These missions were quick'n'nice so we're heading towards the end quite fast. The two remaining '8th missions' and all of the '9th missions' have been tested, recorded and uploaded as a part of my Developer Playthrough for Mental Omega missions on Mental. With Act One 3/4 done, three batches are left: the 10th, 11th and 12th missions and oh boy, I can't wait do to the elevens. As you probably already know - the elevens are the most difficult missions of Act One. Perhaps we should somehow make the 22nd missions the most difficult ones of Act Two?
In any case, here's what's been changed in these missions..
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Considering the story structure of Soviet Act One, I consider Soviet Mission 08: Death From Above to be their final base-vs-base battle against the Allied forces. It is a reverse-remake of the Red Alert 2 mission "Deep Sea" and unlike the original, you can't end it in 2 minutes by destroying a Sentry Gun. Quite the contrary - it is a tough defensive mission first and then a struggle to reach and destroy the Mercury Uplink which the Soviets see as a threat to their dominion in the United States. Some changes have been done, including the replacement of Wolfhounds with Vultures and few little edits to make things a bit easier and faster. It is still a very difficult mission, especially on Mental.
Yuri's Epsilon Mission 08: Warranty Void is where Yuri's trickery in China continues. The plot thickens as his grand scheme is taking shape and showing the first results. There haven't been many changes done to this mission, it is still quite easy and quick if you know what to do or how to micro-manage your units properly. Once you defend the bridge, all you need to do is.. be careful.
Allied Mission 09: Zero Signal requires you to act quick. The Soviets will use their forces to destroy the Radar Domes you need but they are also preparing a Tactical Nuke to do so. If the Nuke is launched, one of the domes WILL be destroyed and you are guaranteed to lose the mission, which is why you need to take care of it or at least delay the launch before it happens. Siegfried debuts in this mission and I'm sure you'll agree he makes this mission a lot easier. There are several paths to your objective in this one, I've only picked one of them of course.
The desperate Euro Alliance forces are trying to use their unstable Chronosphere to take out your MIDAS bombs in Soviet Mission 09: Road to Nowhere. It is indeed a road to nowhere for them, as all men sent into the center of Russia are definitely aware they will not return home, even if they succeed. Of course they don't, because you as the player are defending the Topol-M platforms. Don't be surprised by the Aircraft Carriers chronoshifted into the land as the Chronosphere is not fully operational yet - make use of its weakness and capture the Aircraft Carriers with your mind control.
Rashidi has completed work on an MCV for Yuri, however during a Soviet raid on the Scorpion Cell base where he was working he's been captured and transported away to the Guantanamo Bay. It is your task in Yuri's Epsilon Mission 09: Killing Fields to rescue him using the first squad of Initiates created. The long intro in this mission has been shortened as you can see in the playthrough video, making any "restarts" you'll need to make faster. Tesla Trooper reinforcements will be provided on all difficulties now so that you don't have to make the Initiates elite and kite the Pillboxes in your way.
The batch with "The Gardener", "The Lunatic" and "Focus Shift" is coming up in a few days. After I'm done with the playthrough of Act One it's time to move on to the new stuff with previews of the 13th missions - "The Mermaid", "The Raven" and "The Conqueror" included and of course, the reveal of Side 4 name and units. Stay tuned!
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Short break in a form of light mission "The Gardener" and it's only tough missions from there - the Developer Playthrough for Mental Omega Act One missions on Mental is close to finish.
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Changes done to Allied Mission 10: The Gardener include making the intro much shorter, revealing the location of temples where the Kanegawa Industries Scientists hide, changes in placement of enemy objects, crates and Cranes which you can use to repair your Tsurugi. Still quite a casual walk in the Japanese gardens once you know the path. Be careful for the EMP Mines on Mental though.
And it begins - the really difficult final set of missions, starting with Soviet Mission 10: The Lunatic. It should be no surprise to anyone by now that if you want to finish this mission on Mental you need to move your Volkov & Chitzkoi without hesitation, otherwise the unmanned Kirov will be destroyed by the first anti-aircraft defense which includes the Chinese Sentinel. Since Volkov is now immune to Terror Drones, those have been replaced with different enemy units.
Yuri's Epsilon Mission 10: Focus Shift is all about protecting the last operational MIDAS bombs onboard the Topol-M platforms. Not many changes in this one, there were some tweaks to make it more accessible to more casual players, but it's still a challenge on Mental. Better work fast if you want the Russians to regain their trust in Yuri and his PsiCorps.
Subscribe to out channel if you want to be notified about the new Playthrough uploads. Two batches left!
It's that time of Mental Omega development again! With the addition of an entire new side comes quite a lot of new units, which will require new voiceovers. While we've prepared some already, we're looking for more volunteers who'd like to become a unit in our mod. If you're interested, please send a voice demo to our e-mail address and if it's good, we'll reply and provide you with the script.
After a short but neccessary break we're now done with updating and recording the playthroughs of the infamous 11th missions of Mental Omega on Mental difficulty! We're going to put Yuri's 11th mission on front this time as it is the most modified, or rather, improved & fixed one. Subscribe to our YouTube channel to receive notifications on the latest playthrough uploads.
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Yuri's Epsilon Mission 11: Singularity is definitely the most difficult Mental Omega mission and in my opinion probably the trickiest Command & Conquer mission available and I've played almost all of them (fan-made maps included of course). Coming from one of the best Red Alert 2 mission designers lovalmidas this mission requires really good micro skills but also great reflexes and is a mission unlike any other. The changes include fixes like removal of the 2nd debug Malver which we forgot to delete and also removal of the "cheap shortcut" to the Iron Curtain which allowed players to finish the mission much faster than indended. Now you really need to get rid of all the targets and also evacuate your troops into a newly created area.
I think Allied Mission 11: Panic Cycle is the easiest of "the 11s", however its first iterations were really difficult with Soviet Scud Launchers trying to take out the Battle Fortress you're supposed to escort on the move and large waves of enemy units coming straight at you during the base-vsbase phase. There've been some changes that you might notice in this playthrough, including China's use of EMP against your convoy for example.
On the other hand, while this might be the 2nd most difficult Mental Omega mission, Soviet Mission 11: Unshakeable has been made easier on all difficulties and its bugs have been fixed as well in the process. The Future Tanks will no longer fire at each other when you attempt to capture them and modifications to the array of capturable buildings in this mission will force you to use Chinese equipment instead of Russian or Pacific Front's. You still need to rush quite fast through enemy forces and reach your objective before it gets blown up and you fail the mission.
Once we're done with Act One and the 12th missions are updated, recorded & uploaded we'll begin revealing new content related to the still mysterious Side 4 and the Act Two campaign. Stay tuned!
It is done, the series of Mental Omega Act One playthroughs on Mental has come to an end and so we're halfway through our mod's story. The upload of last Yuri mission took a while but it required some modifications so that I could say that it's been improved for the next release. Only news and new content now, also on our channel to which you should totally subscribe right now if you want to receive notifications on the latest video updates.
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Yuri's Epsilon Mission 12: Moonlight has undergone several changes, including the addition of Soviet MCV reinforcements which allow you to rebuild the factories. You no longer have to worry about losing the only factory you capture in the first Launchpad outpost, however this MCV arrives only after you successfully extract contents of the first station. The pacing of this mission has been improved, it takes less times for the Drillers to transport the neccessary parts away. You will now also be able to build the Iron Curtain in case you need it for something, it might be useful for protecting the captured Launchpads for a short period of time too.
Soviet Mission 12: Dragonstorm's most important change is.. a spoiler so either you'll have to play it for yourself or just watch the video above. There is a modification to how the mission works in the later stage after a certain reveal. There are more attacks on your base, however if you prepare your defenses properly you shouldn't have bigger issues dealing with enemy units. This Act One finale is most likely the easiest of the three.
Allied Mission 12: Sunlight did not receive too many changes. It is still a challenging finale, especially on the Mental difficulty which is full of surprises like a Nuke Silo threatening your Gladius Defense Systems or Dreadnoughts protected with the Iron Curtain. At certain point you will probably have to expand to the other side with resources and choosing the right time to attack the island might be the most important decision to make during this mission. This, and when to use the Force Shield you can prepare in this mission. As always, use more Thors.
Check the website back on MOnday for the return of News Bulletins. Stay tuned!
The Mental OmegaAct One playthrough is over and it's finally time to post some news. While the recording of all 36 missions gave me a chance to once more test and adjust all the Act One missions, I'm glad it is done as now I can fully focus on finishing the Act Two campaign and the design of Side 4 which we announced a few months ago in this trailer.
Replaying the first 36 missions of Mental Omega which have been released back in 2013 made me reconsider some of the missions' difficulties and tone them down a bit, even on Mental, as you have perhaps noticed. I have also been driven by the thought that none of those missions should really clock over 1 hour of playtime except for the Finales, even on the Mental difficulty, so changes have been made to make them flow faster. I was also able to fix a bunch of bugs and continuity errors which I hope will no longer be the case in the next release.
The addition of this new side and all the new unique weapons and powers the mod will have is only possible thanks to the Ares Expansion DLL's existence and AlexB's continuous efforts to make Red Alert 2 Yuri's Revenge as moddable as possible. From the possibility to choose a new side in skirmish or campaign, to the additional interface visuals and audio settings, and of course all the weapon and superweapon logics which are all possible with Ares. Side 4 relies on the DLL in almost every way. It is thanks to all those features that Side 4 will have its unique gameplay mechanics and style.
It is thanks to a solid team of modders, mappers, artists and voice actors (I am obviously not the only one working on this project!) that Side 4 will have its distinct look, sound, and even their own missions for both single player and cooperative modes. A full list of contributors will be available on the usual page shortly before the release, but as we reveal the new buildings and units I will tell you more about their authors already. I'd also already like to mention World Beyond, whose music was used in the Side 4 reveal trailer and will be used in the game as well.
Here is the full version of the song used in the video, "The Remnant":
The introduction of a fourth side will obviously result in the increase of total subfactions available in the mod from 9 to 12 as we have been designing this new side with the intention to give it 3 unique subfactions from the beginning. If you are following Mental Omega on Facebook or ModDB then you already know their names: from left to right, it is Haihead, Wings of Coronia and the Last Bastion.
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The skirmish loading screens for these subfactions have all been created by Nooze.
Some of new side's missions are already being designed. Here's a loading screen for their first mission "Nobody Home". I guess that if I disclosed the amount of missions they will be getting to you right now, that would be some sort of a spoiler, so I will not be doing that right now.
The Mental Omega installer, with its classic "Red Alert 2 Setup.exe look" will be updated to feature several of Side 4's objects on the new so-called blueprints. So far, we've got three, which present the Teratorn Skyguard, the Mastodon and the Plasmerizer. The models have been created by Moder.U, Lobstrex and Bu7loos, while the artwork is the result of combined efforts by Tomsons and Nooze.
On a side note, due to the introduction of this new side we are reworking the Stolen Tech system. There will not be a set of 4x4 stolen tech infantry units. Instead, there will be a set of 4x4 stolen tech vehicles, while what used to be the stolen tech in the current release will be repurposed or scrapped. We will go into more details on this matter later, however here's one of the new stolen tech vehicles, created by Azri_Apoc: the Soviet Grumble - the ultimate anti-aircraft system which requires to be deployed before firing its powerful rockets at great ranges.
Forget what you know about Future Tanks, Deviators, Apocalypses, Chrono Ivans, Cyborgs etc.
This is the stolen tech reboot.
Image may be NSFW. Clik here to view. The new stolen technology roster! 15 units to go.
The original sides have also undergone some changes and received new equipment.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome.
"Yuri has invaded Hollywood by using his mind control technology. He has begun to use the media to spread subliminal propaganda. Here is a sample, with the subliminal mind control properties filtered out".
That's right, for the 6th time in a row we are now in the TOP 100 of the annual ModDB Mod of the Year Awards thanks to your votes and support. As usual, getting into the TOP 100 means that we are up for the 2nd round of voting to rise up in the ranks even higher, which is why Yuri commands you we ask you to vote for Mental Omega once MOre! As you know we spend our free time to develop this mod further and all we ask for is your further support in this annual competition, for which we are eternally thankful. Follow this link and click the 'Vote' button to the left of our logo.
To show you our gratitude, we are going to show you some brand new stuff we've been working on. A Mental Omega News Bulletin, in the very classic format.
Are you new to Mental Omega? Haven't been here since the previous release? With the growing attention we're getting, let's get you up to speed. We are adding a 4th side to Red Alert 2 as we want you to control more. If you're familiar with it already, you can skip this video and just get to the part where we actually reveal new units.
