Splash DamageBlogNew RAD Soldiers Game Update: Free RAD Bux, Store Lock-ups, and more!

Splash Damage Blog

New RAD Soldiers Game Update: Free RAD Bux, Store Lock-ups, and more!

Commanders, listen up! We've put together a new update for RAD Soldiers addressing a lot of the early feedback we received following the worldwide release. Among other things, we've fixed an issue where you’re not credited the proper amount of free RAD Bux when leveling up (better yet, you'll receive any missed RAD Bux retroactively) as well as an issue where the store wouldn't open correctly. On the gameplay side, the Deployable Cover ability is now limited to once per match, while Sneaky Pete's Headshot ability no longer affects SMGs in undue ways.

Here’s the full changelog:

  • Restored correct number of free RAD Bux for levelling up if any were skipped
  • Fixed store not loading correctly in some situations
  • Fixed City Center and Market not loading correctly in some situations
  • Fixed some players losing progress when playing without an account
  • Use of the Deployable Cover ability is now limited
  • End game review screen can now be skipped
  • Sneaky Pete’s headshot ability now works as intended when using SMGs

To install the update, visit the Updates tab in the App Store on your iDevice.

As always, please let us know your feedback on the RAD Soldiers forums - we're already working on the next update, so the more feedback we get, the better. See you online!

52 Comments

Very nice, thanks!
Posted on 14 January, 2013 - 17:04
Downloading as soon as I can get the app store to load lol.. EDIT: In other news, I remember losing exactly one game to the smg bug, glad that's gone. Can't wait to see the new variety in commander abilities in play after the (much needed) cover nerf.
Posted on 14 January, 2013 - 17:08
Bleh I loved the cover thingie
Posted on 14 January, 2013 - 18:14
I dont know what cause this but after this patch i got terrible lags after each move. For now only tested in singleplayer and got this on 3 different maps. Playing on a iphone 4s and it was quite smooth before. I allready tryed to restart hard and software.
Posted on 14 January, 2013 - 18:33
what deployable cover limited!!! what!!! mother of jesus !!! NOOOOO u should have reduce the cost of using the blast laser to 3 energy not 8!!!!
Posted on 14 January, 2013 - 19:28
Perrix aye! and j4b agree seems slower on my ipad 3 as well...
Posted on 14 January, 2013 - 20:00
Same thing here. Aweful lag after every move if I play more than 3 minutes... Never had that before update... Tried restart and all. iPhone 5.
Posted on 14 January, 2013 - 21:11
Got it downloaded! Yay for updates!
Posted on 14 January, 2013 - 22:01
Missing the point challenge is now 20 instead of 14.
Posted on 14 January, 2013 - 22:19
this update supposed to have a chat room or something alike forget about bugs!!! add chat""" thats what people want moreeeeaeeeeeeeeaeaeeaeaeea
Posted on 14 January, 2013 - 22:22
what deployable cover limited!!! what!!! mother of jesus !!! NOOOOO u should have reduce the cost of using the blast laser to 3 energy not 8!!!!
haha, now you can't endless block me again. However i didn't see this as an issue that needed fixing.
Posted on 14 January, 2013 - 22:24
yeah i agree who complain about it!!!! Noob whoever did :tongue:
Posted on 14 January, 2013 - 22:51
It looks like juan's molotov is still not healable.
Posted on 14 January, 2013 - 22:51
It looks like juan's molotov is still not healable.
its fine!! it doesnt have to be!! the damage it does each round its epic low jajaja !!
Posted on 14 January, 2013 - 22:55
A few other things after testing. Bees are still not healable. Water cannon does not heal molotov. (Just thought it would be funny if it did, but it doesn't) C4 is still not targetable Pushing someone onto mines still do not detonate them. Mines can still be destroyed with gunfire and cause no explosion when destroyed. ... so basically nothing changed lol.
Posted on 14 January, 2013 - 23:13
freaking game got f slow!!!! urgent update!!! restore to previous version this version is killing me!!!
Posted on 15 January, 2013 - 03:03
In the multiplayer game list, it says "last turn taken -240 minutes ago" or something which doesn't make sense.
Posted on 15 January, 2013 - 03:44
Uhh..
