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Kane's Wrath Patch FINAL Change List (w/de-synch fix notes)
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Sir Modsalot
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Joined: 28 Sep 2005
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PostPosted: Sun Jun 15, 2008 6:23 am    Post subject:  Kane's Wrath Patch FINAL Change List (w/de-synch fix notes)
Subject description: - finally.
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Quote:
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

· 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%


Other Changes

· Added a Russian Lobby



So there ya go, start planning your strategies and getting ready for Ladder Season 2.

- APOC


Link to thread.

Lovely. The economy and build radius changes were not needed at all. However it's nice that they powered up the Redeemer's laser and halved the cool-down for the Rage Generator, though nerfing its effect period to 8 seconds... meh.

Apoc also thoroughly explained the circumstances around the patch as follows:

Quote:
-We have been having some build issues which we are resolving in our QA department. What I mean by this is we have completed the patch, all the balance and desync/bug work is done, tested, verified, but now we must build the actual patch which you will download. This is not as easy as it sounds, not in the slightest. These issues should be resolved early next week and then we will submit to our final approval process, CQC and ECG who give final-sign off on any software or update that walks out EA's door. This approval process they estimate will be 3-5 days assuming they find no "showstoppers". Assuming that goes as planned, the Kane's Wrath patch should finally be out, ideally we're looking at the "week of June 23 - 27" for release, but should something change or go wrong, I will absolutely let you know. That is not something I will keep you in the dark on. That is honest forthright update so you understand exactly where we are at.

-We had meant to submit to CQC/ECG last week, but due to build errors we need to resolve, we will submit this coming week, likely the latter part of the week.

I would like everyone to know that when I post a patch update it is incredibly sensitive with timing and while I'd like to excite you I understand false promises/hope are not a good thing. I hope you can understand my delay in posting these final patch notes. We took all your feedback in to consideration from the first post I made of the notes and made many tweaks.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 15, 2008 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
· 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

WHAT THE F*CK????? Is EA really stupid? I do hope they release an Mod SDK soon, because this is unexceptable for a C&C veteran like me. EA needs to listen to the community, and delay work on RA3 untill they have fixed KW...

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Jun 15, 2008 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the cost of the refinery/harv is that mind altering because its more expensive. You can't judge a change alone unless you've experianced them all.


THough that redeemer nerf is ztyping gay.

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sun Jun 15, 2008 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the Rage Gen's cooldown time was halved so it kinda offsets the effect nerf.

Yes, the eco and build radius changes were stupid and unnecessary, but I feel like it's a step in the right direction in eliminating 5 minute games. Now they'll be more like 8 minute games. Laughing

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Jun 15, 2008 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

that firefight at the end will last longer if the AA can't join in... Make it 8 and a half minutes.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 15, 2008 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the multiply the buildspeed by 3 then the games get longer, because you actually take time to build something, instead of clicking and *ding*, you have it... I just had a 1.5 hour battle vs 3 hard AI with TS. That's something I have never seen in TW/KW, not even on Brutal...

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Jun 28, 2008 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
· 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


That only one I don't like instead increase cost why they change harvester tiberium amount perload(like green 700/blue 1400 mean that decrease tib value by halve)

Quote:
If the multiply the buildspeed by 3 then the games get longer, because you actually take time to build something


+1 agree that TS game is longer than TW/KW.

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sat Jun 28, 2008 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update on patch progress:

Quote:
Hey everyone,

We are just working out some final technical kinks and submitting to our final approval process this week which means the patch will be out sometime next week. Yes, the wait will finally be over and hopefully we can put this tiberium spill to rest and reignite the Kane's Wrath multiplayer experience. I know there are many players desiring to get the new patch and start waging all out war on the battlefield. I am confident this patch is going to change Kane's Wrath in nearly every positive way and especially the desync situation.


Thread here.

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