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Description
Patches for Command & Conquer Red Alert 3 are cumulative.

Command & Conquer(tm) Red Alert(tm) 3
Version 1.12 Patch Notes - May, 2009

This patch fixes an exploit with the Allied Assault Destroyer.


Command & Conquer(tm) Red Alert(tm) 3
Version 1.11 Patch Notes - May, 2009

This patch for Command & Conquer Red Alert 3 fixes several exploits and bugs, improves balance, adds two free maps from Red Alert 3: Uprising, and more.

General

  • Added two new maps for skirmish and online play: Spring Fever (2 player) and Blitzen's Back (4 player). Play these maps and many more in the stand-alone campaign expansion, Red Alert 3 Uprising, available for download at http://www.commandandconquer.com.

Balance Changes: Global

  • Garrison Range bonus reduced to 75% from 100%.
  • Walls and Structures no longer block line of sight while being constructed.
  • Parachute drop time increased.
  • Oil Derricks now explode when destroyed. Keep your distance.
  • Observation Post health increased to 10000 from 3000.
  • Due to the recent downturn in the global economy, all Super Weapons are now half price.
  • Anti-Infantry vehicles (Riptide, Jet Tengu) vulnerability to GUN damage (PeaceKeeper, Conscript, Imperial Warrior) now reduced to 25% from 50%.
  • The Top Secret Protocols have been reordered for all three factions.

Balance Changes: By Faction

  • Allied Javelin Soldier cost reduced to 300 from 400.
  • Allied Aircraft Carrier drone speed increased to 225 from 150.
  • Allied Aircraft Carrier drones no longer give large amounts of XP when killed.
  • Allied Aircraft Carrier reload time reduced to 10s from 15s.
  • Allied Assault Destroyer Black Hole Armor bonus increased to 35% from 25%.
  • Allied Outpost now gains additional health when upgraded (25% per level).
  • Allied Athena Cannon no longer requires line of sight to attack. It can fire over walls now!
  • Allied Cryocopter health reduced to 650 from 750.
  • Allied Chronorift cast delay reduced to 1s. Rift time changed to 5s , 10s, and 15s, depending.
  • Allied Defense Bureau build time increased to 30s from 10s.
  • Special Agent Tanya Adams now requires the Defense Bureau to be built.
  • Allied Apollo Fighter heath increased to 300 from 250.
  • Allied Chronosphere now requires the Defense Bureau to be built.
  • Soviet Hammer Tanks can no longer leech while moving.
  • Soviet Apocalypse Tank grinder damage halved.
  • Soviet Flak Trooper Cost increased to 400 from 300.
  • Soviet structures will no longer refund 100% of their cost if canceled after taking damage. Refund value reduction is equivalent to the damage taken by the building.
  • Soviet Super Power Plant energy production reduced to 350 from 500.
  • Soviet Super Power Plant will no longer explode if it is destroyed before it has completed building.
  • Soviet Stingray health increased to 450 from 360.
  • Soviet Dreadnaught Missiles now scatter against units.
  • Soviet MiG Fighter health increased to 240 from 200.
  • Soviet Iron Curtain now requires the Battle Lab to be built.
  • Japan MCV build radius increased to facilitate wall building.
  • Japan Jet Tengu now much less deadly against each other in air form.
  • Japan Tsunami Tank now auto-heals while it's secondary ability is active.
  • Japan Honorable Discharge power no longer deals any friendly fire.
  • Japan King Oni health increased to 3000 from 2250.
  • Japan Emperor's Rage powers now limit the speed debuff to 75% for all levels.
  • Japan Wave Force Artillery no longer requires line of sight for attacking. It can shoot through walls, buildings, and anything else dumb enough to get in front of it.
  • Japan Naginata Cruiser Spread-Torpedo damage halved.
  • Japan Naginata Cruiser health reduced to 1200 from 1400.
  • Japan Shogun Battleship speed reduced to 50 from 75.
  • Japan Shogun Battleship cannons now properly scatter against other units.
  • Japan Shogun Battleship rate of fire now reduced by 40%.
  • Japan Point Defense Drones now have an expiration time of 2 minutes.
  • Japan Final Squadron Power damage reduced in accordance with the new power tree design.