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This is it, I will finally post new unit pictures! I think we haven't used this format for two years now.
Image may be NSFW. Clik here to view. Mobile Construction Vehicle
Image may be NSFW. Clik here to view. Last Bastion's Mastodon(Watch video)
Image may be NSFW. Clik here to view. Last Bastion's Sweeper(Watch video)
Image may be NSFW. Clik here to view. Teratorn (See previous video)
Image may be NSFW. Clik here to view. Haihead's Irritator
The MCV needs no introduction, right? The Mastodon is Last Bastion's T3 "monster tank", equipped with cutting-edge technology to the maximum, its main purpose is to destroy enemy armored vehicles at great ranges and on a large scale. Its plasma railgun has an area of effect and deals lots of damage, however before the attack can happen, the weapon needs to charge up.
The Teratorn is a Tier 1 anti-aircraft vehicle which locks on to enemy aircraft before firing a powerful missile, stronger than most Tier 1 anti-aircraft vehicles, however easier to outmaneuver, especially by faster aircraft. It has no means of attacking ground units.
The Sweeper is a unit unique to the Last Bastion. It is a hover drone vehicle enhanced with the windspin engine which allows it to acquire large speed boosts when near a Spinblade, a special structure deployed via a support power anywhere on the battlefield. The Spinblade can boost many of Side 4's vehicles as well as some infantry units, so strategic deployment of this structure is necessary. When Sweeper is deployed, it becomes cloaked and ready to fire a volley of anti-unit missiles at an unsuspecting enemy. It does not reveal its position when firing, but a careful enemy should have no problems locating it if they notice the source of the missile barrage.
The Irritator is Haihead's special unit designed to throw enemy forces into disarray with an experimental ray mounted on its back. When deployed, the Irritator changes its weapon mode and prepares to fire a flare which will make enemy units easier to target and take more damage.
Image may be NSFW. Clik here to view. Soviet Iron Dragon(Watch video)
Image may be NSFW. Clik here to view. Soviet Grumble
The Iron Dragon returns as a new stolen tech unit which the Soviets can acquire after infiltrating one of Side 4's special technology structures. Its weapon has been enhanced and so the unstable particle field will now heavily damage all units which cross it while it lasts. With an Iron Dragon in their arsenal, the Soviets will find it easier to eliminate the heavy ground units of Side 4.
The Grumble is an advanced anti-aircraft vehicle with a very long range, which becomes active after deploying its launchers on the ground. This unit cannot fire on the move, however when deployed it will essentially create an impassable barricade for most light aircraft and will have no difficulties taking down the heavier ones as well.
Image may be NSFW. Clik here to view. The new stolen technology roster: 14 units to go.
Mastodon by Bu7loos, Teratorn by Moder.U, Sweeper, MCV & Irritator by mevitar. The textures for Side 4 vehicles are all normalized and finished by mevitar. The voxels for Grumble and Iron Dragon were created by azri_apoc, the deployed form of Grumble by Nooze.
Starting in January we will begin updating the website and reveal each unit in detail with more descriptions on the Factions page. Nothing too spoilerific though, the nature of this Side 4 should remain concealed until you discover it for yourself!
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Image may be NSFW. Clik here to view. Map Preview #46: (2) Chitzkoi's Iron Cages (new-urban; standard map pool) by Toveena Map Preview #47: (4) Straitification (snow; standard map pool) by Toveena Map Preview #48: (7) Diamond Is Unbreakable (urban; "Stronghold" map pool) by Toveena
The Fortress game mode is now called Stronghold in case I haven't mentioned it before. It feels like it's been quite a while since we've last shown any new maps but we have been constantly making and adding new ones to the Mental Omega pool, especially Toveena has been busy with those. I think right now we have about 450 maps in all modes to choose from in the latest internal build. I wonder how many the final release will have..
Anyway, Chitzkoi is finally getting his own map in the form of "(2) Chitzkoi's Iron Cages". The iron cages are there, I swear. Both of the dueling players' bases are below the standard ground level in this map so it will be quite a dangerous situation if you get surrounded with artillery, especially since the concrete cliffs might block some of the projectiles of your units.
"(4) Straitification" is quite a standard 4-player map with a happy face, or several. Make sure the battle is decided before the main resources run out. As for the big one, it is a map of which two versions exist. The one in this picture, "(7) Diamond Is Unbreakable" is a 'Stronghold' version of the map on which the player in the middle has to defend against the other 6. He gets quite a boost to his fortress base with the preplaced structures and defenses. The other version is for 6 players and is available in the standard map pool as "(6) Crazy Diamond". Did you understand that reference? Good.
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In other news, we are currently playtesting cooperative missions from Act One to check if everything is still working fine and whether there are things we could improve. While the Act One Playthrough has been finished, we are now recording our struggle through the coop maps in the meantime. Forget the part that said Red Alert 3 introduced coops to C&C, Red Alert 2 did and we made it even better.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors. Single contributions are welcome.
It's the last News Bulletin of 2015! First of all, we want to wish you all the best for the next year, including a new release of Mental Omega (as soon as we are done with Act Two, Side 4, stolen tech and several other tiny little things that still need a bit of work but will definitely result in something cool). May 2016.. be also the year when Command & Conquer returns, hopefully.
The ModDB Mod of the Year 2015 Awardsare over now and thanks to your huge support in this year's competition our mod has achieved the best results in its entire history! While we've been hitting the TOP100 for the last 6 years, this time we were able to reach much higher in the overall competition and we couldn't do this without you, the fans.
To celebrate we are revealing the return of a familiar unit, but in a completely different form.
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Image may be NSFW. Clik here to view. The new stolen technology roster: 13 units to go.
If you've been with us since the times of Mental Omega 2.0, you might remember that the Chrono Prison used to be a part of Mental Omega and for 3.0 it was remade as the Charon Tank - the unit which can instantly warp away any enemy infantry or tank but has quite a long reload time. This new Chrono Prison is a completely different unit and it makes use of Aresabductor logic, in a similar fashion to the Drakuv.
When the Allies acquire additional technology from Yuri's laboratories they are able to build the new Chrono Prison, a unit capable of abducting enemy vehicles into its "personal warp space", where time flows differently and there's enough of it to brainwash the pilots of the vehicle, efficiently turning the unit to your side the moment it exits the Prison. Once a unit becomes trapped by the Chrono Prison, there's no turning it back, however this method will not work on units that are too large for it to steal.
But that's not all! If you've been following our Facebook or ModDB profile you might have seen the videos which show the following Side 4 units in action.
Image may be NSFW. Clik here to view. Haihead's Megalodon
Image may be NSFW. Clik here to view. Wings of Coronia Pteranodon
Image may be NSFW. Clik here to view. Jackal Racer
Megalodon, Pteranodon and the already familiar Mastodon are, as they are called among the Mental Omega players, "Tier 3 monster tanks", the equivalents of units like Abrams, Catastrophe or Colossus, however in the case of Wings of Coronia's unique unit the term "monster tank" should be expanded to.. "flying monster tank" as it is indeed the only flying equivalent of this particular technology tree slot. While the Megalodon is not a tank per se either, it at least keeps its feet firmly on the ground.
Haihead'sMegalodon is a close-combat mech which uses its energy blade to quickly slice through enemy infantry and vehicles alike, it doesn't have a problem taking enemy buildings down either. However, its lack of range and moderate armor might require you to get rid of enemy defenses and long-range weaponry first. Another solution is to use a special support power called Megaarena which enhances the Megalodons with a special energy shield, unleashing the the units' AI's full potential, making it faster, more evasive, and even more relentless in combat.
The shield itself will instantly vaporize most enemy infantry it comes in contact with, turning it into an incredibly powerful, but still limited anti-infantry weapon. Keep in mind that in order to keep the Megaarena active, a Megaarena Projector must be placed on the battlefield first. If this special building is destroyed, it will not be possible to increase Megalodon's effectiveness with the support power. Your enemies will definitely try to take it down as soon as it is deployed, so be careful where you place it as it is not cheap.
The Pteranodon, which exclusively belongs to the Wings of Coronia, is a dedicated anti-armor aircraft that uses a weapon with a large area-of-effect. While it has no anti-aircraft weapons of its own, it can fire on the move and with its speed it can escape from most anti-aircraft projectiles when in peril.
The Jackal Racer is a Tier 1 anti-infantry unit available for all of Side 4's subfactions. It is capable of moving over water but can also be sped up using the Spinblade in a similar fashion to Sweepers and Clairvoyants. The Jackal has two slots for passengers, however most of Side 4 infantry takes 2 slots anyway (the exceptions being Engineers and Clairvoyants for example) so in the end it is capable of transporting one soldier in most scenarios. The sonic wave that the Jackal emits will damage anything in its way, which combined with this unit's fire-on-the-move ability and the fact that passengers can fire from inside make it a powerful early game weapon and an important asset in this army. However, it is quite costly when compared to other faction's Tier 1 vehicles.
Megalodon by Holy_Master of Reign of Steel mod. Pteranodon and Jackal Racer by Bu7loos.
We'll see you in 2016!
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While we are uploading new playthrough videos on a much faster pace than these news appear, I thought I'd embed them in order in the upcoming news in case somebody misses an update. Here is Soviet Co-Op "Burned Alive". Subscribe to our channel if you want to be notified when a new video shows up.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome.
Silent but not inactive, we've been working on new features for the mod and have begun integration with the current version of CnCNet. More news on that later though, as today we'll dive into the latest additions to the arsenal in Mental Omega, including new Foehn equipment. I post more frequently on Twitter so follow me if you want to stay posted.
Oh, did you miss it? The new side's name is The Foehn Revolt. Why? You'll learn in the campaign.
You might already know World Beyond if you searched for the full version of the music we used in the Side 4 Reveal Trailer, The Remnant. Vladimir Kuznetsov returns with yet another great piece of soundtrack, a tribute to the Command & Conquer: Red Alert series - The Last Line of Defence. This song will also appear as a part of Mental Omega's Foehn Soundtrack, who, just like the three original sides of the conflict, have their unique soundtracks in our mod. More songs will be revealed in time. Give other World Beyond tracks a listen in the meantime.
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New stolen technology units. We have them.
Image may be NSFW. Clik here to view. The new stolen technology roster: 11 units to go.
"After losing the blueprints and prototypes of the Future Tank X-0 during the Okawa Falls incident, Kanegawa Industries continued their work on a fully automated battle tank in several locations around Japan which had not yet been stormed by the Chinese forces. However, even the remaining facilities were eventually forced to shut down, as the Soviets won the war and China took control of the remaining Seismic Stabilizers in the country. KI executives decided to cease mass production of the X-1 prototype and destroy all data related to the vehicle when they realized that the Pacific Front would not be able to defend their facilities, some of their generals even surrendering to the invaders.
It wasn't until many years later that the Future Tank Project was resurrected by the people who reactivated some of the now long forgotten Kanegawa Industries research facilities in Japan and completed the X-2 prototype using their advanced technology."
Image may be NSFW. Clik here to view. Allied Future Tank X-2 by ONE X
The new Future Tank X-2 is a slower but better armored version of the experimental fully automatic tank designed to destroy enemy battalions and resist mind control. Equipped with several advanced weapons, the tank is capable of dealing lots of damage to enemy vehicles be it a single target or multiple objects in an area. In-game, the new Future Tank is a vehicle the Allies can build after infiltrating one of Foehn's technology buildings and matches their firepower and heavy armor in combat.
Future Tank X-0 will no longer be available in skirmish, but will remain as mission unit.
Image may be NSFW. Clik here to view. Allied Chrono Prisonby cyanideT
Previously mentioned, but not presented, the Chrono Prison allows the Allies to combine their chrono technology with Yuri's mind control in order to create a vehicle which can capture and chronoshift enemy units at great ranges. If the unit is immune to the tricks of mind control, it'll simply be trapped inside the vehicle.
Image may be NSFW. Clik here to view. Foehn Phantasm MLRSby Moder.U
To Foehn, the Mirage is one of the technologies lost in the chaos that unfolded during the Battle for Antarctica. Upon finding an Allied Tech Center, chances are that the Clairvoyants will be able to recover this technology. Once that happens, the Phantasm MLRS can be built, a vehicle that fires a volley of powerful projectiles at enemy vehicles and aircraft alike. The Phantasm's other advantage over the Mirage Tank is that it can fire on the move thanks to its rotating turret.
To stray from the Stolen Tech additions, let's focus on the main arsenal additions. First, a familiar one.
