Reinforcements have arrived from Romanov's Vengeance as Romanov's Vengeance Release-20220124 has been recently released by their team. For those who are not aware, Romanov's Vengeance is a game that uses the OpenRa engine to recreate the experience from Command & Conquer Red Alert 2: Yur's Revenge, with a better balance and new logic to make Allies, Soviets and Yuri become more competitive. Here are the changes and the fun stuff from Romanov''s Vengeance Release-20220124:

Quote:





Hello, everyone. We are here for another update of Romanov's Vengeance. With the last update (which we haven't posted a release article for), we introduced the upgrade system to the mod. We decided that the logic has room for some more upgrades, so 7 more upgrades were added. United Kingdom got its upgrade replaced as the old one was not good enough and Iraq got a new upgrade in favor of old one being available for all Soviets. Here's how the upgrades currently look like for 3 factions.




Old British Upgrade is still in the game, it is just not available, so i quickly shopped it out.

And, yes Psi-Corps has one more upgrade than others.






With the initial implementation of upgrades, we added visual indications to some units to show that they are upgraded. While still not inclusive of all upgrades, we added more of such indications for upgrades.




Harrier with both Air-to-Air Missiles and Predator Missiles.






Dreadnoughts with both Radioactive Warheads and Advanced Irradiators.

Nuclear Reactor again, changes color with Advanced Irradiators, even though only thing affected from that is its explosion when killed.






Gatling Weapons with Chainguns upgrade get bullet tracers.

Leech Disc with Disc Armor become gray, that's not a new one though.






RV's dog fights can be up to chance at times. To make the logic more microable we added a deploy ability for dogs that stuns nearby infantry including other dogs, similar to what Attack Dogs and Bears have in Red Alert 3. With a well timed stun, you can ensure that your dog comes out victorious in a fight.




Dogs stun enemy units within 3 cells when deployed.

It takes them 1 minute to recharge this ability, you can see the recharge from the bar above.






Of course as with every update, this update comes with numerous balance changes. Mostly to the upgrades. 4 new maps are also added in this update. You can find the full list of changes here.


You can download the new version from the following links:

Windows (x86|x64) - Linux - MacOS X (Compat)








You can check more information about Romanov's Vengeance by visiting their ModDB Profile. Download Romanov's Vengeance Release-20220124 Here. And that's all regarding Romanov's Vengeance for now. Stay tuned at PPM for more news about Romanov's Vengeance!

Notepad++ v8.2 has been released!
Jan 05, 2022 - 18:35
Hello everyone! Earlier in this month, the team from Notepad++ released Notepad++ v8.2. For those who are not familiar with it, Notepad++ is a free and open-source code editor and Notepad replacement that runs on Windows. It supports several programming languages, multiple tabs, plugins, and is based on the powerful editing component Scintilla. I, particularly, use it a lot, for most of my projects. Here is the official announcement from Notepad++'s staff about Notepad++ v8.2:

Quote:
2022-01-01
“Every moment is a fresh beginning” - especially for the 1st day of the year. Even there’s no huge change in this release (but a lot of good features and bug-fixes), this version still deserves the number 8.2 - Notepad++ has come out of its “critical regression state” which was due to the change of its IO routine.
Several long time requested features like “exclude folders in Find in Files” and “auto-save loaded session on exit” are implemented in this release.



You can find more information about Notepad++ by visiting their Official Website. Notepad++ is available for download Here. And that's all for now! Have fun and enjoy Notepad++!

Paint.net 4.3.7 is now available
Jan 04, 2022 - 22:10
Howdy! A new version of paint.net has been released recently by their crew. For those who are not acquainted with it, paint.net is a free and open-source image and photo editing software for Windows with a quite rich set of features. Here are the changes and the fun stuff from paint.net 4.3.7:

Changes for 4.3.7:

This is a hotfix for a myriad of major issues when "Translucent windows" is disabled. This was caused by a bug introduced in .NET 6.0.1.


