Always download the latest version of any patch for your game. Unless otherwise stated, each patch version contains all of the updates from any previous version.
In the case of Command & Conquer: Remastered Collection, running the Steam, EA App or Epic Games Store client with an unpatched game release will automatically bring the game to the latest version.
Command & Conquer: Remastered Collection – Data Patch 745903.2
Released on 18 November 2024
Hey Command & Conquer Remastered Fans! We have a new maintenance patch that has been released today. Here are the details of this update…
- Fix for Intel Arc & Iris Xe GPU driver crash due to running out of video RAM
- Fix for long pause during startup/intro movies due to increased (and still increasing) number of User Generated Content items
- Fixed bugs related to GPU, monitor and frame rate selection
- Fix for identifying video cards. Now consistently uses dedicated GPU instead of integrated GPU in dual-GPU systems
- Fix for gameplay UI bug where contextual mouse pointers would display incorrectly on Intel GPUs
- Fix for max FPS not being respected, leading to increased CPU and GPU utilization and power consumption
- Removed bonus text from Turkey faction since Turkey gets no bonus
- Fix for screen-edge scrolling down/right sometimes not working after alt-tab
- Miscellaneous credits display fixes related to max FPS not being respected
We would like to thank the great team at Electronic Arts for helping us get this patch tested and released to all the players, along with a handful of players that helped report the issues that were fixed from the list above.
Thanks for your continued support!
-VirtualTed
Petroglyph
Command & Conquer: Remastered Collection – Data Patch 745903.1
Released on 18 July 2022
Hey everyone,
Today a very small patch was released to fix an issue around the Intel Xe graphics chipset, commonly found on Gen 11 and Gen 12 laptops with an Intel processor.
If you were using one of these laptops and frequently ran into crashes after playing for a short time or even upon startup, this update should address that problem.
Thanks for hanging in there while we fixed, and then spent (a great deal of) time testing this updated before rolling it out.
-VT
Command & Conquer: Remastered Collection – Server-side patch, version unchanged
Released on 16 March 2021
Fellow Command & Conquer fans,
Over the past several months we have heard requests for a reset to the Quickmatch Ladder and a fix for the unbalanced Turkey sub-faction. We were able to launch a small server-side update today with the following changes:
- Reset the Quickmatch ladder and launched Season 4
- Quickmatch ladder resets will now happen automatically every three months at the beginning of each month starting June 1
- Removed the Turkey sub-faction Build Speed bonus (essentially reverted back to June 2020 launch status)
Note: Since this is a server-side update, this change only affects online play. Skirmish and LAN will still have the Build Speed bonus.
Thanks for your ongoing support, and we hope this update improves your experience with the C&C Remastered Collection.
Command & Conquer: Remastered Collection – Data Patch 745903
Released on 24 September 2020
Fellow Command & Conquer fans,
Following the launch of last week’s patch, we heard about several key issues players were encountering during their experience. We didn’t want to leave the game with these issues, and have released a final update today to address several of the most prominent items. They include:
- Fixed an issue where vehicle turrets were disappearing or sorting below the chassis
- Fixed an issue where vehicles were drifting / sliding during their movement
- Fixed an issue where certain fire animations were choppy or missing animation frames
- Fixed an issue where the Attack Cursor was not always reflecting properly
- Fixed an issue where helicopter units were not landing on the Helipad when using certain hotkeys
- Fixed an issue where Turkey’s sub-faction bonus was not working properly
- Fixed an issue where the intro cinematic was not playing when restarting custom missions
- Fixed an issue where the gameplay would freeze when restarting custom missions
- Fixed a crash (we hope) which was occurring when accessing the Options menu
- Adjusted Harvester behavior:
- Here is some context on the chain of events here. In the August patch, Harvesters would jam up around a single Refinery and often get stuck. We made a change in the September patch to encourage Harvesters to search for an open Refinery, but this was resulting in less desirable behavior where the Harvester would drive to a Refinery far away from their current resource field and become far less efficient.
- So in this update, we attempted to make an adjustment based on community feedback. We have reverted the original change in the September patch, sending us back to jamming Harvesters. But Harvesters can now be re-assigned to a specific Refinery and will remember their assignment. So players who wish to optimize their resource harvesting can do so through attentive micro, and try to keep a balance of Harvesters on each Refinery at their nearest desired field. We hope this is an acceptable compromise.
