Get the C&C3: Kane's Wrath v1.01 Patches off WP (65mb)
C&C3: Kane's Wrath v1.01 fixes :
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
The single player campaign will allow players to experience a new story that spans 20 years – from the rebirth of the Brotherhood of Nod after the Second Tiberium War through the dramatic events of the Third Tiberium War and beyond. The story is told through a new set of high-definition live action video sequences starring a celebrity cast. Joe Kucan, the original actor who portrayed the character Kane in Command & Conquer games over the last decade, will reprise his role as the megalomaniacal leader of the Brotherhood of Nod. Other details of the cast have yet to be announced.
Command & Conquer 3: Kane's Wrath also features a new strategic layer to gameplay that allows players to establish bases, build customized armies, and attack their enemies on a global scale – and then dive into the frenzied tactical combat where their skills as a commander will make the difference in battle. The game introduces six new sub-factions and a wealth of new units, structures, and powers to the armies of the Global Defense Initiative, the Brotherhood of Nod, and the enigmatic alien Scrin.
More articles about Command & Conquer 3: Kane's Wrath