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Statuses
-----------

Auto Patcher: Released

Manual Patch: Released

[These patches are incremental. If you don't have 5.15 already you will need to download the 5.14 > 5.15 patch 1st. If you already have 5.15 you can just download the 5.15 > 5.16 patch. If you have 5.13, obviously you'd need 5.13 > 5.14 first. This is just until a new build is dropped]

[

Link to Manual Patch[5.13 -> 5.14]




Link to Manual Patch[5.14 -> 5.15]

Link to Manual Patch[5.15 -> 5.16]


]

[If there are issues with the manual patch, post in this topic]


Full Build 5.16: Pending


Balance
---------

+Tac-Rifle Grenade launcher moved to its default damage of 200 from 180.

+ Switching characters now refills stamina

Bug Fixes
----------

+Vehicles should no longer get stuck in the reload state if the pilot exits while reloading

+The Ramjet should no longer be able to perform the infinite ammo 'switch-fire' glitch

+Bolt Action weapons should no loger get permanantly stuck in Bolt Action Reload state

+Haphazardly fixed an instance of weapons going invisible if one reloaded then switched weapons

+Fixed one instance of the floating arms bug

Maps
-----------

Islands

-added vehicle blocking volumes around the entrance sniper spots (seen tanks clime on top)
-added blocking volumes to the tops of the field tunnel entrances
- fixed water (set to low detail some how got to set to high ?!@#)
- re-did the endgame cams as the first key frame needed moving and would mess the entire matinee up (may need

tweaking)


+ Updated Crash Site [see topic]


Misc
------

+ Army-proofed RCON commands to add maps to the rotation

+ Removed the "Fetching Server List Complete" message for the ingame server browser.

+ Added Kismet Action to toggle Ob/AGT
  • March 7, 2016
Statuses
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Auto Patcher: Released

Manual Patch: Released [Link to Manual Patch] [If there are issues with the manual patch, post in this topic]


Full Build 5.15: Pending

Mmm, so now that it's been a good month, I can finally release this bad boy from another... crab...moi. I'm done making bad witty comments. Yosh tired.

Summary
--------------------
Build 5.15 most notably introduces 4 custom maps from various community members. On top of that, there are multiple bug-fixes to weapons, and a few minor balance changes to weapons and infantry. The Mammoth received a very minor buff. There is also a rather large change to how many points one gets for damaging armour vs. health.
--------------------


5.15 Full Changelist

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Additions
--------------


+Added 8 second delay on refills

+Buying free infantry no longer refills health/armour. They keep the same percentage of armour from whatever class you changed from.

+Added mild respawn delay that gets progressively longer as the game goes on.

+Added fire-mode switching for the Tac-rifle to swap between the grenade launcher and the rifle. (Bound to 'X' by default)

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Balance
------------


+Damaging building armor is now 50% less rewarding.

+Damaging building health is now 500% as rewarding.

+Repairing building armor is now 33% less rewarding.

+Score/credits bonus rewarded after destroying a building decreased by 50% (1000).

Both
--------


+ Normalized Ravashaw and Sydney's speeds/armour to 100/225 leaving the LCG with the highest armour. PICs and Ravs already have the burst damage advantage, along with being able to run from fights.

+Normalized Ramjet and 500 sniper to ~2 second fire rate.

+AT-mine health tripled from 50-150 so they don't die because somebody looked at them funny from 5 miles away.

+Harvester Regeneration now goes back up to 100% instead of 50%.

Nod
------


LCG: reduced damage on infantry by 10%

Chem/Flamethrower damage vs. infantry reduced 10%

Obelisk range reduced from 11000 > 7000

GDI
------


McFarland secondary fire damage vs. MCT increased. Primary fire vs. MCT decreased

Patch: Added fire-mode switching to the Tac-Rifle so you just use the grenade launcher on the gun itself.
+Added UI specific to the Tac-Rifle.

