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Command & Conquer 3: Kane's Wrath Patch v1.01 ReleasedPosted by: GameBorder Staff on 2008-07-09 14:30:25 The first patch (v1.01) for Command & Conquer 3: Kane's Wrath has been officially released. This patch fixes several desyncs and exploits, numerous bugs, and makes balance changes across all nine factions. It adds also improved Automatch and a Russian lobby. See download links below. Desync Fixes: * Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede. * Fixed a desync that occurs when creating a free-for-all 8 player game with 6 brutal AI. * Fixed a desync that occurs when playing a 6 player game with 4 AIs after both human players have been eliminated and are spectating the match. * Fixed a desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage. * Fixed a desync that occurs when playing with 2 players against a Brutal Black Hand AI on the map Unfair Advantage. * Fixed a desync when 2 players use Black Hand vs GDI on the map Tournament Arena. * Fixed a desync that occurs when engaging Firehawks with Seekers * Fixed a desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit Bug/Exploit Fixes: * The Message of the Day will now show up online for Kane's Wrath. * In-game rank/stats now show up alongside player name while in the game lobby, or during Automatch screen. * Improved Automatch performance * Reaper 17 - You can no longer sell a stasis chamber to receive a group of Ravagers for only 600 credits. * You can no longer use group selecting to allow a Mantis, AA-loadout Firehawk, flying Shadow Team, or Slingshot to force-fire on other ground units. * Titans crushable level increased. Titans can no longer crush other Titans. * Fixed the minimap while match is loading Balance Changes The following balance changes are intended to make resource-gathering decisions more strategic, while also further tuning the combat forces to ensure even balance across all three factions in any combination. General Balance Changes * Refinery cost increased to 3000 credits, build time increased to 30 seconds, power requirement increased to 15 units * Harvester cost increased to 2000 credits, build time increased to 20 seconds * Tiberium Spike capture bonus decreased by 33%, income per second decreased by 60% * Harvester health increased 25% for most factions, Steel Talon/Black Hand harvester health increased by 16% * Build radius: most unit production structures no longer provide a build radius, all conyards have had their build radii increased by 25% * Advanced infantry structures now provide a basic infantry unit when sold or destroyed * Grasslands Landgrab: blue tiberium now starts at 0 GDI Balance Changes ---Structures--- * Silo cost reduced by 80% * Power Plant upgrade now provides double the bonus power * Power Plant cost and build time reduced by 12.5% to 700/7 ---Units--- * Commando armor versus gun, rocket, and grenade doubled * Grenadier range increased 8%, grenade speed increased 50%, scatter increased 33%, blast radius increased 50% * Rig: packed HP increased 33%, unpack/pack time decreased 40%, repair drone range increased 33% * Pitbull damage increased 25% against ground units, HP reduced 10% against air scale reduction 200 to 150. * Hammerhead speed reduced 17% * Mammoth speed increased 12.5% * Shatterer range increased 30%, sonic wave horizontal damage radius tripled, pre-attack delay removed, clip reload time increased, cost increased to 1500/15 * Zone Shatterer range increased 30%, sonic wave and overload beam sonic wave horizontal damage radius tripled, removed pre-attack delay, increased clip reload time, cost increased to 1600/16 * ZOCOM Orca burst damage capability dps increased significantly, clip size reduced 50%, cost and build time increased to 1500/15 * Titan crusher/crushable level increased to that of a heavy tier 3 walker, damage increased 12.5%, railgun-upgraded damage increased 9.2% * Behemoth range increased 20%, HP increased 10% * Combat Engineer damage increased by 17% * APCs now lay mines as quickly as the Mobile Repair Transport (instantaneously) * Firehawks will no longer force-fire at the ground when loaded with anti-air missiles and group-selected with ground units * Slingshots will no longer force-fire on the ground when group-selected with ground units * Surveyor -- damage taken by gun-type decreased by 25%, speed increased by 20%. ---Upgrades/Abilities/Powers--- * Call for Transport ability cost reduced by 60% * Hardpoints upgrade no longer decreases Firehawk anti-air missile speed * Autoinjectors health bonus increased an additional 20% * Ceramic Armor bonus versus gun- and cannon-type