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Beyond All Reason - Page 5

Forum Index > General Games
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dyhb
Profile Joined August 2021
United States570 Posts
January 16 2026 18:53 GMT
#81
I'm really loving the open source nature of the project. One of the updates introduced a bug in lobby options for a niche game mode I enjoyed. I spent a couple hours tracking down its origin in the LUA on Git. I submitted a pull request and chatted about it in discord with the devs and contributors. A week and a half later it's fixed.

Compare this to every other game where if it's tiny enough and doesn't impact a large amount of the playerbase (this didn't affect the most popular game mode of 8v8 PvP), you might be waiting forever.
dyhb
Profile Joined August 2021
United States570 Posts
January 26 2026 07:14 GMT
#82
Some sad news on the project. Two important members of the management team and legion development have left the project in a cloud of controversy and allegations of mistreatment. Some other artists and contributors associated with legion are also leaving. Depending on who you believe, it's "disagreements with leadership regarding the direction BAR is taking for the future, and am overall quite unhappy with my resulting treatment" or "a long series of compounding suboptimal inter-project coordination decisions that came to a head in a really ugly way." There are promises for more clear retrospective on what happened, but none have been released yet.

Godspeed ZephyrSkies and Tharsis. Hope you both find other creative outlets for your talents.
dyhb
Profile Joined August 2021
United States570 Posts
Last Edited: 2026-02-24 16:01:45
February 24 2026 02:01 GMT
#83
The new engine update fixes that annoying bug with rezzed units not being healed to full. This is a very huge improvement.

There was a planned beta test of the new AI slated for Saturday, but this was cancelled due to server crashes. The instability is roughly two or three crashes a week, and devs haven’t identified its source yet.
ThunderJunk
Profile Joined December 2015
United States741 Posts
Last Edited: 2026-02-24 18:56:50
February 24 2026 18:56 GMT
#84
BPL Season 8 is up and going!
So far the group stage matches I've seen have been relatively one-sided, though the qualifiers had some seriously epic games. I guess there was the one between Akumar and Fiddler that went pretty hard.
The map pool has a ton of variability in it. There's really not one standard build that you can use on all of the maps and expect to do well.

I am free because I know that I alone am morally responsible for everything I do.
Yurie
Profile Blog Joined August 2010
12136 Posts
Last Edited: 2026-06-16 19:40:37
June 16 2026 19:39 GMT
#85
https://www.beyondallreason.info/news/beyond-all-reason-and-hooded-horse

Seems they are getting financing to start the campaign work and get some full time staff fixing up the multiplayer. Seems very unlikely they can monetize it much past the single player campaign unless people chip in because they like the game more than a random reward.

It is the only RTS I play in multi player (and mostly PvE at that). So will be interesting to see what changes going forward.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1353 Posts
Last Edited: 2026-06-22 06:33:25
June 22 2026 05:56 GMT
#86
Has anyone beaten the supremacy scenario recently?

I've watched guides and stuff, but they are all old, and it seems to be a lot of RNG involved.

Most of the time, by the time you get to decoy commanders, your ally has no constructors/labs left so you can't get to dragons (and I can't think of any other units that you can actually use to beat the game).

Half the remaining time, 2 juggs, or a jugg followed by a giant wave of tanks or hovers come just past ~17mins. I can have maybe 4 (5 if i'm lucky) pulsars up, which can kill off 1 jugg, but the other jugg or the following wave of units wipe out the ally base.

Finally the one time i lasted ~40 minutes into the game(first attack was only Jugg + small number of other units, so I survived to build more pulsars), and I had a few dragons, a massive wave of air units came in, I could kill them fine, but they provide vision for the flagships briefly, and it seems they can hit almost your whole base, rather than leaving out a corner of the map like the guides say (admittedly I didn't think I needed keepers if i was staying in that corner).

It just seems like 6-7 pulsars barely stop 1 jugg (I got wiped once by 2 juggs, with 10 pulsars up), and if there is a second one, or a wave of other units you still either lose half your base to the second jugg exploding too close, or the follow up units swarming the pulsars.

I don't know if some balance changes have effected the scenario, or if I'm doing it wrong, but none of my games look anything like the guides, I just don't seem to be safe turtling in the corner to mass dragons (like even to get to 6-10 to venture out).

It feels like I need to resort to save scumming to a) find a viable first 10 minutes or so where my allies has constructors/labs for me to capture, and b) not suddenly get wiped by a wave something unstoppable before I get like a dozen+ pulsars and a few dragons up.

I've been playing on Brutal as suggested by guides/the internet to get the 50% resource bonus through my ally, but maybe need to be doing this on Normal to tone down the enemies first Juggernaught attack? Not sure if the new penalties to sending resources apply to overflow and maybe I'm better off on normal, and just keeping all the fusions/AFUS to myself?
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
Yurie
Profile Blog Joined August 2010
12136 Posts
June 22 2026 15:06 GMT
#87
Sorry, not tried it past the first time I completed it on brutal. Then I did the air tactic as you describe it. Abandoning original base. Taking over the entire base of ally. To be honest it is a shit scenario since you can't scale eco and can't beat the map without cheesing.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1353 Posts
Last Edited: 2026-06-22 16:19:42
June 22 2026 16:17 GMT
#88
aww I had a better run, a little bit of save scumming a viable start got me 2 hours in, I had turtled up behind about 15-20 pulsars (with keepers this time, which made a huge difference).

