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    Thursday, August 6, 2020

    Command & Conquer New Patch Launching Today and Patch Notes

    Command & Conquer New Patch Launching Today and Patch Notes


    New Patch Launching Today and Patch Notes

    Posted: 06 Aug 2020 09:48 AM PDT

    Fellow Command & Conquer fans,

    Today we'll be launching our second major update for the Command & Conquer Remastered Collection.

    As I've been sharing with you over the past month via our Beta Patch updates, this Patch focuses on the following items:

    1. LAN Play
    2. Balance adjustments to address several key issues
    3. Incorporating community maps as official Quickmatch maps
    4. Dozens of QoL improvements and bug fixes across the board
    5. Upcoming Quickmatch leaderboard reset

    Below you will find the full list of Patch Notes for this update. Note: the Quickmatch changes will likely go into effect a few hours after the Patch goes live. But before we get too deep into the detailed list, let me provide context on each of the key items in this patch.

    LAN Play:

    As requested by the community over the course of the project, this update includes our official implementation of LAN Play. LAN Play allows players to enjoy Mod content in multiplayer, and should be an evergreen way to enjoy multiplayer far into the future. We did our best to test this feature amongst the Covid situation during development, along with attempting to get feedback from the community via Beta patches. But given the variety of ways people could play over VPN and with Mods, we expect there still to be some quirks in the system. Please continue to provide feedback so we can make any refinements going forward.

    Balance Adjustments:

    Over the past several weeks we've been collaborating with the community to tackle a few key balance items in the game. To see further context for these adjustments and read the full community discussion, please refer to my previous post here.

    Community Maps:

    A few weeks ago we announced the initiative of incorporating community made content into the actual game update so they can be officially utilized in Multiplayer and Quickmatch. We have decided to keep the first batch of Community maps as revealed, but have also made a few adjustments of the previous maps based on community feedback. The full details of these maps can be seen in the patch notes below.

    Quickmatch Leaderboard Reset:

    As mentioned in my previous post, we are getting ready to reset the Quickmatch ladder to get a fresh start on all these Quickmatch changes. This reset will likely happen in the next 48 hours if the patch launch here goes smoothly. In addition, one new feature of this patch is the ability to view the Leaderboard results of previous seasons (which should take a snapshot of the final results of this first season).

    However, on this note I wanted to address a key topic with the leaderboard. We've seen reports, evidence, and even people admitting about "boosting" their leaderboard rank with alternate accounts. We feel this breaks the ethics of the Quickmatch landscape and undermines the leaderboard system. Being part of the C&C community should be a positive and fair experience for all players. So here's the deal, we're going to give a pass on this previous season, but this behavior will not be acceptable after the leaderboard reset. I respectfully ask everyone to please engage in ethical play behavior going forward, and if you are not sure what that means, I think reading our Positive Play Charter is a good place to start.

    Mod Compatibility:

    I'll then reiterate this message from our previous Patch Notes. Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it's likely that some previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop.

    Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:

    • Disable the mod in the Mods Menu
    • Unsubscribe from the mod in the in-game Workshop Mods menu
    • Quit and restart the game
    • Re-subscribe to the mod via the Workshop Mods menu
    • Activate the mod and restart the game as prompted
    • The updated mod should then work as intended

    Players may experience some issues if they try to activate mods which are not updated to the patch version.

    Detailed Patch Notes:

    With those items in mind, please see below for all the updates made in this patch:

    New Features:

    • LAN Play has been added to the game, including the ability to play LAN games with Mods enabled and over certain VPN networks. When browsing LAN games, the UI should display which Mods are required to join each game. LAN Play can be accessed directly from the Main Menu.
    • Added the ability to change the resource regeneration speed in Skirmish and Multiplayer games. This is now a slider in the Rules section of the game lobby (With value "1" being the legacy default)
    • Added a shortcut "Download" button to the Join Game and Lobby screens to quickly download a selected Custom Map by the host. This should make it much easier to grab Custom Maps and try them out. Along with this change, we are adjusting the lobby list so games with Custom Maps should appear alongside all other hosted games.
    • Added the following community maps into the official game:
      • "Elevation" (TD) by AchromicWhite & Lovehandles
      • "Quarry" (TD) by AchromicWhite & Lovehandles
      • "Heavy Metal" (TD) by FeRReT666 & Lovehandles
      • "Electric Avenue" (TD) by FeRReT666 & Lovehandles
      • "Canyon Pursuit" (TD) by AchromicWhite
      • "Tournament Arena" (RA) by [UF] freezy
      • "Tournament Ore Rift" (RA) by [UF] ^^ZxGanon^^
      • "(WHT) Canyon" (RA) by AchromicWhite & FeRReT666