- Adjusted the implementation of the Church capture in Tournament Ore Rift
- Our previous fix for this issue resulted in the behavior of making all neutral buildings non-capturable, which was negatively impacting the flexibility of User Maps. So we adjusted the fix for this to specifically prevent just the Church object (V01) from being capturable.
- Removed “Canyon Pursuit” from the Tiberian Dawn Quickmatch pool
- Removed “Electric Avenue” from the Tiberian Dawn Quickmatch pool
- Both of these removals were originally requested by the community prior to the September patch, which is now possible with the addition of two new maps below.
- Added “Tournament Middle Camp” community map into Tiberian Dawn and the Quickmatch pool
- Added “Tournament Desert” community map into Tiberian Dawn and the Quickmatch pool
- We also attempted to add several other community maps, but did not receive permission from their associated authors or had difficulty contacting them. We promised not to use community content without the authors’ permission and respect their decision.
Thanks for the support and patience as we worked through these items, and we’re eager to hear if this update improves your experience with the C&C Remastered Collection.
Cheers,
Jim Vessella
Jimtern
This announcement and 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.
Command & Conquer: Remastered Collection – Data Patch 744746
Released on 16 September 2020
Fellow Command & Conquer fans,
Today we’ll be launching our third major update for the Command & Conquer Remastered Collection. As I described in my post last week here, we feel this patch will have achieved the vision we had for the game when we first started development. As such, we wanted to let the community know we anticipate this will be the last patch for the game. The goal for this patch was to deliver some final touches we had originally envisioned for the player experience, and further position the game for the community to have the resources available to make enhancements in the long-term.
Below you will find the key improvements in this update along with the detailed full list of Patch Notes.
Loading Screen Details:
As requested by the community since launch, this update includes key information now displayed on the loading screen for Multiplayer and Skirmish games. The loading screen will display the Minimap, your starting location, and the players in the match. We hope this improvement helps orient players when they start a match, plan their opening strategy, and get a sense of who they’re facing off against in Quickmatch games.
Beacon System:
We’ve added a Beacon system so teammates can ping each other during the course of a match. Players can place a Beacon by tapping the new button above the minimap or using the associated hotkey. Each player can have one Beacon placed at a time, and the latest placed Beacon will last 30 seconds.
6 Player Support for Tiberian Dawn:
We’ve officially added 6 player support for Tiberian Dawn Skirmishes and Multiplayer. Maps which previously supported greater than 4 starting locations are eligible for the new player count, which should carry over into User Maps as well. Some of our community members have also expressed an eagerness of trying to mod larger map sizes and up to 8 player games with the new code built into this patch.
Local Replay Support:
A new tab has been added to the Replays / Observer menu for “Local Replays”. This will display all the replays you have present in your local replays folder and allow you to play the replays while offline. This should provide a viable flow for players to host / share replays within the community and view them long into the future.
Map Editor under GPL:
As you may have seen last week, the Map Editor has now been released under the GPL version 3.0 license. In addition to being available on Github, this patch provides the code in the local install folder alongside the TiberianDawn.dll and RedAlert.dll files.
Ladder Reset and Matchmaking:
Once we have confirmed the stability of the patch release, we will be resetting the ladder in both games. This time around, we will also be resetting each player’s Matchmaking Rating, which should effectively set everyone back to pre-launch status. We are also rolling back the Matchmaking search range and timings to the June launch settings. We hope these changes provide for a better Quickmatch experience in Season 3. Again, this reset will likely happen in the next few days.
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:
- Added Loading Screen details. Key information has been added to the Loading Screen for Skirmish and Multiplayer matches. The loading screen will display the Minimap, your starting location, and the players in the match. We hope this improvement helps orient players when they start a match, plan their opening strategy, and get a sense of who they’re facing off against in Quickmatch games.
- Added 6 player support in Tiberian Dawn for maps with greater than 4 spawn points. This should apply to both Official and User Maps.
- Added a Beacon System for players to ping teammates during Multiplayer. Players can place a Beacon by tapping the new button above the minimap or using the associated hotkey. Each player can have one Beacon placed at a time, and the latest placed Beacon will last 30 seconds.
- Added Local Replay support. A new tab in the Replays / Observer menu will display all the replays you have present in your local replays folder and allow you to play the replays while offline. This should provide a viable flow for players to host / share replays within the community and view them long into the future.
