Command & Conquer Unofficial Patch 1.06/Notes

This article lists the changes done for the Command & Conquer Unofficial Patch 1.06, with the latest release being 1.06c revision 3 update 6. It is an unofficial patch developed and maintained by Nyerguds for Command & Conquer Gold.
==1.06d==
1.06d has not been released yet.https://forums.cncnz.com/topic/13910-106c-development-topic/
*Convert all changes to hifi's new automatic asm compiling system
*Implement all ini files to allow full modding
==1.06c revision 4==
1.06c revision 4 has not been released yet.
*Added mouse wheel scrolling for the ingame sidebar (thanks to CCHyper and iran)
*The French briefing of Nod's second N64 Special Ops mission now has correct diacritics
*The engineer death when getting killed by the ArmorPiercing warhead now plays a correct animation.
*The custom strings system can now add strings from both mods and language packs, and supports end-of-line characters
*Removed the code that made the "Unrevealed Terrain" tooltip disappear after mission 3
*Fixed the bug that made the commando give a move response together with the bombing response
*AI taunts and player messages now both give a message sound in multiplayer
*The game now shows tooltips on trees on the first 3 multiplayer maps (this was campaign logic that wasn't disabled in multiplayer)
*Adapted the client-side user interface of a LAN game to correctly show the 4 game modes.
*Implemented a system to detect people using the both-sides cheat. Their side will show up as "???" in the listings, rather than "GDI" or "NOD".
*Fixed a crash related to one of the AI taunt strings in German, which was way too long, making it corrupt the internal memory by writing beyond the reserved space. The taunt function can now handle longer strings, and the string has been shortened to actually fit on the screen in the 640x400 minimum resolution.
*The Comm Center, Tech Center and all base defense buildings detect stealth, but for some reason, the Advanced Comm Center didn't. This has now been rectified.
*There seems to be a way for people to get both GDI and Nod construction options in multiplayer. This is cheating, and has been fixed.
==1.06c revision 3==
1.06c revision 3 was released on April 5, 2012.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106cr3 Additional updates were released under revision 3:
*Update 2 was released on July 8, 2014https://web.archive.org/web/20140909151619/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ which added support for handling the nasty all-users compatibility mode set by The Ultimate Collection.https://web.archive.org/web/20140803125451/https://www.moddb.com/mods/command-conquer-unofficial-patch-106/news/video-packs-and-small-updates
*Update 4 was released on February 7, 2017https://web.archive.org/web/20170322205428/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ which fixed issues with CnCNet 5 and the appropriate compatibility mode should be set correctly which was removed with the config tool if CnC-DDraw was enabled.https://web.archive.org/web/20200326085555/https://www.moddb.com/mods/command-conquer-unofficial-patch-106/news/cncnet-and-compatibiltiy-update
*Update 5 was released on November 10, 2019https://web.archive.org/web/20191230090429/http://www.nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ which updated FunkyFr3sh's config tool, updated CnC-DDraw, and included updated Japanese voice sets.https://web.archive.org/web/20201121233324/https://forums.cncnz.com/topic/13910-106c-development-topic/?page=31&tab=comments#comment-237826https://web.archive.org/web/20201121233324/https://forums.cncnz.com/topic/13910-106c-development-topic/?page=31&tab=comments#comment-237725
*Update 6 was released on January 18, 2020https://web.archive.org/web/20200127045058/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106 which fixes a few special cases with the Japanese voice set that was added with update 5.
;External addons / fixes:
*Updated CCConfig to set compatibility mode on C&C95.exe; when CnC-DDraw is disabled
*CCConfig now allows disabling the "Back Buffer in Video Memory" option if CnC-DDraw is enabled.
;Code updates:
*A bug has been fixed that messed up the start locations detection in multiplayer maps for languages other than English
*A bug preventing mods from loading their own custom music, rules.ini and mouse cursor files has been fixed
*The first letter of the side prefix added before missions in the New Missions menu is no longer used to determine whether the chosen mission is GDI or Nod.
