--------------------------- 0.9.0.2 --------------------------- • Removed an obsolete trigger that caused GDI Mission 6 (Clean Slate) to crash when saving & loading • Fixed an issue that caused Nod Mission 14 to fail when the Temple of Nod was entered --------------------------- 0.9.0.1 --------------------------- • Fixed an oversight where the Adult Visceroid would not reveal shroud in Survival mode • Disabled Airstrip cargo plane's shadow due to a glitch • Cleaned the change-log --------------------------- 0.9.0.0 --------------------------- GAMEPLAY & BALANCE • Generic • Multiplayer Factions • GloboTech is now a playable faction, with a focus on specialized, high-tech units and strong defenses. • GDI and Nod are now split to and replaced with the following subfactions in standard multiplayer modes: • [GDI] Falcon Division -- A powerhouse faction with slow but heavily armored units. • [GDI] Phoenix Regiment -- Employs fast and light units together with long-range support. • [Nod] Genesis Legion -- Focuses on cybernetics and experimental weapons. • [Nod] Sons of Kane -- Makes heavy use of stealth and guerilla tactics. • Forsaken are available in Survival mode only • Game Modes • Fixed incorrect/unavailable units in Survival mode • Updated Survival mode crate powerup settings • Infantry strength values are no longer arbitrarily decreased in Twisted Dawn mode • Cyborgs no longer go berserk in Meat Grinder mode • Repair vehicles can now be built in Meat Grinder mode • Unholy Alliance now works like classic TI multiplayer: Subfactions are disabled, and the main GDI and Nod factions contain most of their respective subfactions' arsenal • Timeless Insurrection, Ultimate Insurrection, and Survival Dawn modes are no longer available • Game Options • Fixed an oversight where the "No Hero Units" game option did not disable all hero units • Fixed an oversight where the "Harmless Tiberian Lifeforms" option did not affect Tauroses or green Fiends • Fixed an oversight where trainable lifeforms were affected by the "Harmless Tiberian Lifeforms" option • Fixed an oversight where the GDI AA Tower was excluded from the "Capturable Defenses" option • Fixed a bug where Harvesters had an abnormally high chance to spawn in bonus crates when "Harvester Truce" was enabled • "Build Off Ally" option is now enabled by default • Sandbags and Chain-Link Fences are now only buildable with the "Base Decals" option enabled • Replaced "Fog of War" with "Shroud Regrows" option in online multiplayer due to the FoW's desync issues • Re-enabled the toggle for Test Mode, allowing instant construction of units and buildings • Player Input • New default hotkey for sell mode: [C] • Changed default hotkey for the "Select all units in view" command from [E] to [Y] • Changed default hotkey for power toggle mode from [P] to [E] • Combat • Fixed an issue where Disruptors did not receive the intended damage and rate-of-fire (ROF) bonuses when elite • Fixed an oversight where several units received firepower and/or ROF bonuses twice when elite • Fixed an oversight where Cleavers, Redeemers and Sentinels could be hijacked • All defensive structures' armor changed from wood to light • Flamethrowers and fast cannon shots are now susceptible to cliffs and other obstacles • Grenade explosions can now cause Tiberium chain reaction • Non-explosive debris no longer destroys Tiberium nor sets trees on fire • Cluster projectiles are now evenly spread within a circle instead of a ring • Cluster missiles and seismic waves can no longer penetrate an active Firestorm wall • Toxic gas clouds now persist longer, but do less damage over time • Toxic gas clouds now corrode concrete armor, but very slowly • Anti-air gatling guns' effectiveness against jumpjet infantry increased from 80% to 100% • Anti-air gatling guns' effectiveness against heavy armor decreased from 68% to 48% • Certain fire animations' duration increased while DPS decreased • General anti-air missile warheads: + Effectiveness against light armor increased from 75% to 100% + Effectiveness against concrete armor increased from 25% to 50% - Effectiveness against heavy armor decreased from 100% to 75% + Anti-personnel lasers can now set buildings and trees on fire • General melee weapons: - Effectiveness against wood armor decreased from 60% to 45% + Effectiveness against light armor increased from 45% to 60% • Revised damage spread values (lower value means damage fades quicker over distance, max. is 63): • Generic + Ion lightning damage spread increased from 6 to 12 - Fire damage spread decreased from 16 to 8 - Portable flamethrower damage spread decreased from 16 to 12 - Mounted flamethrower damage spread decreased from 24 to 20 - Elite flamethrower damage spread decreased from 32 to 24 • GDI - Grenadier damage spread decreased from 12 to 8 - Siege Trooper damage spread decreased from 32/48 to 24/32 (normal/elite) - Exo-Suit damage spread decreased from 16/24 to 11/16 - Scatterpack damage spread decreased from 16 to 10/12 (normal/elite) - Bullfrog damage spread decreased from 28 to 8 - Behemoth damage spread decreased from 32/40 to 24/32 - Orca Bomber damage spread decreased from 256 to 32/42 - Warthog damage spread decreased from 256 to 32/42 - TD MLRS damage spread decreased from 30 to 16/32 • Nod + Cleaver damage spread increased from 0 to 8 - Tremor damage spread decreased from 48/64 to 24/32 (normal/elite) - Phantom damage spread decreased from 16/32 to 3/6 (normal/elite) + Banshee damage spread increased from 5 to 8 - SAM Bunker damage spread decreased from 256 to 10 - TD Chem Warrior damage spread decreased from 128 to 12/20 (normal/elite) + TD Artillery damage spread increased from 16/24 to 20/26 - TD Raven damage spread decreased from 512 to 28 • GloboTech + Stork damage spread increased from 16 to 24 - Lancer (Missile Launcher) damage spread decreased from 30 to 16/32 - Elite Gun Drone damage spread decreased from 16 to 10 - Apollo damage spread decreased from 64 to 25 • Forsaken + Tiberian Fiend damage spread increased from 4 to 8 - Trapper Bike damage spread decreased from 16/24 to 11/16 - Elite Drifter damage spread decreased from 16 to 10 - Mist Cannon damage spread decreased from 128 to 20 + Mastodon damage spread increased from 8 to 12 • Terrain • Updated some terrain tiles to have less impassable cells • Tiberium Monoliths now animate (and spread Tiberium) less frequently • Modified unit speed modifiers when traveling on ice: + Infantry speed increased from 50% to 70% - Tracked vehicle speed decreased from 80% to 60% - Walker speed decreased from 100% to 70% • Misc • Technology Centers now grant access to Scanner support ability, which reveals a random enemy object and the area near it • Superweapons no longer require Technology Centers as secondary "host" buildings • Fixed an oversight that made the GloboTech Harvester unbuildable • Fixed an oversight where you couldn't build near Fusion Reactors • Fixed an oversight where some meteor spawners used overlapping animation IDs, causing them to work incorrectly • Revised Ion Storm penalties. Now the following units are either immobilized, grounded or their weapons weakened during Ion Storm: • GDI Marauder, Valkyrie, Skimmer, Wasp APC, Phalanx • Nod Cyborg Templar, Cyborg Paladin, Eclipse, Cleaver, Inferno, Shadow, Phantom • GloboTech Perseus, Sentinel, Enforcer, Super Goliath, Disruptor • Revised & adjusted all unit/building threat values based on the object's cost • Revised points system, points now default to 1/100th of an object's cost • Slightly tweaked units' sight ranges • Most units now gain increased sight when elite • Decreased multiple factory bonus cap from 2000 to 1000 credits • Service Depots and Repair Vehicles are now split between factions • Phoenix Regiment, Sons of Kane, and GloboTech can only build mobile Repair Vehicles • Falcon Division and Genesis Legion can only build stationary Service Depots + Repair Vehicles no longer require a Service Depot in order to be built • Some passive units such as Harvesters and Repair vehicles can now rank up (via bonus crates or by crushing infantry), gaining improved abilities on each level • Slightly changed the order of structures (this only applies if you lose and regain your Construction Yard) • Inferno, Cleaver and Shadow tanks now use the same hover locomotor as GDI's hover units • Mobile Sensor Vehicle, Inferno Tank, and Shadow Tank weight decreased to prevent them from sinking through ice • Decreased subterrannean horizontal movement speed from 19 to 12.5 • Decreased subterrannean vertical movement speed from 1.0 to 0.8 • Cost of radar facilities increased from 1000 to 1500 • Collapsed tunnel debris can no longer be destroyed with C4 by default • Tanker trucks and civilian train cargo wagons no longer contain crates by default • Removed obsolete Cruise Missile powerup and slightly tweaked remaining crate powerup shares • GDI • New Tier 3 infantry hero unit: Valkyrie Jumpjet Commando • New Tier 2 aircraft: Orca Gunship + Engineer sight increased from 4 to 5 (same as other factions' Engineers) • Siege Trooper: + Minimum range decreased from 4 to 3.5 + Elite firing delay decreased from 90 to 60 - Normal warheads no longer leave residual fire - Effectiveness against no armor decreased from 100% to 90% - Elite damage decreased from 140 to 125 - Elite cooldown increased from 30 to 50 • Marauder: + Replaced missiles with an anti-materiel rifle - Range decreased from 8 to 7 • Sniper: + Strength increased from 80 to 95 - Cost increased from 600 to 700 - Moved from Tier 2 to 3 - Tech level requirement increased from 5 to 7 • Railgun Commando: • Renamed to "Perseus" • Moved to GloboTech + Strength increased from 550 to 700 + Elite ambient damage increased from 70 to 90 - Cost increased from 2000 to 2500 - Can no longer C4 buildings • Harvester - No longer amphibious - Speed decreased from 8 to 7 • Kazuar: + Effectiveness against light armor increased from 20% to 35% - No longer able to carry passengers - Elite firing delay increased from 10 to 18 • Skimmer: + Range increased from 6 to 7 + Effectiveness against light armor increased from 75% to 100% - Effectiveness against heavy armor decreased from 100% to 75% • Goliath Tank: + Moved from Tier 2 to Tier 1 + Strength increased from 430 to 600 + Can deploy to double its firepower, at the cost of slightly lower rate of fire + Effectiveness against light armor increased from 85% to 100% + Deceleration rate increased - Cost increased from 900 to 1000 - Speed decreased from 7 to 5 - Turn speed decreased from 6 to 5 - Effectiveness against wood armor decreased from 100% to 85% • Scatterpack: + Strength increased from 310 to 350 + Cooldown decreased from 100 to 80 when elite, to compensate for delay between bursts ± Armor changed from light to heavy • Wasp APC: + Cost decreased from 1100 to 700 + Tech level requirement lowered from 7 to 5 ± Replaced EMP cannon with an anti-personnel web launcher - Can no longer crush infantry by default, only when elite - ROT decreased from 9 to 7 • Buckshot MLRS: • Renamed to Bullfrog ± Missiles replaced with discus grenades ± Prerequisite changed to Tech Center ± Armor changed from light to heavy + Cost decreased from 1600 to 1300 + Speed increased from 3 to 4 • Phalanx: + Now gains increased rate of fire when elite • Mobile: + Minimum range limit removed + Effectiveness against concrete armor increased from 40% to 50% - Effectiveness against wood armor decreased from 90% to 70% - Effectiveness against light armor decreased from 