Image may be NSFW. Clik here to view. Allied Cryowhirlybird Cryocopter by ONE X
It should be noted first that with the introduction of this unit the role of Hummingbird has slightly changed. The high-tech jet available after constructing a Warpshop will now use its time manipulation devices to decrease the firepower and speed of enemy units in an area by 50% for a moderate while with a single instant strike. The Hummingbird is now also without a doubt the fastest aircraft to rely on air pads in the game.
While Red Alert 3 had its faults, I thought the introduction of the Cryocopter to the roster was an excellent idea and it remains one of my favorites. With all the new features that Ares adds it's become possible to somewhat emulate the freezing effect of the original Cryocopter from Red Alert 3. The longer its freezing beam fires the lower an object's armor and speed is until it freezes completely, making it immobile, unable to fire and also very, very fragile to attacks. Shrink ray not included, sorry.
Image may be NSFW. Clik here to view. Epsilon Dybbuk-Evolver by Azri_Apoc
The Dybbuk-Evolver is the third type of the Dybbuk series in Yuri's Epsilon arsenal (the first being Gehenna's Interceptor and the other Attacker available from the Epsilon Aerodome). It is available to the Proselytes after both the Aerodome and a Cloning Vats has been constructed. The Evolver carries a payload with an experimental substance which will rapidly mutate dying soldiers into loyal Brutes, similar to Rahn's weapon, although at a smaller rate. The gas will also deal decent damage to vehicles and buildings alike, but its primary function is to eliminate large groups of enemy infantry. The Evolver is a bomber; it will not be able to out-range enemy anti-aircraft weapons so extreme caution is advised when relocating the unit, especially considering its high price and late game availability.
Image may be NSFW. Clik here to view. Chinese Armadillo by ONE X
Due to the lack of an artillery unit that can be mass produced, the Chinese get an additional fist to punch enemy defenses with - the Armadillo. This unit is a bigger and tougher version of the iconic Borillo, with literally double the firepower and additional space inside vehicle for more troops to suddenly deploy at the enemy gates.
Let's move on to the Foehn Revolt.
Image may be NSFW. Clik here to view. Foehn Windbelt by Bu7loos
Foehn's power plant is not an ordinary one. First of all, it is the smallest energy generator and also pulls double duty as the side's wall. When two Windbelt posts are placed in a line, they are connected with nanofiber cords that enhance their cooperation during energy production. Windbelt is a wind-based power plant that generates 100 units on its own, while each 'length' of its cord allows for a bonus 10 units, meaning that the longer the Windbelt connection, the more power is generated. The barrier created by two Windbelt posts can only be shut down with EMP/hacking weapons and will not go down if a Foehn base is low on power.
Another one of the Windbelt's unique features is that it can relocate in case you want to adjust your wall placement or want to barricade a different location. The Windbelt can relocate by switching into a mobile mode, during which it floats and can also travel over water. If a Spinblade is nearby, the Windbelt's speed is increased when in mobile form. The Windbelt has its drawbacks too: just like any other power plant it can be infiltrated by spies, which means that a smart base layout is needed to protect them from the spies due to its function as the side's wall. There are a few additional tricks Foehn can use to prevent spies from infiltrating their small power plants. You'll find that with all the Foehn's objects in their Armory, their base can become quite a maze.
Image may be NSFW. Clik here to view. Wings of Coronia Alanqa Skystation by Moder.U
The Alanqa Skystation is the flying guardian of the Coronia. It is for the most part their dedicated Tier 3 anti-aircraft unit, using high power turbines to manipulate the flow of air nearby. With four of its specially designed generators it can take down enemy aircraft and even the levitating units of Epsilon in a matter of seconds. The Alanqa is not defenseless against ground targets either, this machine can use its engines to create powerful tornadoes which will sweep enemy infantry away with ease and deal solid damage to vehicles. While a single Alanqa is not very effective versus heavily armored military buildings, an entire division of them might be enough to demolish whole bases. However, taking on enemy anti-aircraft units might be a challenge due to the Skystations fragile turbines and light armor.
Image may be NSFW. Clik here to view. Wings of Coronia Harbinger by mevitar (Watch video)
"The Harbinger's legend began during the days when it was just a project in the research facilities of Kanegawa Industries. Before the Chinese attacked, research on particle collision-based weaponry was well underway and the weapon itself was supposed to give the Pacific Front the ultimate advantage over their enemies and perhaps even the ace up their sleeve during the Allied leadership negotiations. After most KI facilities fell into Chinese hands so did the project and laboratories where the tech was being developed. However, due to unforeseen circumstances, the weapon wasn't finished by the Chinese either."
The Harbinger is the Wings of Coronia's powerful flying fortress, using its particle colliders to level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky. The Harbinger can be summoned onto the battlefield to bombard an area through a support power after an expansion for the Cloud Piercer has been built.
Now, as one would expect, Foehn will have its own navy. Here are some of their naval units.
Image may be NSFW. Clik here to view. Foehn Swordfish by Moder.U
The Swordfish is Foehn's basic naval unit, the equivalent of the Destroyer, Typhoon and Piranha. While its basic speed is comparable with that of the Destroyer's, the Swordfish has engines similar to those of the Jackal and Sweeper, which allows it to gain speed boosts when near a Spinblade. Their basic weapon is a high-tech cannon, effective against armored units and buildings. The Swordfish does not deal much damage to infantry which is why it should be supported with other units like Jackal Racers when engaging amphibious troops.
Image may be NSFW. Clik here to view. Foehn Angelshark by Zero18
The Angelshark becomes available when both the Shipyard and a Cyberkernel are constructed. This unit relies on Foehn's confusion technology to cause havoc among the enemy forces. When enemies are struck by the Angelshark's drone in torpedo mode, there's a high chance they will start firing at their own allies. Unlike the discarded chaos gas, confusion weaponry does not increase the rate of fire of affected units. The Angelshark can also deploy its drone in a mine form. The mine will remain in the area for a short time and apply the same confusion effect to all units that come near it.
Image may be NSFW. Clik here to view. Foehn Warturtle Transport by Moder.U
The Warturtle is Foehn's amphibious transport. It has 12 passenger slots which can be used by units and soldiers of various size. The Warturtle's special ability is that it also can make use of Spinblades to increase its speed, making it the fastest amphibious transport in the game. Its normal speed is comparable with the Voyager's and Zubr's.
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During a "designer's block", Alstar and I kept testing Act One Cooperative missions, recorded them and uploaded them to our YouTube channel as always. After we complete and confirm that all of the missions are still working, I'll be returning to work on fixing and finishing Act Two. I'll also upload some footage, maybe even a complete playthrough of 13th missions.
Here's a Yuri Co-Op: Brain Reset, explaining how the Soviets lost the mind control tech. You can view gameplay from the rest of the co-ops here.
Big thanks to the many people making this project's further evolution a possibility!
Stay tuned for more updates.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome.
First of all, I post more smaller Mental Omega updates frequently on Twitter so follow me if you're interested in that. Now, turn up that Chaotic Impulse by Black Ice 9 and begin reading the new Mental Omega News Bulletin. It's gonna be a long ride.
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The underusage of fighter jets and bombers in vanilla Red Alert 2 and Yuri's Revenge was something many modders could not leave without changing so over the years you saw many aircraft and airfields created for the Soviets and Yuri in various mods. Mental Omega expands the array of buildable aircraft for all three original sides as well. While the 2013 release did not include the airpads for Soviets and Yuri's side, the next version will. The addition of new jets is not limited to the standard tech trees however, as the Allies will now be able to steal the technology which is required for the construction of the Lionheart Bomber from the Soviets.
Image may be NSFW. Clik here to view. The new stolen technology roster: 10 units to go.
Image may be NSFW. Clik here to view. Allied Lionheart Bomber by ONE X
The Lionheart is designed to destroy large groups of Soviet tank divisions with an experimental payload. The bomb which is dropped from this unit will additionally induce EMP effects to all vehicles that survive, immobilizing them for quite a long time and rendering them vulnerable to enemy attacks. The Lionheart can perform a single strike before it has to go back to the airfield and reload, and thanks to Ares DLLit will take as long to reload this one bomb as it takes a Harrier or Black Eagle to reload both of its projectiles. The weapon is also effective against infantry but will not deal much damage to structures. As is the case with most of the jets, it should avoid anti-aircraft fire as its armor cannot take a lot of punishment.
This is the only mechlunit for today.
We'll now focus on the Foehn Infantry, which is trained at their Barracks.
Image may be NSFW. Clik here to view. Foehn Barracks by Nooze
The Foehn Barracks is one of the most recognizable buildings you'll see in a classic Command & Conquer faction tree: it allows you to train infantry. There is a little twist to these however, as they are larger and more expensive. Advanced technology is required to create the weapons and power suits Foehn troops need in this building, the major part of which is already hidden underground. These Barracks can train and equip powerful solders, which outclass the other basic troops in one-on-one combat. However, the Foehn Revolt is limited in numbers. Their vehicles and troops are expensive to get and it is noticeable from the very start of a battle. There will be no large armies - only specialized strike forces and important decisions to make on how to manage them.
Image may be NSFW. Clik here to view. Foehn Knightframe by ImP_RuLz
The Knightframe is Foehn's basic anti-infantry.. infantry. The large exoskeleton which these troops are equipped with enhances performance and survivability in battle and also helps carry the large next-gen machine gun which can not only mow down enemy soldiers and light vehicles, but target flying objects as well. The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt. The size of the exoskeleton makes it impossible for normal-sized tanks to crush him.
Do not be fooled by the exoskeleton's size - the Knightframe has no issues with adjusting its construction accordingly to the environment it needs to reside in. The Knightframe can garrison various structures just like the G.I., Conscript, or Initiate and fire from within the building. However, it will not be able to fire at aircraft when inside a building.
Image may be NSFW. Clik here to view. Foehn Lancer by IceDragon
The Lancers are soldiers who decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities. These soldiers use cybernetically augmented legs to outrun most of the troopers on the battlefield and keep up with vehicles, which are their primary targets. The Lancers' short range sonic weapons combined with their high durability results in a force to be reckoned with or even outright avoided when anti-infantry weapons are scarce. The sonic projectile will pierce through multiple targets and even rebound from the physical objects to deal additional damage to nearby units before it disperses. A Lancer's body cannot be crushed by ordinary units, which means that taking them head-on might be a mistake. Whatever is left of the Proselytes, the few still in power remember to keep their tanks at a distance when a Lancer team closes in.
Image may be NSFW. Clik here to view. Foehn Huntress by 4SG
The Huntress is the most important member of every solid Foehn infantry strike force. The reason for that is her weapon: her gun is a small high-tech nanoids container, which upon the Huntress' command is opened and the nanoids inside are released towards the target. The nanoids have a very specific mission: to devour any infantry in their way and keep whatever materials could be reused for Foehn's purpose.
There are several characteristics that are shared by all Foehn infantry and this is one of them: the advanced suits worn by their troopers are compatible with the nanoids released by the Huntress. After "consuming" an object, these nanoids will be able to repair damages and heal the wounds of Foehn infantry nearby for a short while. Once an enemy infantry is eliminated by Huntress' nanoids, a temporary nanocloud is created in which all of your troops will be healed/repaired with the salvaged materials. Foehn units can receive many benefits from active battles and this is one of the most important ones.
In desperate times, a Huntress can direct her nanoids at friendly infantry to achieve similar results. This is extremely questionable however when the amount of troops at Foehn's command are so limited.
While the Huntress has no anti-unit weapons, she can use her nanoids to take out the pilots of enemy tanks at close ranges and take control of said vehicle in a similar fashion to the Hijackers. Once a hijacked vehicle is destroyed, there's a high chance she'll survive and be able to steal another vehicle.
Image may be NSFW. Clik here to view. Foehn Clairvoyant by Starkku
The Clairvoyant is the Foehn's infiltration unit. It does not disguise, however it is much cheaper than an ordinary spy and has the ability to traverse through water. With the use of Spinblades its speed can be vastly boosted, which is useful especially during the infiltration attempts. The low price changes the way Foehn acquires enemy tech. Waves of drones are used to swarm important enemy buildings. Due to its mechanical construction, Dogs and Spooks are unable to deal damage to it.
Additionally, the Clairvoyants will be able to react to disguised spies and stealth units which belong to the enemy. They have a short range immobilizer which will stun enemy spies and keep them in place for as long as a Clairvoyant keeps firing at it, making it a clear target for you to eliminate. Inside a Jackal Racer the Clairvoyant receives a large range boost.
But!
