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  1. Command & Conquer™ 3 Kane's Wrath
  2.  
  3. Unofficial Patch 1.04
  4.  
  5. BETA 0.1
  6.  
  7.  
  8. ==================================================================
  9.  
  10. This Patch actually start it's balances changes Not from EA's ver 1.02
  11. But rather from my Kane's Wrath Classic Mod which have it own balances changes that mostly changed
  12. ver1.02 balance to how ver1.00 was while keeping the bugsfixes and the good stuff
  13.  
  14.  
  15. You can see it as if the patch started from ver 1.00 with addons and bugs fixs
  16.  
  17. ----Please note that this patch don't relate in any way to the Unofficial Patch 1.03----
  18. Unofficial Patch 1.04 just take some bugs fixes and really a few ideas from 1.03
  19. (which I didn't simply copy paste, but rather had to find and change manually... )
  20.  
  21.  
  22.  
  23. So please see Kane's Wrath Classic v1.00 Mod Change log before you will see the Unofficial Patch 1.04 log
  24.  
  25.  
  26. ==================================================================
  27.  
  28. Bugsfixes:
  29.  
  30.  
  31.  
  32. Corrupter spawn Visceroids again Only when it's weapon kill Human based enemy
  33.  
  34.  
  35. Fix a bug that prevented some Epic units from Crushing other units in rare occasion (Seem like it still happen sometimes with the Eradicator)
  36.  
  37.  
  38. Fix reload sounds for Hardpoints upgraded GDI Orca, ZoneOrca , Firehawks
  39.  
  40.  
  41. Fix a bug where GDI's Zone Troopers didn't were able to use Steel Talons Railgun Accelerators special power in a certain circumstances
  42.  
  43.  
  44. More info was added in regard to which units are heals by Tiberium and which units are immune to Tiberium in the unit's descriptions
  45.  
  46.  
  47. Purifier's / Avatar's Flame thrower will now properly shows damage skin when being damages
  48.  
  49.  
  50. Eradicators will now properly shows their damage skin when they being damages
  51.  
  52.  
  53. Fix Scrin's/Reaper17/Travelers59 Victory music (They used the NOD's Victory music instead of their own)
  54.  
  55.  
  56. Mechapede no longer shows Shock Trooper's formation icon when the player order it to get into formation
  57.  
  58.  
  59. Grenadier Squad's formation icon no longer shows Missile squad's formation icon
  60.  
  61.  
  62. Visceroids now properly show their description
  63.  
  64.  
  65. Fix a bug with Redeemer getting stuck when attempting to garrison it with a lone NOD's Confessor or Black Hand's Disciple from an upgraded squad
  66.  
  67.  
  68. Awakening's formation icon no longer shows Black hand's formation icon
  69.  
  70.  
  71. Fix the Vertigo's Disruption Pod and the Orca's Sensor Pods descriptions
  72.  
  73.  
  74. Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly repair drones
  75.  
  76.  
  77. Crates now properly display their names instead of just display the word "Crate"
  78.  
  79.  
  80. Marked of Kane's Fanatics now properly gain health and speed effect when they Upgraded with Tiberium Infusion (EA's bug)
  81.  
  82.  
  83. Tiberium Troopers can now slow down NOD's, MOK's, BH, Avatars and Purifiers (Bug)
  84.  
  85.  
  86. Remove the GDI/ZOCOM Armory's option to add Rally point since it EA bug that most of the times don't work
  87.  
  88.  
  89. Fix bugs of some unit's Icons Order and descriptions and added new units in the World Conquest mod
  90.  
  91.  
  92. Steel Talon's and ZOCOM's Surveyor now properly spawn their own Output (they spawned GDI Output before)
  93.  
  94.  
  95. Fix a bug with NOD's and Marked of Kane's Buggy's description
  96.  
  97.  
  98. NOD's Raider Buggy now able to detect stealth like the rest of the Buggies
  99.  
  100.  
  101. Scrin's, Traveler59's and Reaper17's Shock troopers and Cultist icons swapped with the Ravager icon at the Portal to mirror Nod's Barracks
  102.  
  103.  
  104. GDI's and ZOCOM's Commando icon swapped with Zone Troopers/Zone Raiders at the Barracks to mirror Nod's and Scrin's Barracks
  105.  
  106.  
  107. A few Unpack/Repack icons had been changed to the following units:
  108. Rig unpack button,
  109. Battle Base repack button
  110. All Scrins's MCVs and ConYards unpack and repack buttons,
  111. All Nods MCVs and ConYards unpack and repack buttons,
  112. GDI's MCVs and ConYards will be Left with the classic C&C unpack and repack buttons
  113.  
  114.  
  115. Vertigo's Disruption Pod will now properly show it own picture (Not Orca's Pod picture)
  116.  
  117.  
  118. Fix a bug where ZOCOM's Predators give far too much experience when destroyed and taking multiple times long to level up.
  119.  
  120.  
  121. Fix a bug where the Ion cannon's Antenna don't been showed correctly at the time of the launch
  122.  
  123.  
  124. Fix a bug with the Ravager's Tiberium Agitation which didn't let it use it on Scrin's Devourers and Corrupters, Reaper 17's Shard Walker and Liquid Tiberium Transport was also added to the list since they also made from tiberium
  125.  
  126.  
  127. Added more information in different descriptions to make things more easier for players (Scrin's Warp Sphere and Hive, Tiberium Vibration Scan, and Power Signature Scan support powers)
  128.  
  129.  
  130. Fix a bug where GDI's, Steel Talon's, and ZOCOM's, MARVs didn't requires Tech Center as prerequisite (Other Epic units Did requires their Tech lab)
  131.  
  132.  
  133. Fix a small bug with Reaper 17's Tripod husk description
  134.  
  135.  
  136. Fix a small bug where Travelers 59's Tripod husk shows missing description
  137.  
  138.  
  139. Fix the Tripod's and Reaper Tripod's descriptions
  140.  
  141.  
  142. Fix a bug where Specter's bombarding kills friendly Shadow's beacons.
  143.  
  144.  
  145. Fix a bug where Marked of Kane's Attack Bikes cannot be commandeered by Marked of Kane's and Nod's Avatars
  146.  