Posted on 15 January, 2013 - 04:31
Lags here too (iphone 4). It's horrible! Thx for the fixes tho
Posted on 15 January, 2013 - 09:15
Thanks to everyone reporting the lag issues. This seems to be limited to single player challenges (online games are unaffected) and we'll have a fix for this in the next update. A few other notes:
Uhh..
This means the game is downloading required content from the content delivery network. Some of the maps in the game come from there, so if they're being redownloaded after an update, you'll get this message. If you're on WiFi, the download should be fairly quick.
In the multiplayer game list, it says "last turn taken -240 minutes ago" or something which doesn't make sense.
Looking into this.
what deployable cover limited!!! what!!! mother of jesus !!! NOOOOO u should have reduce the cost of using the blast laser to 3 energy not 8!!!!
Deployable Cover being unlimited was not intended - it's not fair on the person using a considerable portion of their soldiers to destroy a barricade only for it to reappear the next turn. :)
Posted on 15 January, 2013 - 11:00
Deployable Cover being unlimited was not intended - it's not fair on the person using a considerable portion of their soldiers to destroy a barricade only for it to reappear the next turn. :)
I've already had several matches end in loss from abuse of the ability. There will always be more tourneys though! :D
Posted on 15 January, 2013 - 14:36
I've already had several matches end in loss from abuse of the ability.
Sorry about using deployable cover in the match. But unlike cockler headshot, it was not considered as an intentional bug before I think. I made a strategy depending on it which I think rather risky than usual artillery strategy in many ways. Please don't say it as abuse, as it was a legal move at that moment. Of course I have to adapt the new situation now, but I was not abusing the bug intentionally. Hope you understand me.
Posted on 15 January, 2013 - 17:03
A few other things after testing. Bees are still not healable. Water cannon does not heal molotov. (Just thought it would be funny if it did, but it doesn't) C4 is still not targetable Pushing someone onto mines still do not detonate them. Mines can still be destroyed with gunfire and cause no explosion when destroyed. ... so basically nothing changed lol.
well man, this post does not help either. we can go on with listing what has NOT changed, It won't help. nobody "important"(for the game development) announced that anything of this will be changed within the next update.
Posted on 15 January, 2013 - 17:16
Sorry about using deployable cover in the match. But unlike cockler headshot, it was not considered as an intentional bug before I think. I made a strategy depending on it which I think rather risky than usual artillery strategy in many ways. Please don't say it as abuse, as it was a legal move at that moment. Of course I have to adapt the new situation now, but I was not abusing the bug intentionally. Hope you understand me.
"intentionally" everyone who has played the game for more than 5 hours should see that something is not like it is supposed to be. when deploy cover was on 1 before and now is on endless, it is probably NOT WANTED LIKE THAT if a weapon with low squad-points does 30 dmg and +1 ability that costs 2 energy it goes up to 135 IT SHOULD HIT YOU that THIS is not intentional. ... no further comment here
Posted on 15 January, 2013 - 17:20
well man, this post does not help either. we can go on with listing what has NOT changed, It won't help. nobody "important"(for the game development) announced that anything of this will be changed within the next update.
It does help some folks. Saves folks from testing some of those things themselves. Besides there were changes that were not listed, such as one of the hard challenges becoming 20 points from 14.
Posted on 15 January, 2013 - 21:36
A few other things after testing. Bees are still not healable. Water cannon does not heal molotov. (Just thought it would be funny if it did, but it doesn't) C4 is still not targetable Pushing someone onto mines still do not detonate them. Mines can still be destroyed with gunfire and cause no explosion when destroyed. ... so basically nothing changed lol.
Dang that stinks... I was looking forward to some of those. Especially stuff dealing with megan's mines, she is so weak as it is that the (what I would call) broken mines doesn't help her cause.
Posted on 16 January, 2013 - 16:07
The mines are working as designed actually, as is most of the rest of that list...
Posted on 16 January, 2013 - 16:58
there is a mine laying on the ground and I punch a guy in the face and he falls on it. I'd love to see him get up and walk away without it going off :p
Posted on 16 January, 2013 - 17:55
Uhh..
That's nothing, all of my opponents that haven't taken their turns yet haven't taken them since the future. Wrap your head around that one.