This is not all there is to it! If you use this building's special power on any of the infantry above, you'll be able to control MOre. This is the Nanofiber Loom, a crucial building in the Foehn tech tree.
Image may be NSFW. Clik here to view. Foehn Nanofiber Loom by IvanXYZ & Nooze
Once a Nanofiber Loom is placed on the battlefield it will begin preparing the Nanofiber Sync support power, which can transform Foehn infantry and give them new abilities. With the infusion of nanofibers from the Loom, weapons and even entire powersuits of Foehn troops will be heavily modified, providing the commanders with additional strategic choices during the battle.
As a support power that needs to recharge, costs plenty and has a limited radius (although it can be fired anywhere on the battlefield), the Nanofiber Sync is a powerful tool which puts an emphasis on decision making as the new weapons you can achieve with this power are very effective but limited in numbers. Quite often the transformation into the alternate forms also sacrifices a feature that the normal version of the trooper has. Here are the second forms of the soldiers presented earlier.
Image may be NSFW. Clik here to view. Knightframe turns into Foehn Kingsframe by Starkku
Once a Knightframe armor is infused with the additional nanofibers it becomes the Kingsframe. While no longer able to target aircraft or garrison buildings due to the sheer size, the Kingsframe obtains an imploder cannon which deals great damage to enemy structure and infantry in a small radius. Enough Kingsframes will level any base quickly and with little resistance. The nanofibers make the exoskeleton even more durable, making it immune to crushing by any object, including the omnicrushers.
Image may be NSFW. Clik here to view. Lancer turns into Foehn Railguneer by Starkku
The Lancer's weakness is its short range, but its advantages include high speed and decent effectiveness against enemy structures in the early game. However, to counter the longer range anti-infantry units a personal plasma railgun has been designed, similar to the ones used by the Mastodon but with a significant firepower decrease to reduce the time required to charge the weapon. After using the Nanofiber Sync on Lancers, a Railguneer is created. This soldier trades speed for the heavier railgun with a long range and an additional armor around its cybernetic body. In a similar fashion to the Kingsframe, this power suit becomes immune to omnicrush and can no longer garrison structures.
Image may be NSFW. Clik here to view. Huntress turns into Foehn Deviatress by Starkku
While the Irritator is not available to all Foehn subfactions, the weapon casually referred to by their soldiers as the "confusion ray" can be accessed by each one of them through the use of Nanofiber Sync on the Huntress. The Deviatress' sole purpose is to bring enemy forces into disarray with the use of her long range device. Her emitter does not have a spread similar to the Irritator, she can only target one object at a time but compensates for it with an accuracy so good she's able to affect flying units. With an altered purpose, the Deviatress is not able to hijack enemy units.
Image may be NSFW. Clik here to view. Clairvoyant turns into Foehn Duplicant by Starkku
Sacrificing its infiltration and amphibious capabilities and the ability to increase its speed with the Windspin, the Clairvoyant turns into the Duplicant - a killer device which stalks its prey and devours it whole at the most unexpected moment. The artificial intelligence inside a Clairvoyant is completely repurposed after the Nanofiber Sync to control nanoids in its body in a similar way the Huntress controls hers to disintegrate the enemy infantry. However, instead of reusing the acquired materials to heal and repair the damaged troops, the Duplicant will try to use all of them to create additional copies of itself. The process takes a short while, enough for enemy soldiers to try and fall back if any of them fall victim to the Duplicant's "devouring" process.
..oh, and there's also the obligatory Engineer, but he doesn't get any special powers yet.
Sorry, little Engineer!
Image may be NSFW. Clik here to view. Foehn Engineer
This news post does not reveal all of Foehn's infantry of course. There is still Tier 3 and heroes to come.
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We've recently finished the Cooperative Playthrough, which means we can entirely focus on new content from now on. There's been a major update to the Soviet Co-Op mission Ego Ergo Hax with Yunru. Here's what it looks like now.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
"Yuri has invaded Hollywood by using his mind control technology. He has begun to use the media to spread subliminal propaganda. Here is a sample, with the subliminal mind control properties filtered out".
That's right, for the 6th time in a row we are now in the TOP 100 of the annual ModDB Mod of the Year Awards thanks to your votes and support. As usual, getting into the TOP 100 means that we are up for the 2nd round of voting to rise up in the ranks even higher, which is why Yuri commands you we ask you to vote for Mental Omega once MOre! As you know we spend our free time to develop this mod further and all we ask for is your further support in this annual competition, for which we are eternally thankful. Follow this link and click the 'Vote' button to the left of our logo.
To show you our gratitude, we are going to show you some brand new stuff we've been working on. A Mental Omega News Bulletin, in the very classic format.
Are you new to Mental Omega? Haven't been here since the previous release? With the growing attention we're getting, let's get you up to speed. We are adding a 4th side to Red Alert 2 as we want you to control more. If you're familiar with it already, you can skip this video and just get to the part where we actually reveal new units.
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This is it, I will finally post new unit pictures! I think we haven't used this format for two years now.
Image may be NSFW. Clik here to view. Mobile Construction Vehicle
Image may be NSFW. Clik here to view. Last Bastion's Mastodon(Watch video)
Image may be NSFW. Clik here to view. Last Bastion's Sweeper(Watch video)
Image may be NSFW. Clik here to view. Teratorn (See previous video)
Image may be NSFW. Clik here to view. Haihead's Irritator
The MCV needs no introduction, right? The Mastodon is Last Bastion's T3 "monster tank", equipped with cutting-edge technology to the maximum, its main purpose is to destroy enemy armored vehicles at great ranges and on a large scale. Its plasma railgun has an area of effect and deals lots of damage, however before the attack can happen, the weapon needs to charge up.
The Teratorn is a Tier 1 anti-aircraft vehicle which locks on to enemy aircraft before firing a powerful missile, stronger than most Tier 1 anti-aircraft vehicles, however easier to outmaneuver, especially by faster aircraft. It has no means of attacking ground units.
The Sweeper is a unit unique to the Last Bastion. It is a hover drone vehicle enhanced with the windspin engine which allows it to acquire large speed boosts when near a Spinblade, a special structure deployed via a support power anywhere on the battlefield. The Spinblade can boost many of Side 4's vehicles as well as some infantry units, so strategic deployment of this structure is necessary. When Sweeper is deployed, it becomes cloaked and ready to fire a volley of anti-unit missiles at an unsuspecting enemy. It does not reveal its position when firing, but a careful enemy should have no problems locating it if they notice the source of the missile barrage.
The Irritator is Haihead's special unit designed to throw enemy forces into disarray with an experimental ray mounted on its back. When deployed, the Irritator changes its weapon mode and prepares to fire a flare which will make enemy units easier to target and take more damage.
Image may be NSFW. Clik here to view. Soviet Iron Dragon(Watch video)
Image may be NSFW. Clik here to view. Soviet Grumble
The Iron Dragon returns as a new stolen tech unit which the Soviets can acquire after infiltrating one of Side 4's special technology structures. Its weapon has been enhanced and so the unstable particle field will now heavily damage all units which cross it while it lasts. With an Iron Dragon in their arsenal, the Soviets will find it easier to eliminate the heavy ground units of Side 4.
The Grumble is an advanced anti-aircraft vehicle with a very long range, which becomes active after deploying its launchers on the ground. This unit cannot fire on the move, however when deployed it will essentially create an impassable barricade for most light aircraft and will have no difficulties taking down the heavier ones as well.
Image may be NSFW. Clik here to view. The new stolen technology roster: 14 units to go.
Mastodon by Bu7loos, Teratorn by Moder.U, Sweeper, MCV & Irritator by mevitar. The textures for Side 4 vehicles are all normalized and finished by mevitar. The voxels for Grumble and Iron Dragon were created by azri_apoc, the deployed form of Grumble by Nooze.
Starting in January we will begin updating the website and reveal each unit in detail with more descriptions on the Factions page. Nothing too spoilerific though, the nature of this Side 4 should remain concealed until you discover it for yourself!
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Image may be NSFW. Clik here to view. Map Preview #46: (2) Chitzkoi's Iron Cages (new-urban; standard map pool) by Toveena Map Preview #47: (4) Straitification (snow; standard map pool) by Toveena Map Preview #48: (7) Diamond Is Unbreakable (urban; "Stronghold" map pool) by Toveena
The Fortress game mode is now called Stronghold in case I haven't mentioned it before. It feels like it's been quite a while since we've last shown any new maps but we have been constantly making and adding new ones to the Mental Omega pool, especially Toveena has been busy with those. I think right now we have about 450 maps in all modes to choose from in the latest internal build. I wonder how many the final release will have..
Anyway, Chitzkoi is finally getting his own map in the form of "(2) Chitzkoi's Iron Cages". The iron cages are there, I swear. Both of the dueling players' bases are below the standard ground level in this map so it will be quite a dangerous situation if you get surrounded with artillery, especially since the concrete cliffs might block some of the projectiles of your units.
"(4) Straitification" is quite a standard 4-player map with a happy face, or several. Make sure the battle is decided before the main resources run out. As for the big one, it is a map of which two versions exist. The one in this picture, "(7) Diamond Is Unbreakable" is a 'Stronghold' version of the map on which the player in the middle has to defend against the other 6. He gets quite a boost to his fortress base with the preplaced structures and defenses. The other version is for 6 players and is available in the standard map pool as "(6) Crazy Diamond". Did you understand that reference? Good.
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In other news, we are currently playtesting cooperative missions from Act One to check if everything is still working fine and whether there are things we could improve. While the Act One Playthrough has been finished, we are now recording our struggle through the coop maps in the meantime. Forget the part that said Red Alert 3 introduced coops to C&C, Red Alert 2 did and we made it even better.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors. Single contributions are welcome.
It's the last News Bulletin of 2015! First of all, we want to wish you all the best for the next year, including a new release of Mental Omega (as soon as we are done with Act Two, Side 4, stolen tech and several other tiny little things that still need a bit of work but will definitely result in something cool). May 2016.. be also the year when Command & Conquer returns, hopefully.
The ModDB Mod of the Year 2015 Awardsare over now and thanks to your huge support in this year's competition our mod has achieved the best results in its entire history! While we've been hitting the TOP100 for the last 6 years, this time we were able to reach much higher in the overall competition and we couldn't do this without you, the fans.
To celebrate we are revealing the return of a familiar unit, but in a completely different form.
Image may be NSFW. Clik here to view.
Image may be NSFW. Clik here to view. The new stolen technology roster: 13 units to go.
If you've been with us since the times of Mental Omega 2.0, you might remember that the Chrono Prison used to be a part of Mental Omega and for 3.0 it was remade as the Charon Tank - the unit which can instantly warp away any enemy infantry or tank but has quite a long reload time. This new Chrono Prison is a completely different unit and it makes use of Aresabductor logic, in a similar fashion to the Drakuv.
When the Allies acquire additional technology from Yuri's laboratories they are able to build the new Chrono Prison, a unit capable of abducting enemy vehicles into its "personal warp space", where time flows differently and there's enough of it to brainwash the pilots of the vehicle, efficiently turning the unit to your side the moment it exits the Prison. Once a unit becomes trapped by the Chrono Prison, there's no turning it back, however this method will not work on units that are too large for it to steal.
But that's not all! If you've been following our Facebook or ModDB profile you might have seen the videos which show the following Side 4 units in action.
Image may be NSFW. Clik here to view. Haihead's Megalodon
Image may be NSFW. Clik here to view. Wings of Coronia Pteranodon
Image may be NSFW. Clik here to view. Jackal Racer
Megalodon, Pteranodon and the already familiar Mastodon are, as they are called among the Mental Omega players, "Tier 3 monster tanks", the equivalents of units like Abrams, Catastrophe or Colossus, however in the case of Wings of Coronia's unique unit the term "monster tank" should be expanded to.. "flying monster tank" as it is indeed the only flying equivalent of this particular technology tree slot. While the Megalodon is not a tank per se either, it at least keeps its feet firmly on the ground.
Haihead'sMegalodon is a close-combat mech which uses its energy blade to quickly slice through enemy infantry and vehicles alike, it doesn't have a problem taking enemy buildings down either. However, its lack of range and moderate armor might require you to get rid of enemy defenses and long-range weaponry first. Another solution is to use a special support power called Megaarena which enhances the Megalodons with a special energy shield, unleashing the the units' AI's full potential, making it faster, more evasive, and even more relentless in combat.