- Map Editor released under GPL. The Map Editor has now been released under the GPL version 3.0 license. In addition to being available on Github, this patch provides the code in the local install folder alongside the TiberianDawn.dll and RedAlert.dll files.
Quality of Life Improvements:
- Increased the viable range of the Map View Scroll Speed. The first several ticks now represent the previous settings, with the ability to scroll 3x faster at the new max speed.
- Engineers should no longer be able to capture buildings during their sell animation
- Reduced the brightness of the Nuke explosion and added a ramp up / ramp down
- Made it so hitting the [ESC] key will now close dialog boxes in the Map Editor
- Added the ability to have Intro, Win, and Lose videos in User Maps for Tiberian Dawn
- Replays should now pause when hitting the [ESC] key
- Added the ability to override the CNCRULES.XML file
- Added the ability to force the Remastered graphics mode for mod flexibility
- Added the ability for Mods to create customizable hotkeys
- Adjusted the second player default team color in Quickmatch Red Alert to Light Blue for better text legibility
- Updated several German translations based on feedback from the community members at United-Forum.de
Bug Fixes:
- Fixed an issue where the Mobile Gap Generator was permanently replacing shroud
- Fixed an issue where the game was forgetting your previous Skirmish settings upon returning to the Skirmish menu
- Fixed an issue on Tournament Ore Rift where players could capture the Church building with Engineers
- Fixed an issue where User Maps were not being downloaded if attempted multiple times
- Fixed an issue where not all the units were being selected with the “Select All Units” hotkey
- Fixed an issue where the Orca would sometimes switch to a single-shot instead of a burst
- Fixed an issue on the Load Game menu where the mission names were incorrectly shown in localized languages
- Fixed a crash on the “Blackout” missions
- Fixed an issue on Nod Mission 13 where the Airstrike would only occur once
- Fixed a crash when quitting a replay session
- Fixed an issue where the Player Requires Map text was misaligned
- Fixed an issue where the mouse click SFX was heard twice in the Mods menu
- Fixed an issue where spawn points of a previously selected map were appearing on User Maps in the lobby screen
- Fixed an issue where players would receive a “Syncing Map Failed” dialog when joining a game with a User Map
- Fixed an issue where a User Map title was not being displayed in the Observer menu
- Fixed an issue where Ore was regrowing even when the Ore Regrowth slider was set to zero
- Fixed an issue where a guest player was unable to join a LAN game which was switching between official and User Maps
- Fixed a crash when player certain User Maps online
- Fixed an issue where the Stealth Tank would display a selection box around the unit in legacy graphics mode
- Fixed an issue where selling a building right as its destroyed will generate both units from the selling and destruction action
- Fixed an issue where the “PlayerControl” ini key was getting removed in the Map Editor
- Fixed an issue where vehicles being built after a Tesla Coil were occasionally taking less damage
- Fixed an issue where the building deployment area was not updating properly in legacy graphics
- Fixed an issue where the Tiberium / Ore regrowth was shown incorrectly for Quickmatch games in the Replay / Observer menu
- Fixed an issue where the Obelisk of Light laser would get stuck on the screen
- Fixed an issue in the Map Editor where player owned pre-placed buildings were getting incorrectly assigned to the AI
- Fixed an issue where a black screen was observed when deleting a saved game
- Fixed an issue where the Sellable and Rebuild options were missing in the Map Editor
- Fixed an issue where certain mods were not getting updated in the mods list after subscribing
- Fixed an issue where “Base under attack” was heard when some neutral buildings were attacked
- Fixed an issue where the Credits tooltip was not displaying for certain modded units or structures
- Fixed an issue in the Map Editor when dragging objects out of the available map space
- Fixed an issue in the Map Editor where waypoints Flare and Home were shown incorrectly
- Fixed an issue when searching for a Replay with a space in the player’s name
- Fixed a crash when sometimes clicking on the Launch button in Observer mode
- Fixed an issue where there explosion sound effect was not playing for Advanced Guard Tower and Mammoth Tank rockets
- Fixed a crash where sometimes the server would receive an out of memory error
- Fixed an issue where enemy AI units would sometimes wander to the top left corner of the map
Quickmatch:
- Alongside the Ladder reset, we are then making the following Map Pool adjustments based on community feedback:
- Tiberian Dawn
- Removing “One Pass Fits All” from the pool</>
- Tiberian Dawn
We hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support over the course of the project, and we look forward to seeing what the community continues to create in the months and years ahead.
