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TheHostileNegotiator

Changes from TW1.09 to KW1.00 Info Dump

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Posted (edited)

This is a dump of information of changes between the latest version of Tiberium Wars to the release Kane's Wrath that I have found. Yeah, there were balance changes, bug fixes and quality of life improvements done for the release of Kane's Wrath which still has implications to v1.02. Interesting to note that some the changes were mentioned in the proposed 1.10 patch for Tiberium Wars. This list will not include mentions of new units and faction changes or gameplay design exclusive to KW (Upgrades in different structures, Defense Turret upgrades, etc.). Think of it as if it was a patch to Tiberium Wars. In the same presentation from EAs TW patch notes. 

==================================================================
Command & Conquer 3: Kane's Wrath
Version 1.00 Patch Notes - March, 2008
==================================================================

<Bug fixes>

· Fixed an error where the Signature Generator ability required an active Tech Lab to be used after upgrade. Also added Signature Generator upgrade icon to the Unit Portrait UI.

· Fixed an error that allowed Raider Buggies to EMP Drone Ships that are taking off.

· Added ground impact effects for Railgun, Lightning and Shock Trooper weapons.

· Fixed an error that prevented Devourer Tanks to fire charged weapon while moving.

· Fixed Firehawk Stratofighter thruster effects.


<Balance Changes>


 /General Balance Changes/

· All Structures repair rate reduced by 40%.

· Tiberium Silos: No longer creates units when sold or destroyed.

· Engineers will take 3 seconds to capture a building, giving players extra time to react and counter.

· Harvesters: Resistance to CANNON damage increased by 15%, Resistance to MISSILE damage reduced by 20%.

· Power Production Structures: Now requires Tier 2 Structure to upgrade instead of Tier 3.

· Veterancy: Bonus has been increased for all levels. Level 1 Attack Bonus increased by 5%, Health Bonus increased by 10%. Level 2 Health Bonus increased by 10%. Level 3 Attack Bonus increased by 5%.


 /GDI Balance Changes/

· Missile Squad: Resistance to GUN damage reduced by 50%.

· Grenadier Squad: Grenade speed increased by 20%. Weapon no longer damage allied units.

· Sniper Team: Rate of Fire increased by 25%. Attack Power reduced by 20%. Range increased by 4%.

· Zone Trooper: Range increased by 4%.

· Harvester: Health reduced by 47%.

· Rig: Speed increased by 44%. Adjusted locomotion for more responsiveness, increasing acceleration and deceleration rates and faster turns.

· Orca: Health reduced by 20%.

· Firehawk: Weapons no longer damage allied units.

· Guardian Cannon: Rate of fire increased by 85%. Attack Power reduced by 50%. Health increased by 25%.

· Composite Armor: Units with composite armor no longer take extra damage from SNIPER type weapons and does not grant extra protection.

· Orca Strike: Support Power cooldown time reduced by 70%.


 /Brotherhood of Nod Balance Changes/

· Militant Rocket Squad: Resistance to GUN damage reduced by 50%.

· Black Hand: Weapon no longer damage allied units.

· Fanatic: Attack power reduced by 50%. Explosion radius reduced by 20%. Weapon no longer damage allied units.

· Attack Bike: Speed increased by 14%. Resistance to ROCKET damage reduced by 10%, Resistance to GUN damage increased by 25%. Rockets are now fired in burst instead of simultaneously.

· Raider Buggy: Cost/Build time increased by 25% to 500/5s. Health increased by 6%. Resistance to GUN damage increased by 25%. Rate of Fire without Laser Capacitor upgrade increased by 40%. Attack Power without Laser Capacitor upgrade increased by 20%

· Harvester: Health reduced by 20%, normalizing its health with GDI and Scrin Harvesters.

· Flame Tank: Weapon no longer damage allied units.

· Stealth Tank: Cost/Build time increased by 20% to 1800/18s. Attack Power reduced by 10%.

· Avatar. Health reduced by 12%. Main weapon's attack power reduced by 32%. Flame weapon no longer damage allied units.

