Posted by: MicScoTho - Wednesday, July 9, 2008 1:55:12 PM
[size=7][url=http://www.cnclabs.com/downloads/cnc3/patches.aspx]Download Patches[/url][/size] ----- [font=Courier New]================================================================== [b]Command & Conquer(tm) 3: Kane's Wrath Version 1.02 Patch Notes - December, 2008 This patch brought to you by the C&C Live Team, EALA[/b] ================================================================== This patch for Command & Conquer(tm) 3 Kane's Wrath fixes several bugs and makes gameplay and slight economic balance changes across all nine factions. Bug fixes: · Fixed an error that sometimes caused players to unexpectedly select multiple control groups at once when rapidly switching between control groups. · Beacons once again work for subfactions · GDI Slingshot and Shatterer icons swapped at the Reclamator Hub to mirror the War Factory · Watch tower will now correctly autotarget units at maximum range · ZOCOM Shatterer can no longer bypass the overload beam power down by using Call for Transport · Sonic fencing will no longer disappear from the armory when healing infantry · Decoy Specters will no longer deal the full non-decoy damage if the decoy dies while the weapon shell is in flight · Decoy specters will no longer do damage if the decoy dies while the shell is in flight · Specters will no longer damage airborne units · Nod Crane can now build the Voice of Kane · Units will no longer retain the mothership catalyst effect when transported through a wormhole · Decoy Tripods can no longer EMP · Fixed an exploit that allowed small units to walk along the map border, outside of normal detection, on the Tournament Tower map Global Conquest: · Meta-unit hardpoints will be reset at the beginning of each Global Conquest battle · Strike forces can now have spaces in their names Global changes: · Level 2 Veterancy bonus increased from +20% damage, +30% health to +25% damage, +40% health. · All Harvesters: cost reduced to 1600, build time reduced to 16s. This will speed up the time to unit production and decrease the impact of all-in rushes without affecting the early-game scouting phase. GDI factions – units · Guardian Cannon damage increased from 175 to 200 · Hammerhead: range increased from 200 to 300, speed increased from 150 to 160 · ZOCOM Orca: clip size increased to 5 · Rig: unpacked hit points increased from 5000 to 5500 · Rig stealth detection range increased from 200 to 400 · Zone Shatterer overload beam damage increased from 1250 to 1500 · Shatterer and Zone Shatterer: range increased from 325 to 350 · Orca attack duration increased by 50% per shot · Mobile Repair Transport repair drone leash distance increased from 50 to 100 · Mammoth tank health increased from 10000 to 11500 · Juggernaut: clip reload time reduced from 5s to 3s · Juggernaut and Behemoth: turret turn rate doubled · Titan range increased from 300 to 325 GDI Factions – abilities · Zone Trooper/Zone Raider jumpjets no longer have a small pre-jump delay, flying speed increased · Sniper Team no longer unstealths when using Bombard · Sensor pod cost reduced to 100 · APC minefield cost reduced to 300 GDI Factions – upgrades · Pitbull Mortar: upgrade cost reduced to 1000 · AP Ammo: cost reduced to 2000, build time increased to 60s · Hardpoints: build time increased to 60s · Zone Trooper/Raider Scanner Pack: upgrade range bonus increased from 10% to 20%, cost reduced from 1000 to 500, build time reduced to 15s · Zone Trooper/Raider Autoinjectors: cost reduced to 1000, build time reduced to 30s · Stratofighter: upgrade cost reduced to 1000, build time reduced to 30s · Composite Armor: cost reduced to 1500, build time reduced to 45s · Tiberium Field Suits: cost reduced to 1000, build time reduced to 30s · Railgun: upgrade cost reduced to 4000 · Adaptive Armor: research cost reduced to 1000 GDI Factions – powers · Railgun accelerator: rate of fire bonus increased to 200%, cost reduced to 500 · Orbital bombardment: cost reduced to 3000 · Supersonic air attack: cost reduced to 2000 Nod factions – units · Fanatics: damage increased from 700 to 800, explosion radius increased from 50 to 60 · Attack bike armor versus cannon reduced by 10% · Black Hand raider buggy stealth detection range increased from 200 to 400 · Obelisk of light cost/build time increased to 2000/20s · Specter cost/build time increased to 1500/15s · Shadow team: range increased from 200 to 225, clip reload time reduced by 40%, speed increased from 80 to 90, flying speed increased from 100 to 120 · Reckoner health increased from 2000 to 2200 · Avatar range increased from 350 to 375, commandeered beam cannon damage increased from 900 to 1100, range of flame weapon increased from 100 to 200 · Flame tank range increased from 100 to 150 · Awakened are now much more resilient to missile and cannon fire · Enlightened hit points increased from 600 to 650 · Venom damage, pre- and post-upgrades, increased by 10% · Vertigo Bomber area effect radius increased from 30 to 40 Nod factions – Abilities · Disruption pod: cost reduced to 300 · Booby trap: cost decreased to 100 Nod factions – Upgrades · Tiberium Infusion: cost reduced to 1000, build time increased to 30s · Laser capacitors: cost reduced to 2500, build time increased to 1:15 · Black disciples: upgrade cost reduced to 1000, build time reduced to 30s · Tiberium core missiles: cost increased to 2500, build time increased to 1:15 · Super charged particle beam: cost reduced to 3000 · Dozer blades: armor bonus decreased from 25% to 15% Nod factions – powers · Cloaking field: damage vs infantry reduced to 400 from 500 · Power signature scan: cost reduced to 300 · Decoy temple: cost reduced to 500 · Redemption power: cost decreased to 750 · Radar Jamming Missile: cost reduced to 300 Scrin factions – units · Hexapod: ravager addition no longer hits air · Devourer tank range reduced from 350 to 340 · Corrupter healing reduced by 50% · Seeker tank armor versus rockets increased 10%, armor versus gun increased 10% · Planetary Assault Carrier: damage increased from 45 to 55, health of drones increased 10% · Mechapede: disintegrator segment range increased from 150 to 175 · Mechapede corrupter segment healing reduced by 66% · Mechapede ravager segment: range increased from 300 to 325 · Shard Walker: cost/build time increased to 800/8s · Tripod and Reaper Tripod damage increased by 10% Scrin factions – abilities · Blink packs have been tuned to feel significantly more responsive · Ion storm healing increased from 2% to 5% · Mastermind/Prodigy teleport recharge increased to 20s, no longer works on EMP’d/phased units · Cultist, prodigy, and mastermind mind controls (all types) no longer work on Epic Units or commandos Scrin factions – upgrades · Advanced articulators: cost reduced to 1000, build time reduced to 30s, speed bonus increased by 10% · Traveler engines: cost reduced to 1500, speed bonus increased by an additional 10% · Reaper 17 forcefields: cost reduced to 2000, build time reduced to 60s · Shard launchers: cost reduced to 2500, build time increased to 1:15 · Plasma Disc launcher: cost and build time reduced to 1500/45s · Blink Packs: cost/build time reduced to 500/15s · Forcefield generator: cost reduced to 4000 · Blue shards: cost reduced to 2000, build time increased to 60s · Attenuated forcefields: build time reduced to 60s Scrin factions – powers · Tiberium vibration scan: cost reduced to 300 · Infestation power cost reduced to 1000 [/font] ----- [font=Courier New]================================================================== [b]Command & Conquer 3: Kane's Wrath Version 1.01 Patch Notes - June, 2008[/b] ================================================================== This patch for Command & Conquer 3 Kane's Wrath fixes several desyncs and exploits, numerous bugs, and makes balance changes across all nine factions. We have also improved Automatch and added a Russian lobby. - Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede. - 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 - 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. - 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 - Can no longer build more than one VOICE of Kane - Can no longer build multiple epic unit factories 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%, un-upgraded 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%. - Flying shadow team will no longer force-fire at the ground when group-selected with ground units ---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%, 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--- - Lightning 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% - Added a Russian Lobby [/font]