Posted on 17 January, 2013 - 09:07
there is a mine laying on the ground and I punch a guy in the face and he falls on it. I'd love to see him get up and walk away without it going off :p
you give a headshot to a guy and he walks away from it you call an airstrike on a guy and he gets blasted just a step to the side hmm with "realism" I could argue for a few other "minor" gameplay changes but I do not think it would do the game any good :) but I agree shoving ppl onto mines would be fun :D
Posted on 17 January, 2013 - 09:16
you give a headshot to a guy and he walks away from it you call an airstrike on a guy and he gets blasted just a step to the side hmm with "realism" I could argue for a few other "minor" gameplay changes but I do not think it would do the game any good :) but I agree shoving ppl onto mines would be fun :D
Well there are different aspects of realism we are talking here. What he describes is like getting a headshot and taking no damage from it.
Posted on 17 January, 2013 - 21:21
there is a mine laying on the ground and I punch a guy in the face and he falls on it. I'd love to see him get up and walk away without it going off :p
Lol, so true.
Posted on 18 January, 2013 - 03:12
Hi there, Any news on the update for the challenge lag bug? Although I would love to see the many suggestions you guys are mentioning, you are hard with the devs. I mean come on, asking nicely is always better :)
Posted on 18 January, 2013 - 10:59
Remy42, that issue has been fixed on our end and will be in the very next update.
Posted on 18 January, 2013 - 11:42
I really think that the new deployo-cover is really bad. I dont see the problem with how it worked before? It has/had the same evolotion as the airstrike, you got more covers as you got higher in level. If you had to take the cover out it was only to damage it hard the first round, then in the next round you could just march in.. BUT if you had an good enemy he/she would blow it up and the deply a new one. really fun. But now we only have one cover and thats really hard to use. This is just a reflection! We all play by the same rules so no big deal, but personally I think it was more fun/strategic as it was. keep it up! Love the game.
Posted on 21 January, 2013 - 07:58
I really think that the new deployo-cover is really bad. I dont see the problem with how it worked before? It has/had the same evolotion as the airstrike, you got more covers as you got higher in level. If you had to take the cover out it was only to damage it hard the first round, then in the next round you could just march in.. BUT if you had an good enemy he/she would blow it up and the deply a new one. really fun. But now we only have one cover and thats really hard to use. This is just a reflection! We all play by the same rules so no big deal, but personally I think it was more fun/strategic as it was. keep it up! Love the game.
Had similar thoughts. Don't understand why it went from one time use till unlimited just to go back to onetime. Like there is no between. 3 uses perhaps. Or just 2 uses but you can place 2. Or if it has to one time use maybe it can be with the choice of how strong it should be. Now it is 150 HP for 3 energy. Give it the option of "pumping" it. Allowing you to convert more energy into HP 1 energy per 25 energy. 14 energy block 425 HP
Posted on 21 January, 2013 - 08:10
Regarding using deployable cover multiple times, how do you guys feel about the issue that one has to commit significant resources to destroy it only for it to reappear the next turn?
Posted on 21 January, 2013 - 10:09
Personally I have no problem with it. Its a way of tactic. If its placed its placed, I have to adjust. Same if I get a DoT, I have to adjust.. But I cant remember that there was a endless numbers of Covers? I think I had max 3 of them!?
Posted on 21 January, 2013 - 10:15
seems like your too close to comment it objectively. the main problem for this is on bridge. you have a megan flagging the mid with a kate - stumpington and cockler. your commander stays at the top of the map (not left corner, not right corner, middle ~ left corner when watching from above) vs a team with 3 slow /medium guys coming from the bottom left up to middle left. they cannot get into the center field! no way! damaging the block and walking in does not work - untill it's dead AND your in you have no energy left and get killed from all 3 sides. you destroy the block in the first turn and cover to get in in the second does ONLY work when the block is at 1. the 2nd thing is the overall dmg/healing calculation didn't you see that the amount that is healed/blocked/damage by commanders abilities that need 2 points is nearly always at ]]]x(damage/heal/block) * y(times to use ability) ~ 150[[[ 3x health crate á 50 --> 150 5x artillery a ~30 dmg --> 150 1x painkiller ( too weak in my opinion, should go to 50% for 4 or 5 rounds since 300hp then blocks 150hp from painkiller if not healed) atm 75/62,5/50 1 !!!! x blockade ~ 150 the reason because you thought you have max of 3 is probably because you won after placing your 3rd. the enemy wasted more than 300 dmg for your blocks. hope you get what I'm trying to say....
