Revora News

  1. Some PProgress (PP News #3 | 9/11/2016)

    By Starkku for Project Phantom News

    So what's up with Project Phantom currently? The news-silence has been mostly due to the mod currently being in a beta testing phase, with most focus going on to polishing gameplay and finishing some graphical assets rather than showcasing. Thought I'd rectify that a bit, however.


    UNIT SHOWCASE VIDEOS

    The second part of Experimental Weapons Test is now available. This one features a bonus clip showing an unit from the previous installment that has been through quite significant changes based on feedback.

    Experimental Weapons Test #2


    There is also the second part of Hero Spotlight which was uploaded earlier on.

    Hero Spotlight #2


    This leaves only one part left of both Hero Spotlight and Experimental Weapons Test - which should hopefully appear during coming weeks.


    WEBSITE STATUS

    I was initially planning on bringing the website up-to-date gradually as time goes by, but as the mod is currently going through a playtesting phase I figured trying to keep the website up-to-date at this point would be colossal waste of time, and therefore it will be brought fully up-to-date at once much closer to the release of first public beta version some time in (hopefully near) future.


    PPROGRESS

    One of the big recent additons/changes to Project Phantom is adoption of the new game client created by Rampastring of Dawn of the Tiberium Age. This allows Project Phantom to be played over CnCNet and provides several other neat features especially for game setup. Below is a small teaser of how the client currently looks.

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    Those with keen eyes might have spotted an unit in the bonus clip segment of the new Experimental Weapons Test video that has not appeared anywhere before. This unit is Liberator AMOS, an artillery unit used by the Western Coalition. Armed with dual mortar guns that can unleash a rapid barrage of moderately inaccurate shells on enemy units from a range. In addition, it sports a third gun that occassionally fires an EMP ordnance as well which will incapacitate enemy vehicles and defences without adequate countermeasures installed.

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    Few structures have also had their placeholder artwork replaced with brand new ones.

    Dominion Training Camp
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    Dominion Battle Lab
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    Phantom Shadow Conduit
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    Phantom Shadow Conduit is an important but expensive Phantom structure that cloaks nearby units and grants specific units ability to cloak regardless of their position on the map. However, if you lose all Shadow Conduits or go on low power, those units will lose their cloaked status until another one is constructed or base power is restored. In team games, you can benefit from your allies' Shadow Conduits.

    And for those who might have missed it on ModDB, Facebook or Twitter earlier this autumn, there is the following.

    Phantom Singularity Catalyst
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    Phantom Singularity Catalyst is Phantom's superweapon structure that provides access to Singularity Collapse superweapon.
     

     

    Until next time.

    FOLLOW PROJECT PHANTOM
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  2. Mercenary Factions & Unit Showcases (PP News #2 | 8/9/2016)

    By Starkku for Project Phantom News

    Time for the second Project Phantom semi-regular newspost.
     
    UNIT SHOWCASE VIDEOS - HERO INFANTRY & EXPERIMENTAL UNITS
     
    Those that follow Project Phantom in Facebook, Twitter or ModDB might be aware of the recent unit showcase videos, with first parts of the Hero Spotlight and Experimental Weapons Test series both available for view at both Youtube and ModDB, focusing on three of the total of nine hero infantry and experimental units respectively. While all of the heroes were shown in the previous newspost, this time you get to see them in action and as a bit of a teaser for future parts of Hero Spotlight, some of the heroes have had some changes to them during the couple of months.
     
    Hero Spotlight Part 1

     
    Experimental Weapons Test Part 1

     
    WEBSITE UPDATES - MERCENARY FACTIONS
     
    While the updates on the faction structures/units pages have been delayed a bit in favour of the unit showcase videos, a new page has been added under Miscellanneous section, detailing the so-called Mercenary Factions in the mod. These factions are not playable per-se, mostly serving as a neutral force on the maps with few things for players to capture and make use of. The currently included factions are Fist of Titans, a loosely associated group of mercenaries and guerilla fighters primarily operating in the Eastern Europe and Crimson Crown, a large industrial corporate group with ruthless reputation specializing in mining, technology and vehicle manufacturing as well as security business.
     