Changes for 4.3.6:

This is a hotfix for a crash in the box filter rendering kernel, which is used to generate mipmaps for the canvas when zoomed out.


Changes for 4.3.5:



NOTE for Windows 7, Windows 8.1, and 32-bit/x86 users: Paint.NET v4.3.x will be the last release(s) that work on Windows 7, Windows 8.1, or on any 32-bit/x86 version of Windows. According to the author, it has become significantly more difficult and time-consuming to support these lately, not very many people are using them, and he can no longer justify the cost and frustration of keeping support for these afloat. Starting with Paint.NET v4.4, only Windows 10 and 11+ will be supported, and only on 64-bit (x64 and ARM64). The author has already started working on v4.4 and will only release v4.3.x updates on an as-needed basis and only until v4.4 is completed.


For further information about paint.net, visit their Official Website. paint.net is available for download Here. The complete changelog for paint.net 4.3.7 is available Here. That's all folks! Stay tuned at PPG for more news coverage on paint.net!

Happy 2022, everyone! We hope all of you have a great year and that may your dreams come true, including your modding or game development dreams.

Until 2020, we had a tradtion of Happy New Year posts where we would summarize the releases of the year and post our plans for the future. I wanted to do that last year as well, however, real-life problems prevented me from doing it. It wasn't covid-19. In fact, 2021 was a tough year for me because of my Ph. D. I'm not done with it, my situation with it is not comfortable either, but at least right now I'm no longer a zombie, walking-dead creature after I've reached some important milestones on it. So, it is time to return to the Happy New Year tradition with some modifications to make this news post easier for me to write. I'll focus on the PPM community and software rather than summarize what our community has done during the year because that summary takes several hours to be written.


Until last October, PPM consisted of a a site, Forums, SVN and hosted sites (and Tiberium Web). Now, we introduced the subsites and Project Perfect Game (also called from now on as PPG). This is why I am referring to PPM Community rather than just Project Perfect Mod because PPG is part of the PPM Community. I am very surprised how our PPM Community has evolved so much during this year, despite all odds. Starting with the server move and all the effects that it had on this community, such as a much faster response time, however, some headaches due to bad configurations too. We have been mentioning Project Perfect Game in our Happy New Year plans since 2019 at least, although our plans to launch are probably over 5 years old. We simply did not have the prerequisites in our backend until then. This year we have launched it, although it is in its infant stages and we still have a lot of work to improve it.

For those wondering, our plan with PPG is to make it focus on making games out of community game engines and commercial game engines that can be used free of charge (if you plan to create non-commercial games with it), like Unreal Engine. So, we wanna focus on the usage of existing game engines rather than cover the creation of new ones. After all, it is part of PPM's spirit, although we would love to see the community creating new cool game engines like OpenRA. PPG should not be limited to real-time strategy games, although our public is mostly RTS fans at the moment.

Another breakthrough change that happened here this month and I did not officially announce it in the news is something that we have placed in every Happy New Year news post since... 2014. It is mentioned in " Improve news coverage from other games and communities". That is something that it has received a lot of work during the year. At the beginning of the year, we have finished our implementation of the ability to export news based on the use of keywords. So, we could have RSS feeds of news from #TiberianSun or from a group of keywords that could allow, for instance, news restricted to Command & Conquer mods (from different C&C games). In October, when we launched PPG and other subsites, one of the prerequisites that were implemented was the ability to transform news feeds into site news. It works fine, but we still have some matters to fix, such as how does it deal with quotes and codes. After doing all that we still had one big problem which was.... posting news demands a lot of effort and time. And it is a problem that is not restricted to me. We have a Submit News forum here where we rarely get news submissions because most people do not have the patience to write a wall of text or convert their images and links into a news post. It would be much easier if the efforts required to post news could be shortened to posting a link and letting people discuss it. So, we have extended our feed importing infrastructure recently and created a news creation tool. Let me get something straight here: I am not a bot. The tool helps me to post news much faster now, although I still have to revise and adapt the text. However, I'm taking 5 minutes to post something that I did in 2 hours. This is why you guys are seeing much more news posted recently and improved news coverage at the PPM community. However, this tool doesn't work for every single type of news post. I.e.: this specific news post is taking several hours to be written and the tool is being useless right now.


