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Totem Arts

Totem Arts Staff
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Posts posted by Totem Arts

  1. image_thumbnail.png.7a565ddd2bb91cd535aeca4d5f1f9354.png

    Welcome Back, Commander!

    Another day, another victory royal for the og...

     

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    Spoiler

     

    | General Changes |

    • Adjusted the "Weapons Scroll" wheel to it's previous change.
    • Adjusted the bots class to avoid race conditions- now instead of crashing, it will spam logs.
    • AT Mines can now be detonated by directly hitting them with a shell/rocket.
    • Detonating Remote C4 is now more reliable.

     

    | Balance |

    • Commanders:
      • Command Points (CP) now only ticks if at least 1 team has a commander.
      • The game will still notify you when a enemy commander is elected, even though you already have one in your team.
    • ┗━ EMP Airstrikes:
      • EMP Airstrike can now chain with other EMPs.
      • Fixed EMP Airstrike doing damage to infantry in general. 
      • EMP Airstrike duration is affected by distance.
      • EMP Airstrike's sound effect has been updated to be more "noticeable".

     

    • EMP Grenades:
      • EMP's can now properly chain, but they can only reset the EMP time.
        • (Example: EMP Grenades can EMP vehicles for 6 seconds... so if you EMP a vehicle that only has 1 second left of being EMP then you'd just reset the timer to 6... not add it up to 7.)
      • Initial EMP's of vehicles are worth +2VP.
      • Chain EMPs are only worth +1VP.
      • EMP duration is affected by distance from the EMP Grenade.
      • Increased cooldown on EMP Grenades from 60 seconds to 75 seconds.
      • Reduced the max disable time for EMP grenades from 6 seconds to 5 seconds.

     

    • Proximity Mines:
      • Repairing a Proximity Mine that has the EMP effect now restores it to full health and removes the EMP effect.
      • Fixed the particle effect that's supposed to play on Proximity Mines.

     

    | UI |

    • Enemy vehicles that have the EMP effect now show "EMP'd" in their description when targeted.
    • When a commander spots a enemy vehicle that has the EMP effect, it will now display a lightning bolt symbol ⚡ next to them. 
    • Death by headshots now shows what weapon killed you in the death message instead of the generic skull death icon.
    • Updated the veterancy rank increase message to now just say "Rank Increased" instead of "Promoted To".

     

    | Maps |

    • Forest:
      • Blocked a unfair "rocket rush" spot. 
      • Raised the barricade/wall on GDI Infantry Silo to prevent players from jumping over.
    • Mines:
      • Visual tweaks have been adjusted.
      • Improved certain angles to properly hit the Power Plants in the tunnels.
      • Slightly improved the infantry area next to Nod's Bridge.
      • Fixed and adjusted some spots next to the Power Plants.
      • Updated minimap.
    • Lakeside:
      • Adjusted the trees that appeared floating.
      • Fixed the trees collision that didn't block shots.
    • Arctic Stronghold:
      • Added a blocking volume around the GDI Barracks sandbags.
      • Slightly increased the map brightness.
    • Crash Site:
      • Lowered the Proximity Mine limit from 26 ---> 21.
      • Increased the Airstrike Cooldown from 60s -> 80s.
      • Fixed projectiles going through some pieces of the floor in the ship's interior tunnels.
      • Removed Remote and Timed C4 restrictions in the ship's interior tunnels.
      • Slightly increased the map brightness.
    • Oasis:
      • Fixed and adjusted an area behind Nod Airstrip that allowed Ion Cannon Beacons to be placed.
    • Goldrush:
      • Removed the Nod Turret behind the Nod Airstrip.
      • Removed the Nod Turret behind the Hand of Nod, in front of the Nod Powerplant.
      • Increased Proximity Mine Count from 28 ---> 30.
      • Increased the Airstrike Cooldown from 60s ---> 90s.
      • Reworked the Infantry Path.
      • GDI and Nod now have a extra flank path (dropdown perch) to the Infantry Path.
      • GDI now has a Sniper Perch.
      • Slightly updated the field and the factory.
      • Nod Obelisk range multiplier increased from 1.175 to 1.8.
      • GDI Advanced Guard Tower range multiplier increased from 1.25 to 1.275.
      • Slightly reworked the side of the GDI Infantry Barracks so infantry don't get stuck or have to "take the long way around".
      • Made GDI's and Nod's vehicle entrance more traversable and less compact.
      • Fixed Nod Artillery's being able to hit AGT from the vehicle tunnel in the field.
      • Fixed a spot where players would get stuck on rocks in the Infantry Path.
      • Nod now has a Guard Tower behind the Hand of Nod instead of a Turret.
      • Added the Silo to the Infantry Path.
      • Updated minimap.

     

    • Thanks 2
  2. image.thumb.png.f4d61eb16cfe2b1f0249b587bd8b608e.png

    Hotfix Plus! 2025 Edition

    image.png.ac9066bf6bc53d7aa17fa41227e86ef5.thumb.png.6846cf5e39e3c8eed2f101472c04ceda.png

    Spoiler

    Bug Fixes

    • Fixed an issue with weapons not firing if you held fire after they started reloading.
    • Fixed a bug that caused weapons to get stuck in primary fire when using the secondary fire mode immediately after primary fire.
      • [Known issue of infrequent visual/audio bug related to this may still be lingering]

     

    Quality of Life

    • Added 32:9 widescreen weapon FOV support, with config change. Set weapon FOV to 85 in config or with command "SetWeaponFOVCommand <float 40-100>"
    • Added dxvk.conf to disable frame limits and prioritize dedicated GPU.
    • Hit Sounds on by default.
    • Weapon cycle speed increased.

     

    Maps 

    • Reservoir
      • Overhauled the front of the Dam entrances for both factions side. 
      • Overhauled the Tiberium fields and the area around them for both factions side.
      • Removed a rock on Nod's Outer Vehicle Path.
    • Tomb
      • Adjusted the rocks in the Tiberium side of the field for vehicles.
    • Snow
      • Adjusted the terrain on GDI's side of the base that got vehicles stuck.
      • You can no longer place Ions/Nukes in the infantry tunnels and the vehicle tunnel.
      • Increased the airstrike cooldown from 50 to 90
      • Reduced the mine limit from 15 to 12
    • Lakeside
      • Lowered the collision on trees to prevent aircraft from getting stuck
    • Mines
      • Removed some trees and cover
      • Fixed some rendering issues
    • Eyes
      • Updated the "kill volume" by GDI Barracks to a "blocking volume".
    • Goldrush
      • Adjusted the hill in front of GDI base to be unclimbable from the field.