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    Of particular note is Crimson Crown's Technology Vault, which besides giving access to Prototype Disruptor Tower support power, also allows construction of one of the three faction specific tier 3 units (or all of them if you happen to have factory and technology lab of each of the three factions).
     
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    Coalition Equalizer Missile System is a premium anti-air unit that can also disable ground vehicles using EMP. Dominion Svarog Ironcaster uses a special chemical compound called Iron Skin to shield your own vehicles from any damage. Phantom Hyperion Plasma Cannon is a powerful siege unit that can teleport across the battlefield and annihilate structures with it's plasma cannon.

     

    FOLLOW PROJECT PHANTOM
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  3. Mental Omega News Bulletin #26 (27/08/2016)

    By Speeder for Mental Omega APYR News

    So what are we doing these days? We are mostly testing. I know this is taking time but there's only a few of us and we're making the mod in our free time. If we were Westwood in their prime, we'd do this all in half a year probably but we're not. We're just modders.
     
    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 get the next version of Mental Omega, which has now been labeled 3.3, to work with CnCNet5 and make use of other various advantages that this client provides. If you're not familiar with DTA, you should check this video to see what it's all about. We're also testing new and old missions, skirmish for bugs and crashes and of course doing some balancing since an entirely new side is now involved.
     
    Speaking of the 4th side, the Foehn Revolt, I've prepared this short video which reveals the recent additions to the unit roster of Mental Omega in more detail. 
     


    Mental Omega 3.3 - New Units Showcase #1


    The music for this preview has kindly been provided to us by World Beyond whose music will comprise the soundtrack of the Foehn Revolt. Go and check his entire catalogue, it's great.
     

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    As I have tweeted quite recently, we've finished creating and voicing the units for the Foehn Revolt and there will be about 50 of them in its first release. After that, if we get some good ideas for new ones we will expand their tech tree accordingly. The only thing that will not expand is the stolen tech roster once it hits 16 units. And speaking of stolen tech..

     

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    The new stolen technology roster: 8 units to go.

     
    Two additional stolen tech units have been revealed: the Allied Quickshifter and the Epsilon Salamander. The Quickshifter becomes available after the Allies have constructed their War Factory, their technology buildings and also infiltrated an enemy Allied Tech Center. There are traitors on the battlefield after all, right? People have been asking 'how do the Allies get more tech from the Allies', I wouldn't know, but hey, we all know how stolen tech works in this game. It's always a fun way to acquire some special units during a skirmish.
     

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    Allied Quickshifter by ONE X


    The Quickshifter is the new chronoshifting tank which uses a missile barrage similar to that of the Aegis Cruiser. Compared to the Chrono Legio nnaire, Quickshifter deals standard damage which is something that might make it even more dangerous than the trooper. Additionally, it can target aircraft and transport a single passenger, effectively making it a chrono transport.
     
    Thanks to Ares DLL though, this passenger is unable to leave as long as the Quickshifter is still warping in. The ridiculous oversight of chrono transports in mods that didn't rely on Ares was that a passenger could leave the chrono transport as soon as it appeared on the target cell, so imagine what was happening when that was combined with a Navy SEAL and his C4. The Quickshifter does not have this issue.
     

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    Epsilon Salamander by Azri_Apoc


    The Salamander is essentially the next generation Basilisk which was possible to be built thanks to some of Foehn's advanced technology. When an Epsilon Proselyte manages to infiltrate a Foehn Cloud Piercer with the use of his Infiltrators, he receives access to their confusion ray technology, which Epsilon technicians combine with many, many A.R.O. launchers. This forms an aircraft with incredible firepower and a way to prevent enemy forces from even firing back.
     
    The Salamander can target both ground and air units alike and has two types of confusion rays. The first one will be fired at range, with reach similar to its A.R.O. launchers. The second one will be activated below the aircraft, making all enemy units in an area below target each other instead of the Salamander or any other unit that belongs to you. Salamander is slow and its armor is not that great, however it'll be quite tricky to even damage this unit considering its eclectic weapon combination and quite a large range.
     
    But enough about the stolen tech units, let's take a closer look at the new units of the Foehn Revolt.
     