+Tac-Rifle grenade damage set to 180 + (7.5% damage done)x5 burn

Grenadier: Move speed back to 100, even if it's pretty unnoticeable. Armour increased to 125

Mammoth Tank: Regeneration now goes to 100%. Speed increased 3%

Reduced speed of AGT rockets

Added a bit of spread to AGT MGs

Reduced AGT range from 10000 > 7000

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Bug Fixes
-------------


+ No fire bug for single-shot/bolt-action weapons should be resolved.

+ No-fire bug on Volt Rifle resolved.

+ Grenade launcher grenades/Rockets and Flak no longer collide with the person that shot them.

+ Mendoza's primary fire no longer makes burn damage last forever

+ Went back to accurate hit-boxes as opposed to crazy collision cylinder/mesh hybrid thing for bullets.

+ Beacons should no longer fall down into small cracks.

+ Harvester no longer crush enemies to its sides or in its back.

+Fixed an error in Mammoth tank's weapons where firing missiles directly after cannons would make the shells do no damage.

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Maps
-------


Field day and night
-------------------------
- fixed issues with vehicles getting on the snipers perch
- moved the GDI Ref (bar side) wall up to stop "ren style wall jump glitch"
- added blocking volume to Nod ref side step thing to stop wall jump
------------------------


Volcano
----------------
- added blocking volume to GDI ref side step thing to stop wall jump
----------------

Islands
----------------
- removed all the boarder blocking volumes
- added soft world boundary's (10 seconds)
- modified the landscape around the island to be more gradual
- added naval mines to places we don't want people abusing (around the shallow paths from island to island
- added naval mine kismet sound and explosion animation plus the dynamic physics volume (2 second delay before every turns off due to sounds and emitters stopping too soon
-------------


GoldRush
----------------
+Switched to Banana's variant

+Got rid of some kismet stuff that may have been causing crashes.
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Walls
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+Special AT Mines placed in places one should not use to get out of the map. Timer for SoftWorld boundary reduced to 5 seconds.
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Lakeside
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+Added push volumes in the center of the map to prevent Orcas/Chinooks flying in behind the Nod Refinery
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Mesa_Day
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+ Updated mini-map
--------------

+ Added custom map: CnC-Tomb (Thommy)

+ Added custom map: CnC-Grassy_Knoll (Schmitzenburg)

+ Added custom map: CnC-Snow (Henk)

+ Added custom map: CnC-Crash_Site (Ruud)

No custom maps are on by default, so they will have to be added at server-owner's discretion
------------

-----------
Misc
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+ Increased spawn delay for vehicles after a harvester delivery by 3 seconds

+ Ref/PP names now include their team name so they can be differentiated in spotting messages etc

+ Fixed Jukebox stopping after one song

  • February 28, 2016
Status: Released

Was just a quick patch that gets rid of something and pushes some things that were actually listed in the last patch that didn't quite make it in.

5.12[or]5.13 > 5.14 [Manual Incremental Patch]

Changelist:

5.14

- Removed 'stand-by' text with remote C4. Players can count to one second.

- Chem Troopers are now immune to damage from blue tiberium (like on Mesa II)

-Added all of those view fixes listed in the last patch.
  • January 20, 2016
Status: Released

Manual Patch [INCREMENTAL from 5.12 > 5.13]


Will Hot-fix the Remote C4 'stand-by' text soon.



Patch 5.13 Change list

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Infantry
----------

-GDI-

+ Gunner: speed moved to 100 from 95

-Nod-

+SBH now loses stealth abilities at 50 health as opposed to 15. (Which was never updated when health

changed)

-----------
Weapons
-----------

-Both Teams-

+ Remote C4 'delay' reduced to 1 second from 1.5. [The 'Detonator' text is currently bugged on servers. Ignore it]

+ Marksman Rifle : increased magazine back to 10

+ Carbine/Supressed Carbine : Spread reduced, Base damage increased from 10 to 12.

