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# 1cnc315d34d Dec 4 2008, 07:49 AM
http://forums.commandandconquer.com/jforum...3265.page#43327

AUTOMATCH UPDATE - We had planned to include our big AutoMatch update with Patch 1.05, as you know, and we know, the current AutoMatch system that launched with Red Alert 3 was not up to par with the ranked multiplayer experience we wanted you to have. Since the launch of the game we have rebuilt a brand new AutoMatch back-end system and under our current QA testing, it has been extremely faster, with little to no lag. Suffice to say, it will really ignite the ranked play experience in to what it should be, with quick matching, ranks shifting, we're excited to finally bring this Automatch improvement to you...

However, in order to give our new AutoMatch system the proper server load to ensure stability and a fluid experience, we opted to go for a safer route in an effort to enlist YOU, our community of multiplayer gamers to help us test the new AutoMatch system with a Beta Patch 1.06 which we are planning to release very soon after 1.05 launches Thursday. This was a difficult but important decision as the last thing we want to do is put a brand new AutoMatch back-end system out there with 1.05 that may have issues which force us to roll-back. We are currently putting the 1.06 Beta Patch together and setting up a Beta Server, and are planning to make this available as a direct download only on our website, very, very soon. We're as anxious as you are, so don't worry. Our goal is to test the new AutoMatch with a critical mass of our community (YOU) to ensure a stable environment, in which we will then release it officially after a short beta test period. And yes, anyone will be able to take part, there will be no limit or entry requirement. We hope you understand our concerted testing efforts here, and our efforts to involve you in ensuring this AutoMatch system is awesome.

==================================================================
Command & Conquer™ Red Alert™ 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 enemyvehicles 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.

This post has been edited by Oreb-: Dec 4 2008, 09:23 AM

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Game: Kanes Wrath


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# 2TeamSorad Dec 4 2008, 07:57 AM
Ya now we can scroll and see stats online. Hopefully the changes will make a difference.

Sure is a lot of bugs frusty.gif

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Game: Generals 2


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# 3HuNteD Dec 4 2008, 08:04 AM
The balance changes seem almost..... underwhelming. I'm not sure if they will be enough :\

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Game: StarCraft 2


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# 4avilo Dec 4 2008, 08:04 AM
*reading*



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Game: StarCraft 2


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# 5PaPerBaG. Dec 4 2008, 08:07 AM
So basically Nerf Engi rush and buff tengu AA...THAT'S ALL??

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# 6Whalecore Dec 4 2008, 08:07 AM
15 -> 23

hope this makes tengus viable biggrin.gif

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Game: StarCraft 2


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# 7darktrpr Dec 4 2008, 08:15 AM
Finally Automatch is being taken care of. They are even gonna publish a beta 1.06 patch for testing new Automatch system. Looks like EA working hard to fix this issue.

The Allied ore miner price buff is something that will change the gameplay as well. I might consider trying fast teching with MCV and expanding with the ore miner.

Tengu received 53.3% AA buff. This probably will mean Tengu Apollo ratio will be 2:1. Which is not bad and with right transformation micro it will work just well. I'm not sure how t will play out with EvS match ups. Also it will be really hard to snipe the nanocores with the vindicators anymore which will give Empire players a chance to expand a lot more easier I think. However they still have the most expansive refineries in the game and they still have a slow start. We need to wait and see what's gonna happen.

Also the DRM thins is just great I really didn't expected this feature to be released this early.

And last thing. They finally nerfed the stupid engineers somehow. I would be more pleased if they used the transport exit delay but this will work as well.

This post has been edited by darktrpr: Dec 4 2008, 08:16 AM

Posts: 465

Game: Red Alert 3


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# 8avilo Dec 4 2008, 08:16 AM
Engineer nerf is idiotic. And Tengu damage AA buff is the route they went eh...hmm.
edit: tho, engineer nerf does make the game more military/control based, rather than relying on just engi captures with wf builds, which is good also.

Currently takes 3 tengus to kill 1 apollo with micro, all 3 tengus die while the apollo either kills all 3 or has the third tengu at a sliver of health.

With the dmg from 15-23, getting out 3 tengus means you probably kill 1 apollo with 2 tengus surviving for sure, meaning the allies player has to get 2 apollos to be sure to have control over tengus, which means less vinds...and empire is in the game now I suppose...just from that added damage maybe empire has chances to fight in the air without being imba as well...all speculation tho.

I think buffing allied economy is a bit lol, but we'll see. I'm assuming the harvester price change is due to EA forum whiners.

edit: the one thing lower prospector price does that is good is make WF openings more viable because then you can move ur MCV while teching up a prospector that is cheaper.