130% to 100% • Deployed: + Range increased from 12/14 to 14/16 (normal/elite), same as upgraded AA Tower + Effectiveness against concrete armor increased from 30% to 60% - Effectiveness against light armor decreased from 120% to 100% - Effectiveness against heavy armor decreased from 120% to 110% • Behemoth: - Moved from Tier 3 to Tier 4 - Deceleration rate slightly decreased • Mammoth Walker: + Mounted SAM launchers now receive a damage bonus when elite + SAM missile accuracy increased + EMP charge delay decreased from 1800 to 900 - EMP duration decreased from 1200 to 600 + Orca Fighter missile accuracy increased - Carryall speed decreased from 19 to 14 • Power Plant: • Restored the upgrade system: Power Plants can now be upgraded at Tier 3 to double their power output + Cost decreased from 600 to 400 - Base power output decreased from 150 to 100 • Gatling Tower renamed to AA Tower • EMP Cannon: + Charge decreased time from 8 to 6 minutes + Cost decreased from 1750 to 1500 • Firestorm Generator: • Moved to GloboTech + Wall segments are now cloaked + Moved from Tier 3 to 2 + Tech Level requirement decreased from 10 to 8 + Cost decreased from 2000 to 1500 + Power requirement decreased from 200 to 150 + Strength increased from 800 to 1000 • Nod • New Tier 1 vehicles: Firebrand Buggy, Intruder Bike, and Instigator Tank • New Tier 2 infantry: Cyborg Acolyte • New Tier 3 vehicle: Specter Stealth APC • Tank Hunter: + Now gains slightly increased anti-ground range when elite - Tank Hunter cost increased from 200 to 250 • Machinist: + Cost decreased from 700 to 500 + Strength increased from 45 to 50 - Can no longer hijack vehicles • Incinerator collateral damage coefficient increased from 0.04 to 0.05 • Cyborg Disciple: + Moved from Tier 2 to Tier 1 + Cost decreased from 650 to 300 - Strength decreased from 325 to 175 - Sight decreased from 7 to 6 - Range decreased from 6 to 5 - Burst decreased from 3 to 2 • Cyborg Templar: + Cost decreased from 800 to 500 + Now gains increased rate of fire when elite ± Armor changed from light to heavy - Strength decreased from 375 to 200 - Replaced with Cyborg Acolyte in default game mode • Infector: + Strength increased from 280 to 300 + Elite range increased from 16 to 18 + Up to 3 can now be trained at a time in multiplayer ± Requires Hall of Faith - Web removed • Ghost: • Reworked into Sons of Kane's commando unit • Can hijack vehicles and capture buildings • If Multi-Engineer is enabled, Ghosts cost less than normal. • If Engineers are disabled, Ghosts can no longer capture buildings, only hijack vehicles. To compensate, they cost less than normal. + Strength increased from 60 to 120 - Moved from Tier 2 to Tier 4 - Cost increased from 700 to 2000 - Only one can be built at a time • Cyborg Paladin: + Elite damage increased from 130 to 160 - Effectiveness against prone infantry decreased from 175% to 85% • Nod Harvester: + Strength increased from 900 to 1000 ± Speed type changed from wheeled to tracked • Repair Vehicle: + Can now crush infantry, like the other repair vehicles ± Armor changed from light to heavy • Viper: + Elite range increased from 6 to 7 + Elite cooldown decreased from 25 to 8 - Elite damage decreased from 28 to 10 - Lasers no longer destroy Tiberium • Scorpion Tank: + Strength increased from 330 to 350 + Effectiveness against light armor increased from 75% to 100% - No longer able to carry passengers - Effectiveness against no armor decreased from 35% to 25% - Effectiveness against heavy armor decreased from 100% to 75% - Effectiveness against prone infantry increased from 50% to 30% • Eclipse Tank: + Strength increased from 430 to 450 + Deceleration rate increased + Damage increased from 70 to 80 + Now gains increased rate of fire when elite - Redundant secondary cannon removed - In Default game mode, requires both subfactions' Fists of Nod - Cost increased from 800 to 900 - Speed decreased from 8 to 7 • Inferno Tank: ± Armor changed from light to heavy + De-/acceleration rate increased • Cleaver: + Strength increased from 190 to 260 + Effectiveness against wood armor increased from 35% to 60% + Turn speed increased from 10 to 16 ± Armor changed from light to heavy - Effectiveness against heavy armor decreased from 70% to 50% - Cost increased from 300 to 600 - Moved from Tier 1 to Tier 2 - Speed decreased from 10 to 9 - Damage against organic targets decreased from 100 to 30 - Damage against mechanical targets decreased from 40 to 30 - Effectiveness against prone infantry decreased from 100% to 50% ± Stinger now switches to anti-air lasers when deployed • Hammerhead: • Renamed to Phantom • Reworked into a cloaked tank destroyer/artillery • Uses a conventional anti-tank cannon when mobile • Can deploy to switch to high-explosive, long-range artillery shells + Cloaked when mobile + No longer susceptible to Ion Storms + Strength increased from 150 to 300 - Moved to Tier 3 - Moved to Tech Level 9 - Cost increased from 900 to 1500 - Speed decreased from 7 to 6 - Deceleration rate decreased • Cyborg Reaper: + Moved down from Tier 3 to Tier 2 + Can now rotate its torso like a turret + AA missiles are now more reliable - Strength decreased from 350 to 300 • Tremor Artillery: + Effectiveness against no armor increased from 15% to 20% + Minimum range decreased from 6 to 5 - Strength decreased from 400 to 200 when mobile - Range decreased from 20-22 to 15-17 (normal/elite) - Moved from tech level 7 to 8 • Shadow Tank: + Can deploy into a short-range, unarmed stealth generator + Replaced elite cluster missiles with conventional ones, due to hardcoded slow speed of clusters + Debris from destroyed tanks now deals less damage to the tanks themselves, improving their survivability in groups + Range increased from 6/8 to 7/9 (AG/AA) + Deceleration rate increased ± Missiles no longer have instant acceleration – missile speed increased to compensate - Can no longer crush infantry by default, only when elite • Redeemer: • Now part of the main Nod/Genesis Legion roster + Required tech level lowered from 8 to 7 - Damage decreased from 80 to 70 - Turn rate decreased from 6 to 4 • Deployed Redeemer: + Strength increased from 500 to 700 + Laser cooldown decreased from 100 to 90 + Laser range increased from 8 to 10 + Laser effectiveness against light armor increased from 100% to 125% - Laser damage decreased from 150 to 120 - Laser effectiveness against no armor decreased from 100% to 75% - No longer autoheals • Web Spider: • Renamed to Spider Drone (when mobile) / Spider Fence (when deployed) + Strength increased from 160 to 300 + Cost decreased from 500 to 300 + Moved Tier 3 to 2 • Deployed Web Spider (Spider Fence): + Can now be produced from a Construction Yard + Can be repaired and sold - Cannot be undeployed - Power consumption depends on the length of the laser fence (1 power unit per cell) + Demolition Trucks can now gain veterancy from crates, becoming more destructive on each level • Toxin Truck: ± Prerequisite changed to Nod Tech Center + Cost decreased from 1350 to 1200 + Can crush infantry + Available from bonus crates - Speed decreased from 8 to 6 - Requires both subfactions' Fists of Nod in Default game mode • Venom Walkers are no longer buildable in multiplayer • Hornet + Damage increased from 40 to 48 + Elite damage increased from 60 to 75 + Banshee projectile speed and accuracy increased • Wraith: + Range increased from 6 to 10.5/8 (normal/elite) so the target is centered on the bombing area - Strength decreased from 300 to 250 - Effectiveness against prone infantry decreased from 175% to 85% - Hand of Nod power requirement increased from 5 to 10 (same as GDI Barracks) • Hall of Faith: • Replaces the Hand of Nod for Genesis Legion + Cost decreased from 1250 to 600 + Power requirement decreased from 25 to 10 • Moved Chain Link Fence to GloboTech and replaced it with Barbed Wire • In place of Laser Turrets, the Genesis Legion can construct Spider Turrets, armed variants of the Spider Fence ± SAM Bunker now fires a continuous stream of missiles instead of in bursts • Quake Generator: + Charge decreased time from 8 to 6 minutes + Cost decreased from 1750 to 1500 • GloboTech • New Tier 1 anti-armor infantry unit: Enforcer • New Tier 1 all-purpose anti-ground vehicle: Warden Tank • New Tier 2 anti-air/anti-personnel infantry unit: Defender • New Tier 3 anti-ground defense structure: Force Cannon • New Tier 4 structure: Command Center (unlocks tech and grants Kinetic Strike superweapon) + Guardian: + Strength increased from 170 to 250 - Shotgun range decreased from 5.5 to 5 - Damage decreases by distance - Only available in Twisted Dawn mode • Engineer: + Cost decreased from 600 to 500 - Strength decreased from 75 to 60 • Medic: + Cost decreased from 800 to 600 + Speed increased from 5 to 6 + Medigun no longer shuts down, but heals less, during ion storms + Healing increased from 30 to 35 - Strength decreased from 190 to 120 - No longer uncrushable - Range decreased from 6 to 5 • Exo-Suit: • Moved to GDI/Falcon Regiment + Damage increased from 50 to 60 ± Armor changed from light to heavy • Harvester: ± SpeedType changed from wheel to track - Cost increased from 1000 to 1200 - Speed decreased from 9 to 8 • Humvee: + Strength increased from 170 to 200 + Cost decreased from 500 to 400 - Not available in default mode - Can no longer carry passengers • Vanguard Tank: + Strength increased from 320 to 380 ± Armor changed from light to heavy - Not available in default mode • Armadillo: + Updated missile behaviour + Enabled to attack aircraft + Moved from Tier 2 to Tier 1 - Speed decreased from 8 to 7 - Passenger count decreased from 10 to 5 • Sentinel: • Repurposed as an anti-personnel unit. Only available in campaign and certain multiplayer game modes. + Cost decreased from 650 to 600 + Effectiveness against no armor increased from 60% to 100% + Effectiveness against prone infantry increased from 50% to 90% - Strength decreased from 380 to 300 - Effectiveness against wood armor decreased from 90% to 80% - Effectiveness against light armor decreased from 100% to 60% - Effectiveness against heavy armor decreased from 70% to 15% - Effectiveness against concrete armor decreased from 20% to 10% - No longer destroys Tiberium or sets objects on fire • Missile Launcher: • Renamed to Lancer + Now gains increased range when elite + Effectiveness against wood armor increased from 45% to 75% - Effectiveness against concrete armor decreased from 30% to 15% - Effectiveness against light armor and prone infantry decreased from 75% to 70% - Deceleration rate decreased • Surveillance Drone: ± Renamed to "Enforcer Drone" + Now available at Tier 2 + Can charge up & release an EM pulse to disable nearby mechanical units + Speed increased from 7 to 10 • Super Goliath: + Strength increased from 450 to 500 + Now gains increased rate of fire when elite - Speed decreased from 6 to 5 - Acceleration rate decreased - Requires both GloboTech and GDI Tech Centers • Disruptor: + Effectiveness against prone infantry increased from 25% to 40% - Speed decreased from 6 to 5 - Effectiveness against no armor decreased from 150% to 100% - Effectiveness against heavy armor decreased from 80% to 60% - Effectiveness against concrete armor decreased from 60% to 40% - Deceleration rate decreased - Range decreased from 7 to 6 (for balance and to avoid the bug where the sonic wave isn't drawn) • Stork Transport: + Re-added twin cannons, attacks in sweeps. Best used against groups of light units or infantry. + Can now paradrop infantry - Cost