Cheers,
Jim Vessella
Jimtern
*Update: The ladders were reset around 10:30am PDT on Sept 17. Good luck in Season 3!
This announcement and 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.
Command & Conquer: Remastered Collection – Data Patch 741245
Released on 12 August 2020
Fellow Command & Conquer fans,
Over the past week we’ve heard about several issues associated with the latest patch. Today we are launching a smaller update to address several of these issues. They include:
- Fixed an issue where extra enemy Harvesters would instantly spawn in campaign missions
- Fixed an issue where extra enemy aircraft would instantly spawn in campaign missions
- Fixed an issue where the extra Key Binding conflict dialog box was not disappearing (we suppressed this extra dialog for now)
- Fixed an issue where the radar offline / low power sound is heard after completing a game
- Fixed a game freeze and connection lost error with player certain games on custom maps
- Fixed a connection lost error when playing in LAN / Skirmish
- Fixed an issue where the AI could take over player functions in certain custom maps
- Fixed an issue where the Repair and Sell commands were not working if you loaded a previous patch save game in the new version
- Further performance optimization in larger scale maps with tons of resources
- Expanded the Quickmatch MMR search ranges to help players get into games faster
We’re eager to hear if this update improves your gameplay experience. Thanks for your support and looking forward to hearing your ongoing feedback.
Cheers,
Jim
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.
Command & Conquer: Remastered Collection – Data Patch 740600
Released on 6 August 2020
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:
- LAN Play
- Balance adjustments to address several key issues
- Incorporating community maps as official Quickmatch maps
- Dozens of QoL improvements and bug fixes across the board
- 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
- Tiberian Dawn
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
* Hi everyone, we’ve noticed some online stability and performance issues since we launched the patch yesterday. Specifically, the game is freezing during certain matches or suffering from slowdown / lag on large scale maps on large scale maps. Over the past 24 hours the team has worked to identify areas which may have been causing these issues, and we just deployed a server hotfix in an attempt to improve these items. We’re going to monitor the game throughout the weekend and see if this hotfix improves the stability and performance. If we feel good after the weekend, then we’ll plan for the ladder reset early next week. Thanks for your patience and ongoing support, and looking forward to hearing everyone’s experience over the weekend.
*Hi everyone, we saw increased stability over the weekend and have officially reset the ladders as of Monday at 11:15 PDT. We’re then continuing to investigate the input lag / framerate issue, but may have a lead thanks to some videos from the community. In the meantime, good luck in the new Season!
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.
Command & Conquer: Remastered Collection – Data Patch 738763 (beta)
Released on 23 July 2020
Fellow Command & Conquer fans,
Thank you for all your feedback over the past week regarding the top balance issues we’ve been discussing. In this post I’m going to break down our evaluation of the feedback, and outline other exciting changes coming to the next patch. Let’s get started.
First, our teams have been reading all the comments on the balance thread from last Friday, and based on those perspectives we’ve made some adjustments to the game. And to provide the community an early preview of these changes, we actually just updated the Beta Patch version on Steam with a first pass at those balance changes. Below are the key changes you’ll see in the new version:
- The Nod Cargo Plane delivery time has been normalized
- There was overwhelming support for this change in the thread. The time has been normalized to 4 seconds on Normal speed in this version, but we are likely going to increase this to 5 or 6 seconds based on our own playtesting. Please try this out in Skirmish or LAN and let us know how it feels. (Note, the plane will now sometimes spawn in the middle of the map to accommodate this behavior. We initially had it with the Cargo Plane speed increased, and just looked kinda ridiculous…)
- The Weapons Factory health has been increased
- There was also strong support for this change, with the suggested health numbers ranging quite broadly. We decided to start with a 30% health increase, and are looking for feedback if this feels meaningful enough to make the desired impact.
- The Naval structures have been removed from the victory condition
- There was unanimous support for this change, and this has now been implemented. The game should end if a player only has Naval structures remaining (Or only an MCV in a Transport).
- To address the TD Engineer / APC issue, the APC now has the Repair Facility as a pre-requisite to build
- This was the topic that garnered the most activity, and it was a healthy discussion in the thread. Based on our observations, over 50% of the community who commented voted in the direction of changing the APC to be attached to the Repair Facility. So we decided to go with that approach, and would be eager to hear how this changes the Engineer / APC rush dynamic. Obviously it won’t be as easy to judge this until it’s available in formal Quickmatch, but any early reactions to build order, etc. would be helpful.