  147.  
  148. Fix a bug where Marked of Kane's Avatar don't spawn MoK Avatars husks correctly (It spawned Nod's Avatars husks instead)
  149.  
  150.  
  151. Fix a bug that made all Epic unit's factories to randomly and globally show their repair circle (even to the enemies)
  152.  
  153.  
  154. Steel Talons Slingshot and Wolverine icons swapped at the Reclamator Hub to mirror the War Factory
  155.  
  156.  
  157. Zocom's RIG won't show anymore that it have Railgun upgrade when it unpacked into Battle Base (it happened since it spawned GDI's RIG and GDI's Battle Base instead of ZOCOM's)
  158.  
  159.  
  160. Fix a small bug with the Corrupter's healing ability
  161.  
  162.  
  163. ZOCOM's Conyard now properly spawns ZOCOM's Riflemen and Engineer when sold (It spawned GDI's Riflemen and Engineer instead)
  164.  
  165.  
  166. Fix ordering of upgrade buttons on ZOCOM and Steel Talons Command Posts to match GDI
  167.  
  168.  
  169. ------------------------------------------------------------------------------------------------------------------------------
  170.  
  171. Game Changes:
  172.  
  173.  
  174.  
  175. Each faction now have their own Load Screen music
  176. (Nod's factions loading music was left unchanged,
  177. just GDIs and Scrin factions will have different music at the load screen)
  178. Observer and Commentator also have their own load music
  179.  
  180.  
  181. Four new colors were added for all factions in the Skirmish menu:
  182.  
  183. Black, Burgundy, Dark Green, and White
  184.  
  185. Some nice C&C4 Easter eggs were added to the game
  186.  
  187.  
  188. EA's logo from the game's startup as been Replaced with new picture
  189.  
  190. EA's logo Kane's Wrath Logo in the main menu been changed a bit
  191.  
  192. Skirmish menu picture (the Black Hand's soldier) had been replaced with other picture
  193.  
  194.  
  195. ------------------------------------------------------------------------------------------------------------------------------
  196.  
  197. Global changes:
  198.  
  199.  
  200.  
  201. Any Alien's Liquid Tibirum based Weapon (Include Visceroids even though they don't belong to the Scrin), and Green/Blue Tibirum Crystal's Damage
  202. Will transform most infantries type (Aside from Armed tier 2-3 infantries or Cyborgs) into Visceroids,
  203. Tibirum Trooper's weapon and the Redeemer's Liquid Tibirum Cannon Not causing Visceroids transformation effect
  204. Because their Liquid Tibirum weapon is made from other method and is not the original Tibirum Liquid that the Scrin uses
  205. therefore it cause Slow down effect on vehicles instead.
  206.  
  207.  
  208. Ravagers from all factions can now shot aircrafts
  209.  
  210.  
  211. Space Command Uplink, Tiberium Chemical Plant, and Signal Transmitter, Now can only be built once, they will provides additional income
  212.  
  213.  
  214. Laser Fencing Can now work with ally NOD/Black Hand/Marked of Kane structures
  215.  
  216.  
  217. Sonic Repulsion Field Can now work with ally GDI/ZOCOM/Steel Talons structures
  218.  
  219.  
  220. Behemoth's Husk, Reaper Tripod's Husk, and Purifire's Husk, Now have new picture to each of them
  221.  
  222.  
  223. Jumpjets start-up and post landing delay time had been reduced
  224.  
  225.  
  226. Delays to Mantis preattack and Orca Sensor Pod deploy delay had been reduced
  227.  
  228.  
  229. Repair rate had been doubled for all Combat Support Airfields, they also now spawn 4 drones instead of 2, Their description had been fixed and now show sub factions names and not just "GDI" and "NOD"
  230.  
  231.  
  232. All NOD and GDI MCVs can now crash tier1 and tier2 units while All of Scrin MCVs can crush tier3 units only when the player unpack them directly above these units,
  233. All MCVs have 25% more armor against cannons and 20% more armor against rockets, Health increased from 5000 to 8000 (To the MCVs in unit mod and Not in building mod)
  234. This may give a small escape chances for runners
  235. Also Marked of Kane, Black Hand, Steel Talons, and ZOCOM now have new skins to each of their MCVs
  236.  
  237.  
  238. All factions now have Walls
  239.  
  240.  
  241. All Epic unit's factories now bring 50$ per 2 second
  242. This may help players that been locked up in their base and were up against MARV that harvested all of their tibirum
  243.  
  244.  
  245. All Air Transport's speed had been increased to 250,
  246. They now can also carry allies and have 40% more armor,
  247. All Air Transports Health had been even to 2500, This also include the Air Transports of all GDI, Zocom, Steel Talons Special powers (Sharpshooter Team, Airborne, Bloodhound)
  248. "Take Off And Landing Slow Down" Time been reduced from 1.5s to 0.5s, "Take Off And Landing Slow Down Delta" been increased from 35 to 50,
  249. And Take Off And Landing Speed been increased from 6 to 40, Cost had been reduced from 200 to 100
  250. -
  251. -
  252. -
  253. In short all of these changes make the tarnsports more faster when load and drop infantries/vehicles and give them more armor and health,
  254. It will hopefully going to give Air transport more chances to deploy, load, and evacuate units without being destroyed
  255. They also now have new pictures to each vehicles and infantry Transports
  256.  
  257.  
  258. Tiberium's Silos capacity had been increased from 2000 to 5000
  259.  
  260.  
  261. All Harvesters health increased from 4000 to 5200 again for all factions except Reaper 17 since their harvester already had 6000 HP
  262.  
  263.  
  264. All War Factories/Warp Sphere, Air Fields/Air Towers/Gravity Stabilizer, Combat Support Airfields, MRTs, and RIGs can now repair allies
  265.  
  266.  
  267. All Crates will now have new skins so that players will be able to quickly recognize them
  268. Unit Crate was added to the game, it will spawn random tier-1 units from the three factions (GDI, NOD, Scrin)
  269. A RA3's easter egg was added to the Unit Crates
  270.  
  271.  
  272. ------------------------------------------------------------------------------------------------------------------------------
  273.  