Balance Changes: Vision

  • Vision changes were incorporated from Red Alert 3: Uprising in order to improve unit behavior.
  • Allied Multigunner Turret Vision Range increased to 310 from 300.
  • Allied Prism Tower Vision Range increased to 360 from 350.
  • Allied Hydrofoil vision range increased to 325 from 300.
  • Allied Javelin Soldier vision range increased to 200 from 175.
  • Allied Guardian Tank vision range in Target Painter mode increased.
  • Special Agent Tanya Adams' shroud clear range increased to 500 from 400.
  • Soviet Apocalypse Tank vision range in Harpoon mode increased.
  • Soviet Hammer Tank vision range in Leech mode increased.
  • Soviet Terror Drone vision range in Stasis Ray mode increased.
  • Soviet Base Defenses vision ranges increased slightly.
  • Soviet Bullfrog vision range increased to 325 from 300.
  • Soviet commando vision range increased to 175 from 150.
  • Japan Seawing vision range increased to 225 from 200.
  • Japan Tengu vision range increased to 225 from 200.
  • Japan Commando vision range increased to 175 from 150.
  • Japan Commando shroud clear range increased to 500 from 400.

User Interface Enhancements

  • Players who choose random in online play will now have their faction hidden on the "escape" screen during the match.
  • The wait time to kick an online player with a bad connection has been reduced to 30 seconds (from 60).
  • Players who are not on your friends list can no longer whisper you while you're in a match.
  • Rally points can be reset on airfields by right clicking on the airfield while it is selected.
  • PC Users can now customize right click scroll speed by adding the following command line argument: -dragTolerance # [where # = distance in pixels, typically a number from 1 – 50].
  • Interface lag (irresponsiveness between clicks and keyboard commands) has been reduced.

Bug Fixes

  • EVA announcements will no longer play when a disguised spy enters your base.
  • Made several improvements to the way garrisoned buildings and captured structures are reported through shroud (in game and on the radar).
  • Integrated several AI improvements from Red Alert 3 Uprising.
  • The Apoc Tank can no longer move while harpooning.
  • Fixed a bug that prevented Allied airfields from building the appropriate number of aircraft in certain situations.
  • Fixed a bug that prevented units from attacking enemies with very low health.
  • Fixed a bug that allowed the Soviet Crusher Crane to be captured by an engineer without the 3-second capture delay.
  • Fixed a bug that allowed Soviet players to cash bounty their own deployed MCV and then get a refund by selling it.
  • Fixed a bug that allowed the Mirage Tank and Tsunami Tank's secondary abilities to still function when under the effect of an Aircraft Carrier's blackout missile.
  • Fixed a bug that allowed structures to be placed on top of Tesla Troopers in their secondary mode.
  • Fixed a bug that occasionally prevented veteran Guardian Tanks from painting targets correctly in their secondary mode.
  • Fixed a bug that allowed certain units to be frozen despite being under the effects of an Iron Curtain or Chrono Rift.
  • Fixed a bug that caused certain textures to display incorrectly when playing multiple, different community-made maps in succession.
  • Chrono Swap no longer allows you to move non-amphibious units from land to water.
  • The Shinobi's secondary ability now correctly causes all enemy units who are actively targeting him to lose their target.
  • While inside a Nanoswarm, the Apoc and Riptide can now properly attack other units within the Nanoswarm.
  • Enemy tanks with the Terror Drone Surprise upgrade will no longer spawn a terror drone when killed by Tanya, as this would kill her instantly.
  • Desolator strikes and Chronospheres will no longer affect repair drones.
  • Time bombs can no longer be cast on walls.
  • Amphibious units may now be sent into a friendly crusher crane on land or at sea.
  • Structures that were under repair when captured will no longer be under repair for the new owner.
  • If a player has multiple Twinblades selected but not all are garrisoned, pressing the secondary ability button will now only cause the garrisoned Twinblades to descend.
  • Blocked an exploit that gave the Bullfrog's secondary ability (the man cannon) unlimited range.
  • Blocked an exploit that allowed the Javelin to remain locked-on while moving or when the target goes out of range.
  • Blocked an exploit that allowed unlimited camera zoom-out in online play.
  • Blocked an exploit that gave a Hammer Tank unlimited Toxic Corrosion.

Command & Conquer(tm) Red Alert(tm) 3
Version 1.09 Patch Notes - March, 2009

This patch for Command & Conquer Red Alert 3 fixes several exploits and bugs, improves balance, adds a community news viewer, and more.

