Greetings, commander! W3D Hub, the developers of Tiberian Sun: Reborn, has published their bugpocalypse patch known as Tiberian Sun: Reborn 2.0.1.0 a while ago. For your information, Tiberian Sun: Reborn is a first-person shooter game that uses Command & Conquer Renegade engine, and it recreates the Command & Conquer: Tiberian Sun universe as FPS. The changes from Tiberian Sun: Reborn 2.0.1.0 were announced with the following words:
Quote:
We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes below should cover all of the changes we've made in the past couple of weeks.
We'd also just like to take this opportunity to thank everyone who has picked up the game and joined battles on the server. It's really nice to see that Reborn still has the power to inspire and excite people even after all of these years, so thank you for putting big smiles on our faces.
General
New objective marker system for detecting units with the Mobile Sensor Array. This fixes a bug with the HUD related to being in the range of an enemy MSA
Players no longer have their inputs stuck when their deployed vehicle is destroyed while transitioning
Adjusted key mappings to assign default hotkeys to the extended options hotkeys list for clean installations. This may result in some keybind popup spam on the first game join, but it has been shown in testing to work
Color-coded the HUD health bar to green, yellow, and red
Fixed server instabilities
Score System
The building score system has been overhauled such that damage/repairs are based on a percentage of the building’s maximum HP: 37.5% for damage, 25% for repair, 25% for bounty, 10% for defense bounty
This varies for small structures
Large critical structures give 250 points to the team, non-critical large structures give 300 points to the team, and an additional amount is awarded to the team multiplied 250 by the player count
Radar Compass
Ghost Stalker/Cyborg Commando blips have been changed (set to exclamation marks)
Mammoth Mk II blip has been changed (set to target)
Blips get smaller if they are above/below you
Maps
Fixed a good number of stuck spots, terrain holes, floating objects, misaligned objects, visible objects that should be invisible, and other small, general map issues
Reinforcement harvesters have generally had pathfinding improvements across the board, including fixes in a lot of cases where they were dropped by the Carryall and drove nowhere
Adjusted the transparency of water on several maps to make it more consistent
Adjusted the drown zone height on several maps to make it more consistent where you start drowning (and you can’t walk as deeply into the water), also added drown zone on any maps where it was missing
TS_Anchorage
Added basic underwater terrain
Moved a GDI aircraft spawner away from the Refinery to a spot between the Construction Yard and War Factory
TS_Cliffs
Fixed improperly placed no-dig zone in the GDI base and extended its coverage to the Nod base
Adjusted lighting
TS_Dam
Adjusted a bit of the vehicle-blocking clutter in the bases
Fixed a bug allowing AAPC and MLRS to drive into the deep water
Made slight adjustments to the ramps leading to the upper infantry routes
Adjusted the out-of-bounds zone so it doesn't affect infantry up top where it shouldn't
TS_Drought
Bases got internally flipped with Power Plants on the inside loop
Cut a path through the Tiberium Field
Silos changed to blue
TS_Field
Added no-dig zone to the Nod base
Filled in a no-dig zone gap at the back of the GDI base
TS_GrandCanyon
Added two Sam Sites to Nod interior walls
Cleaned up map issues
TS_Isles
Fixed missing ability for MLRS and AAPC to drive on top of the water
Mobile Repair Vehicles no longer spawn stuck in the Nod War Factory
Expanded the no-dig zone behind the GDI base
Adjusted Laser Turret displacement (removed coastal turret)
Adjusted Sam Site displacement (rear War Factory Sam is now on the roof)
Added civilian buildings
Added GDI corner walls where applicable
Minor adjustments to aircraft landing points
TS_OmegaCity
Fixed erroneous out-of-bounds warning in the Hand of Nod basement
Fixed Nod outpost repair section, including removing the stuck MRV
Removed one rear Nod SAM site and adjusted the others
Adjusted water zone so players can’t travel so deep without taking damage
Silos changed to blue
TS_Snow
Added a Tiberium Silo for each team
TS_TaintedLegacy
Added an underwater zone to the lake
TS_Tiber
Removed phantom GDI/Nod Construction Yards
Balance Changes
We've made a ton of changes to the game based on your feedback in the Discord Feedback Hub. Please keep the feedback coming, as it's really valuable for us to know how you're all perceiving the game. Thanks to everyone who has spent time to give feedback so far!
The main aim of the changes in this release was to re-center the balance of vehicles, as the general consensus was that they were a bit weak.