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    Coronian Draco Tank by ONE X


    The Draco is a very unique tank which acts as a basic combat vehicle for the Wings of Coronia subfaction of Foehn. While its basic speed and durability are nothing spectacular, Draco Tank has two special characteristics that make it very effective in battle. First of all, it is equipped with devices similar to those of a Jackal Racer or Sweeper which make it receive high speed boosts whenever they are nearby a Spinblade. Once a Draco has been boosted, it can outrun even the Mantis Tank of the Scorpion Cell, which is said to be one of the fastest main battle tanks in the world.
     
    The other special feature of the Draco is the ability to detach its turret upon destruction and allow it to act as an autonomous aircraft unit. The turret is in fact a small drone which, while it won't be able to withstand too much anti-aircraft fire, might still give the Foehn Commanders the necessary edge to win an armored battle with the enemy tanks. The presence of Draco on the battlefield alone forces the enemies of the Wings of Coronia to not only rely on their tanks but anti-aircraft vehicles as well.
     

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    Haihead Diverbee by ONE X


    Do not underestimate this little aircraft judging it by its size - Haihead's Diverbee is an extremely dangerous thing to see on the battlefield on the enemy side. Just like all the other aircraft of Foehn, the Diverbee makes the best of their wind control technology and never has to land on an airstrip. Once it catches on with your ground units, it will launch itself at them from a short distance and violently explode causing lots of damage to all types of armor and infantry as well.
     
    Since Haihead focuses on dealing as much damage to the enemy forces as possible, the Diverbee is no exception. It is a flying bomb capable of destroying the lighter of tanks in just a hit and taking down the heavier ones in a combination of three or four. It is however an expensive unit which requires full technology access on the Haihead's side and can still be shot down with a relatively small amount of anti-aircraft fire.
     

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    Foehn Minermite by Mevitar


    Last but not least today comes the Minermite which is Foehn's harvester of choice. Tiny, is the word that describers this miner best: it's small, it's cheap, as it costs only $700 and makes the price of the Foehn Ore Refinery go down to $1300, and as expected, it has small storage for the harvested ore, half of what the Allied Chrono Miner has. However, it is able to achieve high speeds and get additional speed boosts with the use of Spinblade, in a similar fashion the Draco Tank does.
     
    Minermite is also capable of repairing nearby mechanical units just like the Soviet Repair Drone or an IFV/AMC/Tsurugi or Stinger with an Engineer inside. This means that if many Minermites are working in a group, they'll be quick to repair each other if the enemy is trying to destroy these little harvesters. Don't be surprised when it turns out that you'll need to include more units in your early rushes than you expected to take down at least one in a small group of Minermites with.
     
    After updating the Factions info pages for the original sides, I've decided to update the Neutral Structures page wth new additions by Nooze as well. These are the following:
     

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    Tech Nuclear Plant by Nooze


    It's a capturable nuclear power plant! What else is there to say? It provides less power than the Soviet Nuclear Reactor, as it's only 1000 units but it also explodes less violently. Considering that being on full power is even more important in the next version, capturing one of these early game might help you perform a quick tech rush. Remember that if you are on low power in the next version, your production speed will fall by 50%.
     

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    Tech Missile Silo by Nooze


    This is the updated Tech Missile Silo that grants you access to a powerful Missile Strike.
     

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    Tech Academy by Nooze


    This is the first in a series of tech buildings which provide the units or defenses you build with initial veterancy thanks to Ares DLL academy logic. Tech Academy gives initial veterancy to your infantry.
     

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    Tech Heavy Machinery by Nooze


    Tech Heavy Machinery gives initial veterancy to your ground vehicles.
     

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    Tech Aeronautics by Nooze


    Tech Aeronautics gives initial veterancy to all of your aircraft, this includes jets, helicopters, blimps, flying saucers, Rocketeers, Hornets on Aircraft Carriers, all of those things.
     

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    Tech Defense Bureau by Nooze


    In Mental Omega defensive structures will also become stronger as they kill more units. We don't refer to this as 'veterancy' but simply 'upgrades' instead. With a captured Tech Defense Bureau all the defenses you build will appear with an initial upgrade.
     