     

    • Like 2
  3.   5_85_815.thumb.png.921d0758485637fc079826b3d59fbdf1.png

    "Welcome back, Commander!"

    The Winter Update is finally here! Find icy cold weapons on select Winter maps.

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    Spoiler

     

    New

    • NEW Freezing Weaponry:
      • Snowball Launcher: Can slow down enemies with every shot, but you deal little-to-no damage.
      • Snow Sprayer: Similar to the Chem Sprayer, except now you can slow down enemies, but you deal little-to-no damage.
      • Laser Christmas Gun: Regular Laser Chaingun, but fires colorful lasers instead.
      • Penguin Rocket Launcher: Regular Rocket Launcher, but fires penguins instead of rockets.
    • NEW Effect:
      • Enemies can now slow down with the new freezing effect.

     

    Balance

    • Orca / Apache / MRLS
      • Fixed accidental buffs on projectiles
    • M2 Bradley
      • Fixed gaining 10 rockets at a certain veterancy rank
    • Shotgun
      • Reduced range by ~10%
      • Minor rework on reloading logic

     

    Changes / Fixes

    • Added server config option bUnlockCheatingBots to allow cheating bots on servers
    • Fixed server crashes related to spectator mode
    • Fixed Veterancy crates being available while Heroic
    • Set Detection crate default chance to 0
    • Reduced the number of votes needed for auto-balancer to pass from 50% to 20%
    • Enemy commander is no longer shown ([COMMANDER] tag); still shows on scoreboard
    • Fixed the Obelisk taking almost double damage from explosives
    • Medium Tank can now fire machine gun and cannon at the same time
    • Stealth Butter Hands can't pick up weapons

     

    All Out War

    • Changes
      • Revived buildings are now worth half their original score
      • Reduced Team Silo and Repair Pads score to 5000
      • Sudden Death now activates 3x damage on buildings (server configurable)
      • Updated Overtime / Sudden death cards
    • Fixes
      • Fixed point rounding errors
      • Buildings no longer revive after game is over
      • Fixed time warning messages not displaying

     

    Quality of Life

    • Improved functionality for several facets of weapon usage, such as ADS and rate of fire on things like pistols
    • Ignore now properly affects radio commands

     

    Visuals / Audio

    • Added "munchies" voiceline
    • Fixed Heroic vehicle effects while not at Heroic

     

    Maps 

    • Winter Maps
      • Added the winter variants of the maps Reservoir, Walls, Field, and Lakeside.
    • Mines
      • Increased the mine count from 22 -> 24.
    • Eyes
      • Removed minor base defenses from the front walls.
    • Field - Winter
      • Added the Penguin Rocket Launcher inside and under the barn.
      • Updated the map/minimap.
    • Walls - Winter
      • Added Repair Facilities for both factions.
      • Added one Guard Tower for both factions.
      • Updated the map/minimap.
    • Reservoir - Winter
      • Added the Snowball Launcher, Snow Sprayer, and Laser Christmas Gun into the map as weapon pickups.
      • Removed a rock from Nod's Long Route.
      • Fixed a spot that allowed MRLS/Artys to shoot from GDI base to Nod's Entrance of the Dam.
      • Added Repair Facilities for both factions.
    • Under
      • Fixed being able to get out of the map via bunker
      • Extended the middle vehicle blocking volume to stop vehicles getting stuck
      • Fixed various over-extended blocking volumes throughout the map
      • Updated minimap
    • Toxicity
      • Widened narrow vehicle path on the GDI side
      • Walled banking behind Weps provides a wider scope to defend the base from with vehicles
      • AGT now has a clearer stretch to hit incoming Nod units on the narrow vehicle path
      • Harvester Tibfields have been expanded, travel time drastically reduced
      • Harvester Dump reduced to 450 credits from 500
      • The far Silo sidepaths for infantry filled with tiberium
      • Rock alterations have been tweaked in various places across the map
      • Nod Refinery infiltration cave/path masked from Nod Guard Tower
      • Fixed Arty spot that allowed ref to be hit from the middle of the map
      • Airstrike cooldown reduced to 35s from 40s
      • Communications Centre as a tech building removed, its husk remains as decoration
      • Updated minimap

     

    • Like 1
    • Thanks 1
  4. Rx_ForumBanner_New.thumb.png.797f4e61c1cda8aea9db9a04580d077e.png


    The team's been hard at work squashing bugs... making improvements & we appreciate your continued feedback.

    "Keep 'Em Comin'!"

    362866972_FullChangelog.png.a060577b72aed97b6b1fa17fe9f474d4.png.7741cfcaa4f420dab4f7542c178e669f.pn-12f806c7c8c33d9f277d5b.png.e7aae26a2f77caeb05141709992be7a1.png.406bf2e0071ee7dcd9e0f8e042e76ec8.png

    | Infantry |

    - Updated the Rifle sprint animations

    - Updated sprint animations on all weapon stances.

    - Sped up sprint-strafe direction change slightly. 

    - Infantry basic movement speed increased slightly.
    - Fixed Large one-shot weapons getting enormous ammo pools.
    - Switched the Shotgunner back to its black suit rather than the camo.
    - Updated the Pistol holstered position on the back of the Black Hand Sniper to fit well in the holster.
    - Scaled-down the SMG Back-weapon attachment to fit in the
    Black Hand Sniper holster.

    - Disabled one 'Taken Damage' line from the Black Hand Sniper.

     

    | Bots |

    - They've seemed to regain some sentience and do not appear to crash the servers. ... Proceed at your own risk 🤖

     

    | Bug Fixes |

    - Fixed issue with the vote menu starting on page 2 when no page 2 existed.

    - Fixed 0 on vote menu.

    - Fix for 'X minute warning' playing when a team surrendered in Marathon.

     

    | Maps |

    Reservoir 

    - Removed the Water Splashes below and top of the dam.
    - Slightly improved GDI's vehicle path so tanks can fit.
    - Placed a "No Beacon" volume on the Dam and Barrack/Hand of Nod holes.
    - Added some foliage around GDI Barracks/PowerPlant.
    - Minor changes around Nod Powerplant.
    - Minor changes in the outer vehicle path.
    - Redid some volumes.

    - Updated Mini-Map.
    - Fixed some pathing.
    - Weapons Factory rear corner reattached to the ground. 

     

    Mines

    - Lowered Air Strike cooldown to 90 seconds.

    - Lowered mine count from 26 to 22.