increased from 1250 to 1500 - ROT decreased from 6 to 4 • Sonic Fighter: • Renamed to Apollo Bomber - Build limit set to 3 - Tech level requirement increased from 8 to 9 (to match the airstrip) - Cost increased from 2000 to 2500 - Speed decreased from 40 to 33 • Radar Facility: + Strength increased from 400 to 1000 + Detects adjacent cloaked objects - Cost increased from 500 to 1500 - Power requirement increased from 20 to 50 + Airstrips now automatically heal damaged aircraft - EMP mine strength decreased from 1000 to 100 • Wall-mounted GloboTech Sentry Gun now requires power to operate, like its floor-mounted counterpart • SAM Turret: + Cooldown decreased from 160 to 100 + Auto-attack range increased from 10 to 15 • Forsaken • Martyr: + Cost decreased from 400 to 300 - Strength decreased from 60 to 45 • Trapper Cycle: + Can now be found in bonus crates + Web launcher cooldown decreased from 100 to 80 - Web duration decreased from 575-625 to 200-280 - Web radius decreased from 2 to 1 • Mistfire gas cloud lifetime increased from 70 to 1000 • Mastodon: + Can now be found in bonus crates + Effectiveness against wood armor increased from 80% to 100% - Damage decreased from 80 to 60 - Now has a minimum range of 1.5 - Effectiveness against no armor decreased from 100% to 80% - Effectiveness against heavy armor decreased from 50% to 30% + Sentry Nests are now armed with a secondary RPG launcher • SAM Launcher: - Damage decreased from 60 to 45 - Cooldown increased from 30 to 45 - Power requirement increased from 15 to 30 • Twisted Dawn • New GloboTech hero infantry unit: Power Suit • Flamethrower Infantry: + Strength increased from 70 to 100 ± Collateral damage coefficient increased from 0.018 to 0.1 • Chemical Warrior: + Can now take cover - Strength decreased from 260 to 170 ± Collateral damage coefficient increased from 0.07 to 0.1 • GDI Commando: - Shotgun now deals less damage on longer ranges - Elite range decreased from 8 to 6 - Elite damage decreased from 125 to 100 - Tech Level requirement increased from 6 to 9 - Nod Commando Tech Level requirement increased from 6 to 9 • GDI Repair Vehicle: + Can now repair itself + Strength increased from 200 to 240 + Cost decreased from 1000 to 800 - No longer able to carry passengers • Nod Repair Vehicle: + Can now repair itself + Strength increased from 175 to 210 + Cost decreased from 1000 to 800 - No longer able to carry passengers + GDI Humvee: + Cost decreased from 500 to 400 + Strength increased from 180 to 200 - Can no longer carry passengers + Light Tank sight range increased from 4 to 5 • MLRS: + Now gains increased range when elite + Effectiveness against wood armor increased from 45% to 75% - Effectiveness against concrete armor decreased from 30% to 15% - Effectiveness against light armor and prone infantry decreased from 75% to 70% + SSM Launcher now gains increased range when elite • Mammoth Tank: + Strength increased from 500 to 700 ± Armor changed from concrete to heavy - Cost increased from 1500 to 1700 - Speed decreased from 5 to 4 • ORCA & Apache attack behaviour changed to classic "curly shuffle" + Increased ORCA damage from 30 to 40 • Warthog: + Strength increased from 210 to 400 + Speed increased from 18 to 19 + Range increased from 8 to 10 when elite - Armor downgraded from concrete to light • Raven: + Speed increased from 16 to 19 + Strength increased from 210 to 400 ± Projectiles now bounce a little - Armor downgraded from concrete to light - Tiberium seeds replaced with toxic gas + Chinooks can now paradrop infantry • Gun Turret: + Damage increased from 62 to 70 - Effectiveness against no armor decreased from 35% to 25% - Effectiveness against prone infantry decreased from 50% to 30% • Toxic gas clouds deal less damage and dissipate sooner • Other • New Tiberian life forms: Canker, Crawfish, and Bog Beast + UN Humvee strength increased from 170 to 200 • Construction Outposts renamed to Expansion Outposts • Tech Armory: + Grants access to Anti-Tank Mines for GDI and Anti-Infantry Minefields for Nod + Strength increased from 800 to 1200 - Sight range decreased from 8 to 6 - Tech Hospital sight range decreased from 8 to 6 • Tech Gun Turret: + Damage increased from 130 to 150 + Tracking improved • Tech Machine Gun Turret: + Range increased from 7.5 to 8 + Damage increased from 15 to 20 • Tech EMP Patriot Missile Launcher: • Renamed to Tech SAM Site ± EMP missiles replaced with conventional warheads + Range increased from 14 to 25 + Auto-attack range increased from 10 to 15 • Minefield: • Renamed to Anti-Tank Mine + New placeholder image. The previous image is now used for the anti-infantry mine. + No longer destroys itself when detonating + Damage increased from 200 to 400 + Cost decreased from 500 to 200 + Sight range increased from 1 to 4 ± Armor type changed from none to light - Range decreased from 2.5 to 1.8 - Cooldown increased from 25 to 300 + All Tiberian life forms can now detect adjacent cloaked units + Blue and red Fiend shards now explode on impact ± Increased collateral damage caused by exploding blue and red Fiends • Saberworm: + Now chases nearby enemies by default + No longer has to accelerate + Cost decreased from 350 to 300 (affects scoring towards unit rank) - Speed decreased from 12 to 7 + Elder Raptor's range slight increased • Tiberian Floaters: + Increased effectiveness against no armor from 30% to 60% + Increased effectiveness against prone infantry from 22% to 45% + Increased effectiveness against concrete armor from 0% to 10% - Cost increased by 25% (affects scoring towards unit rank) • Whalloon: + Sight set to 5 + Strength increased from 100 to 400 + Firing delay decreased from 200 to 110 - Cost increased from 200 to 600 - Turn speed decreased from 8 to 6 AI • Added new global AI teams and triggers • Fixed an issue where the GDI AI would never upgrade Vulcan Towers • Fixed an oversight where one of the Nod AI teams had 4 Cyborg Paladins • The AI no longer has a build rate bonus in singleplayer missions on hard difficulty • AI players no longer build multiple factories when the "No Factory Bonus" option is checked • AI players no longer rely on clones of anti-air defenses, allowing for smarter defense planning and placement • The Nod AI should no longer train Cyborg Templars/Acolytes without a radar in the default game mode • GDI AI-controlled Mammoth Walkers are now slightly cheaper and no longer carry EMP generators (as the AI cannot use the EMP) • Base-defense-to-buildings ratio increased by 25% • The AI will now respond to attacks on captured tech buildings • Easy AI's delay for choosing enemy increased from 15 to 40 seconds (on default game speed) • Medium AI's delay for choosing enemy increased from 5 to 20 seconds • Medium AI team check interval increased from 10 to 12 seconds • Hard AI team check interval increased from 5 to 6 seconds • Tech buildings are no longer treated as insignificant by the AI nor ignored by EVA • Implemented a patch that enables smarter fire sale behaviour (credit: Rampastring) • If Short Game mode is enabled and the AI is about to lose, it will sell all but one building and do a final, desperate assault. • Some other minor tweaks GAME ENGINE & RENDERING • Added ReShade integration for graphics post-processing. Enable in client settings. • Added a missing binary for playing on 640x480 resolution • Added support for Bink videos • Implemented engine patches that • Improve Harvester behaviour (credit: Rampastring) • Make sidebar build icon order permanent (credit: Rampastring) • Prevent weapon burst exploit (credit: AlexB) • Enables Mechanics (infantry that can repair vehicles) (credit: Rampastring) • Enables buildings to generate money (e.g. oil derricks) (credit: Rampastring) • Increases tile set limit (credit: E1 Elite) • Fixed a crash when a building switches rapidly between normal and damaged states • Fixed a crash when infantry are hit by a null warhead • Updated Move to Cell Script Action to support TS map sizes • Updated CnC-DDraw to version 4.4.3.0. Comes with an external program for configuring settings (optional). AUDIO & VISUALS • New graphics for: • Several infantry units • Several GloboTech buildings • TI-era GDI War Factory • TD-era GDI War Factory • TD-era Nod Airstrip • TD-era Service Depot • Banshee • Wraith • Deployed Phalanx • Crater smudges • Some misc. animations • New high-quality cutscenes (optional download) • New loading screens • New and revised multiplayer color options • New voiceovers for Ranger, Firebrand Buggy, Intruder Cycle, Spider Drone, Cyborg Reaper, and Trapper Cycle • New music tracks: • Dark Machinations • Grim Carnival • Repentance • Sanctuary • Remastered several of the classic tracks • Added the missing upscaled version of the burning infantry (flameguy) animation • Added build icons for some units and buildings that were missing them • Added a timer to display the duration of an Ion Storm in skirmish/multiplayer • Added a sound for GDI EMP impact animation • Added a sound for Nod Quake wave & impact animations • Added trailer smoke to fire animations • Decreased the frequency of EVA warning of an approaching Ion Storm • Fixed maps that had default bright lighting during Ion Storm • Fixed some missing animation entries • Fixed Tiberium radar colors • Fixed a color palette issue with Tiberium Blossom Trees • Fixed some bullet impact animations glowing in dark • Fixed Incinerator firing offset • Fixed a small oversight with Exo-Suit animations • Fixed Tiberian raptor attack sequence and impact timing • Fixed incorrect color indexes on multiple infantry graphics • Fixed a missing Scatterpack selection voice clip • Fixed Eclipse secondary cannon firing offset • Fixed AA Tower firing offsets • Fixed an issue where the Hornet did not fire both lasers at the same time • Fixed an oversight where the loaded and unloaded Crate Truck graphics were reversed • Fixed an oversight in voxel normal color lookup tables, allowing for smoother color transition • Fixed an issue where certain vehicles would sometimes blow up without a visible explosion • Fixed an oversight where GDI Billboard & Broadcast Tower props had no explosion animations • Fixed an issue where the Nod Construction Yard production anim was invisible • Fixed a typo that prevented Core Reactor sell sound from playing • Fixed an issue where Nod Laser Turret and GloboTech turrets obscured the repair wrench icon • Fixed an oversight where the Firestorm Generator animations would freeze when on low power • Fixed an oversight where several buildings' lights would remain on in low power conditions • Fixed an issue with corpse smudges not appearing in-game • Fixed a visual oversight with one of the arctic theater's "grey" terrain tiles • Fixed an oversight where craters could appear on pavement • Fixed score screen displaying wrong year • Updated Cyborg Reaper graphics • Updated graphics for TD-era Tiberium Silo • Updated graphics for one city office building (CITY86) • All railguns are now uniformly colored yellow • Laser-based weapons now use purple lasers when elite • Green plasma weapons now leave similarly colored residual flames • Tweaked projectile smoke trailer effects • Hospitals now use a small icon to indicate when occupied by infantry • Lamps on voxel models now glow in the dark • Restored a missing debris explosion animation • Various new sound & visual effects MAPS • Generic • New tech structure: Tech Oil Rig. Generates money when captured (500 credits per minute on default speed). • Restored arctic (snow) theater • Fixed