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    Tech Military Docks by Nooze


    Heavy Machinery doesn't give you veteran ships and neither does infiltration of an enemy factory with a spy. Capturing the Tech Military Docks however do. Note that this building is not placed on water, it is placed very close to it and that's what I recommend for mappers to do in the future.
    After all, Engineers cannot swim in Mental Omega.

    And that's it for today. Stay tuned for more updates and subscribe to our YouTube channel to get notified about new Unit Showcase videos.
     

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    If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.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.
     
     

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  4. Contra 009 work in progress - Update 7

    By predator_bg for Contra News (eng)

    Originally posted on ModDB by d-ce on Aug 6th, 2016

     

    Hello dear friends!

     
    As usual we are bringing you some insight into our progress. It would be a shame if Summer would go without some new fancy update right!? So, without much intro, let's get to it.
     
    USA Super Weapon general got long awaited and expected tank unit, Centurion tank!
     
    centurion.jpg
     
    Centurion is energy depending, rank 1 tank, which needs to be purchased through general's powers. This means, if you want him, you will need to spend one science point. Centurion consumes 2 energy points, and without energy he is shut down. His special hovering locomotor allows him to drive over water and cliffs. Fires energy shots which cannot be deviated by ecm. Centurion is good to deal vs. any rank 1 tank, but also, with upgrades at rank 3, he can improve his armor, and weapon. But, while improving weapon, he will need even more energy, specifically he will need 3 energy points in total to be online. So, be careful, this is a tricky unit. Standing near Ion Plant will give him additional +50% damage bonus, because he will consume energy directly from Ion Plant.
     
    centurion_bonus.jpg
     
    Depending on your enemy, you will be able to choose whether you go standard with defenses, or you purchase this fancy tank. Mostly recommended vs. generals who do not rely too much on infantry.
     
    Demo general's Ratel
     
    Ratel.jpg
     
    Ratel is a fine piece of technology designed for Demo general, available at rank 3. His main weapon can pierce through any rank 1 unit and deal significant damage to stronger units, for example Emperors. But, his main role is his secondary weapon, suicide pack, which is designed specifically to destroy huge vehicles like Emperors. Ratel's armor allows him to survive 2 Emperor shots, perform suicide attack and destroy Emperor. Additional ability is to transport 6 units (cannot fire from inside), which can survive suicide attack, and deal extra damage. Ratel is not a salvager, but he can be upgraded with many upgrades.
     
    Stealth general's Ratel II
     
    ratel2.jpg
     
    This ratel variant is made specifically for stealth general. Available at rank 3, Ratel II is a sneaky bastard who lures his targets into trap. Ratel II is stealth by default, while standing still and shooting. He reveals himself only when moving. His special ability allows him to fire a jamming beam which makes enemy unit unselectable, while remaining stealth he also fires primary machinegun and deals significant damage to target. Targeted vehicle is helpless, cannot return fire because Ratel II is stealth, and also cannot force fire because cannot be selected. Only scout unit, or another can help you if you find yourself in trap. Since he is smaller, he can transport only 2 units (cannot fire from inside). Also, he is not a salvager.
     
    Another big thing, is change in Laser general's gameplay. 
    Laser general's units are no longer upgradeable through different lasers, they get better lasers with each rank. Basically, all laser units start with blue laser, while progressing through veterancy they improve to green, orange and finally red lasers. Advancing with laser units now pays off more than waiting and purchasing upgrades, I like to call this rampage gameplay. The more units your unit kills, the better weapon it gets. We all know each veterancy rank improved slightly weapon for each unit, but for laser units, this is very noticeable, both visually and gameplay-wise.
     
    lasers.jpg
     
    Some additional stuff is given to laser. New Laser Training power, available at rank 3, makes all laser units start with green laser. For this general, most important upgrade is Training upgrade from strategy center, which makes laser units gain experience twice faster.
     
     
    Another small addition are generals flags on GLA Factory structures. No longer you will have to click on worker or factory to find out which general it is, you can simply look at flag.
     