  274. Stealth Detector changes
  275.  
  276.  
  277.  
  278. Most infantries units don't detect stealth anymore, just several were left or changed in order to have more strategic uses
  279.  
  280.  
  281. GDI: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  282.  
  283. Commando's Stealth Detection increased from 100 to 250
  284.  
  285.  
  286.  
  287. Steel Talons: Rifleman Squad, Missile Squad, Grenadier Squad, are no longer able to detect stealth
  288.  
  289. Combat Engineer's Stealth Detection increased from 100 to 400
  290.  
  291. Steel Troopers Stealth Detection range is 400
  292.  
  293.  
  294.  
  295. ZOCOM: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  296.  
  297. Commando's Stealth Detection increased from 100 to 250
  298.  
  299.  
  300.  
  301. NOD: Militant Squad, Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth
  302.  
  303. Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4
  304.  
  305.  
  306.  
  307. Black Hand: Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth
  308.  
  309. Commando's Stealth Detection increased from 100 to 250
  310.  
  311. Confessor Cabal Can now detect stealth in 300 range (EA didn't gave them Stealth Detection to begin with)
  312.  
  313.  
  314.  
  315. Marked of Kane: Awakened, Militant Rocket Squad, Saboteur, Fanatics, Tiberium Trooper, Enlightened, are no longer able to detect stealth
  316.  
  317. Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4
  318.  
  319.  
  320.  
  321. Scrin: Buzzers, Disintegrators, are no longer able to detect stealth
  322.  
  323. Assimilator, Stealth Detection increased from 100 to 250,
  324.  
  325. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  326.  
  327. Mastermind's Stealth Detection increased from 100 to 250
  328.  
  329.  
  330.  
  331. Reaper 17: Buzzers, Disintegrators, are no longer able to detect stealth
  332.  
  333. Assimilator, Stealth Detection increased from 100 to 250,
  334.  
  335. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  336.  
  337.  
  338.  
  339. Traveler 59: Buzzers, Disintegrators, are no longer able to detect stealth
  340.  
  341. Assimilator, Stealth Detection increased from 100 to 250,
  342.  
  343. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  344.  
  345. Cultist didn't were able to detect stealth to begin with and were left untouched
  346.  
  347. Prodigy's Stealth Detection increased from 100 to 400
  348.  
  349.  
  350. ------------------------------------------------------------------------------------------------------------------------------
  351.  
  352. GDI's armies global:
  353.  
  354.  
  355.  
  356. GDI's Sniper Team Squad now have second ability to call for Air strike, it will required GDI's Air Field and have 180s cooldown
  357. ZOCOM's Sniper Team Squad Now cost 1200$ and take 12s build time, Name changed to Zone Sniper Team, Zone Sniper Team now have second ability to call for Zone Air strike which shoot sonic grenades, it will required ZOCOM's Air Field and have 180s cooldown
  358. Both air strikes are weaker version of the normal air strike and the bombers have lower HP and can get killed
  359.  
  360.  
  361. MARV's Sniper weapon's attack range increased from 450 to 470 to fit the Sniper team range, Clip size had been increased from 2 to 6 to make this weapon more useful since most players rarely had reason to use it at all
  362. It now can also attack buildings and vehicles
  363.  
  364.  
  365. GDI's MARV now have Call for Airstrike ability that require at least one Sniper team in order to be use
  366. ZOCOM's MARV now have Call for Zone Airstrike ability that require at least one Zone Sniper team in order to be use
  367.  
  368.  
  369. Orca's Sensor Pod now don't have self-destruct time limit and last until it been destroyed by enemy's unit on the ground But it does have self-destruct time limit if it been attached to unit, Now it also show Detect circle when it attached to unit,
  370. It also have 60s cooldown now,
  371. Added better description about the time limit
  372.  
  373.  
  374. GDI and Zocom Commandos now have AP AMMOs, Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow
  375.  
  376.  
  377. Armories can now heal ally's units
  378.  
  379.  
  380. GDI and Steel Talons Guardian Cannon damage with Railgun had been increased from 500 and 525 to 900 and 925
  381.  
  382.  
  383. Orbial Strike Special Power clip size had been changed from 15 to 20, weapon speed changed from 500 to 850, damage increased from 800 to 1200, Radius increased from 40 to 75
  384.  
  385.  
  386. Harvest time had been normalized to all GDI's subfactions
  387.  
  388.  
  389. Pitbull mortar upgrade Range increased from 300 to 600, Suppression and Radius increased from 50 to 65, Damage increased from 300 to 600
  390. Pitbull will now reveal itself when it shoot mortar since it like mini artillery now
  391.  
  392.  
  393. EMP Grenades upgrade's Weapon speed increased from 100 to 180 and it now have less pre attack delay
  394.  
  395.  
  396.  
  397. Special Powers:
  398.  
  399.  
  400. Ion Cannon attack range increased from 10000 to 15000, Radius increased from 250 to 300, Damage increased from 20000 to 21000
  401. To make the Ion Cannon the strongest super weapon in the game in terms of damage while having the lowest attack range from the others
  402.  
  403.  
  404. Upgrades:
  405.  
  406.  
  407. Slingshots will now have new skin when the Tungsten Shells Upgrade had been purchased
  408.  
  409.  
  410. ------------------------------------------------------------------------------------------------------------------------------
  411.  
  412. GDI
  413.  
  414.  
  415. Units:
  416.  
  417.  
  418. GDI's APC can now crush tier one infantry
  419.  
  420.  
  421. GDI's Shatter cost increased to 1500 and build time to 15s again
  422.  
  423.  
  424.  
  425. Special Powers:
  426.  
  427.  
  428. GDI's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s
  429.  
  430.  
  431. GDI's Airborne now cost 1200$ instead of 1500$ and spawn 2 more Rifleman squads and Missle squads instead of 4, Cooldown increased from 120s to 180s
  432.  
  433.  
  434. GDI's Sharpshooter Team now cost 2500$ instead of 3500$
  435.  
  436.  
  437. ------------------------------------------------------------------------------------------------------------------------------
  438.  
  439. Steel Talons
  440.  
  441.  
  442. Units:
  443.  