    Quality of Life Improvements:

    • Balance adjustment - In Tiberian Dawn the APC now has the Repair Facility as a pre-requisite to build, in order to help mitigate the early APC + Engineer rush
    • Balance adjustment - The GDI Weapons Factory health has been increased by 30%
    • Balance adjustment - The Naval structures have been removed the the victory condition
    • Balance adjustment - The Nod Cargo Plane delivery time has been normalized to 5 sec
    • Added the ability to Quickload with a Hotkey
    • Quicksaving should now work in Custom Missions and Skirmishes with Custom Maps
    • The USSR sub-faction price discount should now display properly in tooltips
    • Improved the Harvester logic so it will more reliably collect Gems in the adjacent cell
    • Added a flash back to the Nuke explosion in both games
    • The Stop and Guard hotkeys can now be held down
    • Made it so the "Insufficient Funds" dialog will no longer play if you're not building anything
    • Increased the priority of the "MAD Tank Deploying" voice over so it can be immediately heard
    • Made a slight adjustment to how the enemy Airstrike targets in Nod Missions. The A10s should now focus on a single-target instead of splitting to multiple targets. This was a tough issue to track down and still looking for player feedback on how it feels in this new patch.
    • Harvesters should now properly respond to a docking queue and override if a manual docking command is given
    • Improved the readability of the text on the score screen in Tiberian Dawn
    • Updated the Radar visuals for when its being jammed by a Radar Jammer or Tesla Tank
    • Enabled the Hell March and Act on Instinct Achievements to be unlocked via the Main Menu Jukebox
    • Added a download window when subscribing Mods via the in-game Mods browser

    Bug Fixes:

