Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Sep 08, 2024 1:09 pm Post subject:
Generals Alpha gen-20240829 is out!
Subject description: Just as it happens with enemy Colonel Burtons, we have detected it too late!
Are you picking this up? Good! Reinforcements have arrived at Generals Alpha. MustaphaTR has made Generals Alpha gen-20240829 available for download a couple of days ago. For those unaware, Generals Alpha is a modification for OpenRA that recreates Command & Conquer: Generals on OpenRA engine as much as possible but using Red Alert and Tiberian Dawn artworks. Here is what we know about Generals Alpha gen-20240829:
Quote:
Hello, everyone. Last year's Generals Alpha release had a major bug effectively preventing players from playing Multiplayer games. With some free time in the past weeks, i decided to make a new release for the mod, fixing that and several other bugs and also updating the engine version. There are also several minor additions.
The complete list of the changes is as follows:
Updated engine version to the latest development version of OpenRA.
Added two more maps: Chernobyl and Dusttown Battle.
Camo Netting upgrade on Stealth General’s Supply Stashes now makes workers assigned to that supply stash that are actively collecting supplies cloaked as well.
Bunker Buster upgrade is no longer available unless the player took Stealth Fighter Commander’s Power, as it is the only unit affected by the upgrade. This doesn’t apply to the Aircraft General who has a Stealth Fighter available by default.
Fake SCUD Storm now has an ability that does nothing but play activation voice lines when clicked and appears as a real one to the enemy.
Support Power timers are now shown to the observers as well.
Quad Cannon and Marauder Tank now have (closer to) correct Health values to vanilla Generals when the “Zero Hour” checkbox is disabled.
Merge Generals option now properly makes all Hijackers always cloaked like Stealth General’s ones.
Fixed multiplayer lobby crashing when another player readies themselves.
Fixed that /taunt command was broken.
Fixed Intelligence and Satellite Scan II abilities do not properly reveal every enemy actor.
Fixed that Black Markets and Super Hackers show cash text even when they are invisible.
Fixed captured airfields only being able to support a single aircraft.
Fixed Tunnel Network, Bunker, and Firebase are not getting auto-targeted like any other defensive building.
Fixed Fake GLA Command Center does not have a subfaction logo on it.
Fixed Booby Traps upgrade making normal Rebels unable to capture enemy buildings.
Fixed Booby Traps not triggering when a Tech Building is being captured.
Fixed Super Hackers instantly disabling vehicles.
Fixed Ambulance, Assault Troop Crawler, Assault Outpost, and Emperor Overlord Tank getting affected by their own area healing/speaker tower.
Fixed selection group numbers showing one less than the number key the unit is assigned to.
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