- Harvester improvements
- In the June patch we made some changes to the Harvester logic, which caused some unintended ripple effects. We’ve aimed to address a few key items in this patch:
- The docking priority should now be properly overridden with a docking commandThe Harvester should no longer freeze for several seconds in this docking procedureIn Red Alert, the Harvester should better prioritize Gems if they’re in the an adjacent cell
- Please try these new behaviors in Skirmish and let us know if the Harvester is getting closer to your expectations
- AI in LAN Mode
- Over the past week we’ve made improvements on getting AI to be compatible with LAN mode. If you’re able to try LAN with other players, please add some AI and let us know how it’s performing for you.
- In the June patch we made some changes to the Harvester logic, which caused some unintended ripple effects. We’ve aimed to address a few key items in this patch:
Of note, the first four bullets can be enabled / disabled via a new “Modern Balance” checkbox in the Rules section of Skirmish and Multiplayer game lobbies. This option will eventually be set to ON for Quickmatch. One caveat, in the Beta Patch there’s a bug where the “Modern Balance” changes don’t work with Custom Maps, which we’ll aim to fix for the official release.
And in case you missed my note on accessing the Beta Patch version of the game, please refer to my previous post here:
https://www.reddit.com/r/commandandconquer/comments/hrrh2y/remaster_update_and_july_beta_patch/
The next topic to discuss is our Quickmatch map pool. We understand this has been a more challenging part of the legacy content, and the legacy maps have not provided the best foundation for competitive play. But we have some positive news to share on this front. Over the past month we’ve been able to collaborate with the community and our legal teams, and have worked out a process for incorporating community created content into the official game. This means the selected content will become part of the official install / update for the game, and allow the content to be used with the servers for our online / Quickmatch systems. Each piece of content is being approved by the creator(s) themselves for this purpose, in order to ensure the creators are supportive of this use and receive credit for their contribution.
With that in mind, our first attempt of this initiative is aimed at updating the Quickmatch map pool with some of the more balanced community maps. The changes below are not guaranteed, but is our first proposal for the next round of map adjustments:
Tiberian Dawn:
- Remove “Eye of the Storm” from QM pool
- Remove “Nowhere to Hide” from QM pool
- Remove “Tiberium Garden” from QM pool
- Remove “Four Corners” from QM pool
- Remove “Red Sands” from QM pool
- Remove “Monkey in the Middle” from QM pool
- Adjust “One Pass Fits All” (Make top left vs bottom left, and top right vs bottom right only viable QM spawn options)
- Keep “Green Acres” as is
- Add “Elevation” community map by AchromicWhite & Lovehandles
- Add “Quarry” community map by AchromicWhite & Lovehandles
- Add “Heavy Metal” community map by FeRReT666 & Lovehandles
- Add “Electric Avenue” community map by FeRReT666 & Lovehandles
- Add “Canyon Pursuit” community map by AchromicWhite
Red Alert:
- Remove “Things to Come” from QM pool
- Remove “Shallow Grave” from QM pool
- Remove “Arena Valley Extreme” from QM pool
- Remove “Bullseye” from QM pool
- Add “Path Beyond” back to QM pool (But only top left spawn vs bottom right spawn)
- Add “Tournament Arena” community map by [UF] freezy
- Add “Tournament Ore Rift” community map by [UF] ^^ZxGanon^^
- Add “(WHT) Canyon” community map by AchromicWhite & FeRReT666
As always, we are eager to hear feedback on these proposed map changes. However, if you have any feedback, especially on the community maps, I strongly request you keep the feedback healthy and professional. There will be zero tolerance for any of the content creators being treated disrespectfully, and doing so would make community initiatives like this less likely in the future. I want to thank the content creators for contributing their work and helping to make the Remastered Collection a better experience for all players.
And finally, with these upcoming balance and map pool changes, we wanted to give everyone a heads up that we’re preparing to reset the Quickmatch ladder. This will likely happen in early August, and is hopefully enough time for people to make a final push during this season.
Please let us know if you have any feedback on the items above, in case we can make any final adjustments before the patch gets finalized. Thanks for all your ongoing support.