Upon investigation, we discovered that our benchmark engagement (a Titan vs. a Tick tank) was around 13 seconds, which was way too short for what the game really required. With that in mind, we've done some work to strengthen vehicles vs. anti-tank weapons to draw those engagements out a bit more. Below is a full list of balance changes. If you have any feedback on the way these numbers are presented, please let us know!
Global Armour Types & Warhead Changes
Every building, infantry, and vehicle in TSR has an armor type. Every projectile and explosion has a warhead type. When calculating damage, a projectile’s warhead will have a multiplier that corresponds to an armor type in order to determine how much damage is dealt.
For example, my Titan’s cannon does 90 damage and has the Warhead “Tank Shell”. I am shooting an undeployed Tick Tank which has the armor type “Armoured Vehicle”. “Tank Shell” has a 0.65 damage multiplier when shooting at “Armoured Vehicle”, so the total damage dealt to the Tick Tank per shot is 58.5.
The changes below have been made to the Armour & Warhead table to enact larger changes throughout the entire game.
Jumpjet Infantry
Reduced incoming damage from Rocket, Tank Shell, Plasma, and Railgun Weapons
Mutants
Reduced incoming damage from Railgun Weapons
Cyborgs
Reduced incoming damage from Rocket and Plasma Weapons
Enforcer
Reduced incoming damage from Rocket Weapons
Light Vehicle
Light Vehicles have been made a bit tougher to increase their survivability
Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells, and Sonic weapons
Armoured Vehicle
Armoured Vehicles have been made a bit tougher to increase their survivability
Reduced incoming damage from Bullets, AP Bullets, Rockets, Grenades, Tanks Shells, Artillery Shells, and Sonic weapons
Deployed Vehicle
Reduced incoming damage from Tank Shell Weapons
Aircraft
Aircraft have been made a bit tougher to match the buffs that other vehicle types have received.
Reduced incoming damage from Bullets, AP Bullets, Missiles, Rockets, Grenades, Tanks Shells, Artillery Shells, Plasma, Railgun and Sonic weapons
Cyborg Reaper
Reduced incoming damage from Grenades, Tanks Shells, Artillery Shells, Sonic and Melee weapons
Buildings:
Reduced incoming damage from Rocket, Tank Shell, and Sonic weapons
Base Defences
Reduced incoming damage from Rocket and Tank Shell weapons
Base Walls
Increased incoming damage from Grenade and Grinder weapons
Buildings
Building doors now open and close properly after the building is destroyed (same behavior as when the building remains alive)
Repair rates increased for the Service Depots and Helipads
Air units can now be sold at Helipads
Construction Yard (both teams)
Fixed a flame emitter that floated perpetually in the air when the building was destroyed
GDI Helipad
Minor fixes and improvements to the mesh, including enabling the pad lights
Nod Tiberium Silo
Points/credits are now earned from damaging and repairing this building
Defenses
Now detect stealth up to half their weapon range
Nod Laser Turret
Reduced weapon spread: 0.3 -> 0.15
Infantry
All infantry now slowly auto-heal to 50% health whenever undamaged for 30 seconds
All infantry are blocked from refilling at a PT within 5 seconds of taking damage
Buffed purchasable frag grenades:
Damage strength: 35 -> 40
Explosion Radius: 4 -> 6
Explosion Inner Radius: 2 -> 3
Proxy mines no longer stick to friendly units
Proxy mine health greatly reduced: 100 -> 45
Timed C4 is now grouped under the pistol for Engineers
GDI Officer
Rate of fire increased: 20 -> 30
Removed spray angle increase on movement
GDI Missile Trooper
Weapon right click has been changed from scoping to “dumbfire” (missiles with no tracking)
GDI Riot Trooper
Pistol/Shield is now centered in first-person view
Shotgun adjustments
Slug damage reduced: 110 -> 60
Slug spray increased: 0.2 -> 0.4
Slug projectile extension XYZ reduced: 0.1 -> 0.05
Slug ammo cost reduced: 2 -> 1
Inner spray angle % added: 0.5
Shifted 2 pellets to inner radius
GDI Medic
No longer heals enemies
Self-healing to 50% is twice as fast (compared to other infantry) and requires half the time to activate
GDI Jumpjet
Can now drive vehicles
Improved aerodynamics
Increased projectile extension: 0 -> 0.1
GDI Enforcer
Weapon damage increased: 4.5 -> 5.5
Weapon velocity increased: 75 -> 115
Weapon can now travel through a max of 6 targets
Nod Elite Cadre
Buffed Sting grenade:
Explosion Radius: 2.5 -> 3.
