CnC: Final War is a semi-total conversion for Red Alert 2: Yuri's Revenge that retells the Second Great War between Allied forces located mostly in Europe and the massive Soviet Empire, that has expanded well across the eastern continent.
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
A manual installer for those who have issues with the online updater, or prefer to download separately. Instructions have been provided within the download, and on the download description page.
This is the download for the CnC: Final War 1.0b update. This manual installer is for those who have issues with the online updater, or prefer to download separately. If you use the online updater, you will already have the patch installed. To install this patch, merely extract and place these files into the installation directory of CnC: Final War. Make sure these files overwrite any existing files to successfully install the patch. If you encounter any issues, please contact mod staff at Discord.gg.
The full change log is below:
Patch 1.0b
10/3/18 to 12/7/18
-credit to Starkku, AlexB, Graion Dilach, Xuet, Cxtian39, Overwatch/Salted Old, Shin.Peter.Chan, Kenosis, DonutArnold, ArgCmdr, Nooze, Bu7l00s, OmegaBolt, Zero18, 4StarGeneral
for their aseet contributions, inspiration, and client improvements.
-credit to Noddy, Nox42, StolenTech, Icesinithol, Kerbiter, UNSC The Chill of War, JaegarEX, dasreiter, and anyone else who I might have missed
-for their contributions to balance, feedback, bugtesting, online games, and general support for the project.
- Without the above people and those who helped with previous versions, as well as the players who enjoy the mod and all it's ups and downs, this project could just not exist! Thanks again!
;client features
- Client will now correctly set the path of the mod when you launch the map editor within the client (map editor fix)
- AlexB's FA2 Enhancements added to the project (correctly finds mod files)
- Multiplayer options have been changed to include new Naval additions (removed Command Vehicles)
- Ares updated to 2.0
;new features
- Radar structures have received a rework, and now provide spy, attack, and disguised unit detection near it's foundation, slowly reveals the map over the course of 15 minutes
- Each faction now has access to a Battle Bunker, a 4 man garrison that comes with two initial basic infantry for $450, Conyard Prerequisite
- Tech Vehicle Academy added to project, provides all non-hero, non-trainable vehicles with veteran rank upon construction
- Empire Hellstorm Cannon added, fires a 'superior' shell over the Ares Cannon and has 'superior' reloading rates, also deals 'superior' area of effect damage
- Legion Hand of the Legion has been added to standard tech trees, giving them their first Hero unit. Utilizes a long-range kinetic railgun round to deal AoE damage
- Legion Predafly Disruptor added, a call-in support power which drops a 3x3 chaos effect that affects all targets
- Legion Thumper Emplacement added, utilizes sonic weaponry to deal ranged AoE damage (similar design to Grand Cannon)
- Naval yards return! Each faction now has it's naval yard restored, more info below:
- Naval Yards now appear after constructing a Refinery, and act as prerequisite unlocks for the Radar structures and the Battle Labs
- Naval Yards now use factory armor, weakening their toughness significantly
- Naval Yards provide hover transports and anti-ship boats at T1
- Naval Yards provide anti-air boats and heavy boats at T2
- Naval Yards provide flagships at T3
- Naval Yards provide a Sonar Pulse SW, which allows players to reveal all submerged units on the map every 4 minutes
- T1 hover transports can transport vehicles up to size 6 (currently all non-hero vehicles) and infantry with a capacity of 12.
- T1 anti-ship boats provide anti-structure and anti-land weapons, can detect submerged units
- T2 anti-air boats provide anti-air to naval forces, can detect submerged units
- T2 heavy boats provide anti-structure and anti-armor options, but cannot detect submerged units
- T3 flagships have heavy armor and are designated siege engines, but cannot detect submerged units
- European Coalition Navy as follows:
- T1 Transport (Landing Craft) equipped with AoE scatter debuff missiles, which reduce enemy firepower
- T1 Anti-Naval Boat (Hailstorm Sub) equipped with anti-ship torpedos and anti-surface scatter missiles
- T2 Anti-Air Boat (Aegis Cruiser) utilizes advanced missile launchers to clear enemy units
- T2 Heavy Boat (Destroyer) armed with powerful beam cannon and anti-sub chopper
- T3 Flagship (Aircraft Carrier) armed with multiple long range powerful VTOL aircraft to assault positions
- Eastern Empire Navy as follows:
- T1 Transport (Armored Transport) equipped with a magnetic weapon disabler
- T1 Anti-Naval Boat (Stingray) equipped with powerful tesla coils to engage short range targets
- T2 Anti-Air Boat (Seawolf) has a powerful flak turret to swat down air targets
- T2 Heavy Boat (Hammerhead Sub) uses heavy torpedos against naval targets and a multi-missile launch system against surface targets
- T3 Flagship (Dreadnought) uses powerful cruise missiles to siege targets from afar
- Remnant Legion Navy as follows:
- T1 Transport (Hover Transport) equipped with corrosive beam blasters to reduce armor
- T1 Anti-Naval Boat (Viper Gunboat) fires corrosive missiles at enemies for maximum damage
- T2 Anti-Air Boat (Shredstorm Sub) utilizes a gattling cannon to shred air targets
- T2 Heavy Boat (Boomer Frigate) fires torpedos at naval targets and a ballistic cruise missile against land targets
- T3 Anti-Naval Boat (Demo Sled) self-destructs for incredible damage potential, light and unarmored otherwise
- T3 Flagship (Battlecruiser) fires a powerful rail cannon that rips apart everything in it's path, friendlies included
;gameplay improvements
- Implemented an acceleration fix recommended by Starkku to improve vehicle handling
- Made changes to TeamDelays, BaseDefenseDelay, TeamDissolveDelay, xxxSideDefenseCounts, AITriggerSuccessWeightDelta to improve the AI
- AI base defenses given better Antixxx values to increase AI proficiency, lowered AI defense fudging for more accurate base threat response
- Prerequisites for each faction have been slightly adjusted (removed all generic prerequisites for faction-specific versions)
- All airstrikes now give a visual warning of their arrival.
