Command & Conquer: Red Alert 2 - Yuri's Revenge - game update v.1.001 - Download. Game update (patch). Red Alert 2 - Yuri's Revenge - v.1.001: patch.
Changes in 1.001: General: • To maximize game performance for all game modes, it’s best to set the game’s resolution to 640 x 480 pixels. The higher the resolution setting, the slower the game’s performance, especially on lower end PCs. • Another way to maximize WOL game performance is to never adjust the Internet Connection Slider (in WOL Options Screen). The game determines the optimal setting before starting the battle.
This is often confused by users in believing moving this slider will increase the game’s speed, which it does not. • PCs with more than one CD Rom device caused the game to launch slowly.
This has been fixed. Units & Structures: • Sometimes the Con Yard would disappear if it was captured by Yuri Prime, and then Yuri Prime was killed while the Con Yard was being packed up.
This has been fixed by not allowing the player to deploy/un-deploy the Con Yard in this situation. • Sometimes an exiting vehicle would be stuck on the edge of the War Factory causing the War Factory to become unusable if the vehicle were chrono’d just as it was about to come out of the structure. This will no longer happen. • Oil Derricks did not animate on some maps. This has now been fixed. • Sometimes an exiting Robot Tank may be stuck on the edge of the War Factory and causing the War Factory to become unusable, if the Robot Control Center was destroyed just as the tank was about to come out of the structure. This will no longer happen.
• If a vehicle being repaired by a Repair Depot was chrono’d to a new location, that vehicle would continue to be repaired even though it was no longer on the Repair Depot. This has been fixed. • The player could sell a vehicle that was being repaired on an Allied Repair Depot, unlike the Soviet Repair Depot. Now, the player can’t use either type of Repair Depots to sell vehicles. • Infantry were allowed to interact (garrison, un-garrison, engineer, and C4) with a building that was being chrono’d by a Chrono Legionnaire. Doing so would disrupt the chrono effect.
These will no longer be allowed. • If the enemy units garrison/un-garrison a building, Boris’ laser designator could be interrupted and the MiGs called off. This will no longer happen. • Using the Genetic Mutator on any infantry on a bridge killed the infantry rather than being transformed to Brutes. Now, the infantry will be turned into Brutes. • If the player placed an infantry unit with a Crazy Ivan bomb on it into a Battle Fortress, waited for the timer to tick down, then deployed the infantry, the bomb would be gone. Now, the bomb will explode right after the infantry exits the Battle Fortress.
• If any unit that can attack from within a Battle Fortress was placed in a Battle Fortress, then into an Amphibious Transport, then moved elsewhere, the player would still retain the ability to attack from the location where the Battle Fortress was loaded, even though the unit is no longer there. This has been fixed. • The Air Force Command HQ can no longer have rally points. • Now you can set the Naval Yard’s rally point while it’s being placed/constructed.
• Using a Magnetron to levitate, and then drop, a vehicle over a high bridge, would cause the vehicle to fall through the bridge and land on the water below. Now, the vehicle will no longer fall through the bridge. • Sometimes, the Magnetron would become confused and continuously pick up and drop an enemy vehicle. This has been fixed. • A Squids could be pulled onto land if it was chrono’d or magnetron’d while attacking a vehicle.
Now, a chrono’d squid will be killed; a magnetron’d Squid will let go. • If a Slave Miner were dropped into water, the freed Slaves would turn neutral instead of joining the player that freed them. Now, the slaves will join the player that freed them. -Sometimes, when a Battle Fortress full of infantry was deployed, the infantry would become uncontrollable as they walked back where they came from or attack the enemy’s base.
This has been fixed. • When a vehicle carrying additional units was sent into a Grinder, the player would receive money only for that vehicle. Now, the player will receive money for all units it’s carrying, too, including Terror Drones. • Sometimes a stray unit would get stuck in a Grinder, causing the Grinder to become unusable. This has been fixed. • When a Yuri Clone was loaded into a Battle Fortress, then mind controlled an enemy unit, and that Battle Fortress was sent into a Grinder, the player could still control that mind-controlled unit even though the Yuri Clone had already been destroyed.