    • Fixed an issue in Tiberian Dawn where aircraft could force fire into the shroud
    • Fixed an issue where the Transport Helicopter wouldn't land if the spot was occupied
    • Fixed an issue where Custom Missions were not loading if the number of sub-folders were greater than the number of custom missions
    • Fixed an issue where the AI would sell the Temple of Nod in the final GDI mission and prevent the Ion Cannon ending
    • Fixed an issue where Civilians and Technicians were not being automatically targeted by player units
    • Fixed and issue where players could not see allied stealthed units, including Submarines and Stealth Tanks
    • Fixed an underlying issue which may have been causing units to be uncontrollable at the start of a Quickmatch game
    • Fixed an issue where the signal flare would stop animating after loading a saved game
    • Fixed an issue where the Aftermath mission "Brothers in Arms" was near impossible to beat on Hard difficulty due to increased speed of Attack Dogs
    • Fixed a legacy issue where turreted units would perceive their range differently depending on the unit's facing, sometimes causing units to unnecessarily move into enemy range
    • Fixed an issue in the Map Editor where several ital Red alert options were missing, such as MaxInfantry, MaxVessel, TechLevel, and IQ
    • Fixed a legacy exploit where units could get stuck in a building if constructed while a unit was pathing through the tile
    • Fixed a crash when trying to host a Custom Map game when there were subfolders in the custom map directories
    • Fixed an issue where the User Maps dialog screen was taking an incredibly long time to load previews
    • Fixed an issue where Harvesters would pause outside the Refinery before unloading upon receiving a docking command
    • Fixed an issue where enemy units would become invulnerable in Soviet Mission 12
    • Fixed an issue where a highlighter was seen when hovering over mission briefing text
    • Fixed an issue where sometimes infantry controlled by the AI wouldn't play idle animations
    • Fixed an issue where replays weren't generated if the AI won certain games
    • Fixed an issue where the Save Button was getting disabled upon dismissing the overwrite save confirmation pop-up
    • Fixed a typo in the description of Tiberian Dawn Bonus Gallery #047
    • Fixed an issue where Sarajevo East and Sarajevo Center were swapped on the map selection screen
    • Fixed an issue where Quicksaves were being overwritten between Tiberian Dawn and Red Alert
    • Fixed an issue where the Introduction video button was getting disabled at times
    • Fixed an issue where players were getting stuck in an error message when joining a full lobby game from the desktop
    • Fixed an issue where the Badajoz map was incorrectly listed as a Snow climate
    • Fixed an issue where the Sonar Pulse was only available for one time when infiltrating a Sub Pen with a Spy
    • Fixed an issue where the Harvester wouldn't follow orders after being moved off a repair pad
    • Fixed an issue where aircraft were not getting destroyed once all player structures were destroyed
    • Fixed a crash when destroying Ant nests in the ant missions
    • Fixed an issue where Visceroids were dying immediately after spawning
    • Fixed an issue where Custom Mission Briefings were empty on the Load Game tab
    • Fixed an issue where the health bar would reveal hidden Submarines in legacy graphics mode
    • Fixed an issue where reinforcements wouldn't arrive in Spec Ops mission M1 if the Commando was in a specific location
    • Fixed a subtitle typo of Mobius in the GDI Mission 12 briefing
    • Fixed a subtitle typo in the GDI Mission 8 briefing
    • Fixed an issue where the tech level was set too low in Funpark Mission 2
    • Fixed an issue in the Map Editor where several scorch marks and craters were shown as large cells
    • Fixed an issue in the Map Editor where the default setting for Mission units was set to "Sleep"
    • Fixed an issue in the Map Editor where the default New Map creation was set to Cancel
    • Fixed an issue in the Map Editor where the bottom tile picker was unavailable
    • Fixed an issue in the Map Editor where the toolbox would go behind the Windows Taskbar
    • Fixed an issue where Mission Briefings were getting scrambled text display
    • Fixed an issue where the Spec Ops missions had inconsistent tech levels
    • Fixed an issue in the Map Editor where Red Alert custom missions couldn't use the @@ to force line breaks
    • Fixed an issue where the Chem Warrior was not available at build level 98
    • Fixed an issue in the Map Editor where players couldn't resize the bottom tile picker
    • Fixed an issue where the player name would occasionally show up as an AI player name in the player panel
    • Fixed a crash when sometimes using the Ion Cannon
    • Fixed an issue where the Player Panel would appear in single player custom missions
    • Fixed an issue where the voice over for the Repair Facility wasn't triggering
    • Fixed an issue where enemy GDI Airstrikes were not disabled upon destroying the Communications Center in Nod Mission 13
    • Fixed an issue in the Map Editor where the internal length limits for team types and triggers were not being enforced
    • Fixed an issue in the Map Editor where checkboxes were being re-ticked upon reloading the map
    • Fixed an issue in the Map Editor with the underlying Player settings
    • Fixed an issue where right-click on a wall would cause an exception error
    • Fixed an issue where the host couldn't launch a match if all players had set their faction to Random
    • Fixed an incorrect description in the tooltip of Parabombs
    • Fixed a typo in AIPlayer1 in Observer mode
    • Fixed an incorrect description in the mission objective of "Don't Drink the Water"
    • Fixed an issue where infantry were blocking the Ore Harvester from spawning
    • Fixed a crash when sometimes loading the next Nod campaign mission
    • Fixed an issue where the EVA dialog "Our base is under attack" was not playing for all allied players
    • Fixed an issue where a camera bookmark was moving one cell to the right
    • Fixed an issue where the Retry Mission dialog box was not appearing for Funpark Missions
    • Fixed an issue where the Retry Mission dialog box was not appearing for Custom Missions
    • Fixed a tile display issue on the Badajoz map
    • Fixed an issue where structure health bars were not showing in Yellow when they should be
    • Fixed an issue where the Spy was playing boxing animation frames when killed by Grenadiers
    • Fixed an issue where units were not getting repaired on the Service Depot in Soviet Mission 10
    • Fixed an issue where Submarines were not submerging after finishing an attack
    • Fixed an issue where the Nod briefing text was becoming corrupted after Alt-Tabbing
    • Fixed an issue where an enemy Medic would health the player infantry on certain missions
    • Fixed an issue where air units would disappear when flying too close to the top map border
    • Fixed a crash when sometimes opening the Options Menu
    • Fixed a crash when sometimes opening the Player Panel
    • Fixed an issue where the Sell and Repair sound FX were heard by other players
    • Fixed an issue where certain VFX were not showing up in Multiplayer games
    • Fixed an issue where the scroll bar in the Mods UI menu would pop back to the top
    • Fixed an issue where a faction icon wasn't displayed in the replays tab when choosing Random
    • Fixed a crash when playing Aftermath mission "Harbor Reclamation"
    • Fixed a crash when using the Quicksave command in rapid succession
    • Fixed an issue with saved games from Custom Missions not appearing if they were the only save file present
    • Fixed an issue in the Map Editor where some trigger values were seen as "0" after re-opening a saved map
    • Fixed an issue in the Map Editor where the active size of the map was not visible when dragging to resize the map boundaries
    • Fixed a typo in the final Nod Mission Briefing
    • Fixed an issue where the Custom map list was being improperly indented
    • Fixed an issue where infantry were automatically coming out of a Barracks without being purchased
    • Fixed an issue where the Civilians were not revealing the shroud
    • Fixed an issue where no music was being heard in GDI Mission 15
    • Fixed an issue where the incorrect starting units were displaying in the Replays / Observer menu for Quickmatch
    • Fixed an issue where the timer would disappear when loading a saved game on Allied Mission 10
    • Fixed an issue in the Map Editor where tile P15 was not a complete terrain piece
    • Fixed an issue where no sound FX was playing when activating / deactivating the Radar Map
    • Fixed an issue where loading a Skirmish game would enable super weapons even if they had been disabled at game start
    • Fixed a crash when trying to host a Multiplayer game with a Custom Map
    • Fixed an issue where the "Primary Building Selected" voice over was not being heard in Tiberian Dawn
    • Fixed an issue where several Red Alert assets had incorrect spaces in their filenames
    • Fixed a crash when toggling Sell mode on certain missions
    • Fixed an issue in the Map Editor where the trigger editor had no buildings listed for the "Built it" event
    • Fixed an issue where the allied AI team members were not revealing shroud when attacking
    • Fixed a crash when multiple MiGs attack a target in Soviet Mission 12
    • Fixed or improved dozens of mismatched terrain tiles in a variety of multiplayer maps across both games