Explosion Inner Radius: 1.25 -> 1.5
Nod Cyborg Commando
Removed ability to harm himself with his flames
Nod Cyborg
Minigun now uses correct tracer
Increased Cannon Damage: 11.5 -> 20
Nod Chameleon Spy
The Spy now takes damage from standing in Tiberium
Nod Kerubim
Reduced Damage 15 -> 12
Weapons
Fixed some weapon name typos
Tracer sizes adjusted slightly
Vehicles
Units that are underground can now drive beneath walls and gates
Underwater zones now destroy aircraft immediately
GDI Wolverine
Spray angle decreased: 2 -> 1.25
Yaw turn rate increased: 10 -> 20
GDI Amphibious APC
Reduced Price: 800 -> 700
Increased Damage: 20 -> 30
New firing sound
Cleaned up Turret Ring Texture Unwrap
New Dedicated Turret Model
GDI Hover MLRS
Fixed target locking issue
Rate of fire increased: 6 -> 7.75
Burst delay decreased: 1.4 -> 1.25
Random tracking value decreased: 0.07 -> 0.05
GDI Disruptor
Increased speed: 0.5 m/s
Weapon can now travel through a max of 8 targets
GDI Mobile EMP
Now affects the enemy rate of fire and reload: reduces by 34%
Weapon explosion radius increased: 12 -> 15
Fixed a bug related to the panning of the tracks
GDI Juggernaut
Reduced gun traverse/elevation speed and minimum depression
Reduced Impact Damage 75 -> 60
Reduced Explosion Damage: 75 -> 45
Reduced weapon’s explosion radius:
Explosion Radius: 15 -> 10
Explosion Inner Radius: 7.5 -> 5
Juggernaut no longer takes reduced damage when deployed
GDI Mammoth Mk II
Adjusted turret camera
New chin gun firing sound
GDI Orca Fighter
General adjustments to VTOL flight mode
Increased Health: 300 -> 400
GDI Orca Bomber
Vertical acceleration increased. 20000 -> 35000
Nod Attack Buggy
Target bone added
Nod Attack Cycle
Increased Damage: 32 -> 52
Nod Devil’s Tongue
Increased speed slightly. Torque up 16000 -> 18000
Spray angle decreased slightly: 7.5 -> 7.25
Target bone added
Custom flamethrower explosion added
Explosion radius increased: 4 -> 5
Camera shake radius increased: 3 -> 3.5
Muzzle Bones Angled down 5 degrees(hits targets closer to ground easier)
Nod Subterranean APC
Price reduced: 800 -> 700
Increased Health: 500 -> 600
Nod Mobile Repair Vehicle
Rate of fire increased: 8 -> 16
Repair “damage” increased: 2 -> 5
Health reduced: 400 -> 350
Building warhead scale: 0.5 -> 0.4
Speed increased: Engine torque: 8000 -> 8500
Range increased: 12 -> 14
Nod Stealth Tank
Disabled surface effect damage (The vehicle is no longer de-stealthed in Tiberium)
Nod Artillery
Reduced gun traverse/elevation speed and minimum depression
Reduced damage: 90 -> 75
Reduced weapon’s explosion radius:
Explosion Radius: 16 -> 12
Explosion Inner Radius: 8 -> 6
Target bone added
Animated barrel (deploy animation)
Improved the wheels slightly
Artillery no longer takes reduced damage when deployed
Nod Harpy
Increased Rate of Fire 20 ->30
Increased Health: 300 -> 450
Nod Banshee
Banshee guns now pivot up and down slightly
Added barrel pitch: +5° to -15°
Reduced ammo reserve: 24 -> 16
Increased Health: 300 -> 400
That's it!
That's it for now. If you want to provide feedback on the game, please head over to Discord and post in the feedback Hub, or if you prefer, our General Discussion forum is also a great place to discuss the game too.
See you on the battlefield, soldiers!
[blurb]We've just released Tiberian Sun: Reborn version 2.0.1.0! Our focus on this release was to fix bugs and improve the overall balance of the game. The notes within this post should cover all of the changes we've made in the past couple of weeks.[/blurb]
You can find more information about Tiberian Sun: Reborn by visiting the Official Website, Forums, ModDB Profile, and Discord Channel. Tiberian Sun: Reborn is available for download Here. If you want to update it, do it in the W3D Hub Launcher. And that's all for now! Have fun and enjoy Tiberian Sun: Reborn!