Posted on 21 January, 2013 - 10:56
Simple, give us 3 blockades but make them 75 health instead of 150. I agree with Badman on this though. Having more than 1 - 150hp blockade is just annoying. I don't want matches to go 40 rounds because I had to take out 8 blockades before I could work out some damage to the enemy. Sure I can "save the last hit" for the next round, but then the next round after I managed to get a shot or two in, brand new 150hp blockade to soak up 3/4 of my energy from all my toons to destroy. Even now with 1 blockade, unless it's in a very inconvenient spot, I just go around the dang things. It takes up to much energy to take them out. As for Bridge, I hate that damn map. It's a campers map. I'm not even accepting games to that anymore (20-26 point ones). Every time I do it's "mostly" the same thing. 2-3 snipers and healers and they just hide and camp one side. With no cover what so ever in the middle there is no way to take the middle without dying. This is 26 point matches I'm talking about. Lot easier to play that map on 14 or so matches. If the map was wider by like 4-6 squares on either side, it would be vastly different and much more workable. But since I prefer variety and using a lot of toons I don't play 14's unless someone else initiates it.
Posted on 21 January, 2013 - 21:21
Hmm I am up for what ever you find fair, but as I see it, it depends on what role you want the cover to play. Obviously it should be a cover ( big surprise) but do you also want it to be a blockade? We tend to call it block in forums although its call deploy o cover. Yes a block can provide cover. But you don't normally use a cover to block. For that you make a blockade. The police don't use mobile covers to create a blockade against cars and such. So if its a cover lower the distance for it to be called and keep the the unlimited numbers a 3 energy and make the olos squares be up to 2 squares behind it. If it is a blockade make the dead zone bigger so its harder to use as a cover. Make it a one time use of 6-8 energy with 250 HP (350) It has to be better than the summonable shield that is both a cover and a blockade with 250 HP and a personal healer up it a.. If that shield keeps being at 250 HP the block need to have 350 as written in () I would reduce that one to 180ish and give it a cover for only two squares back. I am keen in getting the max cover squares for both items to let it reflect a more realistic view on as how this is used irl ( heh realistic) Anyways a shield standing in my way at 30 feet wouldn't block my line of sight to 3 men armed to the teeth a 100 feet away but if they were all crammed up behind it, it would. To sum it up 1 let it be a cover and act as one you take cover behind. Or 2 let it be a blockade that is used to deny acces for the enemy. And The moving shield will get a new role either way. ( plus reduce its HP a bit though) And Consider making the olos only confer to the squares right behind it.
Posted on 22 January, 2013 - 00:00
I'm not sure who is talking most objectively, but I would like to comment my thought here. I think the unlimited number of the cover was quite effective in train station (I suppose tinker was pointing out train station, not bridge). It works best if you are the first player in that map in 14 pts match with specific strategy, and still it can be countered by light units squad. The unlimited cover can be problematic in some of the maps where there are only a few narrow path are available (ex. Train station). In other words, it can be problematic if it works as an effective blockade. If you use it as a cover, it doesn't cause any big problem as it provides cover to the opponent at the same time. Comparing to the Dee's riot shield, it has less health and immobile and provide cover to both side (Dee's shield provides cover to you only as you can move it when you attack). So, I think that the unlimited number of the cover is not good although current 1 time only ability is much less useful than artillery and health crate (just comparing health point is pointless although I agree that painkiller is too weak). I would suggest to increase its health to 200, or twice in the game (in this case it might be better to increase its cost to 4~6 energy). Other possible way is decrease its ability cost to 1 so that you can select both deployo-cover and detecto-sweep in 14 pts match.
Posted on 22 January, 2013 - 03:09
One more quick comment on deployo-cover. How much health the cover should have totally depends on how much powerful the melee weapons are. When the cover is used as a blockade, melee weapons are most efficient way to destroy it. Previously, it was rather easy to destroy the cover as melee weapons are quite powerful. If there will be buff on melee weapons (I'm waiting for that), the cover should have at least 200 health.