    - Updated Mini-Map

    Crash Site

    - Updated Mini-Map

    Toxicity

    - Updated Mini-Map 

    - Tweaked to balance the playing field for GDI
    - Rock removed from GDI Vehicle path, Dam side for more space.
    - Guard Tower near Weapons Factory can now see the Refinery tunnel entrance.
    - Tweaked fog and post processing colours.

    Oasis

    - Vehicle blocking volumes at the tunnels tucked in a bit.

    • Like 3
  5. Rx_ForumBanner_New.thumb.jpg.6cb999dd4027d9b0ad7d8ce60c1a41f4.jpg

    We appreciate all your kind & colorful feedback!

    We've addressed a few issues and oversights. And we aren't done yet!

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    Spoiler

    Infantry

    Updated Black Hand Sniper textures to include mud and additional decals.

    Edited run/sprint animations.

    Doubled sprint strafe ability

    Increased Air Control 

    Weapons should no longer get more maximum ammo with rank unless their clip size increases.
    Reverted sniper ammo increases with rank (Back to just the +1 for Elite/Heroic) 
    Reduced VP modifier for killing someone above your rank from +2/rank to +1/rank

     

    User Interface

    Fixed 'k'/legacy scoreboard showing wrong vet ranks.

     

    Maps

    • Under
      • Fixed visual bug in Nod Obelisk where Purchase Terminals and the Master Control Terminal played hide'n'seek.
    • Toxicity
      • Fixed cull distance settings on some assets.
  6. image.thumb.png.9abee0e674c8be747b1b7ab735360266.png

    "Welcome back, Commander!"

    The team has been hard at work revamping major features of the game, including veterancy, AOW and more. Several bugs have been squashed alongside some balance tweaks and map fixes. Please note that these are preliminary, and are subject to change.

     

    image.thumb.png.0458196d37feaeccdc778f9919a881d8.png

    Spoiler

    Balance

    | Veterancy Rework |


    The Veterancy System has received a major overhaul in order to offer a more gradual progression and make rank difference feel less drastic. Some character/weapon parameters have also been changed for a better consistency across ranks

    • Veterancy
      • Added 2 incremental steps between the previous ranks: Recruit > Recruit I > Recruit II > Veteran
    • Infantry
      • Building damage modifiers now start at Veteran and increase with every major Rank
      • Secondary weapons damage is maxed out at +35% instead of +50% at Heroic
      • Grenade Launchers/Flamethrowers/Chem Sprayers damage against buildings scales up with veterancy
      • Weapons range/Projectile speed will be consistent across all ranks. Their new values are the previous Elite stats
      • The effect time of EMP/smoke grenades no longer scales with veterancy
      • Changed Infantry repair VP checkpoint from 50 to 75
      • Weapons no longer refill ammo on promotion
    • Vehicles
      • Normalized some vehicles reload time multipliers
      • Vehicle Limit is now globally 20
      • Entering vehicles unequips weapons, cancelling any weapon actions

     

    • Flame Tank
      • Damage against buildings scales with veterancy
    • Orca/Apache
      • Orca now gains 4 rockets at Heroic instead of just 2
      • Overall reduced a disparity in the Orca/Apache veterancy gains
    • Missile Launcher (Rocket Soldier)
      • Lowered reload speed at Heroic
      • Lowered Their damage against buildings at Heroic (from +33% to +20%)
    • Laser Chain Gunner
      • Increased base armor by 50. Armor at Heroic remains the same
    • Marksman
      • Increased armor from 75 to 100
      • Changed armor type from Kevlar to Light
    • Defense Turret
      • Increased rate of fire but reduced damage resulting in slightly better DPS
      • Increased damage against Flak armor
    • Rocket Emplacement
      • Increased Swarm missile range to better match lock on range
    • Shotgun
      • Decreased spread, increased range
      • Lowered pellet damage from 13 to 12
      • Spread pattern is now consistent

     

    Bug Fixes

    • Defense Mode
      • Fixed invisible wall on Dark Night near vehicle spawn area 
      • Fixed kills not being counted in Defense mode
      • Bots now have their class name instead of generic name
      • Fixed the placeable per-player defense limit not working
      • Fixed Dark Night minimap being barely visible

     

    • Fixed character purchase not going through sometimes after respawn
    • Fixed elapsed / remaining time ticking before match has officially begun
    • Fixed map selection pool not being suited for player count
    • Fixed an issue where damage dealt by volumes would give points for repairing
    • Fixed an exploit where if you switch team and you have reserved vehicle on the opposing team, you can circumvent the team exclusivity
    • Fixed player pawns still drawing on minimap while dead
    • Disabled "feigndeath" command
    • Global fix for jumping over the Barracks' sandbags in non flying maps
    • Fixed bounty notification showing 0 credits
    • Fixed an issue where commander smokes on Nod sometimes didn't work as intended
    • Fixed spacing issue in spotted messages
    • Killing vehicles that never had a driver or on your own team no longer triggers a voice line
    • Disabled spatialization on voicelines from own character
    • Fixed some PT descriptions

     

    All Out War

    Marathon mode has received virtually all of the playtime from the playerbase for in-numerous years. With the revamp of the AOW (timed) mode, we are looking to solve some of the pain points of hours long marathon slugfests, while improving on the original AOW formula

    • Overtime
      • Overtime triggers if one team isn't at least 1000 points (configurable) ahead of the losing team when time runs out.
      • Overtime disables building revivals 
    • Sudden Death
      • Sudden Death triggers if one team still isn't more than 1000 points ahead when Overtime runs out.
      • Sudden Death disables repairing buildings 
    • Buildings can now be set to revive after a time (default is 10 minutes)

     

    Autobalancer

    Following the introduction of autobalancing in the last patch, we have gathered player feedback and taken several steps to improve the system in order to provide a better and more fair experience. All parameters can be configured by server owners

    • Can be enabled/disabled via Vote
    • Disabled for the first 10 minutes of a game
    • Now gives out the reward over a period of time
    • Now has a cooldown between attempts regardless of it succeeding or being cancelled or failing
    • Can now give a VP reward
    • Now does not auto balance people who have placed down important objects like nuke or ion cannon beacons
    • Now does not auto balance people who have a score of over 100 in the last minute
    • Players who were autobalanced will be skipped the next time autobalancing gets activated. (Players can not be autobalanced twice in a row)
    • Balancing will now last 30 seconds by default
    • Will not balance Commanders
    • Will no longer force people to switch on death by default
    • Changed acceptance key to F12
    • Added warm up period when auto balance starts (10 seconds) to let volunteers go first before swapping people on death