Had hit the eco in both corners, but there were just a ridiculous number of ships in the middle already despite not much eco left from the AI. The entire water in the middle was basically clogged up with ships, I couldn't even engage it with a dozen dragons at a time. And I couldn't get in far enough to pick out the anti-nuke ships.

Eventually another massive air wave came in and gave them vision, 6 keepers just wasn't enough to hold back what must have been 20+ flagships firing on my base at once.

I'll give it another go from that base later, I'll try to stay defensive with the dragons and wait until I have a bigger number the first time. I was in a big hurry to damage the corner eco since i wanted to jugg attacks to slow down (the explosions were frankly whittling down my dragons). Maybe instead of going out with like 6-12 dragons at a time in a hurry to slow down their eco, I should accumulate to 25-50 and see if i can brute force the anti-nukes closer to the centre.

I should probably also checked if nuclear bombers were allowed, maybe instead of sniping anti-nukes then nuking them from silos, i should see if i can get the dragons to tank for a nuclear bomber, and I just ignore their anti-nukes
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1353 Posts
Last Edited: 2026-06-25 13:08:01
June 25 2026 13:03 GMT
#89
Ok, I did finally finish the scenario, Brutal difficulty was fine.

Mostly it was my fault. As it turns out, the AI suiciding a massive wave of air units into your anti-air turrets is just inevitable. The solution was to build out sacrificial layers of jammers+keepers+radar+chainsaws. Each time they suicide that fleet of air units, it will get vision of the outermost layer, that will in turn get obliterated by basically all the flagships on the map shooting what air units had vision of. Once it takes out that layer, you can just rebuild the sacrificial layer. You do need them not to do this before you get enough dragons to take out the main eco the first time. If juggernaughts still walk at you every few minutes, it will take out your sacrificial layers faster than you can build it.

It still takes a ridiculous number of restarts to find a first 30+ minutes not not die to something unstoppable. You need to be able to have your ally have a surviving con or lab, for then AI not to overwhelm that base right after you take your ally's con/lab, for it not to send more than 1 jugg at a time for about 30 mins, and not more than 2 (maybe 3) at a stretch for maybe a whole hour, and for them not to send an air fleet before you build out your sacrificial layer.

Once you hit the main eco on the corners a couple of times, basically no more juggs will come at you. Good because you won't randomly die to 8 juggs walking into your base at once, bad that now you have to build a Dragon fleet without all that reclaim.

I must have restarted the scenario in total over 50 times before I got a good enough start to finish (though i might have wasted a couple due to learning what to do).

I did end up save-scumming just to pick out where their anti-nuke ships are. Though technically I could build a small fleet of 12 dragons at a time, and roam around the edge of the swarm of ships in the middle repeatedly hoping to run into the anti-nukes, but if they happen not to be near the edges of the fleet at the time you venture out, you will lose all those dragons before finding them. Save-scumming probably saved me rebuilding those dozen dragons a couple of times.

After that, it still took an hour of slowly nuking down the water almost completely full of ships. I did find it faster to share my original 2 nukes with the AI, so I can build 2 of my own.

Overall, scenario took a lot of restarting, which is a bit of a nuisance 'mechanic'. But there are certainly reasonable but wrong ways to attempt it, so there is 'skill' to finishing the scenario, but even knowing what to do, it seems any single attempt at the scenario will likely fail to factors out of your control, you still need to RNG many starts on average.
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
dyhb
Profile Joined August 2021
United States570 Posts
July 17 2026 00:13 GMT
#90
There's been some good vs AI updates that let them target walls and kill some of the dumb human cheese. A couple AI devs are working on a next generation AI update with high amounts of aggression from T1 and T2 and early nukes.

The BAR team is partnering with a studio I've never heard of, "Hooded Horse," for a steam release and a campaign release. This doesn't really interest me, so I haven't looked too far into it.

The last two patches have had minor UI updates and tweaks. You can make player notes. The map display and selection and sorting and filtering is much better. Emoji support is included. A new engine does some stuff in background much better than before.
ThunderJunk
Profile Joined December 2015
United States741 Posts
Last Edited: 2026-08-01 00:03:50
15 hours ago
#91
New balance update came out!
Nothing too huge, but good changes.

Medium tanks got nerfed a little bit, static AA got buffed a little, Sumos and Gunslingers are good now.

1v1 keeps tightening up. If we can make the T3 lab a little more expensive, and tone down some of the t2 static defenses, we'll be all the way there imho.

Also, BAR got a publisher to take them to Steam release. Good news all around.
I am free because I know that I alone am morally responsible for everything I do.
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