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Renegade X Preliminary Patch Notes (August/September 2025)


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  • Totem Arts Staff
Posted

It's almost that time of year again. Time for updates, rage, and a dozen "What changed?" posts in-game, mid rush. While RenX is getting close to being a 1.0 release, we still have some bug fixes and features that need ironing out before we can tag it as "Good enough for UDK." Below is the preliminary list for the August/September update. Keep in mind, the below list is a preliminary list, and is therefore subject to be modified based on beta testing and feedback. 

This patch focuses on some fixes that are a literal decade+ in the making, as well as just some quality of life improvements to hit feedback and All Out War. 

 

Spoiler

Bug Fixes

 

  • All Out War
    • Fixed a bug in AOW score calculation that sometimes showed the wrong score after several buildings died
    • Revived buildings should actually be worth half points now
  • Snipers
    • Fixed snipers not holding the aiming stance animation while scoped in
    • Snipers should have their camera centered so they cant pixel peek
  • Miscellaneous
    • Going into spectator mode at round start should no longer popup a grey screen after a few seconds
    • Fixed bots only shooting in semi-auto
    • Potentially fixed c4 being thrown instead of detonating sometimes
    • Fixed the AGT taking up half of the available playable sounds when it fired

Balance

 

  • Veterancy
    • Team VP gain from building destructions is capped at +60VP now, instead of infinitely rising
  • EMP Grenades
    • Decreased Minimum EMP range (range when you get the minimum EMP time) from ~3m to ~2m
    • Returned maximum EMP time on vehicles to 6s instead of 5s
    • Reverted EMP cooldown back to 60s instead of 75s

Vehicle Changes

 

  • All Tracked Vehicles (Including the Artillery and Harvester)
    • Vehicles shouldn't constantly prioritize climbing/pushing each other when colliding now
    • Edited density/weight of tracked vehicles to not be quite so easily thrown by other vehicles
    • Edited the Mammoth Tank to be...exceptionally hard to move, but able to more or less move any other vehicle
  • Nod APC
    • Fixed the Nod APC being thrown around by explosions
    • Fixed the Nod APC’s suspension not….suspending
    • Fixed the Nod APC accelerating super slowly at takeoff
  • Wheeled Vehicles
    • Limited how fast wheeled vehicles can go when reversing downhill. (It's still faster, but not quite ludicrous speed)
    • Nod APC’s sprint speed might be a tad slower at Heroic when going downhill


Feature Additions

  • All Out War
    • Added the revive timer to the scoreboard
    • The building revival timer is no longer visible to enemies
    • Added toggleable setting to force building MCTs to be interacted with to revive buildings (to allow teams to stagger revives)
    • Added a domination bar above the points on the HUD to actually track domination in AOW
  • Impact Effects
  • Bullet impact sounds now change based on how much damage it was and how much health
  • Added metallic 'bang' effects for explosives that hit vehicles/metal surfaces
  • Added a spark effect when vehicles hit objects
  • Added CnC squish noises for being run over
  • Increased the volume in general for bullet impacts vs. infantry

Quality of Life

 

  • Removed infantry hit voicelines that weren't pain sounds
  • Increased vehicle lighting refresh rate

Maps

  • Volcano
    • Moved GDI harvester point slightly further from the catwalks
    • Made Nod harvester dock somewhat better
    • Both harvesters should have similar times now compared to before (nod had a 3s advantage)
  • Eyes
    • Added Tiberium volume on the cave meteor
  • Reservoir
    • Fixed an exploit that allowed users to get on top of GDI Barracks.
  • Field
    • Fixed a stuck spot near silo
    • Adjusted GDI base volume to not include the perch, similar to nod
  • FieldX
    • Fixed a stuck spot near silo
    • Mirrored AGT: now can target tanks on outer path
    • Removed grass from tunnels
    • Extended some volumes behind gdi base to stop mountain goats
  • Islands
    • Blocked the base to base path accessible with Hover MRLS
  • Lakeside
    • Blocked vehicles from going into the cave
    • Fixed bullets creating water splashes mid-air on the waterfall
    • Minor Detail: Added collision to the water plane in the background so projectiles don't go through it
  • Under
    • Fixed collision on a rock you could hide inside of
    • Adjusted a rock to make it harder to shell tunnels

 

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