Posted on 22 January, 2013 - 03:26
Does anybody have comments on the update of detection aura and detecto-sweep? Previously they have 6 sq and 4 sq radius but now 2 sq and 5 sq if I remember correctly. 2 sq radius for detection aura is almost useless. In most of the case, you have to get out from the cover to find something. Even you take the risk of being attacked, you will never find the ghosted sniper. I think it is quite difficult to find a ghosted agents with melee weapons with only 2 sq radius aura. The detection aura should have at least 4 sq radius so that the captain can find mines and agents with melee weapons (hopefully). Detecto-sweep is OK although I prefer it to be 4 sq radius with longer range (I mean, captain can throw it further) which requires more precise expectation.
Posted on 23 January, 2013 - 03:17
Increasing the captins detection would make megan HORRIBLE and i seriously would hate that being she is one of my fav characters. His detection radious is good enough as it is since he can throw a frisbee and find where an agent is, heck i wouldnt even complain if he didnt have the detection aura because i use the detection sweep and you can easily find an agent by anticipating where they are gonna go.
Posted on 23 January, 2013 - 04:52
I think 4 squares was fine for passive Detection. 5 is certainly passable for the Detection ability (it's limited and the radius to throw isn't that great), but I don't think Captains are going to be doing a whole lot of detecting with a radius that small.
Posted on 23 January, 2013 - 12:52
3 blocks a 75hp is more than any other ability, as I calculated before - exactly 75 more - that's 50% more than the other abilities.(health crate- artillery and the weak painkiller) I also think you should not push the passive ability of the commander he is not supposed to detect around like sherlock holmes he is the captain and shall detect mines that are set close to him and agents that are stupid enough to walk in close range to melee anything to death. you push his abilities - you make UAV useless - and you make detect - o - sweep useless. detect-o-sweep is supposed to counter mines and agents - but if your aura is at 4 or 5 already, you will never need that. what is missing at the moment is another 1-point ability - to be used together with detect-o-sweep in 14 point matches. people are using snipers not only because their damage output is quite high, but also because they are easier to use than soldiers or engis. agents with otto semi-auto have what ... 1 range more than hoo-hah ar? and the dmg is quite even. the AR is also way better in close range. There are maps where snipers are quite good but there are also many where soldiers are better or some where engis are the best. once people start using engis and soldiers by random, the game will change. I already played many matches without any sniper in the tourney and I think I only lost 1 of them. I understand when people argue that the turrets are weak but the defend-o-bot and the mines are ok and good to be used with both - marx and kate. the grizzly ivan may also be deadly with both of them, especially on small maps when you start - you just capture the mid with big ivan and flank with kate, come back to heal sometimes and flank again with hit&run or push either ivan or the foe into line of fire. double dave is also quite ok. sure, you probably lose one to poison and burn but 2 grenades + dmg from them and commander - it is not bad. instead of focusing on making everything balanced by pushing it upwards - you should rather decrease the "imbalanced" things - because there are less. the dmg of kates grenade is quite high - 2~5 dmg less per dot is fine I think ( although the main problem in my opinion lies in double kate in 14 pt matches ) and ... well ... some people say that Juan is op - i don't think so , neither his grenade nor his main dmg output. other issues like Petes Headshot that neads a "slight" increase or the 2 turrets or angelas skills I have already explained in other threads...
