Hello everyone!!!
A lot of time passed since our last update, but this doesn't mean we stopped working on the mod.
This year was weird and strange for all of us, we can agree on that.
Current situation caused unpredicted stuff in our real life, but still we try to find time and inspiration for continued work, even though most of the times it doesn't turn out as we wanted.
All of you were kind to us, supported us, and once again you voted for us and helped us achieve TOP 100 in MOTY.
Please, throw a vote for us one more time, so we might have a good score in top 100 too.
This means a lot for us, and in order to return a favor we decided to post an article about progress.
Besides dozens of balance changes, there are also many visual updates and improvements.
Here are some of them....
- All USA factions (besides Cybernetic general) got new Machine gun defense structure. Patriot turret was universal defense, effective vs all types of units (infantry, vehicles, aircraft, structures) and often it was used and abused for early rush, in combination with cheap structures like Barracks with upgraded Security Systems. This often lead to early game deciding moments with building Patriot near enemy supplies (mostly vs China). In order to change this, and make game more fair, Patriot defense is now barely effective vs infantry units (such as RPG-s), and none of the USA structures benefit from Security Systems, except Supply Center (Security Systems damage is increased since it can be only used on Supply Center). New Machinegun defense is cheap and does not consume power. It is effective only vs. infantry and light vehicles. Can be upgraded with Flashbangs to stay effective in the later stages. Rushing with USA dozers is harder now, since you need to combine both Patriot and Machinegun defense to cover all targets.
- Most of the visual changes were focused towards Laser general, and his unique way of playing. Unlike all other generals (except Cybernetic general), Laser general favors gaining experience the most. Basic laser powered units, with each veterancy state change too. We saw it in patch 2 already, but now laser colors are corrected, experience gaining through destroying targets is harder (currently you need 20% more EXP pts for rank up). Laser powered units do have help gaining veterancy, and it is through 3 generals powers. Veterancy generals powers are linked and accessible at rank1, rank3, and rank5 game phases by the cost of 2pts each.
Biggest change is their visual update, which helps you determine which laser damage currently they have (red, green, blue, violet).
- Besides laser visuals, Microwave tank got a makeover too, since he was using Avenger's basis.
- Many changes were done to Super Weapon general as well. We are very proud of Saturn's makeover. Besides just a visual update, he has a new weapon. He fires a new beam which has huge potential to freeze targeted vehicles, so in general he fires Ice beam.
- But we didn't forget other generals too. China infantry general was mostly changed in order to be more balanced, and more appealing to player. Helix is replaced with new helicopter, Harbin.
Harbin has speed and cost of Thor, but health of Helix. His basic weapon is a small machine gun, but his main characteristic are the bunker slots (currently 2).
Some in-game screenshots. New Saturn:
Updated Sturm-S model and skin:
Redone Phobos chassis. As the chassis suggests, Phobos is now a hovering unit, thus can traverse water.
In the end of this update, we want to answer you on the most asked question:
"when patch 3 will be released"
The answer is:
"we are hoping, and we are targeting upcoming holidays (during or shortly after) to be perfect for patch 3 release"
There is still work left to be done, but we will try to make these holidays a bit better for all of us. We all deserved this.
If you still wish to support us, and help us, feel free. We are grateful, and supporters will be credited in upcoming release.
new laser-paladinTM do be kinda hot tho
that Sturm-s new model looks like what if ancient Egyptians made a vehicle and it's looks cool : )
Im currently working on a pretty large Map with a lot of Map.ini. My Question would be, are Patch 2 Maps still going to work just fine? Or will there be a lot of new ModuleTags that could be a problem for the Map?
Hard to say for sure. Depends on what the map.ini changes. Overall I think it would be easy to transfer the changes, if there are any incompatibilities.
compartilha seu mapa amigo
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How can I run the program if there's only one file?? Also I want to know if the "contra final" file contains all the in game units and others.
You have to unpack it using 7zip or WinRar. Check this video: Youtube.com
please make the mod, rock stable without crashes and with no lag. i know this is possible because shockwave mod with all the addition files i put, works now without lag with 8 players(on brutal) on all maps with the exception of twilight flame where it lags but much less than others in acceptable terms making the game playable. what i can tell i did is use gentool, use the dx9 wrapper for schockwave and installing the zero_lag mod and also put files from dgvodoo2 to improve stability(not sure this last one did something). The final result is astonishing
We optimize the mod as much as we can. You can see particular fixes in the changelogs. From particle and map optimizations (including Twilight Flame) to crash and mismatch fixes. There are several obscure bugs hard-coded in the engine causing crash - those we cannot fix.
Don't ask for the moon though. There are bugs and other errors that are engine related and cannot be fixed completely. Devs can only do so much about optimization.
Bruh, I'm kinda amazed to see Contra still exist. I played it when I was 13 in middle school, in 2013, on an old ACER laptop provided by the school. ****, the memories, with Shockwave and Rise of the reds. Made me have a tear..
contra always felt great gameplay wise.. wich is why eventhough it wasnt as pretty as others it still was on top.
but now you guys have made major major upgrades in that regard.. the models look better, graphics in general, and also the effects.
me like that.
but phobos now looks like the dozer.. why couldnt it keep looking like widows children, i loved the red on the legs.
also love the new harbin heli
merry christmas
Problem is that Phobos is unit at rank1, and walkers/spiders are available at rank3 with specific selection spiders/angels. So having him as walker at rank1 felt weird.
Yes, he is using dozer basis for now, but surely we will give him unique lower body part in future.
Happy Holidays!
A poorly mobile artillery unit feels kinda crippling for Cyber Faction
Contra 009 Final Patch 3 Happy New Year 2021
thank you guys
when it will be available << please answer me >>
When it's ready
when it will be available
When it's ready
Cant wait for the release:) thanks to you Guys who are bringing so much fun to us.
I'm facing some lags in long challenge battles. Are there any workarounds for this? I heard about replays and Windows folder settings but nothing seemed to work..
Depends on the challenge battle. Boss challenge battles tend to lag, especially when there is a unit spam. My advice would be to avoid spamming units.
Hi there,
YEAHHH still gaming C&C Contra in 2020 and beyond.
Thank you very much for the great work u did already, we cant wait to play the new patch 3.
Sometimes we play the AOD i lovemixery map v9 and after some restarts (cause its too hard) we get bored and start thinking on other AODs like that. So my question is, does anybody know about other AOD Maps working with contra?
2nd:
Is there an other way to send u some $$$ ?
THANK YOU FOR ALL YOUR LOVE AND PASSION!