The PPM community relies on user-created content to keep fresh, alive and kicking. The massive creation of news allows me to contribute to it, but this is not enough. We need your posts, your created assets, your mods, feedback, doubts, etc. So, it is time to share our plans for the PPM Community for the next year and beyond, as we always do in our traditional Happy New Year posts:


-> Context-based post content: We plan to add, in a low term, a BB code to allow parts of a forum post to be visible only on forums or only on PPM, PPG, RA2 PPM, TS PPM, or C&C PPM.... or a mix of them. With the creation of the PPM subsites and PPG, we are in a dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.

-> Create more content for Project Perfect Game: PPG needs to cover more game engines and to have more content about them. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow to its own thing. We already have the infrastructure to do that. It also needs its own art, buttons, and a few things that will give its own identity.

-> Re-plan the use of the forum keywords by the users: Right now, when you create a post, you have the option to write some keywords for it. They will only show up if a moderator/admin approves it. But this is definitely a terrible way to use it because keywords will only be useful if they follow some standards. And this is a task for those who organize the forums. So, our idea is to have a fixed set of keywords in each forum that should be allowed to be used and it should affect its organization. I.e.: If you want to report a bug from a project, you could highlight the "#Bug" keyword in your topic. If a moderator of the forum eventually fix your reported bug, it could add a #Fixed to your topic or any other keyword that fits. Then, you could view all topics with #Bug in the forum if you hit the highlighted word at the top of the forum view. Things like that could also be helpful to reduce the number of forums here. Let's say you have a mod. Instead of having a forum for each faction, you could replace it with the use of keywords #GDI, #Nod, #Forgotten, etc. The possibilities are countless.

-> Modernize the forums user interface: We want to make it become more friendly to browse it with mobile devices. Also, we want to allow posting, editing, and other common tasks to be faster and as comfortable as a chat in discord. We also plan to bring friendly URLs, HTML5 support, and etc...

-> Add multiple participants for Private Messages, transform it into a conversation and a Report this Post to a Moderator: Right now, you can only PM a single person and this is quite unattractive when you have Discord, Whatsapp and so many other better messaging options. A Report this Post to a Moderator feature requires PMs to multiple participants, otherwise, the best thing we can do is a Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> Improve the internal news creation tool to quickly allow the creation of other types of news posts: It would be fun if we had a weekly resume of the attractive SHP, Voxel, 3D, maps, etc that were submitted in the forums. Or, if we had means to track the videos that were created by streamers who play the mods we develop here. And there is more room for different kinds of news that could still be interesting for mod/game development.

-> Modernize the sites and subsites: While most of our plans for site and subsites modernization has been implemented, there is one thing left: The ability to show news as we scroll and have each news with a friendly URL that can be crawled by the search engines.

-> Allow users to create communities in PPM forums that are detached from PPM's forum organization: We want to eventually allow any forum user to create forums without my interference. However, these forums would not show up at the ppmforums.com index, although they would still be publicly accessible if desired by the owner of the community. So, if you have a project, instead of requesting hosting here, you would simply create a forum for it. If it is good enough, we would promote it in our index. Otherwise, it would be ok. Of course that it is something that our current infrastructure is not ready to run and, when it becomes available, it would also require a lot of attention in terms of content, security issues, and bugs. This is a long-term plan.

-> Progress with my doctorate project to transform low poly pixel art into highly detailed images: The scope of my Ds.C. thesis is broader than that, but a super-sampling application of it would help us to convert our SHP files into something that could be used in other games and projects.