Posted on 23 January, 2013 - 14:04
3 blocks a 75hp is more than any other ability, as I calculated before - exactly 75 more - that's 50% more than the other abilities.(health crate- artillery and the weak painkiller) I also think you should not push the passive ability of the commander he is not supposed to detect around like sherlock holmes he is the captain and shall detect mines that are set close to him and agents that are stupid enough to walk in close range to melee anything to death. you push his abilities - you make UAV useless - and you make detect - o - sweep useless. detect-o-sweep is supposed to counter mines and agents - but if your aura is at 4 or 5 already, you will never need that. what is missing at the moment is another 1-point ability - to be used together with detect-o-sweep in 14 point matches. people are using snipers not only because their damage output is quite high, but also because they are easier to use than soldiers or engis. agents with otto semi-auto have what ... 1 range more than hoo-hah ar? and the dmg is quite even. the AR is also way better in close range. There are maps where snipers are quite good but there are also many where soldiers are better or some where engis are the best. once people start using engis and soldiers by random, the game will change. I already played many matches without any sniper in the tourney and I think I only lost 1 of them. I understand when people argue that the turrets are weak but the defend-o-bot and the mines are ok and good to be used with both - marx and kate. the grizzly ivan may also be deadly with both of them, especially on small maps when you start - you just capture the mid with big ivan and flank with kate, come back to heal sometimes and flank again with hit&run or push either ivan or the foe into line of fire. double dave is also quite ok. sure, you probably lose one to poison and burn but 2 grenades + dmg from them and commander - it is not bad. instead of focusing on making everything balanced by pushing it upwards - you should rather decrease the "imbalanced" things - because there are less. the dmg of kates grenade is quite high - 2~5 dmg less per dot is fine I think ( although the main problem in my opinion lies in double kate in 14 pt matches ) and ... well ... some people say that Juan is op - i don't think so , neither his grenade nor his main dmg output. other issues like Petes Headshot that neads a "slight" increase or the 2 turrets or angelas skills I have already explained in other threads...
I really want another 1 point ability for commander ive always wanted that since i use detecto sweep
Posted on 23 January, 2013 - 15:10
I don't understand why you can compare abilities just by health. Attacking two units in one artillery shot is twice better than attacking only one unit? Healing 50 pts health is same with deploying a cover with 50 pts health? No. It makes no sense to say that 75*3 covers are 1.5 times better than 50 healing crate *3. Anyway, I prefer one 200 HP cover over three 75 HP covers. For the detection aura, remember that it had 6 sqs radius before. Even at that time, you couldn't detect everything. Megan's mines were already useful enough at that time, many ghosted agents killed many units by ambush and UAV and detecto-sweeps were not useless at all. Megan's mines are not just for dealing damage, but for slowing and controlling your opponent. Your opponent needs sometime to reveal it and needs more time to deal with after revealing it. Increasing the range of detection aura (at least 4 sqs radius) will not spoil Megan (She is my favorite character too). And increasing detection aura doesn't spoil UAV at all. You can move UAV to another position so that you can pay attention to two different locations which is great. I'm thinking that agents have some advantages over other class (many people using agents as a main attacker) and detection aura and detecto-sweep are not working efficiently enough to counter them. Increasing the range of the aura a bit will require clever move to the opponent and increasing throwing range of the detecto-sweep will work as a more efficient counter to the agents. Ghosted agents and mines were already powerful enough when you had 6 sqs range of detection aura and way more powerful now. Basically you cannot do anything against ghosted agents without detecto-sweep. Previously you could restrict opponents' agents by clever positioning of your captain but now you can't. And of course, I would like to have another 1 point ability for commander. Painkiller for 1 point ability, maybe
Posted on 24 January, 2013 - 07:00
DEPLOYABLE COVER was indeed a slick skill before the update, but limiting the cover to only once a match made it a lousy choice especially in 14pt games. I would actually prefer if they retain the hp and deploy range of the cover but the ability can only be used ONCE every 3 ROUNDS. Also it would be cool to actually be able to deploy more than one cover in the field. Except for using cover as a trap gate(trappin opponent in position at a 3 solid wall), i am sometimes quite glad with my opponents using cover to block routes, for i have one less flank that i need to guard from :P It wasnt a big hindrance to me before the update, in fact its how clever one deploys it and deal with one DETECTION AURA is indeed too short, at the current state one would have to thread only TWO steps per turn to be at a completely safe distance. Increasing it to 3 or 4 will enable teams in 14pts game to have a fighting chance. It would be redundant to equip detecto sweep and not fully utilize the skill points in 14pt games. But then again it isnt really a dire need to detect further for one can always retreat from position or take cover at angles. But in 20 or 26 pt games i would recommend having detecto sweep for detection aura is useless against agents.
Posted on 5 February, 2013 - 16:07
I like the detection aura as it is all we need is another 1 point ability for the commando if you dont want to use deteco sweep its on you thats how i feel but i do like some of your ideas
Posted on 5 February, 2013 - 16:46
coup i use healing crates now :(
Posted on 5 February, 2013 - 20:56