+ Repair Tool price decreased to 200 from 250


-Nod-

+ FlameThrower: Range reduced 20%


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Vehicles
----------

+ Stealth Tank damage modifier vs. MCT reduced to 2.5x from 4x

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Bug Fixes
-----------

+ Switching between 1st/3rdperson doesent offset the point looked at anymore (or just very slightly)

+ Fixed vehiclesprint turningspeed reductions not being synced between server and clients which resulted in jerky movements when turning at sprintspeeds

+ Fixed turrets not giving points for heals/damage

+Fixed everyone using the LCGs volume modifier on certain footstep sounds


Misc:

+ Beacons now divi out points like buildings (E.G, you get the percentage that you actually disarmed.)

+ Friendly Airstrike messages now include their spotting location

+You can no longer change your name in competitive games
  • January 18, 2016
I could be fancy; I could be incredible; I could just post and run. Come to think of it, the last option sounds about right, right now.

Indeed, patch 5.12 is now available via the launcher, and build 5G is now available now that all original maps have been updated with the correct lighting. From here on out, it should be nothing but minor bug fixes, balance fixes, and added content (namely maps).

I didn't release a manual patch with this one, but I may do so if the demand is high enough. Just do keep in mind that there is a new build available for download on the downloads page, as well as the January, 2016 SDK.

You can find both of those at our handy dandy...

DOWNLOADS PAGE

Now go blow things up and let me sleep at night =(


5.12 Changelist

----------------
User Interface
----------------

+ Q-spotting messages have been updated to include Unit type, and allow spotting of C4

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Bug Fixes
-----------

+ Fixed EVA not giving 'Building Under Attack' messages when a building had under ~10% HEALTH

+ Fixed Proximity Mines not doing the right damage when placed in certain areas.

+ Fixed maps with Day/Night cycles being able to be picked repeatedly.

+ Fixed seeking missiles sometimes doubling back towards whoever shot them

+ Fixed vehicle weapons sometimes shooting in awkward angles when aiming at certain objects

-----------
Additions
-----------

+ Building destruction is now worth 2000 points; up from 1875.

+ Buildings now give destroyed points based on the % of HEALTH a player was responsible for taking down [e.g: If you took down 5% of the health you would get 100 points/credits on the building's death.]

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Balance
----------

Both Teams

Infantry

+ Engineer speed increased 10%

+ Tech/Hotwire: speed increased 10%; given Heavy pistol

+ Points for all infantry have been tweaked

Weapons

+ Repair Tool: Mine disarm speed decreased; Heal rate decreased from 20 to 15; Ammo reduced to 250 from 400.

+ Remote C4: Damage vs. MCT slightly increased. Planting and detonating are now on the same reload delay.



GDI

Infantry

+ Grenadier: speed slightly increased

+ Rocket Soldier: Speed slightly increased

+ Officer: Speed increased 10%

+ Gunner: Swapped SMG with an Unsuppressed Carbine, Speed increased slightly

+ Sydney Speed increased slightly



Weapons

+ Volt Rifle: spread increased slightly

-------


Nod

Infantry

+ Flame Trooper: Armour reduced to 100 from 125

+ Officer: Speed increased 10%

+ Rocket Soldier: Speed slightly increased

+ LCG: Jump Height increased (Still not full); Footsteps made louder/heavier

+ Raveshaw: Speed slightly increased

Weapons

+ Chemical Thrower: Damage vs. MCT reduced slightly

+ Silenced SMG base damage reduced to 7 from 8

+ Blue Tiberium Rifle: Base damage reduced to 22 from 24; Damage modifier vs. Flak reduced 10%; Damage vs. Kevlar reduced 10%; Spread increased slightly; Primary fire volume increased so the weapon isn't such a silent killer.



----------
Maps
----------

+ Updated Remaining maps to static lighting

+ Updated Soft World boundaries to be significantly harder to break

+ Fixed more spots where one could get out of the map

+ Fixed Lakeside ceiling

---------
Miscellaneous
---------

+ Airdrops are back on by default.

+ 16x Anti-aliasing no longer shows up on the options menu

+ Surrender votes tweaked to be slightly less sensitive to 'no' votes. So now 2 no votes don't counteract TEN yes's

+ Added Dev things. Don't piss us off =)

+ Slightly increased vehicle limits on some maps.
  • January 11, 2016

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