  444.  
  445. Steel Talon's MARV was replaced by the Mastodon, the Mastodon will have more speed, more health, and a bit more fire power then the MARV
  446. It can also garrison 4 squads which is fit for Steel Talons because they all about railguns and garrison,
  447. The Mastodon will Destroy whatever factory it came out from due to it's size
  448.  
  449.  
  450. Steel Talon's Rifleman Squad's name, description, and skin, changed to Steel Rifleman Squad, Dig in ability changed to Steel Dig in ability,
  451. Steel Rifleman Squad's Dig in ability will spawn a Steel Foxhole which have 4 slots for garrison instead of 2
  452.  
  453.  
  454. Titan's Un-upgrade Cannon damage increased from 450 to 500, and RailGun damage increased from 625 to 675
  455.  
  456.  
  457. Combat Engineer's attack range and vision range been changed to 200, Pre attack delay been reduced to 0.7s from 2s, Health had been increased to 100 and Damage increased to 75, Armor against guns had been increased by 20%
  458. This will make him a bit more useful from normal Engineer
  459.  
  460.  
  461. Steel Talon's Hammerhead Name, description, skin, and pic had been changed to Garrison Hammerhead, Garrison Hammerhead have Three garrison slots, Speed had been reduced by 80%
  462. Build cost increased to 1600 and build time to 16s
  463.  
  464.  
  465. Behemoth have two garrison slots to encourage players to use it's garrison ability at all
  466. Minimum Attack Range decrease from 100 to 80
  467.  
  468.  
  469. MRT's Repair ability had been increased from 87 to 150, MRT can now also crush tier one infantry and have attack cursor to make aiming more easier
  470. Move and Drop Off button replaced with Evacuate button for quick evacuation,
  471. MRT's repair drone was replaced with GDI's war factory drone since MRT drone was buggy as hell, Now it can also heal allies
  472.  
  473.  
  474. Steel Talon's Surveyor Now changed to Garrison Surveyor and it now unpack into Garrison Output which can garrison two infantry squads
  475.  
  476.  
  477. Steel Talon's Now have their own Zone troopers, Their name, Description, And picture, changed to Steel Troopers, their cost and build time is 1200$ and 12s
  478. Steel Troopers have Rail Machine Guns instead of Rail guns, they deal 45 Damage, have 6 clips, and take way less time to reload than normal Zone troopers,
  479. They can attack Aircrafts and good mostly against Infantries and Light Vehicles But they can handle tier 2-3 Vehicles and Building once they are alot in numbers
  480. Steel Troopers have Bombardment jump-jets instead of normal jump-jets, letting them deal 1000 Damage to anything that they jump on or anything that in 50 radius of the land zone Include Structures
  481. They don't hit allies, And their Bombardment jump-jets are a bit faster and can fly to a bit more distant than normal jump-jets
  482.  
  483.  
  484.  
  485. Special Powers:
  486.  
  487.  
  488. Railgun Accelerators cooldown reduced 210s to 40s
  489. Damage penalty reduced 75 to 60
  490. Rate of fire increased by 100%
  491.  
  492.  
  493. Steel Talons's Bloodhound now spawn 3 Pitbulls and Wolverines instead of 2, it Now cost 2500$ instead of 3000$, Cooldown increased from 180s to 250s
  494.  
  495.  
  496. Upgrades:
  497.  
  498.  
  499. Adaptive Armor no longer reduces rate of fire by 25%
  500.  
  501.  
  502. ------------------------------------------------------------------------------------------------------------------------------
  503.  
  504. Zocom
  505.  
  506.  
  507. Units:
  508.  
  509.  
  510. Zocom's Harvester Missiles now deal 400 damage instead of 200
  511.  
  512.  
  513. Zocom's APC can now crush tier one infantry
  514.  
  515.  
  516. ZOCOM's Orca name changed to "Zone Orca" in order to fit better to the Zone series
  517. Zone Orca cost and build time increased to 1300/13, Damage increased from 750 to 765
  518.  
  519.  
  520. ZOCOM's Rig name and des changed to Zone Rig, Zone Rig can unpack into Zone Battlebase which is equipment with grenades that shot sonic grenades
  521. Zone Rig cost increased to 2200$ and build time to 22s
  522.  
  523.  
  524. Zocom Can now build normal Shatter tank for tier 2 and Zone Shatter had been moved to tier 3 as a heavy unit.
  525. Zone Shatter Now have 10000 health points instead of 3400,
  526. it's radius had been increased from 350 to 375,
  527. Damage had been increased to 2300 and the Sonic's wave color had been changed to purple from the ordinary blue and the sound it make when shooting changed as well
  528. Speed had been reduced from 60 to 35,
  529. Cost now increased to 2800 and build cost to 28,
  530. Zone Shatter now required Tech lab in order to be build and no longer have Air Transport ability,
  531. it's Overload Sweep ability now deal 3000 damage instead of 1600 and take 30s to cooldown instead of 10s,
  532. Clip reload time had been increased from 0.3s to 1.03s
  533. Description changed
  534.  
  535.  
  536. Zocom's (Normal) Shatter cost and build time had been reduced to 1300$ and 13s
  537. It can now be picked up by transports as well (bug fix)
  538.  
  539.  
  540. Zocom's Orca Bombers (Orca's Strike and Zone Sniper's Air strike) Now have new metal/white Skin with Zocom icon on them
  541. They also have their own unit's picture
  542.  
  543.  
  544.  
  545. Special Powers:
  546.  
  547.  
  548. Zocom's Orca Strike now have 4 clips instead of 2
  549.  
  550.  
  551. Zocom's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s
  552.  
  553.  
  554. Zocom's Airborne now cost 800$ instead of 1000$ and spawn 2 more Rifleman squads and Missle squads instead of 4, Cooldown increased from 120s to 180s
  555.  
  556.  
  557. Zocom's Sharpshooter Team now cost 2500$ instead of 3500$
  558.  
  559.  
  560. Zone Raider Drop Pod: Zocom now have their own icon on their Drop Pod
  561.  
  562.  
  563. ------------------------------------------------------------------------------------------------------------------------------
  564.  