This post has been edited by avilo: Dec 4 2008, 08:34 AM



Posts: 8,425

Game: StarCraft 2


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# 9DethFanatic Dec 4 2008, 08:16 AM
pretty good patch notes, i agree with most of the changess except for the nerf of the engineer. i am worried about the lack of mention of a crane fix post-13661-1143531603.gif

i am also worried as they have not mentioned cost reductions for basic empire buildings, which kinda fails to address the major issue with empire early game right now :|

This post has been edited by DethFanatic: Dec 4 2008, 08:18 AM

Posts: 423

Game: Kanes Wrath


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# 10Parabolace Dec 4 2008, 08:18 AM
HAH

Told you the Tengus needed more AA punch!

Disappointing to see Vindicators will continue to counter AA turrets too well, that the Empire turret mode switch time hasn't been addressed, and that Bullfrogs remain a comparatively limited and less mobile counter to Air to Ground units.

Also, no mention of a fix to the wall cancel expliot, the Soviet Super Reactor discount (when using crane) exploit, or the ability of Allied Airfields to repair ground units.

Posts: 343

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# 11NekoVivie Dec 4 2008, 08:22 AM
Engi rush nerfed, Core armor vs vindicators increased 50%, and Tengu's to 23dmg air mode instead of 15.

Doesn't seem like it will change much to be honest. Apollos will still pwn tengus and Vindicators will still pwn strikers.

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Game: Command and Conquer 3


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# 12DethFanatic Dec 4 2008, 08:22 AM
^
tbh i hope they dont fix the wall "exploit" as it adds to the game.. smile.gif

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Game: Kanes Wrath


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# 13HuNteD Dec 4 2008, 08:25 AM
Tbh i was expecting some kind of buff to soviet aa wacko.gif

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Game: StarCraft 2


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# 14Parabolace Dec 4 2008, 08:38 AM
QUOTE(HuNteD @ Dec 4 2008, 00:25 AM) *

Tbh i was expecting some kind of buff to soviet aa wacko.gif

QUOTE(NekoVivie @ Dec 4 2008, 00:22 AM) *

Engi rush nerfed, Core armor vs vindicators increased 50%, and Tengu's to 23dmg air mode instead of 15.

Doesn't seem like it will change much to be honest. Apollos will still pwn tengus and Vindicators will still pwn strikers.

Posts: 343

Game: Blizzard


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# 15br1zz Dec 4 2008, 08:38 AM
wtf why engineer nerf...

and tengu buff.. well thats one step in the right direction to make empire not suck balls hard anymore :>

bug fixes and improvements to interface are fine.. but wheres the tech level indicator bug fix :*(

Posts: 549

Game: Red Alert 3


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# 16Ashigaru Dec 4 2008, 08:39 AM
QUOTE

The King Oni will now perform a melee attack when attacking enemies nearby, which will also cause meta-damage to infantry.
I was surprised they didn't have one at release. They have those big ass arms yet they decide to glare menacingly while having seizures at nearby units.

Posts: 81

Game: StarCraft 2


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# 17Mooff Dec 4 2008, 08:44 AM
QUOTE(NekoVivie @ Dec 4 2008, 09:22 AM) *

Doesn't seem like it will change much to be honest. Apollos will still pwn tengus and Vindicators will still pwn strikers.



It will change much to be honest.

empire refiniery power requirement down -> you don't need 2 powerplants for a warfac buildorder anymore -> +1k cash for empire

I expect tengu spam to work now vs an allied air buildorder.


The allied harv-change is a very good one aswell. That's something we wanted since the beta to make the mid/late game of the allies more viable.


I love that EA finally gives us the small balance changes they promised us. Great Work! thum.gif

This post has been edited by Mooff: Dec 4 2008, 08:44 AM

Posts: 1,283

Game: Generals 2


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# 18Foxboxx Dec 4 2008, 08:48 AM
Changes sound pretty good to me. Though, I wish the Engineer delay was only on enemy structures, and not neutral ones post-13661-1143531603.gif. Now, it's going to be even more risky to try and take a neutral structure that isn't close to your base.

With the Tengu AA buff, Nanocores not being 2-shotted by Vindicators, and refs costing 50 power instead of 55, I think the Empire will now be quite balanced. They already could ALMOST fight Apollos, and when you used point-defense drones, they actually did pretty well. I think these changes will probably be enough.

This post has been edited by Foxboxx: Dec 4 2008, 08:50 AM

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# 19TDA Dec 4 2008, 08:51 AM
LOL is all i can say wacko.gif.
Well at least playing random looks viable now.

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# 20PANCZASU Dec 4 2008, 08:52 AM
QUOTE(cnc315d34d @ Dec 4 2008, 08:49 AM) *

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.

FACEPALM
frusty.gif

QUOTE
Added several people to the game's credits.

lol

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