     

    Quality of Life

    • Random weapon crate no longer sets acquired weapon as current
    • Added an option to vote for stopping/starting the harvester
    • Added notification when enemy votes in commander and you don't have one
    • If an Infantry group gets splashed only one person in the group will trigger a hit reaction
    • Disabled surrender votes if a team has already surrendered
    • Vote/radio menu now shows correct hotkey for 0

     

    Visuals / Audio

    • New Flame Trooper Model 
    • Updated sprint animations
    • Pressing sprint no longer instantly sends you to sprint speed, and instead accelerates you to sprinting speed
    • Added Chemical Trooper's First Person Arm mesh
    • Added unique voice lines for every free class available: Soldier, Shotgunner, Marksman, Engineer, Soldier, Shotgunner, Marksman, Engineer
    • Added more voice lines for Black Hand Sniper, Technician, Mendoza, Sakura, Chem Trooper, Rocket Soldier, Raveshaw, McFarland, Officer, Hotwire
    • Removed voice lines that were too different from Black Hand Sniper, Flame Trooper, Rocket Soldier, Officer, Officer, Laser Chain Gunner

     

    Maps 

    • Tomb
      • Blocked the ridge from Nod's Silo Side from climbing
      • Added blocking volumes on the Weapons Factory
    • Reservoir
      • Fixed being able to climb into the Dam Tunnel from Nod's Power Plant
      • Increased Nod's Airstrip drop off height to prevent new vehicles destroying others by accident
      • Changed some collision to stop vehicles from getting stuck
    • Under
      • Added cover to prevent vehicles from shooting into the tunnel entrances
      • Fixed the Ice Cave causing the game to freeze briefly upon death
    • Islands
      • Fixed a base to base spot
      • Fixed Remote/Timed C4 getting tossed on the tunnels from above
      • Added missing materials from bunkers
      • Blocked an unintended spot near the GDI tunnel exit
      • Blocked line of sight from Nod's tunnel entrance in base to field
      • Fixed being able to climb the perch on Nod side from Nod's base
      • Increased Air Strike cooldown from 60s to 85s
      • Blocked a climbable spot next to Hand of Nod
    • Mines
      • Reduced the income from Refineries
      • Blocked the usage of Ion cannon/Nuke beacons inside the tunnel area
      • Moved the Guard Tower from the GDI Refinery
      • Rotated the AGT to allow better targeting for rockets
      • Elevated the Airstrip to be easier to hit
      • Lowered mine limit from 30 to 26
      • Lowered Air Strike cooldown from 110s to 100s
      • Expanded vehicle routes. Enabled vehicles to enter the area next to the lake by destroying fences
      • Blocked vehicles from boosting into the other team's base via the central path
      • Reworked some areas in field. Overall more cover for support infantry
      • Blocked some lines of sight for snipers
      • Visual changes
    • Crash Site
      • Economy tweaks
      • Reworked the Ship tunnels layout
      • Blocked the usage of Proximity/Remote/Timed C4 in the tunnels
      • Changed the area in front of GDI's base to be easier to defend and reach the Capturable Silo
    • Field X
      • Added cover to prevent vehicles from hitting inside tunnels from the field area
      • Adjusted the rocks in the tunnels in order to allow both factions to climb
      • Adjusted the GDI long tunnel to be easier to defend
    • Field
      • Fixed an exploit that allowed MRLS to climb the rocks behind GDI Weapons Factory and shoot into GDI long tunnel
    • Walls
      • Fixed an exploit behind GDI base that allowed vehicles to climb the rocks
    • Outpost
      • Fixed a ladder volume on the tower near GDI's base that caused players to die instantly
    • Oasis
      • Scaled down some rocks to free up the space blocked by collision
    • Cliff Side
      • Blocked an area in the tunnels where players would get stuck with no way back
    • Mesa
      • Fixed projectiles going through the water and not hitting the surface
    • Lakeside
      • Fixed being able to get on top of the cliffs next to GDI base
      • Fixed being able to get on top of some other cliffs with a Chemical Trooper

     

     

    • Like 3
    • Thanks 1
  7.  Rx_ForumBanner_579692.thumb.png.2ff85f7624c3a5c8a007515da9c31ee6.png

    Welcome Back, Commander!

    Welcome to the first patch on our road to the FINAL version of Renegade X! Starting this year, we'll be adding in new content and bug fixes as a part of the FINAL version - a.k.a. Version 1.0 - roster. This update includes a lot of quality of life features, bug fixes and gameplay adjustments to refine the experience even more.

     

    Chemical Warrior

    Something never felt right with the Chemical Warrior character, so we've addressed that with a brand new character model taking much more resemblance to its OG counterpart. Much better than a Black Hand Sniper paintjob, right?

    Rx_ChemWarrior_FinalWide3_V4.thumb.png.73b632a2224c425cfb181ca804479d0c.png

     

    New Map! Mines

    We're pleased to announce that we're adding in CNC-Mines (created by community member a newly appointed staff member @Njorl). He has been working hard to update the with the recently gained feedback from the public playtest. Check it out!

    Rx_Mines_01.thumb.png.8ad96301034298bf40b9e3117d787545.png

     

    Overview Menu

    We've redesigned the Overview Menu to give more information regarding your team and the battlefield. The amount of EPIC Characters are now also being displayed. In addition to that, the Airstrike zone is now also being displayed once the target has been painted!

    Rx_InfoScreen_Feedback.thumb.png.38776edab1b3b2d10ff41484f8279854.png

     

    Revealed Position

    For the first time in Renegade X' history, we're bringing in a new feature that originally comes from Firestorm! Commanders can now spot enemies, but those enemies will get notified about that their position has been revealed.