Balance Changes

  • Added a smoke flare delay when using the Magnetic Singularity support power.
  • The IFV base defense is now more vulnerable to cannon damage.
  • If a King Oni uses his bull rush secondary ability while shrunk by a Cryocopter's S.H.R.I.N.K. ray, the King Oni will now explode on impact.
  • In multiplayer matches, Allied and Soviet players may now dock their aircraft at any friendly airfield, regardless of faction, to refuel and reload.

User Interface Enhancements

  • Added the ability for hosts to select a random tournament map when playing in a custom match with 2 or 4 players. Players will see the Random Map option on the Map Selection list.
  • Added a community news window that is displayed on game launch. This window can be disabled by selecting "Do Not Show Again" on the news window.
  • Added a Spanish multiplayer lobby.

Bug Fixes

  • Units will no longer occasionally animate incorrectly when crossing a bridge.
  • The Striker VX and King Oni now correctly animate when powered down by an EMP attack.
  • Fixed an exploit that allowed players to create health, money, or veterancy crates.
  • Fixed a crash caused by saving while a Magnetic Singularity was active on the map.

Other Changes

  • Added additional Mod support to Red Alert 3.
  • Updated the credits.

Command & Conquer(tm) Red Alert(tm) 3
Version 1.08 Patch Notes - February, 2009

This patch for Command & Conquer Red Alert 3 adds support for predefined teams in 2v2 automatch, fixes several exploits and bugs, improves balance, provides assorted user interface enhancements, and more.

Balance Changes

  • Parachuting drop speed has been increased.
  • Aircraft Return To Base speed boost reduced to 25% from 50%.
  • Allied Vindicator (unupgraded) reload time increased to 10s from 5s
  • Allied Vindicator (upgraded) reload time increased to 7s from 3.5s.
  • Allied Apollo speed reduced to 225 from 250.
  • Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.
  • Allied Apollo ammo reduced by 25%.
  • Allied Century Bomber reload time increased by 50%
  • Allied Multigunner Turret (ungarrisoned) damage versus infantry reduced by 50%.
  • Allied Multigunner Turret (Peacekeeper Garrisoned) has had its accuracy increased.
  • Allied IFV cost reduced to 800 from 900.
  • Allied Aircraft Carrier drone health doubled.
  • Allied Assault Destroyer build cost reduced to 1500 from 1800.
  • Japan Burst Drone vulnerability to FLAK & AUTO CANNON damage reduced by 25%.
  • Japan Imperial Warrior armor penalty while Bonzai Charging removed.
  • Japan Balloon Bomb reload time now increases based on its level.
  • Japan Final Squadron reload time now increases based on its level.
  • Japan Enhanced Kamikaze damage done to friendly units reduced by 50%
  • Japan Defender-VX base defense unpack time halved.
  • Japan Defender-VX base defense transform cool-down time reduced to 2 seconds from 15.
  • Japanese Production Structures (Barracks, Naval Yard, War Factory) gain 25% health with each tech level purchased.
  • Japan Barracks Egg cost decreased to 500 from 750.
  • Japan Barracks T3 upgrade build time reduced to 30s from 60s.
  • Japan Power Plant cost reduced to 800 from 1000.
  • Japan Naval Yard T3 upgrade build time reduced to 30s from 60s.
  • Japan War Factory T3 upgrade build time reduced to 30s from 60s.
  • Japan Mainframe Core build cost decreased to 2500 from 3000.
  • Japan Mainframe Core unpack time increased to 30s from 16s.
  • Japan Shogun Battleship health reduced to 1500 from 2000.
  • Soviet Bullfrog Man-Cannon launch speed increased.
  • Soviet Conscript gun damage increased by 25%.
  • Soviet Tesla Trooper pre attack delay reduced by 1 second.
  • Soviet MiG speed reduced to 210 from 225.
  • Soviet MiGs now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos.
  • Soviet Ultratorpedo damage reduced to 300 from 400. Damage now tapers to 100 at the edge of the blast radius.
  • Soviet Twinblade health reduced to 500 from 600.

