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Command & Conquer 3: Kanes Rache - Patch 1.01 (Kane Edition) 
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Datum: 08.07.08
Anzahl Downloads:  2457
Dateigröße: 68,0 MB
Dateiname:
cnc3ep1_patch101_german_kaneedition.exe
Screenshots: anzeigen
Rating:

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 Jetzt Command & Conquer 3: Kanes Rache - Patch 1.01 (Kane Edition) kostenlos downloaden
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

· 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

· 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
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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?

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