Bug FixesΒΆ
Ares provides three types of bug fixes:
- Fixes to genuine bugs in the original, unmodded Yuri’s Revenge 1.001, which cannot be fixed simply by modifying INI files or graphics (like the UMP does).
- Fixes to logic that goes unused in the unmodded game, or at least not used to its full capabilities – i.e. game logic that often does not work as expected when used in mods.
- Corrections and enhancements to code efficiency that reduce loading times and in-game lag without affecting gameplay mechanics. Also hardware/operating system related crashes.
Note
Restored features from Tiberian Sun have their own category and are not considered fixed bugs under any of these definitions, particularly 2.
- Fixes to Original Bugs
- Aircraft Can Be Manually Docked to Structures
- AI Targeting Cloaked Objects With Major Super Weapons
- Animated Cursors
- Bouncing Animation Damage Issues
- Infantry Cannot Enter Battle Bunkers in Red Health
- Behind Anim and OpenTopped Transports
- Blocking Enemy Refineries and War Factories
- Burst Abuse
- Chaos Gas (Psychedelic=yes) and the Stop Command
- Checksummer Implementation Error
- Aborting the Chronoshift announces the Chronosphere as ready
- Chronoshift Will Sink Jumpjet Units
- Construction Yard Capture Crash
- Distance Calculation Causes Overflow
- Enemy Harvester Guard Mode Exploit
- Firing Voices and Veterancy
- Force Shield and AI Exploit
- Frozen Mutation (MakeInfantry) Animations
- Units in Guard Mission Will not Chase Aircraft
- Infantry Deploy Glitch
- Disappearing Ivan Bombs
- Crazy Ivans Cannot Enter Grinders
- Last Target not Cleared Correctly
- Load Screen Colors
- Mind-Controlled Buildings Stopped Working When Freed
- Misleading Veteran Naval Cameos
- MultiplayPassive=yes Houses Anger Players
- NoSpawnAlt and Temporal Warheads
- Occupiers Are Promoted Only After Exiting Building
- Open-Topped Vehicles and Defensive Structures Exploit
- Parasites Gaining Experience From Killing Allies
- Parasites In Airborne Units
- Pip Distortion Bug
- Prism Support Bugs
- Minimizing While Radial Indicator Visible
- Crates Disappear When Loading A Game
- Secret Lab Boon Weighting
- Selling Buildings Exploits
- Units Being Repaired on Shipyards are Immune to Damage
- Robot Tank Sounds On Loading Screen
- Spying on Allied Buildings
- Super Weapon Option Affected Campaigns
- Tech Structures and Animations
- Temporal Warheads and Potential Occupation Targets
- Temporal Warheads Earn Experience By Killing Friendly Units
- Temporal Warheads Gain Double Experience
- Repair Wrench Playing When Warping Out
- Out of Bounds Array Access Could Lead to Crashes
- Too Many Secret Labs
- Selling Unit on Dock Structures
- Unit Sounds Played At Inappropriate Times
- Visual Effects Switched Off Erratically
- Voxel Animation Damage Issues
- Warhead Verses‘ Special Values
- Fixes to Mod Logics
- AircraftTypes and Railguns
- Air-To-Air Combat
- Alternate Theater Art For BuildingTypes
- AmbientDamage=0 Still Dealt Damage
- Amphibious Objects Sink When Chronoshifted Onto Water
- Animation Damage Warheads
- Infantry Getting Stuck in Armory
- Assaulter Mix Up
- BaseUnit
- Buildable Construction Yards
- Buildable Secret Labs
- BuildConst
- BuildingTypes and InfantryTypes Do Not Reload Ammo Properly
- BuildingType Upgrades Are Not Viable Prerequisites
- BuildLimit and Queues
- C4 Veteran Ability
- Carryall Cargo Fixes
- Chrono-Transport Deploy Inconsistency
- Cloakable AircraftTypes and BuildingTypes
- Cloakable Spawners
- Cloaked Objects no Longer Uncloak if Unaffected
- Repair Wrench Revealing Cloaked Structures
- Custom Palettes
- Destroyable Cliffs
- DestroyAnims Cause Reconnection Errors
- DestroyAnims Don’t Remap
- DigSound
- Passengers and TurretCount
- Crew with Engineer=yes could freeze the game
- Crash with undefined Engineer, Technician and Crew
- Factory Load Sharing
- Free Unit Initial Mission
- Gap Generator Radius can be greater than 127 Cells
- Hardcoded Wall/Gate Interactions
- Hijackers are reimbursed when a unit is grinded
- Cloakable Infantry Constantly Uncloaking
- Infantry Lost In Special Function Buildings
- Initial Veteran Cameos
- Ivan Bombs Can Only Be Fired By InfantryTypes
- Ivan Bombs and Cloaked Ivans
- Jumpjet Shadows
- Crash with Loose SHP Files
- Mind-Controller Parasites
- Slaves Change Ownership If Enslaver Switches Sides
- Mirage Logic with Turrets/Barrels
- MissileSpawn on Buildings
- Moving Alpha Lights
- Multiple AI Factories Clone Units
- AI ignores BuildLimit when creating teams
- Negatively Damaging Weapons with AnimList
- New Construction Options
- NoSpawnAlt and Turret
- Occupiers are always trained even if Trainable=no
- OpenTopped Gunners and Temporal weapons
- OpenTopped Transports Do Not Decloak To Fire
- Overriding missionsmd.pkt
- Paradropping from Player-Loaded Aircraft
- PKT Duplication
- Player @ X Support for Multiplayer Map Events
- Play Sound at Random Waypoint
- ProduceCashDelay Problems
- RadBeams And Waves Using The Wrong FLH
- Radiation Color and Snow Theater
- Reinforcements and Multiplayer Map Triggers
- Remappable Walls
- Shape Compression 1 Draws Vertical Lines on Large Images
- Sonic Waves Respect Wall=no
- Sonic Wave Ambient Damage
- “Special” Weapons now function in secondary slots
- SpyPlane Count Decoupled From AllyParaDropNum
- Subterranean Units Could Accidentally Leave The Map
- Summoned Airstrikes no longer dependent on SovParaDropInf
- Temporal Warheads Still Affect Objects That Are Not Warpable
- The 100-Unit Bug
- Warning When a Too Long ID is Used
- Unit Instances Not Counting Towards BuildLimit
- Unit Sounds Played At Inappropriate Times
- Units overpowering buildings
- Vehicle Paradrop Offset
- IsMagBeam Waves and Moving Targets
- IsSonic Waves and Hardcoded Ranges
- IsLaser and IsBigLaser on Lower Detail Levels
- The Whiteboy Bug
- Performance Improvements