A decade has passed since the beginning of the Mental Omega storyline with the release of Act One, featuring 12 missions for Allies, Soviets, and Yuri's Epsilon each, on November 29, 2013. Over the years, we've rolled out numerous patches that expanded the narrative into Act Two and additional Special Operations, featuring missions that delved into new stories of the factions originating in Red Alert 2, but also introduced our original fully playable side - the Foehn Revolt - in version 3.3.0 in 2016.
The climax of the story of Allies, Soviets, and Yuri in version 3.3.6 released on October 30, 2021, marked the culmination of years of dedication from many talented individuals—ardent fans of Red Alert 2 and the works by Westwood Studios. As the authors of this campaign, we were more than happy to see the wide participation of players in it throughout the years. The combined Act One and Act Two storyline resulted in a massive 133-mission-long campaign, available for everyone to play for free.
Now, a new war looms on the horizon. The state of the world is dangerously unknown, and thus it falls upon the technologically advanced Foehn Revolt to navigate the uncertainties of the outside. Their mortal enemy, Yuri, has achieved the seemingly impossible, forcing the Revolt to employ warfare strategies and futuristic weapons developed in the isolated time-space in Alaska. The horrors that await them will be for you to discover in Act Three of the Mental Omega storyline - "New Horizon" - now in development.
After a much needed development break, the Mentalmeisters are now crafting the next chapter of the Mental Omega saga. The upcoming campaign - a sequel to "Red Dawn" and "Epsilon Era" - is an ambitious collaborative effort involving veteran mission designers from the community with extensive experience in Red Alert 2 map creation. This time, just like we did with Act One, we intend to release all missions of Act Three simultaneously when they are ready. The new story of the Foehn Revolt will arrive packed with gameplay changes, new additions and improvements, which we will be unveiling to you over time.
The most crucial addition, which should come as no surprise to those who follow the developments in our modding community, is the inclusion of Phobos — the Ares-compatible extension for the Red Alert 2 Yuri's Revenge engine created by Starkku, Kerbiter, Trsdy, Morton, Belonit, among others. This inclusion enables us to introduce a plethora of new advanced functionalities into the game, further information on which will be revealed in the upcoming dev logs. If you'd like to learn more about this revolutionary modding tool right now, head over to their GitHub.
For the new developments, the Mentalmeisters team welcomes two new core members: Zhelin and Salted_Old, both excellent Red Alert 2 voxel artists who will bring in new weapons for all players to use in skirmish/multiplayer, as well as the new campaign. The brilliant composer behind the Foehn Revolt Soundtrack, World Beyond, returns with new music that will be heard throughought the missions.
We are also very happy to announce the formation of the Mental Omega Animated Cutscenes Project team, lead by Baozi and consisting of Brick, Alex, hhhh, Lobsan3 and Noah. This team will solely focus on crafting animated CGI cutscenes for the Mental Omega story, an example of which we present to you today.
Both the Mentalmeisters and the MOACP teams are now actively seeking new members. We, as the Mentalmeisters, are explicitly looking for INFANTRY ARTISTS and MISSION SCRIPTERS, while the MOACP team is recruiting those skilled with CGI to assist with the creation of new models and animating the cutscenes: STORYBOARD, 2D, 3D and RENDER ARTISTS. We are both also looking for MUSICIANS who'd like to contribute additional music for the projects.
## Contact Speeder / MMs: mental.omega.apyr@gmail.com
## Contact Baozi / MOACP: hanpibaozi@outlook.com
Make sure to follow mentalomega.com and our social channels for updates on the "New Horizon", soon(tm).
You can also join our Discord server, which has recently reached a milestone of 10000 members.
-- Discord invite: mentalomega.com/discord
Mental Omega is back. Stay tuned for much MOre.
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Suggestions
Hi there, I've been playing since 3.3.4, and I would like to express my suggestions for the next update:
- Re: Infiltrators, can it be possible for them to be trainable in campaigns? Maybe make it that they are VERY expensive and unaffected by build time modifiers,
...or at the very least buildable in missions where the Infiltrator units show up, E.g: Idle Gossip. And add Extra Anti-spy security to enemy bases in missions to balance it out.
- Re: Co-op: Maybe bring them back to skirmish? I would always like to come back and play them again as they are very underrated IMO, and I don't think the person I played them with would like to do them again.
Agents are limited in the campaigns, because it'd be very easy to camp at an AI ore refinery and secure virtually infinite funds for the mission. As for adapting and maintaining co-op missions for singleplayer purposes - it would take way too much development time and effort that we prefer to spend elsewhere, so unfortunately it's not in our plans.
How did this leave my sight, I don't know, but I think I mentioned a bug in the past, where players choosing either PsiCorps or Epsilon HQ in Tech Share mode, the Fake Pandora Hub is missing, was that fixed?
Also new question that I just thought, a one while playing as a Spectator on a "(2) Future Avenue" is: Will the Windbelt become buildable in the next update? Or at least a "laser fence" but for any one of the four factions? Other questions include: Will the Stalin's Fist build limit become increase from 1 to 2? And will the eco-boosters have their income production increased, like from 20 to 40 or 80?
And one last thing: Is the AI Soviets producing 2 cyborg dogs "Chitzkoi" intentional? Since if Mental AI Boost is disabled, any AI playing as any sub-faction of every faction shouldn't produce 2 or more "heroes". Sorry for asking too many times, but I (and many others) just want the next update to be bug-free.
Hopefully it would become the last major update, but not the very last update.
Windbelts will not become buildable. Ecoboosters already provide more resources than a single Oil Derrick and there's been no plans to increase that. Mental AI just enables AI to clone everything, but perhaps in the future that will change to an extent.
Hi, is it possible in the next version of the mod to make a hotkey to move a group of troops at the speed of the slowest squad? It looks pretty comical when I send mastodons and raccoons on the attack.
That is not technically possible in the engine right now.
What was the inspiration for Foehn?
Generally speaking various futuristic and cyberpunk fiction, hi-tech GDI that exists in the released and conceptualized C&C games and the idea of Allies and Soviets joining forces, but in a way that actually results in new tech and faction.
[COMMENT UPDATED on 6/30/2024]
Long time since hearing from this ambitious mod! Just 2 questions for the mod page admin:
-After your last image uploaded (Foehn Sawshark), will there be many structures buildable on water? You know, like in Red Alert 3.
-Did you fix all bugs/glitches present since version 3.3.6? Here are them again:
-Opus Tanks having a Repulsor as a passenger has the wrong firing muzzle offset, the muzzle flash comes from the center, not from the 2 barrels.
-One of the vehicles in (4) Iron Skies has a missing UI name.
-Some structures/units have missing cameo when built by AI players when spectating them, they are: Colossus (Anti-Air), Megaarena Projector.
-Epsilon Fake Pandora Hub's name on tooltip to the enemy is shown as "Epsilon Contruction Yard", not "Pandora Hub", I didn't discover this myself, but I found it on a YouTube video by Glioper showcasing "exploits and tricks" in Mental Omega.
The YouTube channel in question (I mean the playlist): Youtube.com
After extensive search, I found no bug other than the ones mentioned above.
There won't be structures buildable on water, sorry.
Which map is a 2P map listed as a 4P? You need to be more specific with that, the missing UI name on a unit and the 'two words' briefing issue. The rest of the issues has been fixed.
Huh, strange, my memory must have betrayed me. And oh finally, the other bugs are fixed!