*Added SkirmishPlayers=[1-5] key in conquer.ini
*The 'UseCreditsMusic' key now works correctly
;Graphics updates:
*The last frame of the SSM Launcher's turret graphics without missiles is now coloured to house colour correctly
==1.06c revision 2==
1.06c revision 2 was released on December 11, 2011.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106cr2
;External addons / fixes:
*Added a new configuration tool (CCConfig.exe), to support CnCNet online play, and CnC-DDraw for windowed mode and advanced resolution settings
*CnC-DDraw now has an option to stretch 640x400 scenes to fullscreen; this affects the videos, the score screens, the globe animations and continent maps for mission selection, the Select Transmission screen when starting a new game and the final Nod ion cannon target selection screen
*The newest version of CnCNet has been added to the game; launch the game through CnCNet.exe to go to the online lobby
;Code updates:
*The "GDI" and "NOD" prefixes before missions in the New Missions menu are no longer hardcoded in the game, meaning they can now be modified by language packs and mods.
*Having a map that is much smaller than the game resolution no longer crashes the game when it tries to draw the radar minimap
*The maps in multiplayer now show the amount of players allowed on each map
*The maximum amount of players possible for a map will now be detected by the game, preventing bugs that occurred when there were less than 6 starting positions on the map
*The Safe Scrolling option will no longer become enabled for other players in a multiplayer games when one player has it enabled
*The game can run in any resolution now, without restriction to the inbuilt 640x400 / 640x480 / 1024x768 modes, and as a result of this, the 640x480 mode now uses the full screen area
*A crash that happened in multiplayer games with a high number of players and a high amount of units on the map has been fixed
*Automatic network timing negotiation has been enabled for LAN, to allow smooth online play with CnCNet
*The player can now choose how the game fills in the in-between lines when stretching videos and other 2x-stretched content, to remove the black lines
*The sidebar positions are reset when loading a savegame, allowing the same savegames to be used in all game resolutions
*The radar minimap is no longer zoomed in by default
*Sending a message in multiplayer now plays a beep sound
*Music settings moved back into conquer.ini
*Added a BaseLanguage option in conquer.ini to specify which language to use to fill in the defaults under partial language packs like Japanese
*Some positioning errors in the sidebar elements were fixed
*The game now correctly checks if a theme exists; it was accidentally set to check if the theme length setting was 0 instead
*To make sure the BaseLanguage system works correctly, the three basic languages (ENG, GER, FRE) are no longer partial languages using the English default as base; defaults should only be used for missing pieces in a language pack
;Graphics updates:
*All game fonts have been updated to correct errors
*The colours of the map of South Africa on the mission information screen of the final nod mission are no longer messed up; it now uses its own stretching table instead of using that of the (significantly different) Bosnia scene
*All water animations in the graphics of the rivers and shores of the snow theater have been fixed
*Snow theater water crossings no longer look like they are two cells wide while only one cell is passable
;Mission/map updates:
*scb30ea.ini (N64 Special Ops Nod #2): The tiberium in the upper right corner was removed, because it prevented the AI harvesters from working correctly
*scb22ea (Covert Ops "Deceit"): An unbuildable cell south-east of the southern Nod base entrance was removed
*scm04ea (multi map "River Raid"): An impassable cell and an unbuildable cell were removed from the south-west player position
*scm52ea (multi map "Cactus Valley"): The visceroids were removed so they no longer gang up on the north player from the start
==1.06c revision 1 hotfix 1==
1.06c revision 1 hotfix 1 was released on October 3, 2010.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106cr1f1
;Code updates:
*Fixed the bug that caused all buildings to become uncapturable in multiplayer if a multiplayer game was started right after starting the game
==1.06c revision 1==
1.06c revision 1 was released on October 1, 2010.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106cr1
;Code updates:
*Removed experimental units that were made buildable by accident
*Removed experimental change of the nuclear weapon's warhead which prevented it from doing specific fire-based damage to some objects
==1.06c==