Cheers,
Jim
Jimtern
Command & Conquer: Remastered Collection – Data Patch 737929 (beta)
Released on 15 July 2020
Fellow Command & Conquer fans,
Today we are inviting you to try a Beta version of our in-development patch, which most importantly includes an early version of LAN Play. Our goal in sharing this Beta version is to get your feedback on LAN Play and ensure this feature is living up to your expectations. We’re looking for both qualitative and technical feedback on the feature, especially with regards to playing multiplayer LAN games with Mods enabled (either locally or over VPN). We reinforce this is an early version, and certain elements (including AI) may not work correctly in LAN play just yet.
Everyone who owns the Command & Conquer Remastered Collection on Steam is able to participate in this Beta version of the game. Please follow these steps to gain access:
- Go to your C&C Remastered Collection page on Steam
- Click on the Manage button (gear icon)
- Select Properties
- Navigate to the Betas tab
- In the dialog box, enter “TDRABetaPatch1”
- Click Check Code
- Once the code accepts, select the “Public Beta” branch from the drop down menu
- The game will now update to the Public Beta version, at which point you can play
- At any time, you can update back to the standard live version via the same drop down menu
- Please note, there are several dozen other improvements in this Beta version, which we’ll list out in more detail when the patch is officially released. However, please keep an eye out for these key items:
- The ability to choose the speed of Tiberium / Ore regrowth. This is now a slider in the game rules section. (0 being disabled, 1 being default, and 2-9 being multiples on default). We’re eager to see if this feature satisfies requests from the community, and we’re also looking for feedback on what the new Quickmatch default regrowth setting should be.
- If you saw increased framerate stuttering or launch crashing after the June major patch versus the launch version, we have an experiment you can try:
- Go to your C&C Remastered Collection page on Steam
- Click on the Manage button (gear icon)
- Select Properties
- On the General tab, select “Set Launch Options…”
- In the box, enter “NOSPLASHPRELOAD”
- Click OK and launch the game
- This will effectively revert the texture optimizations we made in the June Patch, and may help performance / stability with certain hardware configurations (This launch option will also work with the standard live branch as well)
Please note, while playing in the Beta version, online play will be disabled and certain mods may not be compatible. Please play the Beta version and alter Launch options with caution and understand there may be a risk.
We’re looking forward to hearing your feedback on LAN Play and other improvements.
Cheers,
Jim
Jimtern
Command & Conquer: Remastered Collection – Data Patch 735514
Released on 22 June 2020
Fellow Command & Conquer fans,
Today we’ll be launching our major update for the Command & Conquer Remastered Collection. As mentioned in the post last week, our goal with this update was multifold:
- Complete several of the top community requested features which just missed the launch date
- Implement some additional quality-of-life improvements
- Address many of the top bugs which have been seen in the launch version
- Iterate on our Quickmatch ruleset
Below you will find the full list of Patch Notes for this update. But before we get too deep into the detailed list, there are some higher-level items to mention as part of this patch.
Stuttering Issue:
This patch aims to improve the framerate stuttering issue some people have been experiencing since launch. Admittedly this issue has been complicated to address. Effectively what we ended up having to do was refactor the way textures are loaded by the game, and push the majority of that loading to before you get into gameplay. This will have two primary impacts for everyone going forward:
- Loading the overall game may take longer than before
- Loading the first map may take longer than before
These longer load times would be most seen after a fresh restart of the computer. While we understand this extra loading time may not be ideal, our testing indicates gameplay performance should be improved across the board, and this felt like a worthwhile tradeoff. We want to continue gathering feedback / data on this issue, so if you have been experiencing the stuttering issue with the launch version, please let us know if this patch improved your gameplay performance.
Mod Compatibility:
Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that 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. Certain mods may also need to be repackaged to be compatible with the new texture process above, and we’ve provided a script / tool to assist with this in the root install directory for the Command & Conquer Remastered Collection, within the folder called “SOURCECODE/SCRIPTS.”
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:
- Added the ability to host Private Game Lobbies:
- The host must check the Private Game box in the setup screen
- Hosts can then choose a four digit passcode for their game
- Private games will show an icon in the Join Lobby list
- Attempting to join a Private Game will require the passcode
- Host invited players will not need to enter the passcode to join
- Added a Player Panel in-game to view player names, factions, team colors, and status. This can be accessed via the Players button on the Sidebar.
