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Clan Name: Destiny Dealers Tag: DD Founded: 2005 Voice Chat Server: Ventrilo
Squads: Command & Conquer Series, Starcraft 2, Dawn of War 2, RPGs

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Red Alert 3 patch 1.8
  Balance and bug fixes!

==================================================================
Command & Conquer(tm) Red Alert(tm) 3
Version 1.08 Patch Notes - February, 2009
==================================================================

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 without
destorying 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.

<Other Changes>

· Updated the credits.
Posted on 10 Mar 2009 by gvafa

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