RA3:Patch 1.08 Is Going Live On Monday!

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Well... As the header says patch 1.08:p is going to be live on Monday(we hope) here's what Apoc:rock: said on his forum post... [quote]Hey everyone, Short and to the point. Patch 1.08 will be going live on Monday afternoon. To refresh your memory, here is what's coming with it: - 2v2 Team AutoMatch - Lots of technical fixes - Wealth of balance changes based on community feedback. ....Actually, I've re-posted the FINAL READ ME below so you can see the full list. Thanks again for your patience, looking forward to Monday. This patch for Command & Conquer Red Alert 3 adds support for predefined teams in 2v2 automatch, fixes several exploits and bugs, improves balance, provides assorted user interface enhancements, and more. Balance Changes · Parachuting drop speed has been increased. · Aircraft Return To Base speed boost reduced to 25% from 50%. · Allied Vindicator (unupgraded) reload time increased to 10s from 5s · Allied Vindicator (upgraded) reload time increased to 7s from 3.5s. · Allied Apollo speed reduced to 225 from 250. · Allied Apollo now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos. · Allied Apollo ammo reduced by 25%. · Allied Century Bomber reload time increased by 50% · Allied Multigunner Turret (ungarrisoned) damage versus infantry reduced by 50%. · Allied Multigunner Turret (Peacekeeper Garrisoned) has had its accuracy increased. · Allied IFV cost reduced to 800 from 900. · Allied Aircraft Carrier drone health doubled. · Allied Assault Destroy build cost reduced to 1500 from 1800. · Japan Burst Drone vulnerability to FLAK & AUTO CANNON damage reduced by 25%. · Japan Imperial Warrior armor penalty while Bonzai Charging removed. · Japan Balloon Bomb reload time now increases based on its level. · Japan Final Squadron reload time now increases based on its level. · Japan Enhanced Kamikaze damage done to friendly units reduced by 50% · Japan Defender-VX base defense unpack time halved. · Japan Defender-VX base defense transform cool-down time reduced to 2 seconds from 15. · Japanese Production Structures (Barracks, Naval Yard, War Factory) gain 25% health with each tech level purchased. · Japan Barracks Egg cost decreased to 500 from 750. · Japan Barracks T3 upgrade build time reduced to 30s from 60s. · Japan Power Plant cost reduced to 800 from 1000. · Japan Naval Yard T3 upgrade build time reduced to 30s from 60s. · Japan War Factory T3 upgrade build time reduced to 30s from 60s. · Japan Mainframe Core build cost decreased to 2500 from 3000. · Japan Mainframe Core unpack time increased to 30s from 16s. · Japan Shogun Battleship health reduced to 1500 from 2000. · Soviet Bullfrog Man-Cannon launch speed increased. · Soviet Conscript gun damage increased by 25%. · Soviet Tesla Trooper pre attack delay reduced by 1 second. · Soviet MiG speed reduced to 210 from 225. · Soviet MiGs now twice as vulnerable to attack from units other than the Mig, Tengu, and other Apollos. · Soviet Ultratorpedo damage reduced to 300 from 400. Damage now tapers to 100 at the edge of the blast radius. · Soviet Twinblade health reduced to 500 from 600. User Interface Enhancements · 2v2 automatch now allows players to specify a teammate for ranked 2v2 matches. · Added support for Elo ratings, a score that starts at 1500 and rises or falls based on wins and loses. This allows players to more accurately gauge their opponents' skill level. · Automatch now allows players to specify how much their opponents' rating may differ from their own, ensuring competitors are adequately similar in skill. · Your personal ladder rank and rating for both 1v1 and 2v2 ranked games is now displayed on the automatch screen. · All players' ladder ranks are now displayed on the loading screen. · Added 1v1, 2v2, and 3v3 lobbies. · Added "Player Defeated" audio events for games involving 3 or more players · The friends list is now sorted alphabetically. · Clicking a player's name in a multiplayer lobby will now start a whisper to that player. · Hovering over a player's name in a multiplayer lobby will now also display that persons 1v1 rating. · Modified the text displayed after a player disconnects to advise that grievances be filed in the sticky thread at the official Red Alert 3 forums. · The multiplayer login screen will now remember your last successful username and online ID. · The game will now check for patches at startup, and not just when playing multiplayer. · There is now a fast forward button in replays (the ">" key will still work as well) Bug Fixes · Fixed a bug that would cause ore collectors to stop gathering when a building with repair drones was placed while the collector was docked at the ore node. · Fixed a bug that would cause the game to crash when left idle in a high population online lobby for an extended period of time. · Fixed a bug that caused garrisoning units to follow a twinblade from the ground if a stop command was given to the twinblade during the garrison. · Fixed an exploit that allowed walls and wall hubs to be built on spaces occupied by enemy infantry. · Fixed an exploit that allowed multiple walls to be built simultaneously. · Fixed an exploit that granted credits and an engineer withoutdestorying the MCV when sold. · Fixed an exploit that allowed Allies to build instantly via cryocopter and chrono rift. · Fixed a desync that may have occured while loading an online co-op game. 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