  565. Nod's armies global:
  566.  
  567.  
  568.  
  569. Fanatics now have 15% more speed when they Upgraded with Tiberium Infusion
  570.  
  571.  
  572. Cyborgs (Awakeneds and Enlighteneds) Now have resistant to Tiberium Crystals and uncrushable by tier 1 units
  573.  
  574.  
  575. Saboteurs can now repair allie's vehicles in close range, The healing rate is extremely low though
  576.  
  577.  
  578. Added more info in the description of the Dozer blades upgrade
  579.  
  580.  
  581. Nod's and Marked of Kane's Specters name now changed to "Stealth Specter"
  582.  
  583.  
  584. Nod's and Marked of Kane's Harvesters name now changed to "Stealth Harvester"
  585.  
  586.  
  587. Vertigo Disruption Pod now also show disruption circle when it attached to unit, Added better description about the time limit
  588.  
  589.  
  590. Raider buggy's Emp Burst duration seconds had been increased from 10s to 12s, Radius Changed from 100 to 250
  591.  
  592.  
  593. Beam Cannon's Charge Defenses ability now also works on friendly Obelisks
  594.  
  595.  
  596. Obelisks have more 15% Shroud clearing, Rate of fire, and Vision when Charge Defenses ability is on, and 20% more Range
  597. This will let it fire on artilleries when it have 4 Beam Cannons support it, Added better description about Beams limit
  598.  
  599.  
  600. Nod's Seed Tiberium Special power have more radius and bring more Tiberium, it's Air carrier now have 2500 HP instead of 600
  601.  
  602.  
  603. Nod Commando Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow
  604.  
  605.  
  606. Redeemer Tibirum trooper's turrets attack range increased from 250 to 370, It now can heal friendly Scrin units as well just like the Scrin's Corruptor (though it may be meaningless since it also use it's lazers)
  607.  
  608.  
  609. Redeemer's Rage generator radius increased from 500 to 1200, Duration increased from 06s to 15s
  610. The Redeemer will no longer reveal itself when using the Rage generator ability, CoolDown increased to 90s from 60s
  611.  
  612.  
  613. Redeemer's Rocket launcher turrets's ranged increased from 300 to 350, Clip size increased from 2 to 3
  614.  
  615.  
  616. Each faction's Redeemer now have different skin to it's flame thrower
  617.  
  618.  
  619. Marked of Kane's Redeemer machinegun turrets now shows the Marked of Kane's icon on them
  620.  
  621.  
  622. Black Hand's Redeemer machinegun turrets now shows the Black Hand's icon on them
  623.  
  624.  
  625. Specter cost and build time increased to 1500$/15s again only for Nod and Marked of Kane, Black Hand Specter cost and build time was left as 1200$ and 12s since it doesn't have stealth
  626.  
  627.  
  628. Shadow team's bombardment beacon can now be selectable
  629.  
  630.  
  631. Flame weapons can now kill friendly units, structures, and husks via force-fire
  632.  
  633.  
  634.  
  635. Special Powers:
  636.  
  637.  
  638. Shadow Strike Team will now spawn 3 Shadow teams instead of 2
  639.  
  640.  
  641. Tiberium Vein Detonation Now deal 3000 damage instead of 1000
  642.  
  643.  
  644. Nuclear Missile's radius increased from 300 to 350 to make it the super weapon with the longest attack range in the game
  645.  
  646.  
  647. Upgrades:
  648.  
  649.  
  650. Venom's Signature Generators range and number of units appearing on the enemy's radar Increased so it will be more useful in tricking the enemy
  651.  
  652.  
  653. ------------------------------------------------------------------------------------------------------------------------------
  654.  
  655. Nod
  656.  
  657.  
  658. Units:
  659.  
  660.  
  661. Scorpion Tank picture had changed since it the only tanks in the Nod's army that have laser cannon upgrade
  662.  
  663.  
  664.  
  665. Special Powers:
  666.  
  667.  
  668. Nod Redemption Now Also works on allies and will spawn The Awakened Hoard which is a squad that build of 9 Awakeneds instead of the standard Awakeneds, it will also spawn Normal Enlightened squads at random
  669. It now works with Any Human squad in the game (include MOK, BH, GDI, ST, ZOCOM) aside from Inhuman beings, Engineers, and certain high tech units (Commandos, Zone troopers/Riders)
  670.  
  671.  
  672.  
  673. Upgrades:
  674.  
  675.  
  676. Confessor Upgrade, NOD's Confessor Cabal Grenades are now faster and have less pre-attack delay, Their Hallucinogenic effect no longer works on allies
  677. NOD's Confessor Minigun clips increased from 3 to 6, Damage increased from 6 to 15
  678.  
  679.  
  680. Laser Capacitor cost increased to 3000
  681. Laser's effect for the Laser turrets changed to Dark Purple when the upgrade is purchased (not the same effect as MOK's Super Charged laser since theirs is light blue)
  682.  
  683.  
  684. ------------------------------------------------------------------------------------------------------------------------------
  685.  
  686. Black Hand
  687.  
  688.  
  689. Units:
  690.  
  691.  
  692. Confessor Cabal Now Shot Charged particle beam from the Redeemer's machinegun turrets Their damage had been increased from 27 to 55,
  693. The turret's name had changed to Charged particle beam turret
  694.  
  695.  
  696. Black Hand's Redeemer will now have Blue flame turrets when Black hand unit are inside it, Added description about the blue flame
  697.  
  698.  
  699. Black Hand's Confessor Cabal Grenades are now faster and have less delay time
  700.  
  701.  
  702. Confessor Cabal's Cost and Build time increased back to be 400$ and 4s
  703.  
  704.  
  705. Black Hand's raider buggy Name, description, skin, and pic had been changed to Detector Raider Buggy, build cost and build time had been increased to 600$ and 6s
  706. It also now have Super Pulse Scan ability that can detect stealth in 850 range and it have 30s cool down and, detected unit will take 8s to move back to stealth mod,
  707. Since EA gave to Black Hand's Raider buggy a bit more stealth detection range than the other buggies I thought we should take it through the end and make it a detector unit
  708. It make more sense that the only faction that gave up on stealth will have good anti stealth measures
  709.  