    Quickmatch:

    • Increased the default resource regeneration rate to value 3 in the new slider
    • We are then making the following Map Pool adjustments based on community feedback:
      • Tiberian Dawn
        • Removing "Eye of the Storm" from the pool
        • Removing "Nowhere to Hide" from the pool
        • Removing "Tiberium Garden" from the pool
        • Removing "Four Corners" from the pool
        • Removing "Red Sands" from the pool
        • Adjusting "Monkey in the Middle" to be Top Left vs Bottom Right spawns only
        • Adjusting "One Pass Fits All" to be Top Left vs Bottom Left and Top Right vs. Bottom Right as the only viable spawns
        • Adding "Elevation" community map to the pool
        • Adding "Quarry" community map to the pool
        • Adding "Heavy Metal" community map to the pool (Opposite corner spawns only)
        • Adding "Electric Avenue" community map to the pool (Opposite location spawns only)
        • Adding "Canyon Pursuit" community map to the pool
      • Red Alert
        • Removing "Things to Come" from the pool
        • Removing "Shallow Grave" from the pool
        • Removing "Equal Opportunity" from the pool
        • Adjusting "Bullseye" to be Top Right vs Bottom Left spawns only
        • Adding "Path Beyond" to the pool with Top Left vs. Bottom Right spawns only
        • Adding "Tournament Arena" community map to the pool
        • Adding "Tournament Ore Rift" community map to the pool
        • Adding "Canyon (WHT)" community map to the pool

    Thanks to everyone who contributed their feedback during our Beta Patch process, and we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on the subreddit, in social channels, and with our support teams.

    Cheers,

    Jim Vessella

    Jimtern

    This [announcement] [roadmap] may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

    submitted by /u/EA_Jimtern
    [link] [comments]

    GLA Comic by Alexey Mayakovsky

    Posted: 06 Aug 2020 01:51 AM PDT

    Could we get a consistent naming scheme on Steam please?

    Posted: 06 Aug 2020 06:17 AM PDT

    It has arived...i absolutely cannot wait to play this in 240x240 on my 4K TV screen!!!

    Posted: 06 Aug 2020 10:22 AM PDT

    Fûël ťæñkß åřė fįllēď

    Posted: 06 Aug 2020 04:12 AM PDT

    Favorite C&C, and why?