The shield itself will instantly vaporize most enemy infantry it comes in contact with, turning it into an incredibly powerful, but still limited anti-infantry weapon. Keep in mind that in order to keep the Megaarena active, a Megaarena Projector must be placed on the battlefield first. If this special building is destroyed, it will not be possible to increase Megalodon's effectiveness with the support power. Your enemies will definitely try to take it down as soon as it is deployed, so be careful where you place it as it is not cheap.
The Pteranodon, which exclusively belongs to the Wings of Coronia, is a dedicated anti-armor aircraft that uses a weapon with a large area-of-effect. While it has no anti-aircraft weapons of its own, it can fire on the move and with its speed it can escape from most anti-aircraft projectiles when in peril.
The Jackal Racer is a Tier 1 anti-infantry unit available for all of Side 4's subfactions. It is capable of moving over water but can also be sped up using the Spinblade in a similar fashion to Sweepers and Clairvoyants. The Jackal has two slots for passengers, however most of Side 4 infantry takes 2 slots anyway (the exceptions being Engineers and Clairvoyants for example) so in the end it is capable of transporting one soldier in most scenarios. The sonic wave that the Jackal emits will damage anything in its way, which combined with this unit's fire-on-the-move ability and the fact that passengers can fire from inside make it a powerful early game weapon and an important asset in this army. However, it is quite costly when compared to other faction's Tier 1 vehicles.
Megalodon by Holy_Master of Reign of Steel mod. Pteranodon and Jackal Racer by Bu7loos.
We'll see you in 2016!
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While we are uploading new playthrough videos on a much faster pace than these news appear, I thought I'd embed them in order in the upcoming news in case somebody misses an update. Here is Soviet Co-Op "Burned Alive". Subscribe to our channel if you want to be notified when a new video shows up.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
Right now we're in need of additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are welcome.
Silent but not inactive, we've been working on new features for the mod and have begun integration with the current version of CnCNet. More news on that later though, as today we'll dive into the latest additions to the arsenal in Mental Omega, including new Foehn equipment. I post more frequently on Twitter so follow me if you want to stay posted.
Oh, did you miss it? The new side's name is The Foehn Revolt. Why? You'll learn in the campaign.
You might already know World Beyond if you searched for the full version of the music we used in the Side 4 Reveal Trailer, The Remnant. Vladimir Kuznetsov returns with yet another great piece of soundtrack, a tribute to the Command & Conquer: Red Alert series - The Last Line of Defence. This song will also appear as a part of Mental Omega's Foehn Soundtrack, who, just like the three original sides of the conflict, have their unique soundtracks in our mod. More songs will be revealed in time. Give other World Beyond tracks a listen in the meantime.
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New stolen technology units. We have them.
Image may be NSFW. Clik here to view. The new stolen technology roster: 11 units to go.
"After losing the blueprints and prototypes of the Future Tank X-0 during the Okawa Falls incident, Kanegawa Industries continued their work on a fully automated battle tank in several locations around Japan which had not yet been stormed by the Chinese forces. However, even the remaining facilities were eventually forced to shut down, as the Soviets won the war and China took control of the remaining Seismic Stabilizers in the country. KI executives decided to cease mass production of the X-1 prototype and destroy all data related to the vehicle when they realized that the Pacific Front would not be able to defend their facilities, some of their generals even surrendering to the invaders.
It wasn't until many years later that the Future Tank Project was resurrected by the people who reactivated some of the now long forgotten Kanegawa Industries research facilities in Japan and completed the X-2 prototype using their advanced technology."
Image may be NSFW. Clik here to view. Allied Future Tank X-2 by ONE X
The new Future Tank X-2 is a slower but better armored version of the experimental fully automatic tank designed to destroy enemy battalions and resist mind control. Equipped with several advanced weapons, the tank is capable of dealing lots of damage to enemy vehicles be it a single target or multiple objects in an area. In-game, the new Future Tank is a vehicle the Allies can build after infiltrating one of Foehn's technology buildings and matches their firepower and heavy armor in combat.
Future Tank X-0 will no longer be available in skirmish, but will remain as mission unit.
Image may be NSFW. Clik here to view. Allied Chrono Prisonby cyanideT
Previously mentioned, but not presented, the Chrono Prison allows the Allies to combine their chrono technology with Yuri's mind control in order to create a vehicle which can capture and chronoshift enemy units at great ranges. If the unit is immune to the tricks of mind control, it'll simply be trapped inside the vehicle.
Image may be NSFW. Clik here to view. Foehn Phantasm MLRSby Moder.U
To Foehn, the Mirage is one of the technologies lost in the chaos that unfolded during the Battle for Antarctica. Upon finding an Allied Tech Center, chances are that the Clairvoyants will be able to recover this technology. Once that happens, the Phantasm MLRS can be built, a vehicle that fires a volley of powerful projectiles at enemy vehicles and aircraft alike. The Phantasm's other advantage over the Mirage Tank is that it can fire on the move thanks to its rotating turret.
To stray from the Stolen Tech additions, let's focus on the main arsenal additions. First, a familiar one.
Image may be NSFW. Clik here to view. Allied Cryowhirlybird Cryocopter by ONE X
It should be noted first that with the introduction of this unit the role of Hummingbird has slightly changed. The high-tech jet available after constructing a Warpshop will now use its time manipulation devices to decrease the firepower and speed of enemy units in an area by 50% for a moderate while with a single instant strike. The Hummingbird is now also without a doubt the fastest aircraft to rely on air pads in the game.
While Red Alert 3 had its faults, I thought the introduction of the Cryocopter to the roster was an excellent idea and it remains one of my favorites. With all the new features that Ares adds it's become possible to somewhat emulate the freezing effect of the original Cryocopter from Red Alert 3. The longer its freezing beam fires the lower an object's armor and speed is until it freezes completely, making it immobile, unable to fire and also very, very fragile to attacks. Shrink ray not included, sorry.
Image may be NSFW. Clik here to view. Epsilon Dybbuk-Evolver by Azri_Apoc
The Dybbuk-Evolver is the third type of the Dybbuk series in Yuri's Epsilon arsenal (the first being Gehenna's Interceptor and the other Attacker available from the Epsilon Aerodome). It is available to the Proselytes after both the Aerodome and a Cloning Vats has been constructed. The Evolver carries a payload with an experimental substance which will rapidly mutate dying soldiers into loyal Brutes, similar to Rahn's weapon, although at a smaller rate. The gas will also deal decent damage to vehicles and buildings alike, but its primary function is to eliminate large groups of enemy infantry. The Evolver is a bomber; it will not be able to out-range enemy anti-aircraft weapons so extreme caution is advised when relocating the unit, especially considering its high price and late game availability.
Image may be NSFW. Clik here to view. Chinese Armadillo by ONE X
Due to the lack of an artillery unit that can be mass produced, the Chinese get an additional fist to punch enemy defenses with - the Armadillo. This unit is a bigger and tougher version of the iconic Borillo, with literally double the firepower and additional space inside vehicle for more troops to suddenly deploy at the enemy gates.
Let's move on to the Foehn Revolt.
Image may be NSFW. Clik here to view. Foehn Windbelt by Bu7loos
Foehn's power plant is not an ordinary one. First of all, it is the smallest energy generator and also pulls double duty as the side's wall. When two Windbelt posts are placed in a line, they are connected with nanofiber cords that enhance their cooperation during energy production. Windbelt is a wind-based power plant that generates 100 units on its own, while each 'length' of its cord allows for a bonus 10 units, meaning that the longer the Windbelt connection, the more power is generated. The barrier created by two Windbelt posts can only be shut down with EMP/hacking weapons and will not go down if a Foehn base is low on power.
Another one of the Windbelt's unique features is that it can relocate in case you want to adjust your wall placement or want to barricade a different location. The Windbelt can relocate by switching into a mobile mode, during which it floats and can also travel over water. If a Spinblade is nearby, the Windbelt's speed is increased when in mobile form. The Windbelt has its drawbacks too: just like any other power plant it can be infiltrated by spies, which means that a smart base layout is needed to protect them from the spies due to its function as the side's wall. There are a few additional tricks Foehn can use to prevent spies from infiltrating their small power plants. You'll find that with all the Foehn's objects in their Armory, their base can become quite a maze.
Image may be NSFW. Clik here to view. Wings of Coronia Alanqa Skystation by Moder.U
The Alanqa Skystation is the flying guardian of the Coronia. It is for the most part their dedicated Tier 3 anti-aircraft unit, using high power turbines to manipulate the flow of air nearby. With four of its specially designed generators it can take down enemy aircraft and even the levitating units of Epsilon in a matter of seconds. The Alanqa is not defenseless against ground targets either, this machine can use its engines to create powerful tornadoes which will sweep enemy infantry away with ease and deal solid damage to vehicles. While a single Alanqa is not very effective versus heavily armored military buildings, an entire division of them might be enough to demolish whole bases. However, taking on enemy anti-aircraft units might be a challenge due to the Skystations fragile turbines and light armor.
Image may be NSFW. Clik here to view. Wings of Coronia Harbinger by mevitar (Watch video)
"The Harbinger's legend began during the days when it was just a project in the research facilities of Kanegawa Industries. Before the Chinese attacked, research on particle collision-based weaponry was well underway and the weapon itself was supposed to give the Pacific Front the ultimate advantage over their enemies and perhaps even the ace up their sleeve during the Allied leadership negotiations. After most KI facilities fell into Chinese hands so did the project and laboratories where the tech was being developed. However, due to unforeseen circumstances, the weapon wasn't finished by the Chinese either."
The Harbinger is the Wings of Coronia's powerful flying fortress, using its particle colliders to level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky. The Harbinger can be summoned onto the battlefield to bombard an area through a support power after an expansion for the Cloud Piercer has been built.
Now, as one would expect, Foehn will have its own navy. Here are some of their naval units.
Image may be NSFW. Clik here to view. Foehn Swordfish by Moder.U
The Swordfish is Foehn's basic naval unit, the equivalent of the Destroyer, Typhoon and Piranha. While its basic speed is comparable with that of the Destroyer's, the Swordfish has engines similar to those of the Jackal and Sweeper, which allows it to gain speed boosts when near a Spinblade. Their basic weapon is a high-tech cannon, effective against armored units and buildings. The Swordfish does not deal much damage to infantry which is why it should be supported with other units like Jackal Racers when engaging amphibious troops.
Image may be NSFW. Clik here to view. Foehn Angelshark by Zero18
The Angelshark becomes available when both the Shipyard and a Cyberkernel are constructed. This unit relies on Foehn's confusion technology to cause havoc among the enemy forces. When enemies are struck by the Angelshark's drone in torpedo mode, there's a high chance they will start firing at their own allies. Unlike the discarded chaos gas, confusion weaponry does not increase the rate of fire of affected units. The Angelshark can also deploy its drone in a mine form. The mine will remain in the area for a short time and apply the same confusion effect to all units that come near it.
Image may be NSFW. Clik here to view. Foehn Warturtle Transport by Moder.U
The Warturtle is Foehn's amphibious transport. It has 12 passenger slots which can be used by units and soldiers of various size. The Warturtle's special ability is that it also can make use of Spinblades to increase its speed, making it the fastest amphibious transport in the game. Its normal speed is comparable with the Voyager's and Zubr's.
Image may be NSFW. Clik here to view.
During a "designer's block", Alstar and I kept testing Act One Cooperative missions, recorded them and uploaded them to our YouTube channel as always. After we complete and confirm that all of the missions are still working, I'll be returning to work on fixing and finishing Act Two. I'll also upload some footage, maybe even a complete playthrough of 13th missions.
Here's a Yuri Co-Op: Brain Reset, explaining how the Soviets lost the mind control tech. You can view gameplay from the rest of the co-ops here.
Big thanks to the many people making this project's further evolution a possibility!
Stay tuned for more updates.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome.
First of all, I post more smaller Mental Omega updates frequently on Twitter so follow me if you're interested in that. Now, turn up that Chaotic Impulse by Black Ice 9 and begin reading the new Mental Omega News Bulletin. It's gonna be a long ride.
Image may be NSFW. Clik here to view.
The underusage of fighter jets and bombers in vanilla Red Alert 2 and Yuri's Revenge was something many modders could not leave without changing so over the years you saw many aircraft and airfields created for the Soviets and Yuri in various mods. Mental Omega expands the array of buildable aircraft for all three original sides as well. While the 2013 release did not include the airpads for Soviets and Yuri's side, the next version will. The addition of new jets is not limited to the standard tech trees however, as the Allies will now be able to steal the technology which is required for the construction of the Lionheart Bomber from the Soviets.
Image may be NSFW. Clik here to view. The new stolen technology roster: 10 units to go.