  710.  
  711. Mantis Cost and build time reduced from 1600$ and 16s tp 900$ and 9s
  712.  
  713.  
  714. Structures:
  715.  
  716. Black Hand Now have Air tower as well to prevent situations where they up against Scrin players that place their MCV above sea in certain maps, in this situations Black hand players can't do anything since they don't have planes who can attack it
  717. However their Air tower can only build Venoms that don't have any upgrades and cost 1800 and have 18s build time, they also can build only one air tower at a time to prevent players from spam planes and to make sure that Black hand air units are inferior to the other factions, the air tower also not bring any special powers
  718. I'm aware that it risky decision that may ruin Black hand's uniqueness but if you want to have fair fight... it the only option that been left
  719.  
  720.  
  721. Black Hand Secret Shrine's name changed to Flame Shrine
  722.  
  723.  
  724.  
  725. Upgrades:
  726.  
  727.  
  728. Charged particle beam cost increased to 3500 and build time to 60s
  729. Charged Shredder Turrets damage decreased from 100 to 75
  730.  
  731.  
  732. Purifying Flame cost increased to 2500
  733. Purifier's Blue flame damage decreased from 750 to 400, Clip reload time reduced from 5s to 3s, Firing Duration increased from 0.1s to 0.2s
  734. Purifiers Will now have new skin on the front face and on the flame thrower when they have the Blue flame upgrade
  735.  
  736.  
  737. ------------------------------------------------------------------------------------------------------------------------------
  738.  
  739. Marked of Kane
  740.  
  741.  
  742. Units:
  743.  
  744.  
  745. Marked Of Kane's Emissary name and description changed to Stealth Emissary, Stealth Emissary can be stealthed as long as it stand still (not moving)
  746. It reveal itself when it unpacked and while unpacking
  747.  
  748.  
  749. The Awakened's Minigun damage increased from 18 to 28
  750.  
  751.  
  752. Tibirum trooper's fire range increased significantly so they will be more supportive unit that can slow down tanks while shoot from the middle/end of the line instead of getting crashed.
  753. they now can heal friendly Scrin units as well just like the Scrin's Corruptor
  754. and also now have Tiberium Infusion upgrade, Tibirum trooper will now reveal itself when it firing on enemy's units
  755.  
  756.  
  757. Marked of Kane's Reckoner Name, description, skin, and pic had been changed to War Reckoner, War Reckoner can garrison three squads and they can attack from inside it without the need to deploy as a bunker,
  758. When it do deployed it have 4 garrison slots, Built cost had increased to 1800 and build time to 18
  759.  
  760.  
  761. Marked of Kane's Redeemer machinegun turrets will now make the Awakening's sound when they shoot and have red effect, Their damage had been increased from 27 to 30, Damage type had been changed fron Gun to Grenade
  762. Their name had been changed to Heavy gun turret
  763.  
  764.  
  765. Enlighteneds Can now enter into Marked of Kane's Redeemer, it will add it Supercharged Beam turrets
  766.  
  767.  
  768. Marked Of Kane's Stealth Tank Cost and build time had beed reduced to 1600$ and 16s
  769.  
  770.  
  771. Marked Of Kane's Shadow Team Cost and build time had beed reduced to 700$ and 7s
  772.  
  773.  
  774.  
  775. Special Powers:
  776.  
  777.  
  778. Magnetic Mines now have longer damage duration and a bit longer damage range, damage had been reduced from 16 to 11, Their attack speed increased, Damage Interval been changed from 1 to 0, and their deploy Bomber now have different skin, more speed, and more health to give them better chances to be deployed
  779. They also can now kill infantry units, It will hopefully going to make them superior or on even terms with normal mines and to act alot like the terror drone from RA3,
  780. Improved EA description about the Magnetic Mines
  781.  
  782.  
  783. Marked Of Kane's Cloaking Field will now cost 2500$ instead of 3000$
  784.  
  785.  
  786.  
  787. Upgrades:
  788.  
  789.  
  790. Super charged particle beam cost increased to 5000 build time increased to 90s
  791. Super Charged Shredder Turrets damage decreased from 125 to 90
  792.  
  793.  
  794. ------------------------------------------------------------------------------------------------------------------------------
  795.  
  796. Scrin's armies global:
  797.  
  798.  
  799.  
  800. Prodigy's, MasterMind's, and Cultist's Mind control ability now ready to use right away instead of having starting cooldown
  801.  
  802.  
  803. Visceroid's damage increased from 75 to 350
  804.  
  805.  
  806. Corrupter Will now spawn 5 Viceroids upon death, the Viceroids will attack anyone nearby
  807.  
  808.  
  809. Eradicator's teleport time had been decrease significant, teleport range increased so it can teleport anywhere around the map But only when there's no fog on that location
  810. Teleport's cooldown increased to 120s
  811. This can result in sudden Eradicator in your base but it will cost in longer cooldown, so the attacker will need to think twice before using it since it can also be his/her retreat card.
  812. Eradicator now will also gain additional speed and armor for each Prodigy / Mastermind that will be put in it (Each one will add 10% armor and 50% speed)
  813.  
  814.  
  815. Buzzers Can now combine with the Eradicator
  816.  
  817.  
  818. Ichor seed Special power have more radius and bring more Tiberium
  819.  
  820.  
  821. Devastator Warship's damage type changed from cannon to grenade again
  822.  
  823.  
  824. Reconstruction Drones Special Power Can now heal structures, aircrafts, And Allies,
  825. Cost reduced from 1500$ to 500$, Cooldown increased from 90s to 150s
  826. The Drones now heals 750 health points instead of 150
  827.  
  828.  
  829. Storm Rider health, cost, and build time normalized to base Scrin across all subfactions again
  830.  
  831.  
  832. All Scrin's factions MCVs can now be teleported by Mastermind and Prodigy
  833.  
  834.  
  835. Shock Troopers Teleport range increased from 750 to 950, Their Proton Cannon's damage increased from 75 to 125, and the Plasma Disk's damage increased from 260 to 300
  836. Shock Troopers are not crushable anymore by tier 1 units
  837.  
  838.  