- Added the ability to mute a player’s chat while in-game. This can be done from the new Player Panel and tapping the mute checkbox next to their name.
- Added the ability to overwrite saved games. Note: Tiberian Dawn and Red Alert saved game names are not exclusive, so be aware of overwriting saved games from one title to the other.
- Custom Missions can now be manually saved and loaded. Note, due to the underlying system this will currently only work for manual saves via the Pause Menu, and will not work for Quicksaving.
- Added the ability to see your Quickmatch stats and Leaderboard position if you’re not in the top 200 (Players must complete at least three Quickmatch games first)
- Added the ability to choose your sub-faction in Red Alert Quickmatch games
- Added the ability to choose Random faction in custom games
- Added support for the Origin Video Broadcast feature
- Added the Jukebox to the Main Menu Options / Audio menu. You can now customize your playlist here and listen in its entirety without needing to load into an actual game. Note: The Jukebox won’t override menu music, as the menu music is tightly connected with all the UI flows.
Quality of Life Improvements:
- The “Deploy” hotkey will now apply to all items with the Deploy Cursor, including un-garrisoning troop carriers, laying mines, activating the MAD Tank, and triggering the Chrono Tank
- Add the ability for multiple units to be queued on the Tiberian Dawn Repair Facility, the same as the Red Alert Service Depot
- Reduced the Hard Difficulty balance in Tiberian Dawn. We’ve effectively split the difference between Normal Mode and the launch version Hard mode. If you happened to already beat missions on Hard mode (Or somehow received the Achievement), then wear that with a badge of honor.
- Adjusted how you cancel queued in-progress units in the Sidebar. The first “cancel” click will now pause the in-progress unit, with the next click cancelling items in the stack. This will allow for quicker pausing to manage economic cashflow.
- Prioritized and reduced the cooldown of the EVA line “Our base is under attack”
- Changed the balance of being in low or zero power in Red Alert. There is now a maximum of a 4x build time increase for being at zero power (Compared to roughly 27x in the legacy title), which will ramp depending on the amount of low power.
- The Build Time tooltip will now update to reflect an increase in build time due to low power
- Added the ability to load a saved game from the Replay Mission dialog
- We’re experimenting with new Harvester logic, where Harvesters will now return to the original tile they harvested from and prioritize the fullest tile. This should help optimize Harvester behavior within certain resource fields.
- Made it so Middle and Right-click scrolling no longer removes a structure placement selection
- Removed AI takeover from Multiplayer games. Exiting the game will now destroy all your units and structures. This was a top community request to prevent the prolonging of games.
- Removed the Ready checkmark as a button in multiplayer lobbies. You can now only Ready up via the button in the bottom-right corner which should reflect the active state.
- Added the Command Line “MOD_DEBUG” that will disable the Client/InstanceServer timeout when the debugger hits a breakpoint in the mod DLL. This Command Line will also allow the game to be paused and stepped through frame by frame with F1 and F2. Note: Online play will be disabled if this Command Line is enabled. Note: MOD_DEBUG requires at least one mod be installed and enabled.
- Added the ability for turrets to stop force firing on the ground by using the “Guard” command
- Adjusted disabling the profanity filter so it will now also disable profanity in Custom Map names and Custom Mission briefings
- Added an Author field when custom maps are selected to highlight who created them
- The Installation and Intro Logo movies must now be skipped with the ESC key. This is to help ensure no one accidentally skips these meaningful videos on their first playthrough.