Image may be NSFW. Clik here to view. Allied Lionheart Bomber by ONE X
The Lionheart is designed to destroy large groups of Soviet tank divisions with an experimental payload. The bomb which is dropped from this unit will additionally induce EMP effects to all vehicles that survive, immobilizing them for quite a long time and rendering them vulnerable to enemy attacks. The Lionheart can perform a single strike before it has to go back to the airfield and reload, and thanks to Ares DLLit will take as long to reload this one bomb as it takes a Harrier or Black Eagle to reload both of its projectiles. The weapon is also effective against infantry but will not deal much damage to structures. As is the case with most of the jets, it should avoid anti-aircraft fire as its armor cannot take a lot of punishment.
This is the only mechlunit for today.
We'll now focus on the Foehn Infantry, which is trained at their Barracks.
Image may be NSFW. Clik here to view. Foehn Barracks by Nooze
The Foehn Barracks is one of the most recognizable buildings you'll see in a classic Command & Conquer faction tree: it allows you to train infantry. There is a little twist to these however, as they are larger and more expensive. Advanced technology is required to create the weapons and power suits Foehn troops need in this building, the major part of which is already hidden underground. These Barracks can train and equip powerful solders, which outclass the other basic troops in one-on-one combat. However, the Foehn Revolt is limited in numbers. Their vehicles and troops are expensive to get and it is noticeable from the very start of a battle. There will be no large armies - only specialized strike forces and important decisions to make on how to manage them.
Image may be NSFW. Clik here to view. Foehn Knightframe by ImP_RuLz
The Knightframe is Foehn's basic anti-infantry.. infantry. The large exoskeleton which these troops are equipped with enhances performance and survivability in battle and also helps carry the large next-gen machine gun which can not only mow down enemy soldiers and light vehicles, but target flying objects as well. The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt. The size of the exoskeleton makes it impossible for normal-sized tanks to crush him.
Do not be fooled by the exoskeleton's size - the Knightframe has no issues with adjusting its construction accordingly to the environment it needs to reside in. The Knightframe can garrison various structures just like the G.I., Conscript, or Initiate and fire from within the building. However, it will not be able to fire at aircraft when inside a building.
Image may be NSFW. Clik here to view. Foehn Lancer by IceDragon
The Lancers are soldiers who decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities. These soldiers use cybernetically augmented legs to outrun most of the troopers on the battlefield and keep up with vehicles, which are their primary targets. The Lancers' short range sonic weapons combined with their high durability results in a force to be reckoned with or even outright avoided when anti-infantry weapons are scarce. The sonic projectile will pierce through multiple targets and even rebound from the physical objects to deal additional damage to nearby units before it disperses. A Lancer's body cannot be crushed by ordinary units, which means that taking them head-on might be a mistake. Whatever is left of the Proselytes, the few still in power remember to keep their tanks at a distance when a Lancer team closes in.
Image may be NSFW. Clik here to view. Foehn Huntress by 4SG
The Huntress is the most important member of every solid Foehn infantry strike force. The reason for that is her weapon: her gun is a small high-tech nanoids container, which upon the Huntress' command is opened and the nanoids inside are released towards the target. The nanoids have a very specific mission: to devour any infantry in their way and keep whatever materials could be reused for Foehn's purpose.
There are several characteristics that are shared by all Foehn infantry and this is one of them: the advanced suits worn by their troopers are compatible with the nanoids released by the Huntress. After "consuming" an object, these nanoids will be able to repair damages and heal the wounds of Foehn infantry nearby for a short while. Once an enemy infantry is eliminated by Huntress' nanoids, a temporary nanocloud is created in which all of your troops will be healed/repaired with the salvaged materials. Foehn units can receive many benefits from active battles and this is one of the most important ones.
In desperate times, a Huntress can direct her nanoids at friendly infantry to achieve similar results. This is extremely questionable however when the amount of troops at Foehn's command are so limited.
While the Huntress has no anti-unit weapons, she can use her nanoids to take out the pilots of enemy tanks at close ranges and take control of said vehicle in a similar fashion to the Hijackers. Once a hijacked vehicle is destroyed, there's a high chance she'll survive and be able to steal another vehicle.
Image may be NSFW. Clik here to view. Foehn Clairvoyant by Starkku
The Clairvoyant is the Foehn's infiltration unit. It does not disguise, however it is much cheaper than an ordinary spy and has the ability to traverse through water. With the use of Spinblades its speed can be vastly boosted, which is useful especially during the infiltration attempts. The low price changes the way Foehn acquires enemy tech. Waves of drones are used to swarm important enemy buildings. Due to its mechanical construction, Dogs and Spooks are unable to deal damage to it.
Additionally, the Clairvoyants will be able to react to disguised spies and stealth units which belong to the enemy. They have a short range immobilizer which will stun enemy spies and keep them in place for as long as a Clairvoyant keeps firing at it, making it a clear target for you to eliminate. Inside a Jackal Racer the Clairvoyant receives a large range boost.
But!
This is not all there is to it! If you use this building's special power on any of the infantry above, you'll be able to control MOre. This is the Nanofiber Loom, a crucial building in the Foehn tech tree.
Image may be NSFW. Clik here to view. Foehn Nanofiber Loom by IvanXYZ & Nooze
Once a Nanofiber Loom is placed on the battlefield it will begin preparing the Nanofiber Sync support power, which can transform Foehn infantry and give them new abilities. With the infusion of nanofibers from the Loom, weapons and even entire powersuits of Foehn troops will be heavily modified, providing the commanders with additional strategic choices during the battle.
As a support power that needs to recharge, costs plenty and has a limited radius (although it can be fired anywhere on the battlefield), the Nanofiber Sync is a powerful tool which puts an emphasis on decision making as the new weapons you can achieve with this power are very effective but limited in numbers. Quite often the transformation into the alternate forms also sacrifices a feature that the normal version of the trooper has. Here are the second forms of the soldiers presented earlier.
Image may be NSFW. Clik here to view. Knightframe turns into Foehn Kingsframe by Starkku
Once a Knightframe armor is infused with the additional nanofibers it becomes the Kingsframe. While no longer able to target aircraft or garrison buildings due to the sheer size, the Kingsframe obtains an imploder cannon which deals great damage to enemy structure and infantry in a small radius. Enough Kingsframes will level any base quickly and with little resistance. The nanofibers make the exoskeleton even more durable, making it immune to crushing by any object, including the omnicrushers.
Image may be NSFW. Clik here to view. Lancer turns into Foehn Railguneer by Starkku
The Lancer's weakness is its short range, but its advantages include high speed and decent effectiveness against enemy structures in the early game. However, to counter the longer range anti-infantry units a personal plasma railgun has been designed, similar to the ones used by the Mastodon but with a significant firepower decrease to reduce the time required to charge the weapon. After using the Nanofiber Sync on Lancers, a Railguneer is created. This soldier trades speed for the heavier railgun with a long range and an additional armor around its cybernetic body. In a similar fashion to the Kingsframe, this power suit becomes immune to omnicrush and can no longer garrison structures.
Image may be NSFW. Clik here to view. Huntress turns into Foehn Deviatress by Starkku
While the Irritator is not available to all Foehn subfactions, the weapon casually referred to by their soldiers as the "confusion ray" can be accessed by each one of them through the use of Nanofiber Sync on the Huntress. The Deviatress' sole purpose is to bring enemy forces into disarray with the use of her long range device. Her emitter does not have a spread similar to the Irritator, she can only target one object at a time but compensates for it with an accuracy so good she's able to affect flying units. With an altered purpose, the Deviatress is not able to hijack enemy units.
Image may be NSFW. Clik here to view. Clairvoyant turns into Foehn Duplicant by Starkku
Sacrificing its infiltration and amphibious capabilities and the ability to increase its speed with the Windspin, the Clairvoyant turns into the Duplicant - a killer device which stalks its prey and devours it whole at the most unexpected moment. The artificial intelligence inside a Clairvoyant is completely repurposed after the Nanofiber Sync to control nanoids in its body in a similar way the Huntress controls hers to disintegrate the enemy infantry. However, instead of reusing the acquired materials to heal and repair the damaged troops, the Duplicant will try to use all of them to create additional copies of itself. The process takes a short while, enough for enemy soldiers to try and fall back if any of them fall victim to the Duplicant's "devouring" process.
..oh, and there's also the obligatory Engineer, but he doesn't get any special powers yet.
Sorry, little Engineer!
Image may be NSFW. Clik here to view. Foehn Engineer
This news post does not reveal all of Foehn's infantry of course. There is still Tier 3 and heroes to come.
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We've recently finished the Cooperative Playthrough, which means we can entirely focus on new content from now on. There's been a major update to the Soviet Co-Op mission Ego Ergo Hax with Yunru. Here's what it looks like now.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
This time we're keeping it short and sweet while we finish up details on the vanilla sides and almost approach the end of designing first batch of Foehn features.
I've recorded several videos recently, one promo which features all of Mental Omega Superweapons and three AI-only skirmish matches which involved all of the vanilla sides' subfactions in Mental Omega. Thanks to recent developments it is possible for me to become an observer of an AI-only game and with proper Mental AI Boosts an absolute mayhem has taken place. AI-only skirmishes are completely different than human ones, they're highly explosive and full of units and constant action, at least as soon as the War Factories are placed.
All Yuri's Epsilon subfactions & Confederation on '(4) Eternal Alliance'
All Soviet subfactions & Euro Alliance on '(4) Double Patrol'
All Allied subfactions on '(3) Mystery Town'
There are some new features, changes and details we haven't shown before in these videos. What needs to be addressed first, is that the economy booster buildings in Mental Omega (Ore Purifier, Industrial Plant and Cloning Vats) all function as a single Oil Derrick, which is a thing that was introduced back in the 2013 release. The only difference now is that thanks to Ares DLL the money those buildings provide is visually presented in the form of small animation. Foehn's economy booster building will have its unique function but also act as a single Oil Derrick as well. Side-specific updates include the following:
THE ALLIED NATIONS
The Allied subfactions receive a unique Tier 3 infantry each. USA gets the Riot Trooper, Euro Alliance gets its Sniper back in skirmish and Pacific Front receives a redesigned Suppressor with new looks by Holy_Master who uses experimental chrono technology to reverse the damage of enemy units.
The Allied Cryocopter in action with its abilities to freeze and immobilize moving objects while also heavily decreasing the durability of any object under its influence. This freezing effect is not instant, it requires time to fully take effect and the size of its visual changes depending on the size of the target.
The Allied Hummingbird requires an Experimental Warpshop to be built and unlike Cryocopter, its effects are quick and instant. It is the fastest jet in the game and its time warp weapon, which halves both speed and firepower will affect all targets in a selected area, instead of a single object. It does not work against buildings though.
The Euro Alliance Coordnode, mentioned before, replaces the old Comet Fence and will increase firepower of defenses nearby by 10%.
The Pacific Front gets a new support power called Hunter-Seeker which essentially works like the GDI one in Tiberian Sun. If you construct 5 Robot Ops Control Centers, you can fire 5 Hunter Seekers at once for the same price. It is the maximum amount of H-S drones that you can release.
The Black Widow support power, available from the Tech Center, will release an unmanned stealth aircraft which will send jamming signals that decrease the effectiveness of enemy defenses and disrupts the signal of anti-aircraft defenses, making your aircraft nearby resist more damage, as shown by the small green circles around them. With a very strong armor, the Black Widow will also be able to tank in plenty of anti-aircraft fire before it is redirected at your other aircraft.
The Robot Tank will now use lasers against its targets, making it an early anti-infantry weapon on par with Terror Drones and Stingers.
New design for the Pacific Front's basic tank Kappa. Its strength & speed stats have been "swapped", it is now lighter but just as fast as the Robot Tanks and Tsurugis.
The redesigned USA Basswave becomes a Red Alert 3-styled Athena Cannon which connects to the Mercury Satellite to coordinate powerful orbital laser strikes with a short pre-delay. When a Mercury Strike support power is used nearby your Athena Cannons, it becomes easier to recalibrate the orbital weapon, which increases the unit's firepower for a short period of time.
As a sidenote, the Battle Fortress, being a unit of Pacific Front will lose its scottish accent.
THE SOVIET UNION
All Soviet subfactions receive a Tier 3 jet which can release smoke screen over its enemies, called the Dustdevil. The smoke screen will decrease the enemy accuracy, which will result in less damage being dealt to your units. The Latin Confederation still keeps its unique Smoke Bombs support power, the duration of which is much longer.
