Open Beta 5

**Open Beta 5** is the fifth and final beta released for *Renegade X* on July 7, 2015, before the game's full release.

## Changes

### General

* Pressing hotkey '7' will now be able to purchase smoke grenade.
* Moved third person MRLS cam up a bit for a better overview.
* Reworked crate logic. All Crate types are now separate classes, derived from "Rx\_CrateType" This allows for us to easily add additional crate types in the future.
* Recreated all pre-existing crate behaviour in the new layout.
* Added Tiberian Sun units (Wolverine, Titan, Hover MRLS, Tick Tank, Recon Bike, and Buggy) via crates.
* Added Suicide, Nuke(new), SpeedUpgrade, Timebomb, alien abduction, and Tiberian Sun prototype Units crate types.
* Adjusted crate probabilities and set suicide to 0.
* Added Speed upgrade multiplier to pawn, for the crate. This is multiplied by the final ground speed after it has been calculated. Also modified the character animation so that run/walk/sprint animations are blended based on the actual speed values of the pawn, and don't have to by kept in sync manually.
* Some modifications to the beacon class to have it handle low countdown times properly (used for nuke crate).
* Added special nuke beacon for nuke crate with a 3 second countdown.
* Removed "DeadVehicleLifeSpan" so that defences don't leave behind invisible collision when the they are destroyed.
* GFxHud can show health when viewing a demo.
* Fixed a bug in the missile launcher tracking code that could cause CPU spikes.
* Speed Trees are now set to True on every graphics preset so that they are visible in-game.

### Editor/SDK

* Fixed default editor settings to not crash on startup.
* Fixed game asset database settings in DefaultEditorUserSettings.ini to be set to offline mode, as we're not using an asset database server. Updating the databse will no longer crash the editor!
* Added a config sample to add custom maps. the custom maps will be shown in main menu once added the corresponding .ini file. in this sample, it will show the CNC-TestMap\_MP map in frontend. However, map rotation with the custom map is still not yet implemented. will work on it soon.
* Added the weapons factory max file as an example asset
* Added wolverine's max file as an example asset
* Created base "Rx\_Pickup.uc" class, to be used for common functionality for various renegade-x pickup items.
* Created 3 sizes of health pickups, 3 sizes of armour pickups, and an ammo pickup. Intended to be used for deathmatch maps.
* Updated foliage, and some items in RX\_Nature.upk to use lower res lightmaps by default.
* Added an example mutator script package. Can use this to test our mutator functionality, and distribute as an example to the community.
* Added Rx\_CapturableMCT as a sort of capturable MCT. Kismet can then be used to get its team number and do/restrict stuff based on it
* Fix to the GetCredits Kismet node
* Added Rx\_ObjectTooltipInterface - adds tooltips to objects.
* Reworked the MCT to use Rx\_ObjectTooltipInterface.
* Reworked the Purchase Terminal to use Rx\_ObjectTooltipInterface.
* Added bAccessable to Rx\_BuildingAttachment\_PT.
* Custom purchase terminals with custom text should be easier with the above
* BuildingInternalsClass not a const anymore so that it can be changed with mutators
* Tesla Tank, HoverMRLS, Titan, Wolverine Tick Tank, Recon Bike and Buggy now have vehicle factory classes for mappers to spawn them in their maps
* Weapon/Vehicle/Death/Radar Blip icons are no longer drawn from flash file. They are now loaded and draw the image from the weapon/vehicle packages itself as a dynamic texture.
* Added deployable vehicle class which is copied over from UT3's deployable vehicle (press Jump to deploy)

### Balance

* Player acceleration is back to how it was in Open Beta 3 for more snappy movement speeds.
* Infantry splash weapons do self damage.
* AirdropCooldownTime is now a configurable setting in the ini file.
* Ref gives 50% less credits when dead.
* Silo gives 0.5 credits per sec.
* Increased the time between queued airdrops by about 20 seconds.
* Increased infantry costs when Barracks/Hand of Nod are destroyed to be twice as much as the normal cost.
* Increased vehicle airdrop costs to be twice as much as the normal cost.
* Spies no longer show player names to enemies.

Chaingun:

* Reduced base damage.
* Reduced headshot damage multiplier.
* Chainguns are back to projectiles but the projectiles are thicker streams using volumetric projectiles.

Shotgun:

* ADS spread reduction reduced to be more inline with default spread.
* Base spread reduced slightly.
* Rate of fire decreased from 1 shot ever 1.1s to 1 shot every 1.5s.
* Range reduced from 1500 to 800 units.