User Interface Enhancements

  • 2v2 automatch now allows players to specify a teammate for ranked 2v2 matches.
  • Added support for Elo ratings, a score that starts at 1500 and rises or falls based on wins and loses. This allows players to more accurately gauge their opponents' skill level.
  • Automatch now allows players to specify how much their opponents' rating may differ from their own, ensuring competitors are adequately similar in skill.
  • Your personal ladder rank and rating for both 1v1 and 2v2 ranked games is now displayed on the automatch screen.
  • All players' ladder ranks are now displayed on the loading screen.
  • Added 1v1, 2v2, and 3v3 lobbies.
  • Added "Player Defeated" audio events for games involving 3 or more players
  • The friends list is now sorted alphabetically.
  • Clicking a player's name in a multiplayer lobby will now start a whisper to that player.
  • Hovering over a player's name in a multiplayer lobby will now also display that persons 1v1 rating.
  • Modified the text displayed after a player disconnects to advise that grievances be filed in the sticky thread at the official Red Alert 3 forums.
  • The multiplayer login screen will now remember your last successful username and online ID.
  • The game will now check for patches at startup, and not just when playing multiplayer.
  • There is now a fast forward button in replays (the ">" key will still work as well)

Bug Fixes

  • Fixed a bug that would cause ore collectors to stop gathering when a building with repair drones was placed while the collector was docked at the ore node.
  • Fixed a bug that would cause the game to crash when left idle in a high population online lobby for an extended period of time.
  • Fixed a bug that caused garrisoning units to follow a twinblade from the ground if a stop command was given to the twinblade during the garrison.
  • Fixed an exploit that allowed walls and wall hubs to be built on spaces occupied by enemy infantry.
  • Fixed an exploit that allowed multiple walls to be built simultaneously.
  • Fixed an exploit that granted credits and an engineer without destorying the MCV when sold.
  • Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift.
  • Fixed a desync that may have occured while loading an online co-op game.

Other Changes

  • Updated the credits.

Command & Conquer(tm) Red Alert(tm) 3
Version 1.07 Patch Notes - January, 2009

This patch for Command & Conquer Red Alert 3 includes important Steam updates.


Command & Conquer(tm) Red Alert(tm) 3
Version 1.06 Patch Notes - December, 2008

  • Revamped the Automatch system to improve reliability and the speed at which players are matched.
  • Fixed an exploit with the Soviet Crane where structures could be built for free under low power.

Command & Conquer(tm) Red Alert(tm) 3
Version 1.05 Patch Notes - December, 2008

This patch for Command & Conquer Red Alert 3 fixes several exploits and bugs, improves balance, provides assorted user interface enhancements, and more.

Balance Changes

  • During Skirmish and Multiplayer games, Engineers will now take several seconds to successfully capture a structure. During this time the Engineer will be vulnerable to attack.
  • Reduced the power requirement for the Empire of the Rising Sun Refinery from 55 to 50.
  • Reduced the cost of the Allied Harvester from 1400 to 1000.
  • The Allied Refinery's sell price has been increased from 300 to 500.
  • The Vindicator should now do 50% less damage versus Empire of the Rising Sun Cores.
  • The Mecha Tengu's anti-air weapon damage has been increased from 15 to 23.
  • The Vindicator and Century Bomber will now properly receive the additional ammo if grounded when Advanced Aeronautics is purchased.
  • Units in aggressive stance will now auto-acquire enemy Tank Busters in their spider holes.
  • Fixed an exploit where players could get two infantry units out of a Power Plant when selling it.
  • Construction Yards will now spawn an Engineer when destroyed.
  • Construction Yards will now spawn an Engineer when sold on the water.
  • Akula Subs will now be much easier to target as they surface to fire.
  • The Soviet Ore Collector now has a proper cooldown time on its secondary ability.
  • The Soviet Super Reactor will now damage aircraft when destroyed
  • Fixed a bug where the Hammer Tank was not receiving a damage increase on its Leech Beam after attaining veterancy.
  • The King Oni will now perform a melee attack when attacking enemies nearby, which will also cause meta-damage to infantry.
  • Fixed a bug where Hospitals were not healing infantry units garrisoned inside vehicles.
  • The Shogun will now properly fire all of its laser cannons when automatically attacking structures in aggressive stance.
  • The Hammer Tank will now receive health when using its Leech Beam against an enemy that has Point Defense Drones.
  • Fixed an exploit where players could get the Sky-wing to land on dry land.
  • The map reveal from Observation Posts is no longer obstructed by various terrain heights.
  • Engineers targeted with Cash Bounty will no longer provide funds when the engineer captures a structure.
  • The Apocalypse Tank can now properly change targets when using its Magnetic Harpoon ability.
  • Fixed an exploit where the Javelin Soldier could remain fully locked onto their target even after moving.
  • Fixed a bug where the Terror Drone would maintain its Stasis Ray even though it switched to Dismantler Claws.
  • Fixed an exploit where players could create more than 4 docking aircraft per airfield or airbase.
  • Fixed an exploit where players could change faction right before the game countdown finished.
  • Fixed an exploit where players could disconnect from games and still gain benefits to their record.
  • In 2v2 team games, teammates will always start next to each other.
  • Fixed exploits where the starting game countdown wouldn't stop if a player changed game parameters in the final second.