The Latin Confederation's new Fury Drone can be deployed to dig into the ground and become unseen to the enemies. When an enemy approaches, it will launch itself at it and explode violently, dealing plenty of damage to the target and anything nearby. It does not replace the Terror Drone.
The Latin Confederation also receives the Arsonist, which is a Tier 3 infiltrator who can set enemy buildings on fire and disguise as the enemy soldiers.
The Fury Drone and the Arsonist replace Latin Confederation's unique Drakuv and Hijacker. The Hijacker is no longer a Soviet unit, while the Drakuv becomes available to all Soviet subfactions. It is accessible through a support power that can only be accessed when both Field Bureau and a lab has been built.
Updated Drakuv Prison Vehicle can abduct enemy troops which have been wounded in battle and escort them to the Field Bureau. If the player sends them to the Field Bureau, he will get the ability to train the imprisoned soldier type. However, if a Spy infiltrates the Field Bureau, access to that technology will be lost.
The Saboteur's radiation field created upon his explosion has been removed to reduce its effectiveness in killing Dogs & Spooks.
China receives a new support power called the Wallbuster, which is an earthquake-generating missile fired from their unique laboratory, the Atomheart. The Wallbuster is extremely effective against enemy defenses and will destroy any walls it touches.
All Soviet subfactions receive the Iron Guard which is a small Iron Curtain that turns all vehicles nearby invulnerable with short delays where these units are suspectible to damage. Only two of these can be built at once, after you construct the Iron Curtain itself.
THE EPSILON ARMY
The Epsilon Dog is replaced with the Spook, a terrifying creature which.. does everything a man's best friend can do.
The Epsilon Aerodome gives access to two jets, one of them being the Dybbuk-Attacker, which can continuously fire its A.R.O. projectiles at ground targets, however no longer without an ammo limit. It is a very fast jet which is effective against enemy armor. The other one, is a high tech Dybbuk-Evolver available after a Cloning Vats is built. It drops a series of bombs filled with gas, the particles of which trigger a mutation reaction on the soldiers killed in battle. It is also relatively effective against all other targets.
With the chaos gas tech for Epsilon no more, the Weaver has been repurposed into the Bloatick, which is a walking poisonous bomb, quite effective against all sorts of targets, especially in large groups. The Scorpion Cell's Molebomb support power has been replaced with the Bloatick Trap which deploys several of those anywhere on the battlefield.
A new support power for the PsiCorps, the Magnetic Beam is a weapon fired from.. the sky, I guess, which will trap and slow down all metallic units. It is active for a short period of time and can be moved around the battlefield just like any other unit, in a similar fashion to C&C Generals Particle Cannon.
Virus is no longer a stolen tech unit and is available to all Epsilon subfactions after they construct the Cloning Vats.
The Stalker loses its immobilizer weapon. It is replaced with a special projectile that upon firing at enemy infantry, will heal your troops around that specific soldier, which is especially effective when Brutes, Bloaticks or any other short range infantry is involved in the battle. The infantry immobilizer tech became a Foehn weapon.
The Invaders can now shut down the power plants again, however they will only be able to shut down a single power instead of the entire base power grid. Nuclear Reactor users beware!
Not exactly shown in these videos I think, Headquarters receive a new Tier 3 stealth mine, the Genomine which releases the mutating gas upon exploding.
Headquarters also receive a mobile stealth generator in the form of the Hazequad. Just like the Chimera Core, it can only turn units & infantry invisible.
The Rage Inductor support superweapon has been modified and will no longer kill your infantry. Instead, it will heal them rapidly and will work on a larger area.
Please keep in mind that, as usual, everything is a subject to change.
And here's the aforementioned Superweapons video, which includes Foehn's Blasticade and the Great Tempest. Nanofiber Sync and Harbinger are not superweapons, but they're shown here as well.
Image may be NSFW. Clik here to view.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors. Single contributions are also welcome and will speed up the development of the mod.
This is mostly a quick heads up about all the recent more or less stealth updates on MentalOmega.com.
I have updated the information pages about the Structures, Infantry, Units & Tech Trees of the three original sides. This information now matches the state of the mod that it is currently in and will most likely be released as in the upcoming months. The Allied/Soviet/Epsilon Info pages that open the Factions information will be updated last as they'll contain lore and updated storyline details for each of the subfactions. The Foehn pages will be up shortly before the release so that the surprise is not (entirely) spoiled, and the new Stolen Tech page will appear last. There will also be a new trailer before that happens, in which you'll be able to see the Foehn subfactions in their full glory, including their bases with all their structures.
Quite an important update to these pages is the one made on the Tech Tree pages. You can now click on the icons to go directly to the object's/support power's profile.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
So what are we doing these days? We are mostly testing. I know this is taking time but there's only a few of us and we're making the mod in our free time. If we were Westwood in their prime, we'd do this all in half a year probably but we're not. We're just modders.
We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us get the next version of Mental Omega, which has now been labeled 3.3, to work with CnCNet5 and make use of other various advantages that this client provides. If you're not familiar with DTA, you should check this video to see what it's all about. We're also testing new and old missions, skirmish for bugs and crashes and of course doing some balancing since an entirely new side is now involved.
Speaking of the 4th side, the Foehn Revolt, I've prepared this short video which reveals the recent additions to the unit roster of Mental Omega in more detail.
Mental Omega 3.3 - New Units Showcase #1
The music for this preview has kindly been provided to us by World Beyond whose music will comprise the soundtrack of the Foehn Revolt. Go and check his entire catalogue, it's great.
Image may be NSFW. Clik here to view.
As I have tweeted quite recently, we've finished creating and voicing the units for the Foehn Revolt and there will be about 50 of them in its first release. After that, if we get some good ideas for new ones we will expand their tech tree accordingly. The only thing that will not expand is the stolen tech roster once it hits 16 units. And speaking of stolen tech..
Image may be NSFW. Clik here to view. The new stolen technology roster: 8 units to go.
Two additional stolen tech units have been revealed: the Allied Quickshifter and the Epsilon Salamander. The Quickshifter becomes available after the Allies have constructed their War Factory, their technology buildings and also infiltrated an enemy Allied Tech Center. There are traitors on the battlefield after all, right? People have been asking 'how do the Allies get more tech from the Allies', I wouldn't know, but hey, we all know how stolen tech works in this game. It's always a fun way to acquire some special units during a skirmish.
Image may be NSFW. Clik here to view. Allied Quickshifter by ONE X
The Quickshifter is the new chronoshifting tank which uses a missile barrage similar to that of the Aegis Cruiser. Compared to the Chrono Legio nnaire, Quickshifter deals standard damage which is something that might make it even more dangerous than the trooper. Additionally, it can target aircraft and transport a single passenger, effectively making it a chrono transport.
Thanks to Ares DLL though, this passenger is unable to leave as long as the Quickshifter is still warping in. The ridiculous oversight of chrono transports in mods that didn't rely on Ares was that a passenger could leave the chrono transport as soon as it appeared on the target cell, so imagine what was happening when that was combined with a Navy SEAL and his C4. The Quickshifter does not have this issue.
Image may be NSFW. Clik here to view. Epsilon Salamander by Azri_Apoc
The Salamander is essentially the next generation Basilisk which was possible to be built thanks to some of Foehn's advanced technology. When an Epsilon Proselyte manages to infiltrate a Foehn Cloud Piercer with the use of his Infiltrators, he receives access to their confusion ray technology, which Epsilon technicians combine with many, many A.R.O. launchers. This forms an aircraft with incredible firepower and a way to prevent enemy forces from even firing back.
The Salamander can target both ground and air units alike and has two types of confusion rays. The first one will be fired at range, with reach similar to its A.R.O. launchers. The second one will be activated below the aircraft, making all enemy units in an area below target each other instead of the Salamander or any other unit that belongs to you. Salamander is slow and its armor is not that great, however it'll be quite tricky to even damage this unit considering its eclectic weapon combination and quite a large range.
But enough about the stolen tech units, let's take a closer look at the new units of the Foehn Revolt.
Image may be NSFW. Clik here to view. Coronian Draco Tank by ONE X
The Draco is a very unique tank which acts as a basic combat vehicle for the Wings of Coronia subfaction of Foehn. While its basic speed and durability are nothing spectacular, Draco Tank has two special characteristics that make it very effective in battle. First of all, it is equipped with devices similar to those of a Jackal Racer or Sweeper which make it receive high speed boosts whenever they are nearby a Spinblade. Once a Draco has been boosted, it can outrun even the Mantis Tank of the Scorpion Cell, which is said to be one of the fastest main battle tanks in the world.
The other special feature of the Draco is the ability to detach its turret upon destruction and allow it to act as an autonomous aircraft unit. The turret is in fact a small drone which, while it won't be able to withstand too much anti-aircraft fire, might still give the Foehn Commanders the necessary edge to win an armored battle with the enemy tanks. The presence of Draco on the battlefield alone forces the enemies of the Wings of Coronia to not only rely on their tanks but anti-aircraft vehicles as well.
Image may be NSFW. Clik here to view. Haihead Diverbee by ONE X
Do not underestimate this little aircraft judging it by its size - Haihead's Diverbee is an extremely dangerous thing to see on the battlefield on the enemy side. Just like all the other aircraft of Foehn, the Diverbee makes the best of their wind control technology and never has to land on an airstrip. Once it catches on with your ground units, it will launch itself at them from a short distance and violently explode causing lots of damage to all types of armor and infantry as well.
Since Haihead focuses on dealing as much damage to the enemy forces as possible, the Diverbee is no exception. It is a flying bomb capable of destroying the lighter of tanks in just a hit and taking down the heavier ones in a combination of three or four. It is however an expensive unit which requires full technology access on the Haihead's side and can still be shot down with a relatively small amount of anti-aircraft fire.
Image may be NSFW. Clik here to view. Foehn Minermite by Mevitar
Last but not least today comes the Minermite which is Foehn's harvester of choice. Tiny, is the word that describers this miner best: it's small, it's cheap, as it costs only $700 and makes the price of the Foehn Ore Refinery go down to $1300, and as expected, it has small storage for the harvested ore, half of what the Allied Chrono Miner has. However, it is able to achieve high speeds and get additional speed boosts with the use of Spinblade, in a similar fashion the Draco Tank does.
Minermite is also capable of repairing nearby mechanical units just like the Soviet Repair Drone or an IFV/AMC/Tsurugi or Stinger with an Engineer inside. This means that if many Minermites are working in a group, they'll be quick to repair each other if the enemy is trying to destroy these little harvesters. Don't be surprised when it turns out that you'll need to include more units in your early rushes than you expected to take down at least one in a small group of Minermites with.
After updating the Factions info pages for the original sides, I've decided to update the Neutral Structures page wth new additions by Nooze as well. These are the following:
Image may be NSFW. Clik here to view. Tech Nuclear Plant by Nooze
It's a capturable nuclear power plant! What else is there to say? It provides less power than the Soviet Nuclear Reactor, as it's only 1000 units but it also explodes less violently. Considering that being on full power is even more important in the next version, capturing one of these early game might help you perform a quick tech rush. Remember that if you are on low power in the next version, your production speed will fall by 50%.
Image may be NSFW. Clik here to view. Tech Missile Silo by Nooze
This is the updated Tech Missile Silo that grants you access to a powerful Missile Strike.
Image may be NSFW. Clik here to view. Tech Academy by Nooze
This is the first in a series of tech buildings which provide the units or defenses you build with initial veterancy thanks to Ares DLLacademy logic. Tech Academy gives initial veterancy to your infantry.
Image may be NSFW. Clik here to view. Tech Heavy Machinery by Nooze
Tech Heavy Machinery gives initial veterancy to your ground vehicles.
Image may be NSFW. Clik here to view. Tech Aeronautics by Nooze
Tech Aeronautics gives initial veterancy to all of your aircraft, this includes jets, helicopters, blimps, flying saucers, Rocketeers, Hornets on Aircraft Carriers, all of those things.
Image may be NSFW. Clik here to view. Tech Defense Bureau by Nooze
In Mental Omega defensive structures will also become stronger as they kill more units. We don't refer to this as 'veterancy' but simply 'upgrades' instead. With a captured Tech Defense Bureau all the defenses you build will appear with an initial upgrade.
Image may be NSFW. Clik here to view. Tech Military Docks by Nooze
Heavy Machinery doesn't give you veteran ships and neither does infiltration of an enemy factory with a spy. Capturing the Tech Military Docks however do. Note that this building is not placed on water, it is placed very close to it and that's what I recommend for mappers to do in the future.