Bug Fixes:
- Fixed an issue where restarting a mission would sometimes change the difficulty back to Normal
- Fixed an issue where units could no longer be controlled after loading a saved game in which those units were selected
- Fixed an issue where Unit Queueing was getting disabled after loading a saved game
- Made an adjustment to Soviet Mission 5 where the MCV wasn’t loading onto the Naval Transport and getting the mission into a broken state (This was inconsistent for us to reproduce and hope it’s now fixed)
- Made an adjustment to GDI Mission 8 where Civilians will now avoid Tiberium tiles, and the trigger-happy Civilian has been removed from the map entirely
- Fixed a memory leak which was causing instability in Multiplayer matches
- Fixed an issue where the Nod Cargo Plane could be targeted and destroyed
- Fixed an issue where units would move at hyper increased speed if players set certain units to Formations
- Fixed an issue where double-tapping to jump the camera to a control group was sending the camera to random location on the map
- Fixed an issue where mines were considered buildings and preventing games from ending
- Fixed an issue where preview images were not displaying in the Workshop Mods menu
- Fixed an issue where the Mods Menu was not auto-refreshing after subscribing to mods
- Fixed a prominent crash where the Windows Input Method Editor (IME) was required to input characters
- Fixed an issue where the power indicator on the power bar was incorrect compared to legacy behavior
- Fixed a legacy issue where the Capture the Flag flag art was off centered with the surrounding rings
- Fixed an issue where the Harvester was unable to path to a Refinery on River Raid
- Fixed a legacy issue where units would sometimes be instantly repaired by the Service Depot
- Fixed a legacy issue where the Advanced Communications Center could be captured in multiplayer and by the AI (Since the Temple of Nod can’t be captured)
- Fixed an issue where the faction icon was seen incorrectly for Skirmish saves
- Fixed an issue where the video Introduction button was being disabled after navigating back and forth from Custom Maps
- Fixed an issue where it would rarely show “Mission Accomplished” in Quickmatch after losing the game
- Fixed a crash when saving the game during the Temple Strike mission
- Fixed an issue where player names were not able to be highlighted during the first 30 seconds of an Observer Mode viewing
- Fixed an issue where the incorrect portrait was being displayed for the Red Alert Artillery unit
- Fixed an issue where the green docking cursor was shown when selecting enemy Harvesters
- Fixed an where the Phase Transport was displaying the incorrect portrait when added to a Custom Mission via the Map Editor
- Fixed an issue where the laser from the Obelisk of Light was graphically corrupted in legacy graphics mode
- Fixed an issue where the multiplayer lobby list was not taking up the entire vertical space
- Fixed an issue where settings were not getting applied if tapping certain areas of the UI
- Fixed an issue where GDI Mission 8 was not getting added to the Mission Select screen after destroying the Airstrip in GDI Mission 6
- Fixed an issue where units could pass over a river in Blue Lakes
- Fixed an issue where the Laser Orcas would not properly load from saved game
- Fixed a crash if aircraft were destroyed outside the map boundaries
- Fixed an issue where User Map details were not being displayed by guest players in a lobby
- Fixed a crash when selecting the Workshop Mods button multiple times in a row
- Fixed a misspelling of the word “Affected” in the Paradox Equation mission briefing
- Fixed an issue where an extra Dr. Chan was appearing in Nod Mission 10
- Fixed an issue where the Map Editor was not compatible with older versions of .Net Framework
- Fixed an issue where if a Quickmatch fails to load properly, the game will send you back to the Main Menu after a 60 second timeout (Instead of being stuck in an endless loop)
- Fixed mismatching tile issues on Bullseye
- Fixed mismatching tile issues on Central Conflict Extreme
- Fixed mismatching tile issues on Destruction Derby
- Fixed mismatching tile issues on Gold Coast
- Fixed mismatching tile issues on Normandy Landings
- Fixed mismatching tile issues on Lakeland
- Fixed mismatching tile issues on Land Ladder
- Fixed mismatching tile issues on Lotsa Lakes
- Fixed mismatching tile issues on Naval Conquest
- Fixed mismatching tile issues on Open Warfare Mega
- Fixed mismatching tile issues on Pilgrim Fathers 2
- Fixed mismatching tile issues on River Rampage Mega
- Fixed mismatching tile issues on Rivers Wild
- Fixed mismatching tile issues on Scapa Flow
- Fixed mismatching tile issues on United Kingdom
Quickmatch:
- If you didn’t see the post from last week, we already made the following changes for Quickmatch on June 16:
- Increased the Game Speed from Normal to Fast
- Reduced the Starting Units to zero
- Removed Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)
- Added two more maps to the Tiberian Dawn map rotation:
- Monkey in the Middle
- One Pass Fits All
- With this patch, we are making additional Map Pool adjustments based on community feedback:
- Adding “Eye of the Storm” into Tiberian Dawn
- Adding “Four Corners” into Tiberian Dawn
- Removing “Path Beyond” from Red Alert
- Removing “Snow Garden” from Red Alert
- Removing “Warlords Lake” from Red Alert
- Adding “Arena Valley Extreme” into Red Alert
- Adding “Bullseye” into Red Alert
- Adding “North by Northwest” into Red Alert
- Adding “Things to Come” into Red Alert
Overall, 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