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    I recommend you to follow Persun's youtube channel. He is our tester and he uploads videos of our games every week, as well as many other walkthrough videos. Our last 2v2 game will show you laser gameplay and Ratel in-game. It was a great game, take a look at it:
     
     
    Thanks to our new members, Marakar and Teteros, we have more intense and mixed games. Before I end this update, Predator wants to leave a message too.
     
    - Hi people, Predator here. Just want to keep you up to date on what's going on with other aspects of the mod, the ones which I'm responsible for. I have fixed some big AI issues, working on Challenge and Campaign as much as I can, and improving some cameos as well. Some people have requested new multiplayer maps, containing usable Boss technologies, but sadly, I don't have enough time in my hands for them... If you have interesting ideas in mind and would like to make cool maps like these, feel free to send me a PM. Show me what you've made and I may include it in the next release. I have a physical part done for an AOD map by the way (but no scripting). It's been sitting on my PC for years. Also, I would appreciate if anyone experiencing problems with the Contra Launcher (the "Could not launch Contra" error in particular) contacts me. I have made some changes to it, but need someone who had problems with it to test if it works for him now. Thanks guys.
     
    There are some new features that are in progress, which will be shown in the next updates. Until then, stay tuned!
  5. Mental Omega News Bulletin #25 (25/07/2016)

    By Speeder for Mental Omega APYR News

    This is mostly a quick heads up about all the recent more or less stealth updates on MentalOmega.com.

    I have updated the information pages about the Structures, Infantry, Units & Tech Trees of the three original sides. This information now matches the state of the mod that it is currently in and will most likely be released as in the upcoming months. The Allied/Soviet/Epsilon Info pages that open the Factions information will be updated last as they'll contain lore and updated storyline details for each of the subfactions. The Foehn pages will be up shortly before the release so that the surprise is not (entirely) spoiled, and the new Stolen Tech page will appear last. There will also be a new trailer before that happens, in which you'll be able to see the Foehn subfactions in their full glory, including their bases with all their structures.
     
    Quite an important update to these pages is the one made on the Tech Tree pages. You can now click on the icons to go directly to the object's/support power's profile.
     

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    epsilon_tech_tree_promo.png

     

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    If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.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.
     

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  6. Contra 009 work in progress - Update 6

    By predator_bg for Contra News (eng)

    Originally posted on ModDB by ThePredatorBG on Jun 6th, 2016
     
    Welcome back to another Contra update.
     
    We haven't been resting all that much since the previous update. Dce making new gameplay changes and creating new models as well as testing all new changes online with Persun, and me fixing some bugs and working on maps.
     
    A few new models were made for Cybernetic general. We present you the "Angel" walkers:
     
    Angels.jpg
     
    From left to the right:
     
    - Remiel - anti-infantry walker which will replace Crab robot at rank 3
     
    - Uriel - anti-tank walker which will replace Spider Tank at rank 3
     
    - Hadriel - artillery walker which will replace Dominator at rank 3
     
    Units have kept their former units' weapons and got a secondary weapon, Advanced Scan Systems.
     
    Advanced scan systems are purchased with Advanced Data Transmission upgrade. It gives Angels a scan beam, which lowers targeted units' armor by 20%.
     
    We will continue with model updates.
     

     
    Here comes a trailer for the much anticipated Flame challenge mission. General Bao has risen from hell. Will you be able to endure the heat, general?



    As you can see, heroes got new abilities which come very handy in battle.

    Burton - can swim, and attack in water. With our own animations, Burton can now pass any obstacle in any map. Come across water and plant explosives on important enemy structures.

    Terminator - due to his mechanical body, he can't swim, but he can now avoid being crushed by tanks, also, he can crush infantry as well as some obstacles. His size is visually increased too.

    Lotus - is able to create holographic image of herself. This hologram is controllable by the player, can distract enemy defenses and units. Giving Lotus ability to escape, or provide diversion. Hologram has life time, and great armor.

    Jarmen Kell - can create sandstorm, which covers him and nearby units. Enemies cannot see units, it is great for attacking or escaping. Enemy units also fire automatically at the storm, so your units can escape very easily. On snow maps, sandstorm is displayed as a snow mist.


    That's it for now. Hope you enjoyed the update. Stay tuned!