    PosRevealedConcept.png

     

    Rx_ForumBanner_Changelog.thumb.png.f4921b80692cc5123422693132c2004d.png

    Spoiler

    | Balance |

    • Halved infantry healing required to collect VP reward

     

    • Radar Scan
      • No longer scans infantry inside of buildings
    • Tactical Rifle Grenade Launcher
      • Slightly reduced the splash damage radius
      • Slightly reduced the burn damage
    • AC-130 Airstrike
      • Reduced rate of fire and damage slightly
    • Stealth Tank
      • Increased vehicle damage by 10%
      • Increased the lock-on homing strength

     

    • Soviet Tesla Tank (APB)
      • Updated the Lightning Bolt damage to 65 and updated the splash radius to 80
      • Added Veterancy

     

    | Gameplay Changes |

    • Disabled the map change vote for the first 10 minutes of the game
    • Friendly airstrike target zones are now visible on the minimap and overview menu
    • Spotting an enemy beacon now reveals it on the minimap
    • If a friendly spots a Timed C4 on you, you'll receive a Private Message
    • Added a chat announcement when mines are being removed by the commander
    • Updated headshot logic to be more consistent

     

    | Bug Fixes |

    • Fixed the Airstrike weapon causing you to pickup ammo boxes even if it can't be refilled
    • Fixed not being unspotted if you died
    • Fixed an issue with firing directly after reloading that caused weapons to not display as firing for other players, causing invisible damage
    • Fixed an issue where vehicle FOV was causing remote clients to see vehicles aiming in the wrong spot. This happened a lot when firing into tunnels on Field, for example, and caused a lot of invisible damage
    • Fixed the player being ignored / not taking damage by base defenses if they exited their vehicle while the defenses were shooting that first (Skirmish only)
    • Fixed a bug that allowed the players to start voting for a commander impeachment when there was no commander on the team
    • Fixed Mendoza's beard being visible through smoke effects
    • Disabled automatic blending on running animations that caused some weird looking hesitations

     

    | Visuals / Audio |

    • Chemical Warrior:
      • Added new character model!
    • Shotgun:
      • Updated the weapon model when you carry it on your back
    • Railgun:
      • Updated the weapon model when you carry it on your back
    • Ramjet Rifle:
      • Updated the weapon model when you carry it on your back

     

    • Added in Hitmark sound effects! (Can be enabled through the Settings Menu)
    • Updated some voicelines for the Soldier, Grenadier, Black Hand Sniper, Chemical Warrior and Rocket Soldier
    • Repair Facility:
      • Re-Enabled the 'Building Under Attack' voice message by default

     

    • Soviet Tesla Tank (APB)
      • Added the classic RA1 Firing and Reload Sound Effect

     

    | User Interface |

    • Added a new design for the overview menu, being much more detailed with showing player statistics
    • Added a UI new element for displaying you've been spotted by an enemy Commander
    • Disabled the '[ STOLEN ]' tag on spotting as half of the time it didn't work correctly and created confusion
    • Re-added on-screen messages for starting a bounty

     

    | Quality of Life |

    • Added an auto-balancer that keeps the teams balanced, with a credit bonus as reward if you're switching teams.
      • Feature has been disabled by default
    • Vehicles that die to non-player damage (water/lava/etc) will now give their kill credit to the most recent player who damaged it

     

    | Maps |

    • Global
      • Restored the Vignette in the Post-Processing Chain we use on all maps
    • Crash Site:
      • Complete rework of the map!
    • Complex:
      • Restored a gentle snowfall effect that went missing ages ago
    • Desolation:
      • Applied the correct bike to the Nod vehicle roster
    • Eyes:
      • Fixed a stuck spot on the GDI ramp inside the Tiberium Cavern.
      • Moved up the Repair Facilities to the back of the base for both factions
    • Field:
      • Reverted the Winter version back to its regular counterpart
      • Restored the original floodlight lenseflare
      • Fixed the GDI bots sometimes bumping into the corner of the Adv. Guard Tower interior and get stuck until they suicide
      • Modified some blocking volumes to stop vehicles from enetering the tunnels
      • Added some boulders around the bunker paths to indicate vehicles can't access those areas
      • Adjusted the area surrounding the Nod bunker where GDI would have a safe haven.
    • Field X:
      • Added additional cover on the outer vehicles routes for Anti-Tank units and vehicles. With the advanced base defenses up, it becomes barely impossible to snipe into the bases
      • Rock compositions that provided cover in the outer vehicle route have been revamped, giving the advanced base defences more of an advantage to target approaching enemy vehicles
      • Fixed some issues where vehicles would be able to bypass the invisible walls and access infantry only areas
    • Forest:
      • Reverted the Winter version back to its regular counterpart
    • Goldrush:
      • Fixed characters and vehicles appearing pitch black in most parts of the map
      • Updating a lot of rock compositions that are less stretched out and more natural looking (Visually they are more appealing)
      • Gave the advanced base defences more sight over the entrance again instead of sitting behind a rock and not having much of a purpose
      • Moved the rock arch in front of the Obelisk more up so it won't block the view of the crystal
      • Removed the perch near the GDI Refinery that didn't have much purpose, instead a new perch has been opened around the AGT that allows infantry to push out of base more easily
      • Various material brightness balancing to not appear too dark
      • Fixed a lot of miniscule gaps in the factory
      • Fixed a dirt road that was going underneath a rock
      • Fixed some floating wooden fence next to the Barracks
      • Fixed a floating container near the Airstrip and added an additional container on top to cover you from the Obelisk
      • Restored the Tiberium Infestated Tower material that got broken ages ago
    • Lakeside:
      • Reverted the Winter version back to its regular counterpart
    • Mines:
      • Added
    • Walls:
      • Reverted the Winter version back to its regular counterpart
      • Fixed the Nod Harvester not fully entering the Tiberium Field
    • Toxicity
      • Barracks and Weapons Factory switched locations
      • In addition, the Weapons Factory will now be harder to hit from the dam
      • The upper infantry route - now near the Weapons Factory - are accessable for vehicles
      • Moved the Guard Tower to a more optimal position
      • Fixed a Base-2-Base location around the Airstrip
      • Updated the Minimap and Preview Image
    • Under:
      • Nod tunnel ground now have a snow physical material applied that makes sure you get a snow footstep sound rather than a concrete footstep sound

     

    | Other |

    • Update rotation RCON command to give current gamemode rotation rather than Rx_Game exclusively
    • Added RCON command for kicking all AFK players
    • Added revive building kismet action node
    • Having health locked on building now blocks pedestal beacon special effects
    • Removed RCON log for going out of bounds

     

     

    What's next?

    We hope with this patch out we can continue the development of the 1.0 version of this game. We already have some things in the works that will come in the near future. That includes the release of the most anticipated map at this moment: City. One other thing that is almost near completion is another character model! I hope he brings more "Firewood" to this game.

     

    Until next time!

    • Like 2
    • Thanks 1
  8. Rx_ForumBanner_578640.thumb.jpg.1adc1d9bc5007e4ccfe61655b7f206cc.jpg

    "Ho Ho Ho, Commander!"

    We've reached the end of 2023, which means our annual Winter Season Event has arrived! Snow has fallen again in 5 of our maps and we're glad to release this just before the Holiday season starts. Santa Claus has also brought us a lot of new voicelines for all characters for us to enjoy!