  839. Shock Troopers and Ravager cost and build time swapped, Shock Troopers will now cost 1200$ and 12s,
  840. And Ravager cost 800$ and 8s build time
  841.  
  842.  
  843.  
  844. Special Powers:
  845.  
  846.  
  847. Rift Generator Will now spawn 5 Viceroids at the end, the Viceroids will attack anyone nearby
  848.  
  849.  
  850. ------------------------------------------------------------------------------------------------------------------------------
  851.  
  852. Scrin
  853.  
  854.  
  855. Structures:
  856.  
  857. Growth Accelerator's Green and Blue Tiberium multiplier had been increased from 1.5 to 2
  858.  
  859.  
  860. ------------------------------------------------------------------------------------------------------------------------------
  861.  
  862. Reaper17
  863.  
  864.  
  865. Units:
  866.  
  867.  
  868. Reaper17's Devourer Tank Attack Range increased to 500, Name, description, Skin, and picture had been changed to "Reaper Devourer Tank"
  869. Cost changed to 1800$ and build time to 18s.
  870. It will now reveal itself when it firing on enemy's units
  871. That will give the Reaper17 some sort of artillery unit since they lack the Scrin's big ships
  872.  
  873.  
  874. Shard Walker cost and build time moved back to be 800$ and 8s
  875. Blue Shard upgrade damage increased from 160 to 450
  876.  
  877.  
  878. Reaper17's Ravager Health increased from 300 to 500
  879. Name, Description, Skin, and Picture had been changed to "Reaper Ravager"
  880. Reaper Ravagers come with squad of 4 Ravagers
  881. Build Cost changed to 1000 and build time to 10s
  882. Blue Shard upgrade damage increased from 180 to 300, Weapon speed increased from 500 to 650
  883.  
  884.  
  885. Reaper17's Eradicator now shoot Blue Shards from it's Shard turrets when Ravagers are being put into it
  886. Eradicator's Blue Shard damage increased from 150 to 350, speed changed from 500 to 650 to match Reaper Ravager's speed
  887. Eradicator's Shard turrets now shows blue shard skin
  888.  
  889.  
  890. Structures:
  891.  
  892. Growth Stimulator's Green and Blue Tiberium multiplier had been increased from 1.5 to 3
  893.  
  894.  
  895. ------------------------------------------------------------------------------------------------------------------------------
  896.  
  897. Travelers 59
  898.  
  899.  
  900. Units:
  901.  
  902.  
  903. Travelers 59's Shock troopers name and picture had been changed to Traveler Shock troopers
  904. Traveler Shock troopers Teleport range increased from 750 to 1050 (unlike normal Shock troopers which only have range of 950)
  905. Cost changed to 1300$ and build time to 13s.
  906.  
  907.  
  908. Traveler 59's Explorer now have teleport ability with 750 range and 60s Cooldown, Name and dec changed to Traveler Explorer
  909.  
  910.  
  911. Travelers 59 Ravager's speed had been increased from 185% to 260% when Advanced articulator upgrade had been purchased
  912.  
  913.  
  914. Prodigy now also have Advanced articulator upgrade
  915. Area mind control radius had been increased from 50 to 100
  916.  
  917.  
  918. Cultist's speed increased from 45 to 65
  919.  
  920.  
  921.  
  922. Structures:
  923.  
  924. Growth Accelerator's Green and Blue Tiberium multiplier had been increased from 1.5 to 2
  925.  
  926.  
  927.  
  928. Upgrades:
  929.  
  930.  
  931. Advanced articulators upgrade cost increased to 1500 and build time increased to 45s
  932.  
  933.  
  934.  
  935. Special Powers:
  936.  
  937.  
  938. Traveler59's WormHole cost reduced from 2000$ to 1500$
  939.  
  940. Temporal Wormhole cost reduced from 1200$ to 750$
  941.  
  942.  
  943. ------------------------------------------------------------------------------------------------------------------------------
  944.  
  945. Neutral Changes:
  946.  
  947.  
  948. Units:
  949.  
  950.  
  951. Tamed Visceroids added to the Mutant Hovel as trainable unit
  952. they come in squad of 3, they immune to mind control and can detects stealth in close range
  953.  
  954.  
  955. Mutants Now have 600 Health instead of 200, Attack's damage had been increased from 9 to 70, Attack's range increased to 300, Now they cost 1500 and take 15s
  956. They no longer able to detect stealth units in close range,
  957. They also cannot be crushed anymore by tier 1 vehicles
  958.  
  959.  
  960. Mutant Commando was added to the Mutant Hovel as trainable unit
  961. It sort of mini tier 2 commando that can be trained any time, but it will take 1:30 to get out
  962. and won't be powerful as normal commander
  963. He has 2550 Health, Shoot 6 fast clips of of Railgun, can attack aircrafts, have 300 range and deal 310 damage
  964. it also detect Stealth in close range and immune to mind control
  965.  
  966.  
  967. Nuke Transport Truck No longer shows Nod's nuclear missile when destroyed (EA Bug)
  968.  
  969.  
  970. Liquid Tiberium Transport will now spawn a few Tiberium crystals and Viceroid upon death
  971.  
  972.  
  973. Civilian Transport will now spawn civilians upon death, and it No longer have Nod's MCV unpack ability (EA Bug)
  974.  
  975.  
  976. Corrupted Infantry was added to the game, they have new pic, description, and their weapon damage is 80
  977.  
  978.  
  979. Reinforcement Bay can now build some units when captured
  980.  
  981.  
  982.  
  983. Structures:
  984.  
  985. GDI's Fuel Depot is now a Neutral Structure that will bring 150 Energy Production (Power) to anyone who will capture it,
  986. It's HP increased from 150 to 4000
  987. When it destroyed it will release explosion with 300 radius and 3000 Cannon Damage
  988.  
  989.  
  990. GDI's ASAT Defense is now a Neutral Structure and will reveal the entire map to anyone who will capture it
  991.  
  992.  
  993. NOD's Disruption Generator now a Neutral Structure and will Stealths All units and structures in the entire map to anyone who will capture it
  994.  
  995.  
  996. Control Point Now have picture and description and will give 1500 build radius to anyone who will capture it
  997.  
