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Contra X Beta has been released for testers!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jul 18, 2023 12:38 am    Post subject:  Contra X Beta has been released for testers!
Subject description: I've seen the future.... and it does includes Sonic Waves, Lightning Bolts, Cryo Weaponry and no Nukes!
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Greetings, commander! Contra X Beta is the most recent experiment of Contra's developers. For those unaware, Contra is a modification for Command & Conquer Generals: Zero Hour that redefines the experience of the game with new units, new graphics, and adds general's superpowers. It adds several new generals, it also improves the AI greatly, and introduces super units, among many other gameplay changes, balance changes, and bug fixes. Here are the changes and the fun stuff from Contra X Beta:

Quote:


Contra X Beta has been released
Version X Beta is the next major standalone Contra installment. For us, this is a special day. A day in which we present our product, a day to enjoy it together, and a day of rest from development. We believe this day is also special for many of you.
Previous Contra versions are not required. However, this is a Beta version. Encountering new issues and non-polished content is possible. So, with that short intro passed - let's get into the details!

Highlights of this version
Gameplay changes:
- Revised Super Weapon general. She now has to choose between two Technology Paths: Conventional and Futuristic. Visual inconsistencies have been fixed, and balance has been improved while adding back iconic arsenals such as Crusader Tanks, Tomahawk Launchers, and Fire Bases. Introducing an all-new MARP super unit for Conventional Path, as well as new weapon technologies for Futuristic Path - sonic waves, lightning bolts, and more cryo weaponry, including new infantry death effects.
- Rank 1 artillery units (Chinese Howitzers, GLA Dana, US Libra, and others) no longer need to deploy and undeploy when shooting. This change makes artillery more viable early on, as well as fixes artillery getting stuck (especially in tunnels). Their armor is also more resistant to small arms, AP shells, poisons, radiation, and flame.
- Stationary AA defenses have less range but more damage against aircraft. This makes them acquire aircraft consistently. Previously, because of an original game bug, they could not acquire air units further than the anti-ground weapon's range, which made them weaker than intended.
- All traps can now be detected and cleared by engineers and damaged by conventional weapons.
- Removed minimum attack ranges of non-artillery vehicles to allow for more responsive battles. Finally, we were able to achieve this while keeping the same projectile speeds and not triggering mismatch errors.

Balance changes:
- Improved stats of less used arsenal such as Fuel Trucks, Fuel Tubes, GLA BTRs, Rig Launchers, Hijackers, Saboteurs, etc.
- Super Weapons are stronger against super units and GLA buildings upgraded with Fortified Structure upgrade.
- Vehicles with a build time of 7 seconds and lower no longer get produced faster than intended because of the door closing delay time bug.
- Many stats tuned.

Stability fixes:
- Reduced mismatch occurrences, meaning more fluid PvP games than ever before.
- Performance optimizations on particle effects, object count, and Skirmish AI.

Challenge mode:
- Each challenger has a unique color.
- Superweapon and super unit limits are now tied to Difficulty. Easy - unlimited, Normal - 2 SWs and 2 SUs at a time, Hard - 1 SW and 1 SU at a time.
- Full Demo and China Boss challenge map revision.

Skirmish AI:
- Implemented measures to make the AI more active on maps with no trigger areas and waypoints defined.
- Fixed attack priorities. Anti-air units now stop to engage aircraft; dragon tanks focus on buildings and infantry, etc.
- AI sometimes clogged their base with units from complementary teams. Fixed.
- All AI has new building placements. Important buildings are built in the back, away from the base front, which means they have a higher chance of getting built/rebuilt.

Eye candy:
- Added 8 new colors: Claret, Brown, Lime, Lochmara, Dodger Blue, Slate Blue, Aquamarine and Roman. They were carefully chosen so that they are stand out from other colors on the minimap.
- Updated map previews.









Updated Launcher:
- Fresh new interface.



- Refactored old code and fixed bugs.
- More customization options:
Disable Extra Building Props for extra performance;
Set max particle count;
Set texture resolution;
Switch between Standard, Contra, and Pro Control Bar;
Switch between Standard and HD Cameos.

- Anisotropic Filtering implementation, allowing to see the true texture quality of every surface.



What is next for us?

For now, we will take a break and enjoy watching players try out the new version. Then naturally comes a time where we re-imagine existing stuff, discuss and ask ourselves - "Can we implement this new idea?", trying to expand boundaries and find new ways to make the mod better and more interesting.


Download .zip Archive from ModDB
Download .zip Archive from MEGA
Download .exe Setup from ModDB

Download .exe Setup from MEGA


If you are curious about Contra, visit the Official Website, Forums at Revora, ModDB Profile, and Discord Channel to obtain further information about it. You can download Contra X Beta Here. And that's all for now! Have fun and enjoy Contra!


Key Words: #News #PlayTest #Generals #ZeroHour #Contra 

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