any overlapping buildings • Fixed some missing script values • Compressed and optimized all maps • Removed redundant Tech Power Reactor; replaced with GloboTech Generators in maps • Singleplayer and Co-Op Missions • GDI Mission 1 (Desperate Measures): Fixed an oversight that prevented the selling of GDI Tiberium Silo • GDI Mission 2 (Friend In Need): Added a new loss cutscene. • GDI Mission 3B removed. Mission 3A now proceeds to mission 4. • GDI Mission 4 (Reincarnation): Added a new intro cutscene. • GDI Mission 6 (Clean Slate): • Removed the bugged tunnel near the start of the mission • Widened the entrance to the Nod base and rearranged their defenses to avoid AI units getting stuck • GDI Mission 8 (Paradox Device): • No longer part of the main campaign, available as a standalone mission. • All subsequent mission numbers have been decreased by 1 to accomodate the change • GDI Mission 9 (Flight): • Updated the mission briefing • Updated the GDI airbase • Fixed an issue where spawned Visceroids were untargetable • Fixed an oversight where the initial GDI forces could not target the Nod cyborg guards • Fixed an oversight where the Nod cyborg guards would not engage GDI units • Fixed an issue where the Orca Fighter would fly off after the introduction of the Orca Bomber • The downed GDI Manta no longer automatically engages enemy units • Removed the GDI outpost around the downed Manta aircraft • Removed the tunnel Fiend trap • GDI Mission 14 (Rage): • The player now starts with a little credits • Made a few tweaks to the Nod outposts • Made a few tweaks to improve harvester pathfinding • Added a medic to the initial GDI task force • Removed Fiends that were attacking Nod forces near the GDI landing zone • GDI Mission 15 (Walk): • Decreased threat avoidance of GDI Harvesters, improving pathfinding in the harbor base • Replaced Rangers with Exo-Suits • Added new Tiberian life forms • Some misc. tweaks • Nod Mission 1 (The Messiah Returns): Added a new victory cutscene • Nod Mission 2 (Burn, Baby, Burn): Added a new sidebar cutscene • Nod Mission 16 (Eagles Fall): • Revised and re-enabled in the campaign • Fixed severe lag caused by a faulty GDI AI reinforcement team • Restored the cut GDI island base and Firestorm defenses • GDI AI is now more aggressive and will rebuild most lost buildings in the fortress • The GloboTech outpost is now able to produce units, no longer relying on scripted reinforcements • Enabled Nod allies to build Quake Generators • Twisted Dawn Nod Mission 5 (Warthog Hunt): Fixed a minor trigger oversight • Nod Covert Operation 4 (Reaper Raid): • The AI no longer trains Marauders nor Siege Troopers • Replaced some of the enemy guard Siege Troopers with Grenadiers • Added some enemy guards to the second outpost • Operation Friendly Fire: • Fixed invisible A-10 bombs • Added Tiberium spawners • Replaced Nod Vipers with Firebrand Buggies in early Nod missions • Fixed missions not correctly transitioning to the next mission • Applied some misc. bugfixes and minor tweaks throughout the campaigns • Multiplayer Maps • New multiplayer maps: • [2] Delta Crossing • [2] Highland Hollow • [2] Puddle of Trouble • [2] Sapphire Coast • [2] Serpentine • [5] Pit of Despair (a previously cut map, now restored and updated) • Added the following maps to competitive map pool: • Stepladder • Vinifera Valley • Vorna Valley • Added Westwood Studios as co-author on maps that are based on original maps from Tiberian Sun and Red Alert 2 • Fan-made maps can now be played in all game modes. However, they are excluded from Survival and Co-Op by default. • Increased ambient lighting in dark maps, especially near player spawn points • [2] The Abyss: Replaced the abandoned TI-era outposts with TD-era ones • [2] Angel Bay: Replaced the Tech Artillery with Tech Oil Rigs • [2] Badlands Duel: • Replaced the GloboTech outposts with Forsaken outposts • Added more build space • Tech Gun Turrets are now disabled • [2] Death from Above: Replaced the ruined GDI airbase with capturable Tech structures • [2] Forsaken Canyon: • Fixed lighting during ion storm • Decreased the amount of red Tiberium • [2] Peninsula Oilfields: Replaced oil pump props with capturable Tech Oil Rigs • [2] Puddle of Trouble • [2] Remnants: Fixed a missing Tiberium spawner • [2] Siege Rush: Tweaked the middle area and replaced the GloboTech Airstrip with two Tech Expansion Outposts • [2] Tournament City: Replaced the GloboTech Warehouse and Airstrip with Tech Oil Rigs • [2] Vinifera Valley: Added a few Tech Oil Rigs • [2] Vorna Valley: • Fixed a bugged low bridge • Fixed some tile issues • Tech Gun Turrets are no longer initially hostile • [3] Canyon Fodder: Improved pathfinding • [3] Final Haven: • Replaced oil pump props with capturable Tech Oil Rigs • Removed the Armory and replaced it with a Hospital; replaced the existing Hospital with an Expansion Outpost • [3] Surrounded: Converted from temperate to taiga theater • [4] Black Swamp: • Converted from temperate to taiga theater • Increased build space • Decreased the amount of floaters • [4] Catastrophe Park: Replaced GloboTech Warehouses with Tech Hospitals • [4] County Swing: Replaced oil pump props with capturable Tech Oil Rigs • [4] Fortification: Replaced some of the Tech Expansion Outposts with Tech Oil Rigs • [4] Fragments of Sorrow: Replaced oil pump props with capturable Tech Oil Rigs • [4] Heartless: Replaced oil pump props with capturable Tech Oil Rigs • [4] Humidity: • Renamed to "Heatstroke" • Replaced Tech Expansion Outposts with Tech Oil Rigs • Added small Tiberium spawners • [4] Ivaris Central: • Added more Tiberium and Tiberium spawners • Improved lighting • Added a path through the nortwest corner • Fixed an oversight where some of the civilian buildings were allied to players • Other minor tweaks • [4] The Knoll: Replaced the GloboTech Airstrip with two Helipads • [4] The Menacing Sea: Replaced Tech Armory and Hospital with Factory and Hovel, respectively • [4] Noobzone Campage: Replaced the Tech Armory with a Tech Command Bunker • [4] Omega City: Replaced the GloboTech Radar Facilities with Tech Expansion Outposts • [4] Outer Reaches: Modified the city in to include some tech buildings • [4] Sunset Vista: • Added a second route to the middle outpost • Fixed an issue where vehicles couldn't enter the bridge to the central outpost • Replaced the GloboTech Barracks and Airstrip with Hospital and Radar Facility, respectively • [4] Tournament Arena - Desert: Replaced oil pump props with capturable Tech Oil Rigs • [4] Tournament Arena - Flooded: • Added a few Tech Oil Rigs • Added two bridges to ease congestion • Fixed an error where ground units could move on certain water cells • [4] Tournament Arena - Infested: • Fixed an exploit where players could capture the Tech Artilleries • Replaced oil pump props with capturable Tech Oil Rigs • [4] Tournament Arena - Meteors: Fixed an oversight where neutral Tech Turrets could turn hostile • [4] Tournament Arena - Urban: • Replaced oil pump props with capturable Tech Oil Rigs • Replaced the GloboTech Assembly Line with a Tech Armory • [4] Tournament Platform: Added a few Tech Oil Rigs • [4] Twinside: • Converted from temperate to taiga theater • Replaced the Tech Artillery with a Forsaken outpost • Some other minor tweaks • [5] Pandemonium: • Replaced the GloboTech Warehouse with a Tech Oil Rig • Removed obsolete units • [5] Russet River: • Removed the bottom-right red Tiberium field. It was intended to balance the east side but was too easily accessible from both sides. • Added another blue Tiberium spawner between the east players to compensate for the removal of the red Tiberium field. • Replaced the blue Tiberium field on the west side with green Tiberium. • Removed the roadblocks. • [6] Epsilon City: • Cleared more space around starting points • Added more Tiberium spawners • Restored street lights to the city • [6] Heart of Darkness: • Replaced most pre-destroyed bridges with intact ones • Increased lighting around player spawn points • Some other minor changes • [6] Pig of Bays: • Increased build space in and around the expansion outposts • Replaced oil pump props with capturable Tech Oil Rigs • Removed GloboTech Airstrips • [6] The Triple 'S': Replaced the Tech SAM Turret with a Tech Command Bunker • [6] Zone 59: • Replaced oil pump props with capturable Tech Oil Rigs • Replaced the Tech Artillery and GloboTech Radars with Tech SAM Sites • [7] Canal of Desolation: Replaced oil pump props with capturable Tech Oil Rigs • [8] Loyalty: Replaced the GloboTech base with a Nod settlement • [Survival] [6] The Dawning of Doom: Removed a tiny bit of Tiberium that was accidentally left over MAP EDITOR • New utility: MapTool -- Use it to process maps with preset profiles. Available from the Tools menu • Added a tool for calculating ambient light change values. Available from the Tools menu • New terrain tiles • New Marble Madness (framework mode) tiles • New tree types • New smudge types • New civilian buildings, props, and vehicles • New Tiberian creatures • New Tiberium spawners with smaller spread area • New map trigger action that allows promoting objects to elite rank • New tool script that fixes some default House parameters • Added a compatibility fix that improves performance on modern systems • Added a visual indicator for the dummy, impassable overlay • Added a visual indicator for the dummy Veinhole overlay • New hotkeys: • [CTRL]+[A] = Toggle LAT • [CTRL]+[B] = Toggle building outline • [CTRL]+[H] = Open Houses editor • [CTRL]+[N] = New map • [CTRL]+[S] = Save • [CTRL]+[T] = Open Trigger editor • [CTRL]+[W] = Open Waypoint finder • [CTRL]+[ALT]+[S] = Save as... • [CTRL]+[SHIFT]+[C] = Copy whole map • [CTRL]+[SHIFT]+[V] = Paste centered • Fixed an oversight that prevented Map Renderer from working correctly • Fixed some incorrect trigger event and action descriptions and configurations • Fixed Nod Service Depot from appearing invisible • Fixed an oversight where a few buildings were missing from the correct building subcategories in the Map Editor • Updated map renderer • Added LAT support for crystal, mold, and swamp tilesets • Fixed Tiberium Monolith placement in map renders • Fixed issues with invalid window location • Now resets window location if it goes beyond screen resolution for single displays • Cloaked objects now appear semi-transparent • Buildings now appear damaged if their health is low enough • Enabled alpha images for terrain objects (street lights, some Tiberian flora) • Improved start location marker drawing • Added a star shape option for start location markers • Added batch rendering • Adjusted UI • Updated batch processing • Improved IsoMapPack5 compression • Disabled FrameDecider override • Re-enabled the use of gui_settings.xml for UI settings • Restored special multiplayer options dialog • Restored missing "Add to map" (celltag) button to the Trigger Editor dialog • Converted street sign buildings (CIVB08-12) to terrain objects (STSIGN01-05) • Converted rock buildings (ROCK001-003) to overlay (the buildings are kept for backwards compatibility) • Houses are now set to act like GDI by default, to avoid crashes when the parameter points to a House not defined in Rules.ini • No longer creates redundant AITriggerTypesEnable lists • Maps can now use two types of bonus crates instead of just one • Removed an empty toolbar from the UI • Removed redundant terrain tilesets CLIENT • Added Discord integration - players may now choose to display in-game