  998.  
  999. Flag Now have picture and description and will give infantries buff effect that will increase their strength
  1000.  
  1001.  
  1002. ------------------------------------------------------------------------------------------------------------------------------
  1003.  
  1004. Known Bugs (EA's bugs) That I haven't fix:
  1005.  
  1006.  
  1007.  
  1008. Crates doesn't appear on some Kane's Wrath official maps and Custom maps, I have no clue how to solve this bug
  1009.  
  1010.  
  1011. Traveler 59's Devastator Warship and Planetary Assault Carrier will sometimes shows engine's effect on really rare occasion even when the Traveler Engines upgrade Not been purchase yet, I have no clue how to solve this bug
  1012.  
  1013.  
  1014. Zocom's Aircrafts will return to show their normal damaged skin (The brown GDI's skin) when they really damaged, even after Ceramic Armor upgrade had been purchased
  1015. --- It seem like EA never made a damaged skin for this upgrade, even after I made the skins, I had issues adding it to them, will need modder help in this matter
  1016.  
  1017.  
  1018. Sonic and Flame weapons can't target Husks and mines --- EA seem to heavily coded it, the current SDK can't change it unfortunately
  1019.  
  1020.  
  1021. Firehawk not always shows engine effect after Strato fighter Booster upgrade had been purchased (or will show it on random conditions)
  1022. --- EA mess up the skin's condition and animation, I tried and tried but keep failing in fixing this bug, Will need modder help
  1023.  
  1024.  
  1025. GDI/ZOCOM Armory don't fully heal certain units (Mostly Nod's factions units)
  1026. --- It seem that they do get out fully healed but with yellow health box, I have no clue how to solve this bug
  1027.  
  1028.  
  1029. Obelisk's range circle is way bigger than what it can actually target, --- this was EA bug since TW, when I add more range in my mod to the Obelisk charge defense, it became Way more bigger and visible, and it don't seem like I can fix it :(
  1030.  
  1031.  
  1032. ZOCOM's Sharpshooter Team Special power actually using GDI's Sharpshooter Team instead, --- EA made all the necessary files for the Zocom's Sharpshooter Team
  1033. But for some reason they end up using the GDI's files and don't let me change the code (the game will just crush if I touch it), most of you will never notice the difference anyway But it always good thing to be aware of bugs ;)
  1034.  
  1035.  
  1036. Zocom's harvester death animation showed GDI's harvester body model, --- EA never made Zocom harvester death animation to begin with and I have no idea how to make one....
  1037. if there's a modder that can help me with it then feel free to contact me
  1038.  
  1039.  
  1040. ****************************************************************************************
  1041.  
  1042. My Bugs:
  1043.  
  1044.  
  1045.  
  1046. New unit (from my mod) shows death animation with old unit's skins (War Reckoner shows Normal Reckoner's skin when destroyed and etc)
  1047. This is bug from my side, I don't know how to make death animation debris, so if there's anyone that can help me with it, feel free to contact me in moddb
  1048.  
  1049.  
  1050. Pitbull's don't get along with walls, The walls had a few bugs to them and this is one of them
  1051. The A.I also tend to focus on shooting your defense cannons while get suck at the walls, My patch is focuing on online play and not on single player and KW current SDK don't let me touch the A.I
  1052. So I can't change the A.I bug for now
  1053.  
  1054.  
  1055. Visceroids only attack in really close range when garrison inside units, I didn't was able to fix this issue for them even after many tests
  1056. They close combattant anyway so it make sense for them to act like that
  1057.  
  1058.  
  1059. Steel Rifleman Squad's Foxhole still show GDI's icon,
  1060. The only reason I left the Foxhole with GDI's icon was because the Foxhole start to show bugs once I change the icon
  1061.  
  1062.  
  1063. The Mastodon may have some random bugs because it from other C&C game
  1064.  
  1065.  
  1066. ****************************************************************************************
  1067.  
  1068. Bugs that were fixed in Unofficial Patch 1.03 and still not fixed on my patch:
  1069.  
  1070.  
  1071.  
  1072. MoK Cyborg EMP bugs - (Not sure how to fix it)
  1073. R17 Tripod charged reserves bug - (Never really happened in my tests and therefore I have no clue how to fix it)
  1074. Phase Field timer no longer freezes when the Phased unit is EMP'd
  1075. Shadow glider/attack bugs - (Not sure how to fix it)
  1076. Shadow/Specter bombard beacon placement and cursor radius bug - (Never really happened in my tests and therefore I have no clue how to fix it)
  1077. Mechapede segment mixing bugs fixed. - (Never really happened in my tests and therefore I have no clue how to fix it)
  1078. Mechapedes can now use rallypoints - (This bug seem appeared after EA's patch 1.01 since it didn't was present in ver 1.00, currently I have no clue how to fix it)
  1079. disproportionate money gained from Hexapod killing a Mechapede segment - (Not sure how to fix it)
  1080. Stormrider damage vs certain subfaction units (Pitbulls, APCs, MRTs, Wolverines, Bikes, Stealth Tanks, Gunwalkers, Seekers) to match that vs respective vanilla faction units. [25% damage decrease vs these subfaction units]
  1081. Ion Storms no longer prevent placing of buildings underneath. Units teleported via Mastermind to an Ion Storm are no longer killed
  1082. Fixed target priorities for Hammerheads, Seekers, Devastators, Fanatics - (Can't do this in the current SDK version)
  1083. Jumpjetting ZT/ZR no longer crushable by T3 units. Scannerpacks ungarrisoned range bug - (Not sure how to fix it)
  1084. Tib Vein Detonation money deduction bug - (I have no clue how to fix it)
  1085. Slight tweaks to some unit movement behaviors for better response (smaller turn radii, slightly quicker acceleration/braking times) - Not really a bug while I probably can change it I don't know what the exact changes that the developer of Patch 1.03 done to each unit
  1086.  
  1087.  
  1088. I have no idea how to fix these bugs and will need modder help
  1089. I did fixed some of them which I didn't listed
  1090.  
  1091.  
  1092.  
  1093. ------------------------------------------------------------------------------------------------------------------------------
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