     

    Spoiler

    Rx_Field_Winter.thumb.png.fe881435bfa5a173aed545928a3e7e8e.png

    Rx_Forest_Winter.thumb.png.6d0dd4faff146a21eff3b301d3a93795.png

    Rx_Lakeside_Winter.thumb.png.42b453d679e47e5772fd76a460e021b3.png

    Rx_Reservoir_Winter.thumb.png.47714f4b67de005de4307f2e1e6dc8e7.png

    Rx_Walls_Winter.thumb.png.db1789bdb5fc572149213cd1df5845f8.png

     

    Rx_ForumBanner_Changelog.thumb.png.1a16697362ad2a8b5a02c67c11548aa0.png

    Spoiler

    | Balance |

    • Guard Tower:
      • Increased the range to match the range of the Turret
    • Engineer:
      • Increased the armour from 75 to 100
    • Repair Gun (Engineer):
      • Increased the range from 600 to 750

    | Quality of Life |

    • Q-Spotting defences should now mention what building they're closest to (to indicate which Turret needs repairs f.e.)
    • Variant maps should no longer appear more regular than they used to (e.g. If you end a round of Field, then Field X should not appear in the vote list)

     

    • Adv. Guard Tower:
      • Updated the exterior model with a smaller antenna, which was causing a lot of issues regarding Base-2-Base'ing for map creators

    | Audio |

    • Characters will now say something when they've discovered a vehicle from a crate. (courtesy from @dr.Mobius)

    | Maps |

    • Arctic Stronghold:
      • Fixed multiple bugs regarding rock climbing and bypassing the map boundaries
    • Field:
      • Replaced with Field - Winter
      • Fixed being able to climb the small rocks between the Barracks and Refinery and hop on the wall blocking the back of the Refinery
    • Field X:
      • Updated the invisible walls for the outer vehicle route
      • Added tiny slopes on Nod's outer vehicle route so that AT-Infantry have a chance to take cover
      • Removed the Turret next to the Hand of Nod
      • Removed the Communications Centre
      • Overhauled the outer route for both factions
    • Forest:
      • Replaced with Forest - Winter
    • HeXmountain:
      • Switched back to X-mountain
    • Lakeside:
      • Replaced with Lakeside - Winter
    • Reservoir:
      • Replaced with Reservoir - Winter
      • Fixed a bug regarding rock climbing behind the Nod Power Plant
      • Adjusted the GDI Tiberium Harvest location to be actually inside the Tiberium Field
    • Steppe:
      • Fixed a bug regarding rock climbing and bypassing the map boundaries
      • Fixed bots automatically joining the game (even when the bot amount is set to 0 in the Skirmish menu)
    • Toxicity:
      • Both Repair Facilities will now mention if it's under attack
    • Walls:
      • Replaced with Walls - Winter
    • Whiteout:
      • Fixed being able to climb the larger boulders next to the Weapons Factory with a MRLS

     

    | SDK |

    • Added the Humvee from OG Renegade as a drivable vehicle

     

    • Like 2
  9. Rx_PreliminaryNotes.thumb.png.27bc405f929ffffbf9ceb68d33ee54bf.png

    "Welcome Back, Commander!"

    We are releasing preliminary patch notes to keep the community updated on our progress with Renegade X, although it may be slower than it used to be. We are expecting this patch to be pushed to live within the next couple weeks.

    Rx_ForumBanner_Changelog.thumb.png.ee5a248998c18de97bca5a6673bab442.png

    Spoiler

    | Bug Fixes |

    • Fixed a bug where the Nuke crate would not damage infantry
    • Fixed a bug where you wouldn't switch to a different weapon once you used your C4 or grenade
    • Fixed a bug where Nod would not receive VP from building rewards in certain cases
    • Fixed a bug where the Repair Gun beam would go through certain walls in 3rd person mode
    • Fixed a bug where players would get kicked incorrectly for "ghost client"
    • Added another fix for the soundbug

    | Changes |

    • Veterancy System
      • Added a 1 VP reward for destroying enemy AT mines

    | Balance |

    • Marksman Rifle; Sniper Rifle; Ramjet Rifle:
      • Added a spread penalty while moving

    | Visuals / Audio |

    • Fixed a bug where weapon attachments would spawn inside of the character mesh instead of their designated holsters
    • Fixed a bug where wheel particles effects continued to play while there was no driver
    • Fixed a bug where a white dot would remain when aiming down the sight
    • Fixed a bug where "{TEXT}" was visible when spotting commander abilities (Spy Plane f.e.)

    | Maps |

    • Field
      • Fixed a bug where a material was missing from the bridge near the waterfall
    • Mesa
      • Aligned collision with the visuals of the landscape to prevent bullets from colliding with air
    • Tomb
      • Fixed an issue where grenades would fall through the ground around the Hand of Nod and Airstrip
    • Under
      • Fixed an issue where the Silo chimney particle effect didn't appear

    Internal Revision: 12146

  10. FS_Banner.png.521a5de732e483d9da76430889214092.png

    Greetings community,

    Today we are happy to bring good news for Firestorm. We will be releasing a mostly infantry-centered, objective based game mode this Summer! This will help us get feedback and balance information on all the weapons, while you get a taste of the Tiberian Sun atmosphere we've been working to create in Firestorm.

    Check out DevTalk #7 to get more information about Firestorm Assault, and everything else that's in the works.

    We also have a new website: https://totemarts.games

     

    • Like 3
    • Confused 1
  11. Rx_ForumBanner_CO.thumb.png.13271238e5cb722da1f00a5371732cb1.png

     

    Greetings community,

    The Renegade X Team values your feedback when making decisions about additions and balance changes. We love gathering feedback by seeing opinions ingame, reading posts on the forums, reading Discord and interacting on voice chat, and seeing how players make the meta and come up with counters to metas. We hope to further increase the input from the community in the changes you guys see in patch notes.

    While we are dedicating most resources to Firestorm currently, nobody wants Renegade X development to be left entirely, so to keep things moving efficiently, we need to know what best ways to direct our resources with the following poll.

    • Like 4
  12. Hello community!

     

    We are looking for people who would be interested in helping maintain the wiki. This would involve things like adding pictures, updating stats on weapons based on new patches and writing content to fill in the pages and help document our game. This would include creating new pages and sections for Firestorm content, along with closed alpha/beta tester access. You will be working with @Sakura to revive and tidy up the wiki.

    We wouldn't require a lot of time be devoted to it, but being active and wanting to do it are a must. Please contact @Sakura on the forums or Sarah on the Renegade X Discord.