statistics on their Discord profiles • Added an option to select individual missions from the campaign menu • Added an option to pick a random map in multiplayer and skirmish lobbies • Added an option to delete a saved game • Added an option to force client update • Added an option to change tunnel after hosting a game • Added ping level indicator icons & tooltips • Added helpful new icons to map previews • Added new tooltips • Fixed an error where the client would crash on older systems due to incompatible audio file • Fixed in-game movies component showing as unavailable • Fixed blurry and/or outdated map preview images • Fixed a bug where the multiplayer chat would be filled with status messages when the host changes the map • Fixed lack of spaces in mission selection menu • Updated UI • Updated Discord link in the CnCNet lobby • Improved UNIX-compatibility • Now remembers selected skirmish game options • Navigation bar can now be accessed while in LAN • Settings are now accessible via top navigation bar • Removed redundant year label from main menu backgrounds MISC • Fixed a bad audio file which could cause the game to lag or crash • Commented out obsolete flags from Rules.ini • Moved Map Renderer to the Map Editor directory (still accessible via the Editor's Tools menu) • Updated readme file • Updated credits =========================== 0.8.0.7 =========================== • Fixed some renderer settings • Updated client binaries =========================== 0.8.0.6 =========================== • Fixed an issue in GDI Mission 1 where one of the scripts would not work due to the GT representative panicking • Fixed an oversight in Twisted Dawn (TD) Nod Mission 4 that caused the player to lose the mission at the beginning • Minor changes to some in-game text lines =========================== 0.8.0.5 =========================== • Added a new renderer option: CnC-DDraw • Fixed a hack that caused the game to crash on certain conditions, including: • in GDI Mission 5 when the primary objective was completed (i.e. when enough credits were accumulated) • in Nod Mission 11 when the GDI EMP Cannon was discovered • Fixed an oversight in a few missions where Nod Scorpion Tanks were carrying other vehicles or too many infantry • Fixed a bug in TD GDI Mission 1 where the Nod base wouldn't train any militants • Fixed an oversight that prevented TD GDI Mission 2 from progressing to mission 3 • Fixed an oversight in TD GDI Mission 2 where the front gate Nod turrets were turned off • Fixed an oversight that caused TD Nod Mission 4 to crash on load • Fixed an oversight that prevented TD Nod Mission 4B from progressing to mission 4C • Fixed an oversight that prevented GDI Mission 6 from progressing to mission 7 • Fixed certain trigger events in a few mission maps that could potentially cause crashes • Switched default renderer from DDrawCompat to TS-DDraw for Windows Vista to Windows 10 • Made a few tweaks to Nod Mission 11 to improve pathfinding • Removed a broken flag that prevented certain soundtracks from appearing in the track list • Renamed GloboTech Gunship Transport to Stork Transport to avoid confusion, as the unit is by default unarmed =========================== 0.8.0.0 =========================== UI • New default key for chatting to everyone: [Y] • New default key for chatting to allies: [U] • New default key for granting control of your units to a different player: [Ctrl]+[G] • New default hotkey for placing a structure: [Z] • New default hotkey for repeating last structure: [Ctrl]+[Z] • Fixed overlapping pips on unit selection boxes CLIENT • Added names and descriptions to challenge missions on the mission selection menu • Reorganized the mission selection menu • Fixed an oversight that prevented use of "Smaller vehicle graphics" option • Fixed an issue where the client would crash due to a missing "Allow Ingame Allying" option tooltip • Restored the Alt-Undeploy option: When enabled, holt the [Alt] key and left-click to move a deployed unit • The user list is now cleared on disconnection • Multiple instances are now supported (command line parameter -MULTIPLEINSTANCE) • Map selection is no longer cleared when right-clicking on the map list • Host can now change the tunnel server without having to rehost (chat command /CHANGETUNNEL) • Chat input history is now stored and can be viewed using up and down arrow keys on the chat input box • Prevented typing into the chat box while the Chat Box Command Help window is open • Cheater message no longer appears unintentionally in various client windows • Fixed post-match statistics • Online chat box no longer overlaps with the input box • Custom maps with no [PreviewPack] no longer crash the client • Stacked player starting locations now work properly • Faster & more responsive UI GAMEPLAY & BALANCE • Additions: • New Tier 1 Forsaken unit: Tauros • New Tier 2 Forsaken unit: Mistfire Howitzer • New Tier 3 Forsaken unit: Atlas • New Tier 2 GloboTech unit: Gun Drone • New GloboTech building: Tiberium Refinery • New GloboTech building: Tiberium Silos • New Tier 1 Twisted Dawn GDI unit: Recovery Vehicle • New Tier 1 Twisted Dawn Nod unit: Recovery Vehicle • New Tier 3 Twisted Dawn Nod unit: Chem Warrior • Restored buildable pavement • Players can now train tamed Tiberian life forms by capturing a Forsaken Hovel • Separate MCVs and Construction Yards (graphics pending) • Separate Commando units in Twisted Dawn • Mobile Sensor Arrays are now enabled in Meat Grinder mode, but with no weapon and lower cost (750 credits) • Added over 40 new civilian infantry units • Added some other misc. units. • Fixes: • Selecting a waypoint while not in the waypoint mode no longer toggles a charged Firestorm superweapon • GDI Behemoth now uses the correct warhead when elite • Fixed odd behaviour with Infector web • Cyborg Reaper is no longer unbuildable in Unholy Alliance and Ultimate Insurrection game modes • GloboTech Sentinels can no longer be produced from GloboTech factories in Meat Grinder mode • Improved the reliability of anti-ground missiles • Added a patch that fixes a bug with the multi-factory bonus logic • Production rate now increases linearly relative to the amount of factories • The patch also allows for adjusting the bonus relative to factory cost, but this feature is currently disabled • Added a patch that fixes a bug with sensors revealing friendly cloaked objects • Defeated players no longer have the map revealed to them in PvP matches • Players can no longer rank up units by destroying unarmed civilian targets • Decreased the range of all melee attacks so they can no longer hit over walls • All aircraft with finite ammo now automatically dock on any free Helipads, Airstrips or Wraith Supply Facilities. All aircraft could already dock on any pad when manually ordered. Fully functional, aircraft-specific pads are not possible, unfortunatelly • Jumpjet climb rate decreased from 10 to 8 and WobblesPerSecond increased from .1 to .3 to prevent stutter in midair • Fixed an oversight where the Twisted Dawn GDI Commando had its elite weapon as a regular, secondary weapon • GDI Mammoth Tank no longer attacks empty ground, terrain and overlay objects with missiles when force-fired • Nod Cleavers no longer damage themselves or friendly Cleavers when attacking inorganic targets • Infantry no longer spawn at the left corner/behind the Nod Hall of Faith; Removed the door animation due to it limiting the infantry exit point (hardcoded) • Fixed an oversight where the Nod Light Tank, Scorpion Tank, and GloboTech Vanguard Tank had their range downgraded when promoted to elite • Friendly Mantises and Wyverns no longer damage each other when attacking • Changes: • Generic • Increased the delay between online multiplayer autosaves from 2 to 4 minutes (on 60 FPS) • GloboTech Armory or Forsaken Command Bunker are no longer required to build their tech units • Removed Arboreum (Purple Tiberium) and all related objects • Replaced all instances of Arboreum with Cruentum (Red Tiberium) • Replaced purple Tiberian Fiends with red Fiends • Infantry-type units now heal on Tiberium as fast as vehicle-type units do • Flamethrowers' spread decreased • Increased damage dealt by meteor debris • Weapon effectiveness against light armor revised: • Rifles: decreased by 30% • Grenades: decreased by 12% • Anti-infantry lasers: decreased by 20-30% • Flamethrowers: decreased by 30–40% • Fire: decreased by 19% • Tiberium Refineries now cost 2000 for all sides, strength slightly increased • Rebalanced energy production & consumption mechanics: • GDI buildings + Power Plant power output increased from 100 to 150 - Vulcan Tower power requirement increased from 10 to 15 - Vulcan Tower power requirement increased from 10 to 15 - RPG Tower power requirement increased from 15 to 20 - RPG Tower power requirement increased from 15 to 20 - Gatling Tower power requirement increased from 15 to 30 - Gatling Tower Upgrade power requirement increased from 25 to 40 - EMP Cannon power requirement increased from 100 to 150 - War Factory power requirement increased from 15 to 25 - Communications Center power requirement increased from 20 to 50 - Helipad power requirement increased from 5 to 10 - Firestorm Generator power requirement increased from 100 to 200 - Orbital Uplink power requirement increased from 100 to 150 • Nod buildings + Tiberium Reactor power output increased from 70 to 100 + Core Reactor power output increased from 200 to 250 - Laser Turret power requirement increased from 10 to 15 - SAM Bunker power requirement increased from 25 to 40 - Obelisk of Light power requirement increased from 50 to 75 - Quake Generator power requirement increased from 50 to 100 - War Factory power requirement increased from 15 to 25 - Radar Facility power requirement increased from 20 to 50 - Helipad power requirement increased from 5 to 10 - Wraith Supply Facility power requirement increased from 35 to 40 - Stealth Generator power requirement increased from 175 to 200 - Temple of power requirement increased from 100 to 150 • Increased Harvester ThreatAvoidanceCoefficient from .1 to .65 • Decreased MCV sight range from 10 to 6, increased Construction Yard sight from 6 to 10 to compensate • Changed several building prerequisites for a more streamlined and intuitive tech tree: • Barracks can be built directly from a Construction Yard • Passive defenses (walls & gates) no longer require a power plant, only barracks • Active defenses require barracks as well as a power plant • Vehicle factories no longer require barracks, only refinery • Radars no longer require barracks, only refinery • Technology Centers no longer require a vehicle factory, only radar • Construction Yard now produces a small amount of power (10 units) in order to power up a single barracks (when built prior to a power plant) • Most transports no longer require a faction-specific barracks to be built • All repair vehicles now heal themselves • Decreased the range of certain weapons with arcing projectiles to compensate for the hardcoded range increase (actual range is ~1.25 times higher): • GDI Grenadier: - Range decreased from 6 to 5 - Elite range decreased from 7 to 6 • GDI Siege Trooper: + MinimumRange decreased from 4 to 3 + Elite MinimumRange decreased from 5 to 3 - Range decreased from 12.5 to 10.5 - Elite range decreased from 14 to 12 • Nod Hammerhead: - Range decreased from 12 to 10 - Elite Range decreased from 14 to 12 • GloboTech Exo-Suit: - Range decreased from 9 to 7 - Elite range