User Interface Enhancements

  • Added several Co-op lobbies to the lobby list.
  • Added the ability to see a player's stats in the online lobbies. By hovering over a player's name, this will display a summary of that player's wins, losses, and rank.
  • Vertical sliders in the menus can now be scrolled using the mouse wheel.
  • Added the Broadcast option under the Rules Tab for Custom online matches.
  • When players change map size in the game setup screen, the appropriate number of slots will be opened.
  • The custom match lobby list will now display icons for Clan, VOIP, Custom Map, and Passworded games in the Status column.
  • Added the proper Observer panel when observing online matches.
  • Added the ability to Whisper to players in different lobbies.
  • Players can now see Whispers while in the Game Setup screen of an online match.
  • The host of a Co-op campaign match will now receive a notification when they send an invite to other players.
  • When editing hotkeys or VOIP settings, they will now only be changed for the current active profile.
  • The player will no longer be kicked back to the main menu after entering an incorrect password for an online game.
  • At least two extra mouse buttons can now be assigned to commands in the Custom Hotkeys screen.
  • Added a visual indicator in-game to display whether a player is using Team or Global VOIP chat.
  • Players will now receive a message that the lobby is full when attempting to join a full lobby.
  • Added a refresh button onto the custom match lobby screen.
  • Added more details into the invite request a player has received.

Bug Fixes

  • Fixed a bug where Burst Drones were not inflicting damage when activating their secondary ability before attaching to a vehicle.
  • Fixed a bug where the progress bar for structures was not displaying when their production was paused.
  • Fixed a bug where the Terror Drones were receiving a garrison cursor when hovering over civilian buildings in the shroud.
  • If the Stingray uses its secondary ability on water and then moves onto land, the ability button will now properly display the cooldown time.
  • Fixed a bug where corrupted graphics would display when issuing Planning Mode commands extremely close to the selected unit.
  • Fixed a bug where Spies would retain the Tesla effect after using Bribe while disguised as a Tesla Trooper.
  • The Mission Menu map will now properly display bridges.
  • The Riptide ACV will now properly fire its torpedoes when force firing in the water.
  • A Terror Drone will now properly grey out the unpack command of an enemy unit affected by the Stasis Ray.
  • Fixed a bug where units would potentially warp when being disengaged from an enemy Apocalypse Tank's magnetic harpoon.
  • A Reverse Move command will no longer be cancelled when a non-movement secondary ability is toggled midway through the move command.
  • Fixed a bug where the King Oni wouldn't do any damage with its Bull Rush if used before reaching its build waypoint.
  • Empire of the Rising Sun vehicles can no longer transform through bridges.
  • Fixed a bug where Empire of the Rising Sun cores were not unpacking if the player saved a game while the core was moving to its destination.
  • Fixed a bug where hosting or joining a multiplayer match was causing your VOIP settings to default to Voice-Activated.
  • Fixed a bug where VOIP settings were being set back to default after finishing a game.
  • Torpedoes will no longer follow amphibious units onto land.
  • Fixed a bug where the Twinblade would sometimes go underground when attempting to pick up passengers.
  • Fixed a bug where the Terror Drone would sometimes have difficulty garrisoning inside a Twinblade.
  • Fixed stability issues with joining, leaving, and re-joining network games.
  • The research of Heightened and Max Clearance can now be continued after being paused.
  • Twinblades will no longer be damaged when picking up a vehicle infected with a Terror Drone.
  • Fixed an issue where aircraft would go underground when landing at their airfield or airbase.
  • The Apocalypse Tank will now display its grinder effects on Medium and lower LOD
  • Fixed a bug where your Co-commander's MCV would sometimes fail to unpack after destroying the Tesla Coils in mission Allied 03.
  • Fixed a desync for when an observer toggled between players in an online match.