-> Progress with VXLSE III's 3D model export feature: This is important if we plan to become a community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished at any time soon since I have a doctorate to finish first and my thesis will be used on this solution (being a small, but significant part of it). VXLSE III could also receive a different interface to allow the user to model voxel models in a similar fashion that it is done with CAD modelers.



And, that's all for now, gentlemen. I hope you have a great 2022.

Hello everyone! The staff from Hyrule Conquest has been working hard in these days and they have just shared some of their progress with Lairs and wild animals. For those who are not familiar with it, Hyrule Conquest is a real-time strategy game created with the PyroGenesis engine is inspired by The Legend of Zelda franchise. Here is what was posted about it:

Quote:

You dare bring light to my Lair?!





Last time we took a look at the upcoming Node system and how maps will be designed and bases will work. Another feature I've been wanting to add to Hyrule Conquest is directly connected to map Nodes, and that feature would be Lairs.









Once again if you have played The Battle for Middle Earth you have some idea of how Lairs work. Lairs are "structures" that a player can encounter that continually spawn hostile wildlife until they are destroyed. Often they represent some kind of nest that wild creatures settle in to raise their families, lay eggs, or otherwise spawn future generations of themselves.







- A happy little Tektite Nest on the Zora shores, ready to be plundered by your armies.






So how does this tie to Nodes? Simply put, players will have to overcome and destroy Lairs in order to actually capture Nodes. With some exceptions, most Nodes start the game with some kind of Lair guarding them. The size of the Lair and the number of creatures that live nearby scales with the value of the Node. As an example, a Lumber Node out in the middle of the woods probably will only have a tiny Lair occupied by several Skulltulas, while you can expect the extremely valuable Outpost Node to house a giant cavern full of an entire pack of raging Dodongos ready to slaughter your approaching troops.







- Apparently not all Dodongos dislike smoke.






Not all Lairs are equal, however. The biome of a map and the nature of the creatures occupying the Lairs can change the dynamics of how players must deal with them. A cave full of Dodongos will likely mind their own business until you go out of your way to antagonize them, never leaving the bounds of their territory if you decide to run away. A den of Arachas on the other hand may go into a frenzied rage and send swarms of attackers to retaliate and destroy your base once you've attacked them.







- Probably best to not mess with giant scorpions






Other creatures like Leevers will actively leave their Lairs and seek out prey to kill, only returning if the Lair is being threatened. The insanely huge roster of creatures from the Zelda series means that there will be no shortage of Lair encounters and there will be a lot of fun in discovering just how some of these creatures react to your armies when you threaten their nests.







- Leevers, every Hyrule Conquest player's favorite wildlife.




Ultimately, the game-ending Wonder Nodes are guarded by a giant Boss monster. You'll have to earn that Wonder Victory by defeating such a Boss. Several Boss creatures have been in Hyrule Conquest for some time, and more details and features for these huge creatures will be added down the road when the Hero system and Hero abilities have been added to the engine.







- Molgera hopes that one of these days he'll be more than just a damaged sponge.






And that is a general overview of Lairs, a very simple feature but one that I really enjoy and look forward to putting more detail in as time goes on. Next time I'll go into more detail about yet another new feature that is directly tied to the new Node system, a feature I've been extremely excited about for a long time.







- Until then, just imagine all the possible monster nests you'll be nuking to get Rupees.











If you are curious about Hyrule Conquest, visit their ModDB Profile to obtain further information about it. And that's all for now!

