Beschreibung: Patch 1.01 für die deutsche Kane Edition (ab 18 Jahren) von Command & Conquer 3: Kanes Rache
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.
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
· 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%
· 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
· 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
· Overlords 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%
Other Changes
· Added a Russian Lobby
Weitere Downloads für Command & Conquer 3: Kanes Rache (3):
4Players.de Artikel über "Command & Conquer 3: Kanes Rache"
Ein Jahr und acht Patches nach Command & Conquer 3: Tiberium Wars schmiedet Kane jetzt seine Rachepläne. Im Mittelpunkt des Add-Ons steht also die Bruderschaft und deswegen gibt es nur eine Story-Kampagne! Ob das reicht? Welche Geschichte wird dabei überhaupt erzählt und ist die globale Eroberung genauso langweilig wie die Konkurrenz?