- Normalized values set to no to improve performance
- All factories now utilize new Spy rules, reveal production when infiltrated and also provide veterancy
- All factions now utilize Service Depots instead of Service Cranes
- All factions' Field HQs now are Mobile Cranes, which deploy into Expansion Cranes (serve same gameplay function as Field Commands)
- Added 4StarGeneral's advanced rubble package to the project
- Tier Two (Radars) now requires refineries and any type of factory
- Tier Three (Battle Labs) now require Radars and any type of factory
- Airfields now utilize regular Vehicle production queue, do not have foundation errors and planes properly fly out now
- EuroCoal Tech Lab artwork updated, foundation changed to be 3x3
- Empire Barracks visual updated
- Empire War Factory visual updated
- Empire Kirov Carrier visual updated
- Empire Mobile Refinery got new voiceovers, no longer employs workers, instead has mining drones for 24/7 shifts (stat identical to workers, visual change)
- Empire Fallout Artillery given new warhead animation
- Legion Barracks graphic updated
;balance features
- EuroCoal Icarus Laser Array added, has a delay-impact laser blast that's effective against massed targets, replaces the Aurora Platform
- EuroCoal Aurora Platform moved to Coalition Crusaders, replaces the Icarus Laser Array
- Crusaders have been given access to Siegesuits to improve their artillery options
- ATOMOS Artificer effectiveness against structures increased significantly to assist their anti-structure capabilities
- ATOMOS Support Power changed: Now Structural Shift. ATOMOS Commanders can chrono-warp non-factory, non-superweapon structures of their own to anywhere outside of an enemy base.
- Empire Siege Troopers reworked into Flak Crew. Flak Crew are capable battlefield combatants that strike their foes down from a far, or stay on the defense and assist in Flak Turret defenses.
- Empire FlakTrak Transport now can fire at ground with a weaker weapon, sound files enhanced for better detection of the gattling logic behind the weapon
- Empire Harbingers damage increased, ROF slightly decreased, weapon stages now progressively increase range, ROF, damage
- Empire Terror Drones can now attack some infantry that were previously immune to it's weaponry (heroes still safe, suited infantry not so much)
- Militia Pelican speed increased
- Okhrana Empire's Pride effectiveness against structures increased
- Okhrana Vulture weapons reworked: now utilizes an ammo system to hold missile shots, weapons have received rof decreases and damage increases
- Legion Blight Drone now drains power plants (locally) and defenses
- Legion Raider no longer drains structures, instead gains effectiveness on attacks to structures
- Legion Kinetos initial burst damage increased significantly
- Legion Fuel Processor power output reduced from 225 to 175
- Legion Decoy power Decoys strength reduced, no longer gain bounty rewards
- Legion Kinetos Airships weapon can now affect structures multiple times (a direct damage buff against larger structures)
- AcheronTech Obliterator damage increased, splash damage fall-off removed
;bugfixes
- Tanya's availablilty as Stolen Tech has been corrected
- Refinery Upgrades have been given their appropriate faction pre-fix to clarify their usage in situations where multiple are available to build
- ATOMOS Burton now correctly named in-game
- [8] Star Dusk start-up crash fixed
- Tech structures no longer can be temporally erased
- Legion Scarab Miners no longer trainable
- Legion Rageplumes now correctly gain no experience from combat
- Legion Spydirs should no longer visually glitch when taking damage
- Empire Nuclear Missiles translucency fix
- Names for structures were corrected, should now say correct factions / follow mod syntax
;new maps
- [2] All Natural by Wavepy
- [2] Blood Feud Redux by Wavepy
- [2] Campfest Mountain by Wavepy
- [2] Chest Pain by Morton
- [4] AroTech Crater Arena by Aro, Twisted Insurrection, and SMxReaver
- [4] Double Grind by Wavepy
- [4] Family Feud by Morton
- [4] Grocery Lottery by Morton
- [4] Honeymoon Isles by OmegaBolt
- [4] In Your Face by Morton
- [4] Threat by Morton
- [4] Tournament Iceberg by SMxReaver
- [4] Tsunami Enriched by G-E
- [6] Conquest of Paradise by OmegaBolt
- [8] Heisenberg by OmegaBolt
Thanks for playing! Enjoy the latest update!