     

    Thank you!

    • Like 3
  13.   

    image.thumb.png.bd3ec85673ff0eccfad2954adf3d1d43.png.353bb2ddde7a8eeb9893a197708b7d0e.png

     

    Whats up community!

    Totem Arts is a group of small but passionate individuals whom have a massive love for the Command & Conquer series and an even bigger love for Command & Conquer Renegade. Welcome! You are most likely here because of Renegade X, and our upcoming Firestorm expansion for Renegade X.

    We are looking for more passionately driven individuals to help us reach our stupidly ambitious goals of bringing C&C to the ground level. This team has never been made of professionals, its always been made of ordinary fans whom have always wanted to make something truly awesome. Together we've created Renegade X initially as a mod for UT3, Black Dawn as our first standalone project, Renegade X standalone multiplayer, and finally the upcoming Firestorm expansion! All amazing projects developed entirely through determination and passion. Who says you need to be a pro to make great games, when all you really need is a love for gaming!

    Do you think you have what it takes? If so we're looking for people like you! This is a volunteer project so before we go any further, no one is getting paid to work on this game. This is a volunteer project!

    Now, what are we looking for? We do have specific needs, however we are always on the lookout for others with skill sets we aren't actively looking for. So if you have a certain skill related to game development and you don't see a position for it listed below, then don't let that stop you from applying! Passionate developers are always in demand!

     

    Whom are we actively looking?

     

    ------------------------------------->   Artists   <-------------------------------------

     

    3D Artist - | Characters | Weapons | Vehicles | Props | - | UDK Non-PBR | UE4 PBR |

    Spoiler
    • Knowledge of good low poly game model practices (Triangle count, well packed UVs, LODs)
    • High and Low poly modeling for baking
    • Able to work off of and push art style
    • Knowledge of Substance Painter for texturing in non PBR (Specular & Gloss)
    • Knowledge of PBR (Metal & Roughness)

     

    Environment Artist - | Level Assembly | Asset Creation | - | UDK | UE4

    Spoiler
    • Knowledge of UDK and level creation process
    • Knowledge of UE4 and level creation process
    • Ability to optimize levels for better performance
    • Good sense of lighting and colour composition
    • Create custom 3D assets, particles, and sounds (bonus)

     

    Sound Designers / Engineers - | Sound effects | Voice Modulation | Interface |

    Spoiler
    • Create sci-fi sound effects for the upcoming Firestorm expansion
    • Create EVA / CABAL voice modulations
    • Voice Acting for in game dialogue (Radio commands, Taunts, etc...)

     

    ------------------------------------->   Software Engineers   <-------------------------------------

     

    UI Programmer  - | Flash Action Script | Scaleform |

    Spoiler
    • Flash CS6 editor experience (or similar application)
    • ActionScript 2/3 knowledge
    • Experience with Scaleform
    • Any C++/Java/JavaScript/OOP language experience

     

    Gameplay Programmer - | UDK Unreal Script | UE4 C++ |

    Spoiler
    • General understanding of game development/game engines
    • Ability to create optimized and logical code
    • Understanding of general debugging processes/flow
    • Any C++/Java/JavaScript/OOP language experience
    • Experience with large codebases/frameworks
    • Knowledge of replication, server/client design
    • Foresight of how variables, functions and certain gameplay mechanics could be used in exploits

     

    ------------------------------------->   How do I apply?   <-------------------------------------

    Option #1:
    Simply reply in this forum topic and someone from the team will reach out to you!

    Option #2:
    You can also ask in our Discord in the #modding channel. Someone there will be able to direct you to the person(s) that you can speak to. https://renegade-x.com/discord

     

    We are incredibly grateful to all that apply, to our entire community and our fan base. This has been a dream come true for us all. Help us to make even bigger dreams come true! If you don't think you can help out, then spread the word and link this topic to those who you may think would be interested in helping.

    Please keep in mind that Totem Arts is a group of passionate volunteers; and as such we do not expect a lot of your time to be dedicated to the project, but you should at least be able to keep in touch with the rest of the team and give frequent updates on what you're working on. Ability to reach out for help and an understanding that we work together as a team to reach our goals is critical.

     

    Please do not rely to this thread if you don't have intentions of a legitimate application
    Off-topic replies will be deleted in order to keep this topic clean for our own sanity sake

    Thank you for your cooperation!

    • Like 5
    • Thanks 2
  14. Rx_GameUpdate.thumb.png.4a703f8e86c69cb35bc953357dcf2573.png

    Welcome Back Commander!

    Patch 5.390 fixes some issues introduced in the previous patch related to the scoreboard and the camera. It also includes a slew of other bug fixes, and several new features, including Airstrip elevators, and a crate we're sure you'll all learn to enjoy.

     

    (If you're wondering why this is under general, it's so as not to disturb that recruitment ad)  

    362866972_FullChangelog.png.a060577b72aed97b6b1fa17fe9f474d4.png.7741cfcaa4f420dab4f7542c178e669f.png

    Spoiler

    | Additions |

    • Added Kamikaze crate type.
    • Added more rush tactics for AI
    • Added elevator to Airstrip Tower that has ramps

    | Balance |

    • Increased Recon Bike health from 200 to 250

    | Quality of Life |

    • Added pathing check so commander won't get the harvester stuck.
    • Added TeamMode 5, which takes out the requirement to have an even team to swap. Should be useful for testing servers (login team assignment doesn't change)
    • Deathmatch no longer spawns you as a random character
    • Deathmatch has its own time limit (DefaultRenegadeX.ini)
    • Deathmatch characters all have no armour type and 100/100 health
    • The game should be less likely to forget you on crashes and rejoins
    • Re-added CnC-Daybreak to the default rotation
    • Commander targets are now coloured based on the target's health (From green > yellow > red) 

    | Gameplay |

    • Bots will continue rushing late-game using Chemical Troopers and McFarlands.
    • Repair facility and Team Silo are no longer mandatory to destroy by default and thus will not show up in scoreboard and HUD. Editable by mapper.