damage decreased by 50% for the ZOCOM Orca * ZOCOM Bloodhounds power cost increased by 50%, now provides veteran APCs * ZOCOM Airborne power cost increased by 50% * Steel Talon Bloodhounds power cost increased by 40% * Composite armor build time tripled * Tiberium Field Suits build time and cost doubled, armor bonus vs cannon halved * MARVesting now returns 33% of the harvested Tiberium value Nod Balance Changes ---Structures--- * Silo cost reduced by 80% * Voice of Kane now provides the appropriate increase in combat effectiveness to nearby infantry * Shredder Turret Hub for Marked of Kane subfaction can now fire when upgraded with quad turrets ---Units--- * Commando armor versus gun, rocket, and grenade doubled * Beam Cannon range increased 20% * Avatar beam weapon damage increased by 6.25% * Purifier beam weapon damage increased by 6.25% * Flame Tank damage taken from cannon-type decreased 25% * Fanatic damage increased 54%, blast radius increased 25% * Redeemer laser damage increased 6%, range increased 7% * Mantis range increased 10% * Confessor Cabal cost/build time increased 33%, unupgraded damage increased 50% * Tiberium Trooper rangefinder has been fixed, increases unit range by 20% * Awakened speed increased 11%, health reduced 25% * Emissary -- damage taken by gun-type decreased by 25%, speed increased by 20%. --- Upgrades/Abilities/Powers--- * Reflector Beam ability no longer diminishes attack power, reflection range doubled * EMP Cannon of the Awakened/Enlightened tuned for significantly faster responsiveness, squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range * Call for Transport ability cost reduced by 60% * Charged Particle Beam cost reduced 66%, upgrade time halved * Dozer Blades cost and research time doubled * Black Disciples cost increased 33%, research time doubled * Purifying Flame cost increased 33%, research time doubled, damage bonus to Flame Tank increased 116%, damage bonus to Purifier decreased 75% * Commandeer Beam Cannon damage bonus increased by 50% * Commandeer Stealth Tank: stealth-upgraded Avatar will no longer lose stealth when moving * Rage Generator hallucination time reduced 60%, cooldown halved * Supercharged Particle Beam damage bonus to Shredder Turrets decreased 70% * Charged Particle Beam damage bonus to Shredder Turrets decreased 60% * Laser Capacitor upgrade damage bonus to raider buggy increased 33%, damage bonus to laser turret increased 50% * Disruption pods now subtract the appropriate 500 credits on use * Tiberium Vein Detonation damage decreased 20% * Tiberium Core Missiles no longer reduce the range of the Attack Bike * Shadow Strike Team power cost increased by 25% * Shadow Team Explosive Charge damage reduced 10% * Catalyst Missile radius decreased by 50% * Mantises will no longer force-fire at the ground when group-selected with ground units Scrin Balance Changes ---Units--- * Devastator Warship range increased 14%, damage type changed from cannon to grenade * Storm Rider health, cost, and build time normalized to base Scrin across all subfactions * Cultist health reduced 20%, speed increased 12.5%, mind control cooldown increased 33% * Seeker damage taken from cannon type damage increased 10%, damage taken from gun-type damage doubled * Disintegrator range increased 36%, back-end members of the squad should no longer have trouble firing * Devourer Tank uncharged damage increased 23%, charged damage increased 6% * Mechapede disintegrator segment damage and range halved, corrupter segment range decreased 25%, disc segment modified to be anti-air only, range of disc segment increased 8%, Shard segment rate of fire improved significantly * Corrupter range increased by 50%, speed increased by 17% * Ravager damage from gun-type reduced by 33% * Explorer -- damage taken by gun-type decreased by 25%, speed increased by 20%. --- Upgrades/Abilities/Powers--- * Lightening spike power cost increased by 50% * Plasma Disc Launcher upgrade cost and build time doubled * Blink Packs upgrade cost and build time halved * Attenuated Forcefields research cost normalized to base Scrin across all subfactions * Advanced Articulators cost/build time quadrupled * Lifeform Recycling range increased 50% * Blue Shards upgrade no longer reduces the clip size and firing rate of the Shardwalker * Overlord’s Wrath damage reduced by 55% * Conversion reserves now provide the stated bonus of 2x charged shot capacity * Forcefields now take the intended 1% damage from sniper fire Neutral Balance Changes ---Units--- * Mutant Marauder damage and speed increased 50% Related GamesDownloads
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