After all, Engineers cannot swim in Mental Omega.
And that's it for today. Stay tuned for more updates and subscribe to our YouTube channel to get notified about new Unit Showcase videos.
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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
First of all, I'd like to express my sincere thanks to everyone involved in the development of this new version, most notably: AlexB, the current developer of Ares DLL, Nooze, the designer of majority of the new side's visuals, World Beyond, the artist behind new side's soundtrack, Rampastring, the developer of the new client, Mevitar, ONEX, Azri_Apoc, the designers of majority of new mechanical units, Seoras, De'Lante, for voicing so many units added after 3.0 and also Toveena, Alstar, Lovalmidas, Cesare, Sandman, Esther, iForce, Martinoz, Ollerus, Nolt for designing maps, missions, various story and gameplay elements and of course lots and lots of testing. For the full list of credits please visit this section of our website. Thank you, you made it possible to take this project this far!
The new release adds an entirely new faction - the Foehn Revolt - to the previously heavily modified vanilla sides from Command & Conquer Red Alert 2 Yuri's Revenge, which were already divided into 3 subfactions each, the new one being no exception. Haihead, Wings of Coronia and the Last Bastion are the subfactions of Foehn and each comes with its unique units, buildings, support powers and heroes. There are also new additions for the Allies, the Soviets and Yuri's Epsilon, as well as new missions, skirmish maps and game modes.
What's also important is that the new release makes use of Rampastring's client, originally created for Dawn of the Tiberium Age mod, which allows us to do some interesting things. The most important thing this client has given to Mental Omega, is the possibility to use version 5 of CnCNet for multiplayer services. Since the release, there've been many players on our server with the amount of players peaking at around 150 at times. According to Rampastring, there've been 44 000 unique users of the client in a month since the release, which I think is nice for a mod.
The new Mental Omega version arrived with an updated soundtrack, to keep the tradition of giving each of the factions a unique one. The soundtrack for the Foehn Revolt is an album called "Mindshell" created by World Beyond, which is available for download on his Bandcamp page in best quality. You can also listen to it on his YouTube channel.
We are aware there is a group of players who can't start missions at all, this is one of the fixes that will be included in 3.3.1 in a form of an Ares DLL update. Initial 3.3 release did not contain all of Act Two missions, so there's more of those to come for sure. We have several missions more already finished, but they require additional polish and internal tests before they are included in one of the Mental Omega updates. Speaking of those, we've been following your feedback and comments in all places possible and so here's a proposed changelog for the first mod update, for which there is no date just yet. Keep in mind this is not final, discuss it here.
One thing we want to expand for sure and already in patch 3.3.1 is the Challenges mode. These are quite fast and fun to make and it seems like many people are trying their best not to lose those battles. These challenge maps are made with an uncontrolled difficulty mindset, meaning that don't expect a balanced fight getting into those. Remember that you can adjust the difficulty and handicap of challenge maps using standard skirmish settings, and like with everything else, there's three difficulty options and the additional Mental AI toggle, which replaced the Meteor Shower mode in 3.3.
New additions to the arsenals of Mental Omega factions are a possibility but not a priority right now, but if you have suggestions in regards to what you'd like to see next in the mod, let us know.
That's all for now, stay tuned for more announcements!
Image may be NSFW. Clik here to view.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
The time has come to roll out the newest patch for Mental Omega, update 3.3.2, which includes Ares 0.Dp1. Once again AlexB delivers a wide selection of improvements to Red Alert 2 Yuri's Revenge game engine, which allows us to focus on new features and important gameplay tweaks that further enhance our mod. Furthermore, more fixes and tweaks to the Client created by Rampastring have been done in recent weeks, the most important one being changes to which files are compared between players on CnCNet. Just like the last time, you can either use the Mental Omega Client to perform the update or download the files manually and extract them in your Mental Omega folder.
It's also worth mentioning that our website supports two other languages, with language packs for the mod soon to follow: Chinese and Russian.
Image may be NSFW. Clik here to view.
The 3.3.2 update comes with 13 new singleplayer and cooperative missions, further continuing and expanding the story of Mental Omega.
Allied Act Two Mission Paranoia
Allied Act Two Mission Relentless
Soviet Act Two Mission Power Hunger
Soviet Act Two Mission Thread of Dread
Epsilon Act Two Mission Obsidian Sands
Allied Co-Op Mission Hypothermia
Soviet Co-Op Mission Ravages of War
Soviet Co-Op Mission Combustion
Soviet Co-Op Mission Cyberanatomy
Epsilon Co-Op Mission The Cardinal
Epsilon Co-Op Mission Mind Over Matter
Epsilon Co-Op Mission Neuromancers
Epsilon Co-Op Mission Backbitten
The 3.3.2 update also (finally) adds full mission briefings to many of the Act Two missions that are currently available.
In addition to the new story-based maps, 4 new Challenge maps have been added, each with its own unique trait.
Contagion Challenge against the Scorpion Cell
Madness Challenge against the Haihead
Revolution Challenge against all 3 Soviet subfactions
Heavyobject Challenge against the defensive subfactions
Last, but not least, several new skirmish/multiplayer maps have been added. They are as follows:
Additionally, a lot of these new maps include a new tech building: Tech Reinforcement Pad, placed usually somewhere near the center. Capture it to get free unit drops.
Image may be NSFW. Clik here to view.
Image may be NSFW. Clik here to view.
Now let's talk some of the most important gameplay changes, balance tweaks and bugfixes in this patch.
Soviet mission 'Noise Severe' has been moved, along with 'Archetype', to a new section in the mission selection screen called Covert Operations. Any additional missions that are not part of the main story in Act One and Act Two will appear there from now on. Since 'Noise Severe' does not affect the main story in a major way, I've decided to move it and make room for one more Soviet mission between 'Earthrise' and 'Death's Hand', which will be called 'Fatal Impact'.
Stolen techunits now require infiltration of both the advanced technology building (Tech Center, Soviet Lab, Pandora Hub, Cloud Piercer) and the respective side's ConYard.
The mod should now properly default to English to prevent launch errors if Mental Omega files were extracted to a directory with the version of the game in a different language.
Superweapons toggle is no longer permamently set to 'yes' in Challenge mode, except for the 'Superweapons Challenge'.
Mental AI Boost makes the AI even more difficult now.
The CnCNet message that says 'Modified files detected! This person could be cheating!' should be more reliable now, so if you get one in 3.3.2, there's most likely something wrong with someone's Mental Omega setup and they could in fact be cheating with modified files.
Thanks to Ares updates, units can no longer be used to block War Factory or Refinery entrances with the use of ALT key.
Foehn MCV prerequisite has been changed from Nanofiber Loom to the Cloud Piercer.
Haihead AI will now properly use the M.A.D.M.A.N. against you.
EMP Mines, M.A.D. Mines and Genomines are no longer instantly active after their placement, they require a few seconds to become armed.
You can see the complete list of new additions, changes and bugfixes under the following link:
Here are the preview pictures of new and updated objects in the game:
Image may be NSFW. Clik here to view. Tech Reinforcement Pad by Nooze
Image may be NSFW. Clik here to view. Allied Paladin Tank Destroyer (mission unit) by ONEX
Image may be NSFW. Clik here to view. Allied Super Thor (mission unit) by Azri_Apoc & ONEX
Image may be NSFW. Clik here to view. United States Riot Trooper by Trans_C
Image may be NSFW. Clik here to view. Yuri's Statue (mission structure) by Donut_Arnold
Image may be NSFW. Clik here to view. Scorpion Cell Malver by Trans_C
Image may be NSFW. Clik here to view. Send us all the feedback regarding the new update at the usual places.
Image may be NSFW. Clik here to view.
The developer playthrough of Mental Omega campaign continues on our YouTube channel. One of the new missions added to the mod in this update is a remake of a classic Mental Omega 2.0 mission, now known as Paranoia, and it's as difficult as ever! Remember, everything in this jungle is out to hunt your heroes down. The other missions will be uploaded to the channel too, eventually.
That's all for now, stay tuned for more news!
Image may be NSFW. Clik here to view.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors. Single contributions are also welcome and will speed up the development of the mod.
Finally, the newest patch for Mental Omega is here, and it is quite a milestone. The update 3.3.3, which includes Ares 1.0 by AlexB, marks the release, in which the save/load functions have been restored. Yes, you read that right - SAVE/LOAD FUNCTIONS ARE BACK IN MENTAL OMEGA. Additionally, since we've skipped Ares 0.E, we can mention that AlexB has also delivered another selection of improvements to Red Alert 2 Yuri's Revenge game engine. Like always, you can either use the Mental Omega Client to perform the update or download the files manually and extract them to your Mental Omega folder.
It's also worth mentioning again that our website supports two other languages, with language packs for the mod, which have been updated to work with update 3.3.3: Chinese and Russian.
Image may be NSFW. Clik here to view.
So, if you didn't get it the first few times: update 3.3.3 fixes save/load, so if you've been stalling your quest through the Mental Omega campaign, waiting for this feature to come back, now is the time! In addition: a customized version of the FinalAlert2 map editor, which is compatible with Mental Omega 3.3, is included in this update and accessible through the mod's client.
If you are a Windows 10 user and you've been experiencing issues with Mental Omega multiplayer recently, this update should fix those issues for you. If that doesn't happen, let us know. Also, you might want to try the new renderer, DDrawCompat created by Narzoul - it might enhance your game performance, especially if you are using the aforementioned Windows 10.
The 3.3.3 update comes with 11 new singleplayer and cooperative missions, steadily approaching the conclusion to Act Two of Mental Omega. It also marks the release of first 3 missions for the 4th faction, the Foehn Revolt. In the story, they take place after Machinehead.
In addition to the new story-based maps, a new Challenge map has been added, with its own unique trait, and several previously released ones have been heavily revamped.
Heroslayer Challenge against the enemies with a powerful "army of clones"
Last, but not least, numerous new skirmish/multiplayer maps have been added. They are as follows:
'(2) Big Little Lake', '(2) Obsidian Knoll', '(2) Poisonous Milk', '(2) Route Sixty Six', '(3) Medusa', '(3) Don't Cross the Streams', '(4) Extra Small', '(4) BizarroGrid', '(4) Ivory Wastes', '(4) Mentalopolis', '(4) Not Without A Boat', '(4) Practice Yellow', '(4) Red Sun Canyon', '(4) Scorpion Trail', '(6) All the Fury', '(6) Alert Status Red', '(6) Ant Arctic', '(6) Blizzard Peaks', '(6) Cold Hard Crash', '(6) Frostburn', '(6) Paradise Warfare', '(8) Pacific Rim Mega', '(8) Tic Tac Toe'
Just like the last time, let's now talk about important gameplay changes, balance tweaks and bugfixes in this patch.
a new unit has been introduced into the Foehn navy, the Whipray: it is an anti-aircraft drone ship with a confusion rifle and a 'Golden Rocket' launcher, which requires a Cloud Piercer to be built. With its introduction, the Swordfish loses its AA capabilities, but also gets a price decrease to compensate.
Image may be NSFW. Clik here to view. Foehn Whipray by Mevitar
you can now check the game host's ping in the CnCNet lobby
the AI has been heavily revamped, especially in the special game modes
when starting a match or mission, you should no longer spawn into the original game's main menu and crash
most of Co-Op maps have been updated to feature difficulty changes
new Statistics window in the client logs your skirmish/multiplayer battles
multiple new IFV modes have been added to the game, Mercury IFV mode has been removed, each hero now has a mode of its own
Experimental Warpshop build limit has been increased from 1 to 2
firepower of all capturable tech defenses increased by 10-20%
price of all T2 defense towers decreased from $1200 to $1000
cloaked objects no longer get uncloaked when hit with effects, which don't affect those objects
stat buffs are now applied to objects, which are under the effect of Iron Curtain/Force Shield, most of nerfs still are not
you will now be given a proper amount of starting cash in Epsilon Co-Op Backbitten
choosing United States in Contagion Challenge will no longer give your MCV to the enemy instantly
You can see the complete list of new additions, changes and bugfixes under the following link:
Image may be NSFW. Clik here to view. Send us all the feedback regarding the new update at the usual places.
Image may be NSFW. Clik here to view.
The developer playthrough of Mental Omega campaign continues on our YouTube channel. Videos for each of the new missions, on Mental difficulty, will soon be available on it. Here's Nobody Home, the beginning of the Foehn Origins.
That's all for now, stay tuned for more news!
Image may be NSFW. Clik here to view.
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors. Single contributions are also welcome and will speed up the development of the mod.