Welcome back, commander! OpenSAGE Blender Plugin 0.6.8 has been released today. For those who are not familiar with it, OpenSAGE Blender Plugin is a plugin for Blender to export its 3D models into W3D and W3X file formats used in Command & Conquer Renegade, Command & Conquer Generals, Lord of the Rings: Battle for Middle Earth games, Command & Conquer 3: Tiberium Wars, Red Alert 3, and Tiberian Twilight. Here are the changes from OpenSAGE Blender Plugin 0.6.8:

Quote:
Note:
This is still in beta and the behavior may change between releases. Also, bugs might still occur, which we'll try to fix as soon as possible. So feel free to report bugs and issues in the #w3d-blender-plugin channel on OpenSAGE Discord. Also see Troubleshoting for more information.


Changes:
  • fixed issues with api changes in blender 3.0

  • export texture names always with '.tga' extension



For further information about OpenSAGE Blender Plugin, visit its GitHub Profile. You can download it at This Address. And that's all for now!

Hello everyone! Shattered Paradise 20211227 is the most recent release of Shattered Paradise's team. For those who are not familiar with it, Shattered Paradise is an RTS game created with OpenRA that is inspired by the Command & Conquer Tiberian Sun universe, featuring 5 factions: GDI, Nod, C.A.B.A.L., Mutants, and Scrin. Here is the changelog from Shattered Paradise 20211227:

Quote:
Patchnotes for SP-Patch-20211227


Bugs:
    GDI:
      Medics:
        Fixed: Can heal JJs and JJC when they are in air

      Mammoth MkII:
        Fixed: Cannot reduce build speed even though having multiple war factories

    Nod:
      Tick Tank:
        Fixed force attack undeploying it

    Mutants:
      Marauder:
        Fixed force attack undeploying it

    C.A.B.A.L.:
      C.A.B.A.L. Defender:
        Fixed: While being carried by a Carryall you can build a second one

      Abductor:
        Fixed force attack undeploying it

      Limpet Drone:
        Fixed force attack undeploying it

    Scrin:
      Glider:
        Cannot be deployed if mind controlled



Visuals and Tooltips:
    Generic:
      TD Airstrip:
        Added the missing radar dish.

    GDI:
      Juggernaut:
        Fixed: Firing offsets are wrong

      Firestorm Generator:
        Fixed the tooltip stating the wrong cooldown timer

    C.A.B.A.L.:
      Cyborgs:
        Added to their tooltip that they can be deactivated via E.M.P

    Scrin:
      Corruptor:
        Added tooltip stating it can detect stealth



Sounds:
    GDI:
      Eagle Guard:
        Lowered their attack sound volume

      Juggernaut:
        Fixed the soundfile playing a 3 burst round instead of a duo burst



Gameplay:
    Generic:
      Service Depot:
        Reworked: No longer repairs vehicles when standing on top of the building. Only needed now to sell vehicles. Each Depot will now inherit 3 flying repair drones that repair damaged vehicles around the Service Depot.

      Radar Event:
        Units being damaged now trigger one

      Refineries:
        Units can no longer stop on their bibs, making them no longer blockable

      War Factories:
        Units can no longer stop on their bibs, making them no longer blockable

      Superweapons:
        Cost from $3500 to $3000

    GDI:
      Jumpjet Commando:
        Removed it’s anti air capability

      Hover MLRS:
        Increased RangeLimit of AA Missiles to 15c0

      Orca Fighter:
        Total ammo pool from 12 to 8

      AA Weapon:
        ReloadDelay from 30 to 35

      Burst from 1 to 2
        Damage from 3000 to 4000

    Nod:
      Lightbringer:
        Reduced cooldown of the Rage Emitter from 2:00 to 1:30. Increased duration of the area animation from 10 to 25 ticks

      Harpy:
        Total ammo pool from 12 to 8. AA Weapon: ReloadDelay from 30 to 20. Damage from 3000 to 4000.