Machine Pistol:

* Increased base spread.
* Reduced Max spread.
* Reduced rate of fire.
* Reduced magazine size down to 30.

Missile Launcher:

* Locking time increased from 0.5 second to 1.0 second.
* Locked on time limit reduced from 3.0 seconds to 0.5 second.
* Locking on infantry should be nearly impossible.
* Locking on range reduced from near infinity to range of autorifle.
* Damage to heavy armour reduced from 75hp to 65hp.
* Damage to light armour reduced from 90hp to 75hp.

Rocket Launcher:

* Infantry damage reduced from 90 to 60.
* Damage radius reduced from 300 to 125.
* Heavy Armour damage increased from 40 to 45.
* Building damage increased from 65 to 74.
* Headshot multiplier increased from 2x to 5x.

Ramjet Rifle:

* Heavy Armour damage reduced from 15hp to 10hp.

Flak Cannon:

* Alt fire projectile speed reduced.
* Rate of fire reduced slightly.
* Flak secondary consumes two ammo.

Grenade Launcher:

* Grenade projectile speed reduced.
* Splash damage radius reduced.

Proximity C4:

* Texture made slightly brighter.
* Deployed mines now have a orange glowing light to make it easier to see when there is no lighting to make them visible.

Purchase Menu:

* Heavy pistol price increased from $75 to $100.
* Carbine price increased from $125 to $250.
* Tiberium Flechette Rifle price increased from $225 to $400.
* Tiberium Auto Rifle price increased from $250 to $400.
* EMP grenade details now say Disarm Mines.
* Smoke grenade details now say Disable Target Info.

Stealth Tank:

* Stealth Tank has next to no spread on its rockets.

### RCON

* Added "PLAYER" RCON log event "ChangeID;" to report when a reconnecting player's PlayerID changes in FindInactivePRI().
* Added missing check to disarm commands.
* Added "ChangeName" RCON command (doesn't seem to work particularly great for users using Steam though).
* Non-single-byte Unicode characters and backslashes (\) are now escape-sequenced in RCON output (\uXXXX).
* Added Kick reasons.
* Added "ForceKick" RCON command to kick administrators and provide fully-specifiable kick messages.
* Added "Reason" field to "Kick" and "KickBan" RCON commands.
* Added RCON "CHAT" logs "Radio;" and "HostSay;".
* "HostSay" RCON command now calls Broadcast() instead of BroadcastText().
* Added "serverinfo" RCON command.
* Added Rx\_Rcon\_Out, which will connect to a bot and dump RCON logs to a file for future statistic parsing.
* Added "Start;" RCON "MAP" log.
* Expanded "ServerInfo" RCON command to accept parameter inputs.
* Added "GameInfo" RCON command (similar to "ServerInfo" RCON command; different default outputs).
* Added "BuildingInfo" RCON command.
* Added missing SpawnCommand() for "GameInfo" RCON command.

### Maps

Field:

* Lowered sniper vantages points to make them more vulnerable.
* Blocked off GDI Refinery silo path so that nod infantry cannot sneak into the GDI refinery.

Mesa:

* Fixed hole in the bridge.
* Fixed Nod harvester bug when it crashes into the turret.

Canyon:

* Fixed collision on a rock behind the GDI ref (could get out the map).
* Fixed b2b artillery could hit the WF though the small hole.
* Added a hole in the Nod wall (like GDI has) for better access to the silo.
* Fixed a bug with the nod harvester path.

Under:

* Fixed silo wall collision
* Made it so snipers cant climb the big rock on GDI side.
* Fixed a spot were you could get stuck (GDI AGT tunnel tank cross moved).
* Fixed snow particles not behaving like they should.

Lakeside:

* Adjusted lightmap res on lakeside. Reduced to ~150mb from ~220mb.
* Added blocking volumes to the cliffs to stop people sniping on them.
* Fixed a collision issue (replaced a complex blocking volume with 2 separate volumes).

Goldrush:

* Made a copy the splatter texture to RX\_Deco\_Roads (was refracted to a UT package) and re-refracted the texture in the mat.

Walls:

* Fixed Nod side ramp (was a hole).

Deck:

* Updated CNC-Deck.udk, removed UT3 powerups and replaced with Renx powerups and crates. Also updated post-processing settings to be more inline with the rest of the game, and added some Tiberium to the goo pools.

## See also

* Beta 5 Launch! on the Totem Arts Forums
* Beta 5 Full Changelist! on the Totem Arts Forums