· Beam Cannon: Now requires Operation Center instead of Tech Lab.

· Tiberium Chemical Plant: Now will be considered to Tiberium Based. Therefore it will take extra damage from Catalyst Missile and will be revealed to a Tiberium Vibration Scan.

· Confessor: Unit attack power increased by 100%, Range of main weapon increased by 30% so it can fire at max range of Militant Rocket Squads. Range of Hallucinogenic grenade increased by 25%, grenades take 66% less time to throw. Now Grants Armor bonus of 25% and Rate of Fire bonus of 50% to affected infantry squads. Affected infantry will now be tinted red.

· Tiberium Vapor Bomb: Attack power reduced by 25%.


 /Scrin Balance Changes/

· Shock Trooper: Added slight pre-attack delay for firing Plasma Disc Launchers.

· Gunwalker: Rate of fire increased by 100%. Clip size increased by 1.

· Harvester: Health reduced by 47%.

· Devourer Tank: Cost/Build time increased by 14% to 1600/16s.

· Corrupter: Health increased by 20%. Weapon can damage Neutral objects. No longer creates Visceroid from dead infantry.

· Stormrider: Health reduced by 30%.

· Devastator Warship: Range decreased by 18%. Damage type changed from GRENADE to CANNON.

· Growth Accelerator: Health reduced by 66%. Resistance to CANNON and GUN damage reduced by 25%, Resistance to ROCKET damage reduced by 50%.


<Other Changes> 

· Added ambient sound effects for dead infantry collapsing.

· Added ambient sound effects for Grenadiers and Confessors throwing grenades.

· Added ambient sound effects for Commando and Zone Trooper Jetpack.

· Changed effect for Devourer Tank Conversion Beam Laser impact.

· Added ambient sound effects for Rig packing and unpacking.

· Added new visual effects for Avatar when sustained heavy damage.

· Added ambient sound effects for Orcas, Firehawks, Venoms and Vertigos Landing or Taking off.

· Added ambient sound effects for Firehawk swapping weapons and dropping bombs.

· Added ambient sound effects for Doors opening and closing from Barracks, GDI and NOD Warfactory. 

· Added ambient sound effects for Airfield Doors opening and closing and when Damaged.

· Added new unique sound effects for each upgrade.

Edited by TheHostileNegotiator
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Don't forget the bug introductions :)

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Those are secrets for players to discover. Like hidden achievements, got to discover them all. :badpc:

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Posted (edited)
2 hours ago, Plokite_Wolf said:

Don't forget the bug introductions :)

Lets see, without including the new stuff

Outdated UI
Desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage.
Desync that occurs when engaging Firehawks with Seekers
Desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit
Bugged Animations for Tech Lab
Is the confessor 50% Rate of Fire bonus bug or feature?
Broken Space Command Uplink smoke effect
Attack Bike Launch Bones
MCV Unpacking when in ReallyDamaged mode not showing the correct texture
Composite Armor and Tiberium Infusion removing extra GUN damage vulnerability to Missile Soldier and Militant Rocket
Broken Team Colors for Neutral Structures due to Shader Changes

And don't get me started on the new stuff

Edited by TheHostileNegotiator

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And all the exploits that were fixed along the way in TW :D

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Quote

· Fixed an error that allowed Raider Buggies to EMP Drone Ships that are taking off. 

 

Does this even count as bugfix? I mean, they added an filter for the regular Drone Ship... but at the same time forgot to add the subfaction ones xD

 

But thanks for that list, there are a couple of changed I never noticed. Time to add them to my own mod: :)

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On 5/06/2020 at 4:15 PM, TheHostileNegotiator said:

This list will not include mentions of new units and faction changes or gameplay design exclusive to KW (Upgrades in different structures, Defense Turret upgrades, etc.). Think of it as if it was a patch to Tiberium Wars.

I'd say so, if it was only TW

Its a new bug exclusive to KW gameplay, they did it to other abilities aswell.

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