From the patch notes
- Fixed bug that could have a negative impact on game
performance at the beginning of a multiplayer game.
- Fixed bug that could cause the game to lock up if a player
sold their last building after surrendering.
- Fixed bug that allowed cheating players to lock their opponent's
harvesters out of their own refineries.
- Mammoth Mk II hit points changed from 800 to 1200.
- Fixed a condition where a multiplayer disconnect would
occasionally fail to be reported.
Includes 2.02, 2.0, 1.17a, 1.17, 1.16a1 and 1.13
- Out of sync between Tiberian Sun and Firestorm in Tiberian
Sun mode is fixed.
- Technicians being incorrectly substituted for engineers in
various circumstances in non-English Firestorm is fixed.
- World Domination Tour map settings don't get changed with
- Skirmish games may now be saved.
- Ability to select all units of a type or types on screen that
are currently selected. Functionality must be assigned to a key
manually in 'Options - Keyboard' menu under 'Selection Category - Select Same Type'.
- New main menu allows faster access to different game types
(except in the Spanish version).
- Location and server selection integrated into Westwood
Online login dialog.
- User locations are displayed in the Westwood Online user
- Full games are greyed out in the Westwood Online games
- Battleclan and Firestorm ladders are now browsable in the
Westwood Online ladder screen.
- Host location filter added to Westwood Online find game
- Fixed bug where buildings could be built in arbitrary locations.
- Fix for possible disconnect or packet received too late
condition at the end of a multiplayer game.
- New 'Multi Engineer' option for multiplayer games gives
Red Alert style engineer behavior to address engineer rush
- Fix for a bug that caused internal errors or reconnection
errors during multiplayer games.
- Railgun force fire no longer damages buildings multiple
- Server list no longer displays duplicate servers.
- Fixed bug where harvester truce could be on in a skirmish game.
- Tweak to improve unit response time at the start of the game.
- If the host of an internet game is using a modified or user
created map, the guests will now get a warning message instead
of just a blank preview.
- Fix for occasional 'Packet received too late' or 'Reconnection
error' at the end of an internet game.
- Fix for possible 'Packet received too late' or 'Reconnection
error' when playing a LAN game right after playing an internet game.
- Fix for bug which would allow mixed game versions to start a
LAN game with subsequent bad behavior.
- Fix for a bug where the player could get stuck in building
placement mode if they lost their last construction yard.
- A new "game speed" slider on Internet Game setup screen. This
allows players to set the initial game speed. A game speed
slider has also been added to the in-game options top level so
that it is easier to access.
- An improved game setup screen layout (Random map is now a
button under multiplay map).
- The map select screen now includes a new map preview.
- A new game-latency tolerance setting in the game options screen
allows players to increase the tolerance of network latency on
- New granularity of game speed slider (now has a 45 fps setting).
The slider now has the following settings in Internet multiplay.
15 fps (middle) 20 fps (default) 30 fps 45 fps (new) 60 fps (max).
- Advanced code to evaluate and manipulate slow or high latency
connections. The game now uses the ping times from the lobby/game
options screen to set up multiplayer timing values for the game. You
should notice that the game runs faster at the start of the game (if
you have a good connection) than it used to.
- New code to reduce bandwidth used when game speed is set to 30
fps (one notch above the default) or above.
- Generally reduced bandwidth in multiplayer game. Combined with the
above feature, the game now consumes significantly less network
bandwidth compared to earlier versions.
- Out of sync due to certain turrets is fixed.
- Fixed a crash in modem disconnect code after playing a game.
- New "locale" setting on login dialog so that you can set your
geographic location. This will eventually be used in a future new
feature on our web site and in the tournament ladders.
- New server select dialog. Many players were not aware that they
could change the Westwood Online server to which they were initially
connected. To address this, we have inserted a "select server" dialog
immediately after the login dialog. The game remembers if you change
the default and will select that server as default for subsequent logins.
- New "short game" option added. This mode results in a loss when all
buildings are lost and leads to a more decisive result when a shorter
game is desired. The MCV counts as a building for game over purposes.
- Up to 32 nicknames can be now stored on the login dialog box.
- Immediate feedback when giving a move order in multiplayer.
- Added harvester logic to allow redirection to an alternative refinery.
- Added notification to other players when game speed or latency settings
- Added packet CRC check in Internet and network games to address
problems some users were experiencing with packet corruption with some
types of network card. (We have not been able to repeat this internally,
but RealTek cards seem to be common culprits.)
- Nod Artillery: Rate of fire decreased, Damage decreased, approximately 20%, Less effective against infantry
- Nod SAM site: Power requirements are now double.
- GDI Disc throwers: Disc throwers now explode when killed
and damage any nearby units.
- Concrete and Firestorm walls: These walls now build like
laser fences. If you place one wall section and then
place a second, a line is drawn indicating that a wall
segment will be built between the two sections. You are
only charged for the cost of the end pieces of the wall,
not the connecting pieces. Also, walls can be sold but
you will not receive money for sold sections.
Note: If there is an obstacle such as a unit or structure
that appears between the sections during placement, the
two sections will not connect.
- Structures cannot be built off of laser fence posts.
- If you wall your MCV in and undeploy it, it no longer
- Holding down 'X' (scatter) key or any other keyboard
'event' generating command causes disconnect in modem or
dialup internet game.
- Hunter Seeker code prioritizes targets that could affect
end*game situations in multiplayer.
- When harvester truce is enabled, hunter*seekers will no
longer destroy harvesters.
- Trainer programs can no longer cheat to unshroud the map.
- Trainer programs cannot be used to disable Fog of War
during a game where Fog of War has been enabled.
- When the message 'Computer has been defeated' is printed
when an AI loses, the message is printed in the color that
matches the AI's units.
- The crash caused when an engineer captures a construction
yard while the building placement cursor is active is fixed.
- Banshees can now fire on enemy units or force*fire on the
ground within the area of effect of a stealth generator.
- When ordering air units to travel to the top few spaces of
a map where there is a lot of water, aircraft now land on
the nearest spot of dry land rather than directly on the water.
- The Firestorm defense no longer stays up indefinitely when
power goes low.
- The crash when destroying a vein hole monster has been fixed.
This crash usually only happened after an extended period of
gameplay once the vein hole monster has been killed.
- The game can now run from any valid CD drive, not just the one
with the first drive letter.
- French and German sidebar text no longer overflows onto
- Ping meters are no longer partially covered by the scrollbars
in the WOL lobby.
- Find game dialog has been sped up.
- Occasionally when joining a full game channel an incorrect
error message was displayed in your message window. This
no longer happens.