      Chemical Missile:
        Reduced cooldown from 4:00 to 3:00

    Mutants:
      Lynx Tank:
        Cost from $600 to $700

      Battle Bus:
        Cost from $500 to $700

      Gargoyle:
        Total ammo pool from 12 to 8. AA Weapon: ReloadDelay from 30 to 20. Damage from 3000 to 4000

    C.A.B.A.L.:
      Reclaimers:
        Worker Unit's ReloadSpeed from 50 to 25 and damage from 1600 to 800

      Cyber Dog:
        Speed from 60 to 90. HP from 7000 to 5000. Value from $100 to $150. Weapon reworked: Changed warhead from artillery to AP. ReloadDelay from 50 to 60. Damage from 800 to 750.

      Husk:
        Renamed to Shark Husk. Speed from 60 to 90. HP from 7000 to 3500. Value from $100 to $50

      Worker Drone:
        Value from $100 to $150. HP from 7000 to 15000. Speed from 60 to 45. Damage from 1600 to 1100. Added Burst of 3. ReloadDelay from 50 to 55.

      Limpet Drone:
        Spread aoe buff from 0c384 to 0c512. Attackrange from 4c0 to 5c0. Reloadspeed from 750 to 250. Basedamage from 25000 to 15000

      Wasp:
        Cost from $1500 to $1400

    Scrin:
      Plague Walker:
        Reworked weapon: No longer has an area of effect that keeps debuffing an area. Effect now only applies once and only on the units being hit. Adjusted weapon effect artwork

      Glider:
        Ground mode: Fire delay after transforming shortened further from 25 to 10 ticks. Glider Air mode: Damage vs Light Armor from 100% to 40%. Damage vs Concrete Armor from 25% to 5%.

      Stormrider:
        Cost from $600 to $700. AA Weapon: Damage from 1500 to 2000

      Assault Carrier:
        Cost from $2500 to $3000

        FighterSpawn weapon:
          FireDelay from 15 to 5

        Wyvern:
          ReloadDelay from 65 to 30. BaseDamage against ground from 3000 to 2000. BaseDamage against air from 2000 to 1500. Damage vs:
          AircraftArmor from 75% to 100%, InfantryArmor from 10% to 100%, BuildingArmor from 50% to 25%, DefenseArmor from 100% to 50%


If you are curious about Shattered Paradise, visit the Forums at PPM to obtain further information about it. Shattered Paradise is available for download Here. You can read the complete changelog from Shattered Paradise 20211227 Here. And this is all for today!

Hello ladies and gentlemen! Totem Arts, the team behind Renegade X, has been busy recently in order to release Renegade X: Patch 5.584.212 about a week ago. For those who are not aware, Renegade X is a free tactical shooter that aims to bring the Command & Conquer FPS experience to Unreal Engine. The changes from Renegade X: Patch 5.584.212 were announced with the following words:

Quote:
| Bug Fixes / Changes |


    Airstrikes, Beacons, and Mines will now update to a new owner of the same team after 5 seconds once their old owner disconnects or changes team (This does not give you the actual weapon, but it will give the kill to someone else for example). If there is no new owner found, the Airstrike will destroy itself

    Volt Automatic Rifle

      Re-added an x1.15 damage modifier against Lazarus that was removed accidentally


    Grenades (Crates)

      Will now destroy itself when you're out of ammo


    Fixed the AFK kicker only kicking one AFK at a time instead of all of them at once

    AFK balancing should no longer affect PUG Team Mode


| Maps |


    Arctic Stronghold


      Added additional protection against collision glitches for both bridges

      Fixed a floating tree on the infantry route (GDI side)

      Equalized the cover situations on the sniper perches

      Converted Dynamic light to static lighting to improve the performance

      Removed a rock on the GDI sniper perch

      Adjusted a bunch of rocks near the GDI bridge to get a better sightline for snipers


    Cliff Side

      Fixed several base-2-base spots

      Fixed being able to get stuck inside the watchtowers near the middle bridge


    Crash Site

      Reduced the Out-of-Boundaries countdown timer from 10 to 5 seconds

      Adjusted a rock near the Silo to prevent Artillery and MRLS getting into an unfair position

