.
Of course, this also means Cylons as power drop, are not available anymore. Instead, you can drop a squad of Cyborgs. This is all balance wise.
So, there you go. Even while I'm writing this, another stuff is being made, nice and warm Christmas cookies, but these are all for me.
We wish you all Happy Holidays, and see you next year!
Woooooooooosshhhh (that's a sound of me flying off with my jet pack).