Other Changes

  • Added DRM Deauthorization into both the launcher and Options menu in-game. Clicking the "Deauthorize" button will deauthorize the computer from playing Red Alert 3, allowing players to run the game on a different computer. Restarting the game on the original computer will reauthorize Red Alert 3 on that machine.
  • Added status pips for units being healed by Hospitals.
  • The Bullfrog can now target an area for passengers to be ejected even if that area is currently out of range.
  • After the Free Trade power is purchased, additional numbers will now display from refineries indicating the power's benefit.
  • Infantry will now play a meta-impact animation when hit with V4 rockets.
  • Tanya will now receive a C4 cursor when hovering over enemy vehicles and ships.
  • The Chrono Rift/Chasm/Fissure powers have had their portraits updated to better reflect the functionality of the powers.
  • Commando units will no longer receive a garrison cursor when hovering over Ore Nodes and tech structures under the fog-of-war.
  • Chrono Rifted units can now be selected by control group number after warping back in.
  • Valid structures will now receive a rally point mouse cursor when hovering over bridges.
  • Conscripts, Peacekeepers, and Imperial Warriors will now receive a counter-garrison cursor when hovering over valid civilian structure targets.
  • The Yari Mini-Sub will now reliably hit Yuriko with its secondary kamikaze ability.
  • Added Ammo Pips for respective units into their portrait.
  • Units with the disguise ability will now display a unique disguise cursor when hovering over valid disguise targets.
  • Burst Drones that are attached to units will now show up on the mini-map.
  • Vehicles that have been pilot sniped can now be crushed appropriately.
  • Added a sound effect for placing camera bookmarks.
  • Added a sound effect for the game countdown timer
  • Added Victory/Defeat music to the end of a multiplayer match.
  • Improvements to how stats are tabulated in the post-game summary.
  • Improved the overall AI management of Harvesters.
  • Improved the push-to-talk functionality of VOIP while playing a Co-op campaign mission.
  • Power Plants will now turn dark when infiltrated by an enemy unit.
  • The Athena Cannon will now receive unique firing FX when it achieves Heroic veterancy.
  • The Dolphin will now receive unique firing FX when it achieves Heroic veterancy.
  • The Striker VX will now receive unique firing FX when it achieves Heroic Veterancy.
  • The Sky-wing will receive unique firing effects when it achieves Heroic Veterancy.
  • The wrench repair icon will now display on structures that are being repaired by your co-commander.
  • Infantry units will now correctly evacuate from a transport vehicle that has been pilot sniped by Natasha.
  • Replays will now provide users with a Telestrator.
  • Added descriptive text for the "Destroy the Generators" bonus objective in campaign mission Allied 05.
  • Added an extra health bar to the Athena Cannon to indicate the strength of its shield and/or point defense drones.
  • The first unit selected for Chrono Swap will now have an icon denoting its selection.
  • Infantry units will now fall to the ground when killed while parachuting.
  • Expanded the variety of animations for Yuriko Omega.
  • Added several people to the game's credits.
  • Fixed various typos and made certain dialog messages more clear.
  • Various other bug fixes.

Command & Conquer Red Alert 3
Version 1.04 Patch Notes - November, 2008

This patch for Command & Conquer Red Alert 3 improves the reporting of online games to the ladder and player's stats.

This patch also changes player names in online lobbies to be listed alphabetically.


Command & Conquer Red Alert 3
Version 1.03 Patch Notes - October, 2008

This patch for Command & Conquer Red Alert 3 reduces the chance of receiving a black screen when attempting to log online.


Command & Conquer Red Alert 3
Version 1.02 Patch Notes - October, 2008

This patch for Command & Conquer Red Alert 3 reduces the chance of receiving a frozen black screen when entering the Main Menu.


Command & Conquer Red Alert 3
Version 1.01 Patch Notes - October, 2008

This patch for Command & Conquer Red Alert 3 makes improvements to the multiplayer game invite system, which should cause invitations to cooperative and competitive matches to work more reliably.

File Size: 421.2 MB        File Type: .zip
Source: EA
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