    Posted: 06 Aug 2020 11:56 AM PDT

    Mine is Generals: Zero Hour

    The mechanics, factions, generals with unique units/upgrades/ect all make the game so much fun.

    submitted by /u/RuneDuke
    [link] [comments]

    I'm happy that C&C Rivals happened

    Posted: 06 Aug 2020 01:47 PM PDT

    I was very pissed when I saw Rivals at first, but now I know that without it, and the whole bad feedback about Rivals, this whole Remaster wouldn't have happened. I'm just so happy that I can play a new Command & Conquer game again that I enjoy. (Yes I know the game isn't "new", but I never played the old versions because I couldn't run them) Thank you EA, Thank you Petroglyph, Thank you Lemon Sky and Thank you Jim!!!!

    submitted by /u/DontReworkNunu
    [link] [comments]

    What's your favorite C&C box art?

    Posted: 06 Aug 2020 09:10 AM PDT

    Mine personally is TibSun Firestorm, US version. Half of the soldier's face being basically cybernetic looks really cool.

    submitted by /u/PositronZ1
    [link] [comments]

    So tiberium is not 'just' a crystal. Everyone keeps only mentioning the crystal part. What gives?

    Posted: 06 Aug 2020 09:04 AM PDT

    To be honest I think the "mutating everything it touches giving them supercancer", "fleshy pods, mushroom-like spores and gore-trees" and other elements would be far more profound

    I really think one of the original designs for C&C may have involved rumors about the USS Eldridge; Much of the tiberium flora/fauna look like sea creatures.

    submitted by /u/TheProphetOftheHelix
    [link] [comments]

    GDI skulls for the NOD throne or something like that...

    Posted: 06 Aug 2020 09:38 AM PDT

    The End Of Days mod has reached third place on ModDB after release of new version

    Posted: 06 Aug 2020 07:05 AM PDT

    Can i get RA1w/aftermath Running on Android phone?

    Posted: 06 Aug 2020 12:51 PM PDT

    Hey guys, been googling around and not having much luck specifically for RA1, I figured I should ask here for the best advice. So question stands- any way I can get it running on my Galaxy S20 Ultra?

    Thanks in advance.

    submitted by /u/sonicblur833
    [link] [comments]

    MCV seems invincible lol

    Posted: 05 Aug 2020 07:02 PM PDT

    Does the End of Days mod have campaign support?

    Posted: 06 Aug 2020 01:13 PM PDT

    Like could I download and install it and then go play the campaign? Maybe change some lines in iniZH.big to give the American buildings/dozers I'd spawn with the command set of whatever special faction they add?

    submitted by /u/2LateImDead
    [link] [comments]

    The great plan unfolds!

    Posted: 06 Aug 2020 11:30 AM PDT

    Tried my hand at casting a C&C Remaster match: Valonis (GDI) vs Hellraiser (Nod)

    Posted: 06 Aug 2020 07:39 AM PDT

    C&C Generals: China Campaign [Normal] [World Record Speedrun]

    Posted: 06 Aug 2020 09:58 AM PDT

    PEACE THROUGH POWER!

    Posted: 05 Aug 2020 10:15 PM PDT

    [Bug] GDI Mission 12A + 12B when playing in easy difficulty

    Posted: 06 Aug 2020 07:29 AM PDT

    Hi,
    if you play the GDI mission 12 A or B in easy difficulty, the helicopter won't get destroyed by the SAM sites right in the beginning.
    Thus, you can put Dr. Moebios directly in the helicopter and the mission is accomplished instantly (without destoying the Nod base).

    submitted by /u/creopard
    [link] [comments]

    They really don’t

    Posted: 05 Aug 2020 08:29 PM PDT

    Want you to have gps in Aftermath, huh? I swear I'm on the third or even fourth mission with a tech center and nothing. I feel like I'm being shorted.

    I guess it makes the maps a bit more interesting, though. Am I the only one that misses it?

    submitted by /u/Ahnengeist
    [link] [comments]

    Red Alert 2 Yuri's Revenge Soviet Co-op Mission 01 (Mouse Upside Down Play)

    Posted: 06 Aug 2020 06:36 AM PDT

    C & C Remastered - NoD Mission 10B (Hard)

    Posted: 06 Aug 2020 01:56 AM PDT

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