    | Visual/Audio |

    • Server name is now shown on top of the scoreboard.
    • Repair facility will now show up in scoreboard, provided it's significant (by default it's not)
    • Donation message will stop showing decimals.
    • Scoreboard will show a maximum of 32 players a team from now on.
    • Commander targets are now colored based on the target's health
    • Skirmish menu's game mode tab is now functional and editable using DefaultMenu.ini. Any menus listed in the config file will not show up in the menu if there are no maps it can use.
    • Cruise missile jet engine is now grouped under 'cinematic' sound
    • Updated Mutant Raveshaw textures
    • Vehicle sounds should now cause less audio dropping
    • Added 'Commando' Killsound (CnC95 Commando quotes)

    | Bug Fixes |

    • Fixed the camera resetting to its default position when crouching and placing mines.
    • Fixed scoreboard chat scrolling *up* instead of *down* when new message pops up.
    • Fixed Mammoth's cannons firing when rockets are done reloading.
    • Fixed end game scoreboard countdown not beeping for the last 10 seconds
    • Fixed scoreboard's minuscule size discrepancy
    • Fixed Recon bike firing 'phantom' rocket duplicates online
    • Fixed Vote menu kicking the wrong person
    • Players should now be able to access pause menu properly during endgame.
    • Veterancy crates should actually show up as giving veterancy now
    • Scoreboard will now show destroyed buildings correctly.
    • C4 should no longer block players from shooting
    • Fixed projectiles shooting from the middle of characters
    • Donation message now states the correct donator
    • Pedestal Beacon slowmo is now handled in the beacon itself to prevent permanent slowmo.
    • Maps should now default to the map's designated gametype in WorldInfo as opposed to UTGame
    • Landing while zooming with scoped weapon should no longer revert players to normal speed as opposed to walking speed
    • Fixed instanthit weapons playing 2 soundcues on impact in skirmish

    | Maps |

    • Fixed kismet-related map gimmicks (EMP on Arctic, defenses on Hourglass, dam on Reservoir, meteors on Crash Site)

    Canyon

    • Fixed harvester pathing

    Cliffside

    • Fixed harvester pathing
    • Improved overall pathing

    Complex

    • Removed unintentional hiding spot *inside* some of the rocks

    Deck

    • Added weapon pickups
    • Removed several crates

    Eyes

    • Fixed harvester pathing.
    • Removed a third repair pad that prevented GDI from losing.

    Hourglass

    • [BUG] the Uplink now will give the advanced defense towers an upgrade every time.
    • The obnoxious alarm should no longer be present.
    • Defense Building announcement message lasts longer.

    Mesa

    • Fixed harvester pathing
    • Simplified Navpoint distribution

    Oasis

    • Increased vehicle limit to 8 from 6
    • Increased Airstrike cooldown to 120s from 30s

    Reservoir

    • Blocking volumes of Airstrip changed to only block vehicles.

    Snow

    • Fixed beacom exploit that would've destroyed Weapons Factory from the vehicle tunnel

     

    | SDK |

    • Added 'bSignificant' boolean to modify if the building is part of the victory condition, and whether to show it in HUD.
    • Rx_Bot_Scripted is now de-facto nonplayer and should no longer give 'left the game' message when killed.
    • Added a 'RepairFactory' class for customizations to the building. All Repair Facilities now extend from this class.
    • HUD Overview class can now be changed by mutators

     

    | Known Issues |

    • Hourglass shouldn't be in any rotations as it has a BROKEN AGT/Obi 
    • The respawn timer still doesn't count down properly 
    • Like 4
    • Thanks 2
  15. CommUpdate.thumb.png.0c56b84522feda9df6cddc33a57a1182.png

     

    Welcome back commander!

    What is a PUG? The Renegade X community comes together every weekend to participate in organised, pick-up games that are held on our Discord. These games are graciously hosted and organised by the Constructive Tyranny community. You can identify these CT members by the 'PUG Organiser' role on Discord.

    How do I participate? If you are on our Discord and get the PUG Player role, you will be notified when we are starting each PUG. People usually start joining the Waiting Room voice channel about 30 minutes before the PUGs. The PUGs start at 7PM GMT/BST / 1PM CST/CDT (daylight savings changes included).

    How does it work? Each team will get a commander. This commander, along with the PUG organisers, will draft teams. After the teams are drafted, a specific team will get first map pick. The team that loses gets to decide each map pick.

    Listen to your Captain(s)/Commanders, and be a team player, the goal for the PUGs is to encourage amazing teamwork that would otherwise not be easily seen in a public server. We're all here to have a fun, competitive experience. Anybody is welcome to join, but it is still highly recommended that you have basic knowledge of the game mechanics before you hop in. PUGs typically last 2-3 hours, this often equates to 3-5 matches depending on map selection.

    Once again, to join the PUGs, join our Discord and find the channel #pug-rules-and-role to get the role.

      
    Below is an excerpt from the pug rules channel from Discord

    Spoiler

    1. Excessive gloating/whining/disruptive behaviour in all chat/team chat/private chat is not allowed. If you have any complaints, PM a moderator in-game at any time.

    2. Never change teams on your own unless instructed to do so

    3. Use push-to-talk if you're playing in a noisy environment

    4. If requested by a mod and/or your teammates, you must change your discord name to match your in-game name (the name most people will know you as).

    5. If you need leave before a pug officially ends, please notify a moderator/organiser as soon as possible so adjustments can be made on time. This should ideally be communicated before the PUG begins. If you have to leave mid PUG (without having it announced to the organisers before hand that you might have to leave), You have 24 hours to send your reason to a PUG organiser.

    6. You must notify your team if you have to go AFK

    7. Do not give away the PUG password to somebody who is not in the Renegade X Discord

    8. A mic is not required, but you must have your voice chat unmuted, and you must be able to hear and acknowledge other players

    9. If you show up late, please DO NOT join the game. Instead, sit inside the waiting room. You will be moved automatically by a moderator to a team after a round ends.

    10. Do not type out the password in any of the text channels on Discord.

    11. Use of mentions without moderator consent is forbidden on the discord channels

    12. No putting vehicles in places they should not go (On top of the Wall on Walls (with non-air vehicles) as an example)

    13a. No Flaming Infantry (Man-Bombing) (Various C4 placed on an infantry unit which then you run and detonate them to kill the opposite team)

    13b. Flaming Vehicles are permitted (as they detonate the vehicle when hit)

    14. No Pedestal Beacons during the Warm-Up Round, if they detonate, the game ends.

    15. Only commanders and server moderators/admins are permitted to do Surrender/Change Map votes.

    16. If you are playing in the PUGs, make sure you are dedicated to the PUG, and don't just sit and type in Discord (or anything else for that matter) or deafen and do nothing. You will be kicked and potentially banned from further organised games.

     

    ...



    Our typical punishments are:

    1. One week ban from Organised Sessions

    2. 1 month ban from Organised Sessions

    3. Permanent ban from Organised Sessions

     

    • Thanks 1
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