      Fixed being able to get on the rocks behind the Weapons Factory and being able to place a Nuclear Strike Beacon on the roof

      Blocked off some unfairly elevated positions

      Increased character reflection to make it more realistic since you're in a rainy environment


    Desolation

      Small lighting adjustments

      Optimized the map even further

      Added Desolation(Winter) variant


    Eyes

      Blocked off multiple spots that allowed you to hit the Barracks from the bridge (Nod side)

      Blocked off multiple spots that allowed you to hit the Obelisk of Light and Hand of Nod from the bridge (GDI side)

      Blocked off a spot that allowed you to hit the Refinery from the tunnel

      Blocked off a spot that allowed you to hit the Guard Tower from the new perch

      Blocked off multiple spots that allowed you to hit the Power Plant from their side of the Tiberium cave

      Blocked off multiple spots that allowed you to hit the Power Plant from their side of the Tiberium cave

      Fixed aircraft being able to gain access to the Silo area through the Tiberium cave

      Adjusted some lighting and terrain

      Adjustments to the Nod bunker inside the Tiberium cave

      Blocked off multiple spots that allowed you to hit Nod infantry all the way into the base from the bridge (GDI side)

      Fixed a semi-stuck spot near the Repair Facility


    Field

      Fixed a climbable spot for the MRLS at the GDI base entrance

      Added Field (Winter) variant


    Field X

      Small sightline adjustment on the long path (Nod side)


    Forest

      Added cull distance on objects

      Heavily polished the map

      Fixed multiple climbable spots around the wooden bridge

      Adjusted the Post-Processing and Fog

      Removed the flags for the Medical Centre (optimizations reasons)

      You can no longer hit the Guard Tower near the Refinery from the Wooden bridge


    Fort

      Permanently removed from the base game


    Goldrush

      Blocked off a sightline that allowed you to hit the Adv. Guard Tower from the field (Nod side)

      Fixed the bridge leading towards the Nod base not having any collision


    Hourglass

      Hopefully fixed the Uplink breaking the base defenses this time


    Islands

      Fixed a Base-2-Base Airstrike spot


    Lakeside

      Fixed being able to hide inside a rock in front of the Turrets

      Removed Dark Side variant from the base game

      Added Lakeside (Winter) variant


    Mesa

      Small audio adjustment

      Increased character reflection to make it more realistic since you're in a rainy environment


    Outposts

      Fixed being able to shoot the Nod structures from the top of the Nod overlook

      Fixed one corner of the Adv. Guard Tower foundation slightly floating

      Fixed being able to launch yourself into the sky with ladders


    Reservoir

      Added Reservoir (Winter) variant

      Fixed a missing rock collision

      Fixed being able to climb up a rock near the Silo


    Steppe

      Fixed a stuck spot for vehicles at the Nod cave entrance

      The Temple of Nod should now be visible for everyone and not depending on which graphics preset your game is running on


    Toxicity

      Added, heavily reworked, and optimized since last version

      Added a No Beacon Placement area by the Gun Emplacement next to the Silo

      Added a No Beacon Placement area between the Airstrip and Repair Facility

      Fixed a bunch of Base-2-Base spots


    Tunnels

      Fixed a stuck spot at the arch at the GDI base entrance


    Under

      Fixed a stuck spot at the mini-digger on the Nod pipeline route

      Fixed a stuck spot in the rock corridor (GDI tunnels)

      Increased the range of the Adv. Guard Tower to prevent Nod snipers sitting in the far back of the GDI pipeline route and being out of range while safely sniping GDI infantry

      Made it harder to hide mines inside the rocks in the tunnel leading towards the Power Plant


    Walls

      Added Walls (Winter) variant, updated and improved!


    Xmountain

      Removed HeXMountain variant from the base game



For further information about Renegade X, visit their Official Website. You can download Renegade X: Patch 5.584.212 Here. And that's all for now! Have fun and enjoy Renegade X!