decreased from 12 to 9 • Forsaken Skirmisher's range decreased from 7 to 5.5 • Forsaken Trapper Bike: - Range from decreased 7 to 6 - Elite range decreased from 9 to 8 • Gatling & vulcan ricochets now deal less damage to armor • Gatling & vulcan ricochets are now slightly less accurate against small buildings • Nod Apaches, Hornets, and GloboTech Gunships now continue to attack enemies within their GuardRange after finishing off their target, instead of just returning to the base • Changed which units and buildings should reveal adjacent cloaked objects: + Added to: • Nod Laser Turret, Flame Turret, Obelisk • GloboTech Sentry Turret • Civilian Sentry Gun • On veteran rank: • GDI Mobile Sensor Array • Nod Stinger • On elite rank: • GDI Humvee, Kazuar, Skimmer • Nod Buggy, Bike, Viper, Web Spider • GloboTech Humvee, Vanguard Tank, Sentinel • Forsaken Trapper and Drifter - Removed from: • GDI Goliath, Scatterpack, Buckshot MLRS, EMP Cannon • Nod Eclipse, Hammerhead, Tremor, Quake Generator, Stealth Generator, Temple of Nod • Bullet crate explosions are now much more dangerous to unarmored infantry • Fuel barrels now explode more violently • Scrap metal debris no longer sets trees on fire • Small and tiny fires no longer do any damage (was a problem with Sparky-type weapons) • Renamed the EMP/Quake Generator support weapon name from "Emitter" to "Energy Pulse" (hardcoded to be shared by both) • Decreased the amount of infantry spawned by Forsaken Ambush from 6 to 5 • Firestorm damage drain rate multiplier decreased from 4.555 to 1 • Made some changes to default Ion Storm settings: + Warning duration increased from 31 to 46 + Storm duration increased from 120 to 300 - Lightning bolt damage decreased from 250 to 200 • Changes to warhead: + Effectiveness against no armor increased by 55% + Effectiveness against light armor increased by 10% - Effectiveness against heavy armor decreased by 5% - Effectiveness against prone infantry decreased by 18% • Revised crate powerups + Added an animation for spawning toxic gas clouds + Added an animation for spawning Tiberium + Replaced the cluster missile powerup with a stronger and more reliable cruise missile powerup • Removed the game option "Berzerk Cyborgs" • Removed the game option "No Dawn" • GDI • Decreased EMP Cannon recharge time from 9 to 8 minutes • Ranger: - Strength decreased from 85 to 80 - Effectiveness against heavy armor decreased by 20% - Effectiveness against prone infantry decreased by 20% • Grenadier: + Strength increased from 90 to 100 + ROF decreased from 80 to 60 + Elite ROF decreased from 70 to 50 + Spread increased from 4 to 12 + Effectiveness against prone infantry increased from 35% to 70% + Effectiveness against no armor increased from 60% to 80% + Effectiveness against light armor increased from 80% to 90% ± Now explodes when killed - Damage decreased from 45 to 40 - Damage decreased from 55 to 50 - Range decreased from 5 to 4.5 - Elite Range decreased from 6 to 5.5 - Effectiveness against heavy armor decreased from 65% to 50% - Effectiveness against concrete armor decreased from 30% to 20% - No longer sets trees or buildings on fire • Snipers now have slightly delayed firing (like Siege Troopers) • Marauder: - Effectiveness against light armor decreased by 70% - No longer immune to Tiberium • Siege Trooper: + Moved down the tech tree to Tier 2 (Radar) + Strength increased from 100 to 170 + Cost decreased from 800 to 600 + Sight increased from 6 to 7 + Required tech level decreased from 7 to 6 + Base damage increased from 75 to 100 + Base ROF decreased from 110 to 90 + Base effectiveness against no armor increased from 70% to 100% + Base effectiveness against light armor increased from 45% to 80% + Base effectiveness against heavy armor increased from 20% to 50% + Base minimum range decreased from 6 to 4 + Elite damage increased from 95 to 100 + Elite ROF decreased from 100 to 90 + Elite fires more accurate shells + Elite effectiveness against light armor increased from 60% to 80% + Elite effectiveness against heavy armor increased from 30% to 50% + Elite minimum range decreased from 6 to 4 - Base range decreased from 18 to 12.5 - Base spread decreased from 256 to 32 - Base effectiveness against prone infantry decreased from 75% to 50% - Elite range decreased from 20 to 14 - Elite spread decreased from 256 to 46 - Elite effectiveness against prone infantry decreased from 80% to 75% • Dragonfly renamed to "Skimmer" • Kazuar effectiveness against light armor decreased by 20% • Wasp APC damage (stun time) decreased from 95 to 88 so the stun animations are less likely to overlap • Scatterpack: + Effectiveness against wood, light and heavy armor increased by 67%, 34%, and 20%, respectively (to compensate for decreased damage from bullet spread) + Effectiveness against airborne jumpjet infantry increased by 20% - AA damage decreased from 20 to 15 • Repair Tank now has a rotateable arm • MLRS Walker: + Renamed "Buckshot MLRS" + New voiceover + Projectile range increased from 10 to 15 so the missiles no longer explode prematurely + Weapon overhauled + Cluster count increased from 10/20 to 16/24 (normal/elite) + Effectiveness against none, wood, and heavy armor increased by 10%, 25%, and 25%, respectively - Effectiveness against prone infantry decreased by 10% - Warhead spread decreased from 64 to 28 - Accuracy decreased by 14-24% - No longer part of the regular GDI roster, available as a bonus/secret tech unit (replaces the Devastator) - Cost increased from 1000 to 1600 - Required tech level increased from 6 to 7 - Requires GDI and Nod Technology Centers - Speed and ROT decreased from 4 to 3 • Railgun Platform renamed to "Phalanx Mobile Railgun" ± Armor changed from heavy to light • Mobile + Effectiveness against light armor increased by 20% + Effectiveness against heavy armor increased by 60% + Effectiveness against concrete armor increased by 10% + Effectiveness against prone infantry increased by 13% ± No longer deals ambient damage - Effectiveness against no armor decreased by 10% - Effectiveness against wood armor decreased by 60% - ROF increased from 80/70 to 120/90 (normal/elite) • Deployed + Strength increased from 250 to 300 + Range increased from 11 to 12 + Effectiveness against airborne jumpjet units increased by 48% + Effectiveness against heavy armor increased by 20% - Effectiveness against light armor decreased by 30% - Effectiveness against concrete armor decreased by 10% - ROF increased from 60 to 70 • Behemoth: + Damage increased by 25% + Effectiveness against no armor increased by 33% ± Shells now fly in a high arc - Effectiveness against prone infantry decreased from by 50% - Spread decreased from 256 to 32/40 (normal/elite) • Mammoth Walker: + SAM range increased from 11 to 14 to account for elite railgun range - ROF increased from 40 to 50 to compensate • ORCA Figher: + Damage increased from 20 to 30 + Range increased from 5 to 6 + Effectiveness against heavy armor increased by 50% - Effectiveness against light armor decreased by 50% - Ammo decreased from 5 to 2 • ORCA Bomber: + Warhead now leaves residual flames + Range increased from 3 to 6, allowing it to start dropping bombs sooner when approaching the target (the target now lies at the center of the carpet bombing) • ORCA Immobilizer renamed to "Manta" • Helipad + Cost decreased from 1000 to 750 - Strength decreased from 1000 to 750 • Vulcan Tower upgrade: - ROF increased from 26 to 40 to account for long firing sound + Burst increased from 4 to 6 to compensate • RPG Tower: + Damage increased from 60 to 90 + Increased projectile accuracy + When upgraded, fires both shots simultaneously - ROF increased from 80 to 120 (60 per shot) • Gatling Tower + Effectiveness against jumpjet infantry increased by 20% - Damage decreased from 20 to 15 • Gatling Tower Railgun Upgrade + Effectiveness against concrete armor increased by 20% + Effectiveness against airborne jumpjet units increased by 48% - Effectiveness against light armor decreased by 70% - TechLevel increased from 7 to 8 • Nod • Decreased Quake Generator recharge time from 9 to 8 minutes • Increased the amount of gas spawned by the Apocalypse Missile • Militant: + Damage increased from 5 to 6 + Elite Damage increased from 6 to 8 + Effectiveness against wood armor increased by 15% - Strength decreased from 85 to 80 - Effectiveness against heavy armor decreased by 15% - Effectiveness against prone infantry decreased by 20% • Incinerator: + Strength increased from 170 to 200 ± Increased collateral damage - Base range decreased from 5 to 4.25 - Decreased effectiveness against heavy and concrete armor by 5% • Infector: + Armor upgraded from none to light + Strength increased from 240 to 280 + Web launcher ROF decreased from 100 to 60 - Web launcher range decreased from 15 to 12 • Viper: + Speed increased from 13 to 14 - SpeedType changed walker-type (creep) to light-vehicle type (wheel) • Scorpion Tank: + Now able to carry 2 passengers, like GDI Kazuar + Strength increased from 300 to 330 - Flak cannon removed in favor of passenger slots - Speed decreased from 11 to 10 • Revised the Cleaver into a low-cost swarm unit: + Cost decreased from 700 to 300 + Speed increased from 9 to 10 + ROT increased from 8 to 10 + Effectiveness against prone infantry increased by 50% ± Armor changed from heavy to light - Strength decreased from 250 to 190 - Can no longer crush infantry - GuardRange decreased from 6 to 5 - Damage against infantry decreased from 150 to 100 - Damage against armor decreased from 60 to 45 - Damage spread reduced from 16 to 0 (still spreads a little, regardless) • Stinger: + Can now detect cloaked objects within medium range when deployed - Cost increased from 700 to 900 • Hammerhead: ± Weapon revised, now acts as a ranged anti-armor support unit + New weapon effects - Acceleration slightly decreased - Range decreased from ~12.5 to 10 • Tremor Artillery warhead spread decreased from 256 to 48/64 (normal/elite) • Web Spider: + Cost decreased from 600 to 500 + Now repairs itself when deployed + Can now move to shroud ± No longer explodes violently when destroyed • Cyborg Reaper: + Ground missile cluster retarget accuracy increased from 60% to 70% + Stray missiles no longer damage itself or other Reapers • Redeemer (mobile): + Added as a stolen tech unit (capture a GDI Tech Center to build it) + Strength increased from 450 to 500 - Cost increased from 1450 to 1500 • Redeemer (deployed): + Added the ability to repair itself + Laser damage increased from 100 to 150 + Retains the conventional autocannon as a secondary weapon when deployed: + Cannon Damage increases from 80 to 100 when deployed + Cannon ROF decreases from 90 to 60 when deployed ± Tweaked the laser warhead so it's more effective vs infantry, but weak vs heavy armor (this role has been given to the AP cannon) - Cost increased from 1450 to 1500 • Replaced the Shadow Tank elite cluster missiles with conventional ones to avoid hardcoded slow speed • Hornet: + Speed increased from 14 to 18 + Damage increased from 30 to 40 + Elite ROF decreased 20 to 10 - Elite Damage decreased from 75 to 60 - Cost doubled from 500 to 1000 • Banshee + Gains cloak when elite • Wraith + Gains cloak when veteran (was elite) + Increased range from 4 to 6 + Has a chance to drop toxic gas canisters upon crashing, as it did in previous builds • Tiberium Reactor cost increased from 400 to 600 • Radar Facility sensor range decreased from 25 to 16 • Helipad: + Cost decreased from 1000 to 750 + Strength increased from 600 to 750 - Sight decreased from 8 to 5 • Seismic Emitter: ± Renamed to "Quake Generator" + Effectiveness against light armor increased from 5% to 15% + Impact rocks can no longer be crushed, but are still destroyable - [AI only] Effectiveness against wood armor (buildings) decreased from 25% to 5% • Wraith Supply Facility now stores a small amount of Tiberium as originally intended • SAM Bunker: + Effectiveness against light armor increased by 20% - Effectiveness against heavy armor decreased by 20% - Effectiveness against concrete armor decreased by 10% - Effectiveness against jumpjet infantry decreased by 20% • GloboTech • Peacekeeper: + Strength increased from 80 to 100 - Sight decreased from 7 to 6 - Cost increased from 100 to 150 • Engineer: + Sight increased from 4 to 5 - Cost increased from 300 to 600 • Medic: + New, ranged healing ray + Re-enabled for GDI to train (requires a GT Barracks) + Strength increased from 70 to 190 + Range increased from 2.83 to 6 + Can no longer be crushed + Immune to web - ROF decreased from 80 to 60 - Cost increased from 600 to 900 - Speed decreased from 6 to 5 - Healing decreased from 50 to 40 • Armadillo APC: + Damage increased from 35 to 40 + ROF decreased from 110 to 100 - Cost increased from 900 to 1000 • Super Goliath: + Effectiveness against prone infantry increased by 13% + Effectiveness against heavy armor increased by 60% + Effectiveness against concrete armor increased by 10% - Effectiveness against no armor decreased by 10% - Effectiveness against wood armor decreased by 60% - Effectiveness against light armor decreased by 20% • Disruptor: ± Sonic waves now cause Tiberium to shatter - Effectiveness against wood armor decreased by 50% • Gunship: ± Changed into an unarmed transport ± Previous role replaced by the Gun Drone • Sonic Fighter: + Speed increased from 30 to 40 + Sight increased from 6 to 9 + Damage increased from 50 to 80 per bomb + Range increased from 7 to 9 + EMP AoE increased by 1 - Strength decreased from 350 to 250 - Cost increased from 1750 to 2000 - ROT decreased from 4 to 3 - Slowdown distance increased from 1000 to 1500 - Missiles replaced with conventional unguided bombs, gains EMP effect when elite • All GloboTech factories now require power to operate • Forsaken • Increased Forsaken Ambush recharge time from 6 to 8 minutes • Moved the Warrior & Defender's ability to cloak from veteran to elite rank • Renamed Forsaken Barracks into Forsaken Hovel: • Martyr: + Build limit removed + Cost decreased from 300 to 250 - No longer explodes when killed, only when attacking • Wyverns: + Now have a ranged acid attack ± Faster attack rate with equally reduced damage - Moved to tier 2 • Leviathan: ± Renamed to Mastodon - Speed decreased from 6 to 5 - ROT decreased from 5 to 4 • Sentry Nests are no longer normally capturable • Civilian / Neutral • Tech Artillery: ± Damage is now more concentrated - Warhead no longer spawns fire • Increased Mantis attack rate and equally reduced damage • Changed Sabreworm armor from none to light • Visceroids are no longer drastically slowed down by veins • Scarab: + Strength increased from 350 to 500 + Cost (think of it as veterancy points) increased from 600 to 800 • Increased generic civilian strength from 15 to 25 • Sentry Gun: - Now consumes a slight amount of power - Weapon damage decreased from 40 to 25 • SAM Launcher: + ROF decreased from 40 to 30 - Now consumes a slight amount of power - Burst decreased from 2 to 1 • Changed the Lightning Rod to a low-range sensor post: + Cost reduced from 1000 to 200 + Sight increased from 2 to 8 + Sensor range set to 7 ± SpecialThreatValue set to 1 ± Armor changed from concrete to wood - LightningRod disabled - Weapon removed - Now consumes a slight amount of power • Twisted Dawn • Commandos are no longer immune to Tiberium • MCV cost decreased from 5000 to 2500 • GDI Humvee: + Can now carry 2 passengers - Cost increased from 400 to 500 • GDI MLRS: + Strength increased from 150 to 190 - Cost increased from 800 to 1000 • GDI Advanced Guard Tower: + Damage increased from 60 to 80 + Range increased from 10 to 12 ± Warhead verses slightly modified - ROF increased from 30 to 40 - Now has a minimum range of 2 - Moved to Tier 3 • Nod Stealth Tank sight range increased from 7 to 8 • Nod Apaches now have infinite ammo • Nod Gun Turret: + Damage increased from 46 to 62 - ROF increased from 45 to 60 - Requires power to operate • Nod Raven: + Increased range from 5 to 6 VISUALS & SOUND EFFECTS • Additions: • New voiceover for GDI Ranger • New voiceover for GDI Siege Trooper • New voiceover for GDI Buckshot MLRS • New voiceover for GDI ORCA Fighter • New voiceover for Nod Incinerator • New voiceover for Nod Machinist • New voiceover for Nod Cyborg Disciple • New voiceover for Nod Cyborg Templar • New voiceover for Nod Cyborg Paladin • New voiceover for Nod Eclipse Tank • New voiceover for Nod Inferno Tank • New voiceover for Nod Banshee • New voiceover for Nod Wraith • New voiceover for Forsaken Martyr • New voiceover for Forsaken Mastodon • New voiceover for GloboTech Medic (placeholder) • New graphics for Nod Cyborg Disciple • New graphics for Nod Minefield • New graphics for GloboTech Medic • New graphics for Bridge Repair Hut • New death animation for Nod Cyborg Reaper • New firing sound effects for GloboTech Talos • New animation for GDI RPG Tower to indicate when the building is powered • New tree types • New civilian cargo truck graphics • New ion lightning impact animation • New icon for the GDI Firestorm Defense support power • New icon for Nod Cyborg Disciple • New icon for Nod Cyborg Templar • New icons for Forsaken buildings • New Twisted Dawn Commando icons • New Twisted Dawn Chem. Warrior icon • New Twisted Dawn Buggy icon • New Twisted Dawn Bike icon • Revised several infantry sprite graphics • Updated GDI Orbital Uplink Center graphics • Updated large billboard graphics • Updated pavement logos • Updated blossom tree graphics with additional variants • Updated building fire anims • Updated Forsaken Brawler & Drifter icons • Updated web animations • Updated Tiberium explosion animations • Updated the Fist of Nod bib • Improved graphics for Nod Ratel APC • Improved projectile graphics for Nod Hammerhead • Small fires now leave a bit of residual smoke • Elite flamethrowers now leave blue fire behind • Made a few tweaks to some civilian building art • Various other new sound effects and animations • Fixes: • Fixed missing explosions when some units were destroyed • Fixed incorrect Tiberium debris colours • Fixed GT Fusion Plant graphics to better fit on the foundation grid • Fixed some holes in the Construction Yard graphics • Restored a missing animation on the GDI Power Plant • Restored broken/missing GDI Tech Center animations • Fixed Mobile Sensor Array firing offset • Restored missing dish animation of the GDI Sensor Array • GDI Technology Center should no longer overlap with objects in front of it • Fixed GDI Vulcan, RPG, and Gatling Tower firing offsets • Fixed GDI Mammoth Tank firing offset • Nod Tremor Artillery barrel now correctly points south-east when deployed • Fixed the Nod Web Spider build icon • Synced the Nod Web Spider walking animation rate (WalkRate) with its movement speed • Fixed Nod Cyborg Reaper firing frames • Fixed an HVA issue with the downsized version of the UN Flak Tank • Fixed an oversight where two civilian cars shared the same graphics, leaving one VXL model unused • Restored missing graphics of the Civilian Sentry Gun • Ion Cannon blast animation rate increased from 300 to 550 to better sync with the beam • Changed the foundation of (rail)road barriers to 1x2 so units no longer clip through a closed barrier • Removed the bib from Nod Hall of Faith for overlapping with adjacent cells • Fixed dam art offset • Restored missing tunnel & cliff shadows • Restored missing GloboTech ambulance build icon • Restored missing Ion Storm ambient sounds (now with more reverb, making it more ominous and realistic) • Other changes: • Passenger pip colours are now based on infantry class [as in TS and RA2] • Changed building selection lines from white to green • Silo fill animations now glow in dark • Slightly modified GDI Command Humvee graphics to make it better stand out from other Humvees • Decreased campfire light range and intensity and made the light colour warmer • Changed the Nod Tiberium Reactor graphics to make the silo status better visible, more intuitive, and in line with other silo buildings • Slightly tweaked Nod Quake Generator graphics • Apocalypse Missile blast animation rate decreased from 900 to 600 • Increased the duration and visibility of some radar events so they're played less often (hence less annoying) • Made some slight changes to default spotlight behaviour • Disabled the deployed Nod Web Spider laser's ActiveAnim as it would still show when the Spider was turned off • Deployed Web Spider may now emit smoke when damaged • Removed Normalized from any normal building animations that still had it • Several explosions and other visual effects will now appear translucent on High Detail Level setting • This was originally disabled to increase performance, and it can still be toggled off by switching to a lower Detail Level in the Options menu SOUNDTRACK • Added 8 new tracks to the OST: • Bogeyman • Incandela's Theme • Lines in the Sand • Lullaby • Lunar Grin • No Mercy (Remix) • Pyrotek • To Shreds • Normalized the entire soundtrack • Reordered some of the soundtrack so that "classic" TI tracks (Vol 1-3) come first and "modern" (Vol 4-7) TI tracks come second • Restored the previously cut track Sandstorm AI • Additions: • AI now captures tech structures and produces tech units if able • AI now avoids dealing splash damage near friendly units • Re-enabled the AI to produce defensive teams: • Set minimum defensive team counts to 4, 2, and 2 (easy, medium and hard AI respectively) • Set maximum defensive team counts to 12, 10, and 8 • Implemented a hack that enables the AI to (re)build side-specific harvesters, refineries and MCVs • Implemented a hack that enables the AI to use EMP and Forsaken Ambush offensively • AI now builds and uses EMP Cannons and Quake Generators; however, they have infinite range and the effects are less potent • Fixes: • AI no longer spams AA defenses • AI should now respect unit tech prerequisites whenever possible • Other Changes: • AI no longer has infinite resources • Smaller task forces, thus increasing maneuverability and decreasing likelyhood of getting stuck • Smarter unit combinations • Faster team production & response time • Duplicate factories for increased production • Increased total team cap • Increased the urgency of replacing a lost Construction Yard • Delay to wait before dissolving an unfilled team increased from 500 to 1800 • Disabled DestroyWalls on all AI difficulty modes, the AI should no longer mindlessly attack neutral and/or enemy walls • Re-enabled the AI to consider Construction Yards as a potential target for Ion Cannon strike • Splash weapon suppression range increased from 1 to 1.5 • Removed build rate bonus from Hard AI • Removed redundant AI power plant clones. The AI doesn't gain any surplus power from the clones (contrary to the intention), it simply replaces regular power plants with clones MISSIONS & MULTIPLAYER MAPS • Additions: • New bonus single-player mission: Operation Friendly Fire • New bonus co-op mission: Operation Friendly Fire • New version of Twisted Dawn GDI Mission 1 and 2 (combined into one) • New multiplayer game mode: Tournament • New map: [2] Angel Bay • New map: [2] Resurrection • New map: [2] Forsaken Canyon • New map: [4] Catastrophe Park • New map: [8] Fort Sheppard • Re-introduced the post-mission score screen • Fixed & Other Changes: • Campaign missions now follow to the next instead of closing the game • Campaign missions are no longer available separately • Separated GDI & Nod campaign intros into their own maps • Fixed a few multiplayer maps with capturable turrets so that the AI can use them • Optimized the file structure and IsoMapPack of all maps • GDI Mission 2: GT garrison no longer attacks their own walls • Updated GDI Mission 3 • GDI Mission 5: Moved the Visceroids further away from the player's harvesters so the harvesters are less likely to be attacked during the intro • GDI Mission 7: Replaced the MLRS Walkers with Siege Troopers • GDI Mission 9: • Expanded the GDI airbase and made some other tweaks • Hostile Visceroids are no longer untargetable • GDI Mission 10: Moved the GDI Tech. Center so it no longer obstructs the nearby Service Depot • GDI Mission 10: Fixed an issue where Tiberian Floaters would not move & attack normally • GDI missions 11 - 13: GloboTech no longer builds Nod units • GDI Mission 12: Eased the attack waves • GDI Mission 15: • Added some barriers to help defend against the Floaters in the south-east • Changed Tiberian life form composition on the middle ridge to make it easier and less time-consuming to pass through • Nod Mission 1: Incinerators no longer deal excessive collateral damage when killed • Nod Mission 2: Disabled the derelict Nod Turrets • Nod Mission 3: • Moved the introduction of Eclipse tanks to 4B • Renamed the mission to "Grounded Talon" • Nod Mission 4B: • Renamed the mission to "Total Eclipse" • Fixed an oversight where a GT Armadillo APC was carrying GT Vanguard Tanks • Fixed an issue where enemy Humvees were carrying tanks and/or excessive amounts of infantry • Nod Mission 10: • Fixed an issue where enemy Humvees were carrying tanks and/or excessive amounts of infantry • Fixed an oversight where enemy Armadillo APCs would carry Sentinels • Moved the GDI Tech. Center so it no longer obstructs the nearby Service Depot • Nod Mission 11: Web Spiders now correctly move on the factory line • Nod Mission 13: Fixed an oversight that made defenses unbuildable due to prerequisite changes • Nod Mission 14: • Fixed some things that potentially caused random freezing • Fixed an oversight that made defenses unbuildable due to prerequisite changes • Fixed an oversight where the Machinist was untrainable • Fixed an issue where Tiberian Floaters would not move & attack normally • Derelict units and buildings no longer grant veterancy nor score points when destroyed • Derelict buildings are no longer be capturable • Nod Mission 15: Fixed where the GDI base was out of power • Twisted Dawn Nod Mission 5: • The two GDI outposts will now correctly produce infantry attack teams when disturbed • GDI air strikes are now less predictable • Updated GDI challenge 1 • GDI Challenge 2: • Nod no longer uses obsolete Cyborg Reaper infantry • Added new traps & made the mission more challenging • Updated GDI Challenge 3 • Updated Nod Challenge 3 • Updated Nod Covert Op. 1 • [2] Badlands Duel: Fixed a few pathfinding errors • Updated [2] Lambda City • Updated [2] Nuclear Town • [2] Tournament City: Disabled street lights • [4] Terminal Insanity: Fixed overlapping tunnels and tunnel left-overs • Updated [4] Lambda City • [4] Fortification: Improved train behaviour • [4] Twisted Tunnel Training: • Renamed to Terminal Insanity • Fixed some pathfinding problems • Fixed broken sound triggers • Removed blue Tiberium from the ridges and green Tiberium fields from the corners [these weren't meaningful for the player economy and they caused annoying Harvester behaviour] • Added Tiberium spawners on the remaining green fields • Replaced the middle Tiberium field with a Forsaken outpost • Reworked the bottom-right corner • Cleared out some doodads to increase build space • [5] Pandemonium: Replaced the obsolete ORCA Transport with a Dropship • [6] Forsaken Night: Removed the Lightning Rod from the blue Tiberium field • [6] Epsilon City: • Fixed a pathfinding issue with one of the bottom-left Tiberium fields • Fixed a pathfinding issue with the bottom-right tunnel/Tiberium field • Updated [6] Heart of Darkness • [6] Sedona's Past: Slightly increased the ambient lighting to improve visibility • [7] Omicron City: • Fixed an oversight that prevented infantry from using the Armory • Fixed the pathfinding issue caused by incompatible paved cliffs/Tiberium fields • GloboTech Gun Batteries are now disabled • Replaced the obsolete Oil Pumps in the two city spawn locations with capturable Gun Batteries • [8] Delta City: Fixed several spots where Harvesters could get stuck • Updated [8] W.A.T. TERRAIN • Added several new civilian/misc. structures and props • Added new interior props • Fixed every single tile header • Fixed a few extra images and Z data • Fixed some tilesets which were unintentionally deformable • Fixed an oversight where some grass terrain additions could not be burrowed through • Dirt roads no longer speed up units like pavement or paved roads do • Heavy vehicles can now drive over some vegetation like small bushes and ferns • Tree strength now varies by tree size & type • Re-included the previously cut yellow Tiberian flora for more diverse Tiberian environments • Removed unused green and white Tiberium monoliths MAP EDITOR • Added new mapping tips • Refreshed and tweaked the UI • Moved some more advanced modification dialogs from Edit menu to the new Advanced menu • Updated tool icons • Increased some dialog sizes to allow more room for text descriptions • Added new trigger actions, such as • Give cash to a player • Toggle Short Game mode • Force a player to surrender (all units and buildings of that player explode) • Added two missing trigger event types (from Firestorm) to Final TI • Added a new script for resizing the map • Enabled previously disabled trigger actions 92-94 and 96 • Updated with latest hacks • Now shows coordinates in X,Y format • Fixed incorrect trigger descriptions • Fixed wrong input of the unit missions Ambush and Return • Fixed an oversight where some buildings appeared in wrong palette in the map editor • Fixed an issue where some Marble Madness tilesets didn't show in the editor • Default new map size increased from 50x50 to 80x80 • Default distance between the map edge and the visible area increased • Map width/height limit increased from 200 to 500 • Autocreate and Full are no longer set by default when creating new teams • Map Renderer is now correctly launched from the Map Tools menu • Removed RA2/YR-only ScriptActions and unit mission types • Removed broken auto-shore and auto-cliff tools • Custom cliff shadows no longer have to be manually placed MAP RENDERER • Added an option to show tunnel path lines. This feature allows to visually verify tunnel plottings in maps • Added new options for startup location marker shape and size • Added a Clear button for log and some other UI changes. Main application remembers log file location • Added support for infantry facings and infantry facing randomization • Fixed a bug where the renderer button didn't work for more than once without restarting the application • Fixed a bug where certain vehicles faced the wrong direction • Walls placed as buildings now connect with adjacent walls of the same type and gates • Tiles and IsoMapPack5 datatype corrected and reading them from map file improved • Vehicle shapes and special building shapes (turrets and upgrades) are now rendered properly • Fix tiles now also check the subtile index in a tile • Tiles with ice growth option set can now be viewed • Enabled the debug (diagnostic) window for release versions also with additional details and improvements • Option provided to use the input map filename itself for output image filenames • Components are now optional. Options are: • Generate PNG/JPEG/Thumbnail • Modify map features • Use preview window • Other bug fixes and UI changes CODE CLEANUP • Fixes: • Added the missing HUMVGEN (Command Humvee) entry • Added the missing INCYALMP (Invisible Cyan Light Post) entry • Added the missing TILSSPK1, TILSSPK2, TILSSPK3, PARALEMP, DIRTSRND animations to the Animations list • Added the missing MineEMPWH warhead to the warheads list • Fixed missing/unlisted object types • Fixed a (probably harmless) coding mishap in a few maps • Fixed an oversight where two maps had invalid civilian units • Fixed an oversight where some maps still used old building IDs • Fixed a typo in the sonic missile animation code • Fixed a misspelling of the animation TUMU42D • Restored previously cut civilian vehicles (graphics update pending) • Restored the missing TRUCKA and TRUCKB using placeholder images • Other changes: • Split & reorganized some of the MIX files into smaller packages for faster transfer • Reorganized Art.ini sections and content • Reordered the VehicleTypes and TerrainTypes lists to make them more organized • Renamed some object IDs for technical reasons, and to follow established convention: • BIGBILL[1-4] -> CABB[01-04] • GLOBBILL -> CABB05 • TDSIL -> GASIL • TDTURR -> NATURR • TDSAMS -> NASAMS • TDGUTO -> GAGUTO • TDAGT -> GAAGT • GALITE -> CALITE • GDILITE -> GALITE • NODLITE -> NALITE • GDREFN -> GAREFN • NODCNST -> NACNST • CBATT -> CACBTA • CBATTV -> CACBTB • Renamed and reorganized some explosion animations • Changed the Category of combat transport units from AFV to IFV (Kazuar, Humvees) • Changed lowercase animation IDs to uppercase to match established convention • Replaced TREE035 and TREE036 with BUTREE01 and BUTREE02, respectively (both were unnecessary duplicates) • Replaced fuel drum overlays with equivalent buildings • Renamed FinalTI folder to Map Editor • Removed FIRE0, a duplicate of FIRE1, and shuffled the remaining fire anims • Removed obsolete mission1.ini file • Removed old corpse tilesets and replaced them with smudges • Removed the placeholder GMCV (obsolete clone of MCV) • Removed the placeholder GDICNST (obsolete clone of GACNST) • Removed the obsolete building DEPCLEV • Removed the redundant AMMO01 clone • Removed several obsolete unit & building art entries (CYC2DAM, BLOOD, HUMV, CAR, TRUK, MOHAND, NLPST, M_EMP, LIMPED, DUMMYHRV, GAICBM, GAVULC, GAROCK, GACSAM, DPTICK, DJUGG, NAPYRA, TACOHOUS) • Removed several obsolete animations (TDFRAG1, TDFRAG2, TDFRAG3, EMPSHIPS, FLAMETR, FLAMETRN, NPLMPRJ, NPLMPRJT, NPLMTRL, NPLMTRDB) • Removed duplicate entries from the Animations list • Removed several obsolete terrain/overlay entries (FPLS, MIGOVR01-MIGOVR09, GAWALL, NAWALL) • Removed some obsolete global particle systems (OKBuildingSmokeSystem, DamagedBuildingSmokeSystem, DamagedUnitSmokeSystem, DebrisSmokeSystem) • Removed unused weapons, projectiles, and warheads (RPGMissile, CleaverMine, CMPayload, DummySuicide, DEFOB, MeteorLauncher, TDAP, TDHE, BZZWAR, DummyClusterWH) • Removed several duplicates from Sounds.ini (indexes are now correct) • Removed obsolete sound entry MGUN8B • Removed the unused maps Bunker Hill, Gauntlet, Primal Haven, Resistance Fall, Super Bridgehead • Removed redundant audio/graphics files MISC • Updated TS-DDRAW renderer to latest version (now with stretching!) • Updated the ending credits • Added an enhanced version of the VPL, enabling voxel models to use the special palette colours 240-254