1.06c was released on September 30, 2010.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106c
;External addons / fixes:
*Funpark launcher program is removed, since the dinosaur missions no longer need Funpark mode to be played
*In Windows Vista and Windows 7, DirectX compatibility mode is enabled for the game, to fix the weird colours that appear as a result of the system overwriting the first and last 8 colours of the game's palette by those of the standard Windows 16-colour palette
;Code updates:
*Changed default credits for multiplayer games to 5000
*Changed the fact helicopters stay passive in Nod mission 7 to an option in the mission's ini file, so people can use it in their own missions
*Made it possible to change the colors of the houses in missions with new ini controls for the mission files
*New language system that is 100% independent from settings in the exe file, allowing anyone to add new language addons. This system allows the names of multiplayer maps and missions from the New Missions menu to be overridden by the ones specified in the briefings file
*Added 3 new destroyable triggers for mission programming, bringing the total up to 6. You can now destroy triggers named UUUU, VVVV, WWWW, XXXX, YYYY and ZZZZ. This should facilitate multiplayer scripting since it's possible to make one destroyable trigger for each multi-House (typically, for "All Destroyed")
*Addon campaigns of up to 15 missions: missions started from the New Missions menu will now try to continue to their other variants (SC?##EA continues to SC?##EB, EC, ED, EE, WA, WB, WC, WD, WE, XA, XB, XC, XD, XE, as long as a next file exists)
*NoEgoScreen option (to disable the score screen after the mission) can now be added in the mission file
*Radar logo can be overridden with a setting in the mission file
*Specified building types can now be made capturable in specific missions
*The Advanced Communications Center is no longer capturable in multiplayer games
*The computer opponent can no longer capture your Advanced Communications Center
*Player-controlled visceroids now respond using dinosaur voices instead of normal unit voices
*Removed the special dinosaur death sound logic from the game, and linked the death sound to their dying animations instead
*The steel crate pickup animation now plays for both sides
*Fixed the firing sound of the SAM site
*Fixed reading order of mixfiles, so sc*.mix mod addons can override the updat*.mix files added by the patch
*Moved all special options from the [Advanced] and [Music] sections in conquer.ini to a new rules.ini (inside updatec.mix), to separate user settings from game settings
*The damage percentage calculated on armour is no longer 255/256 when it should be 100%. Note that this means an Ion Cannon now instantly kills an Advanced Power Plant
*Removed the ability to start a multiplayer game with a random theme, since it caused game desynchronization errors
*People can now change the music of special scenes (score/map/menu screens) in rules.ini
*The highest multiplayer map number read by the game has been increased from 99 to 255
*The New Missions menu will now show missions with numbers up to 999
*Using the arrow keys on the main menu now lets you go through the options in the right order
*For prerequisites, the Advanced Communications Center now also counts as Communications Center
*RemoveBuildExceptions option for a mission removes all restrictions the game puts on single player build trees. This unlocks the Nod helipad, APC, MLRS etc, and allows captured construction yards to produce the other side's superweapons. Note that even with this key, normal build level restrictions still apply
*Added the ForceBriefScreen option for missions, which forces the game to show a text briefing screen
;String updates:
*Added numbers before the multiplayer game mode, so people see there are 4 of them (for example: "[2/4] Capture The Flag")
Spanish
*Spanish language was removed because it is unofficial, but will be available as language addon pack
;Mission/map updates:
*Dinosaur campaigns added as two addon campaigns (one for GDI, one for Nod), and put at the top of the New Missions list
*Renamed the Covert Ops and Special Ops mission files so they all have consecutive mission numbers, so fan-made missions can't show up in between the official ones
*Changed music settings in the dinosaur missions from "Untamed Land" to its internal code "J1", so it will still play the correct theme if the game is set to a language in which the theme names are translated
;Sound updates:
Japanese
*Added the official Japanese units and EVA sounds from the console versions
Spanish
*Spanish language was removed because it is unofficial, but will be available as language addon pack
==1.06b revision 2==
1.06b revision 2 was released on October 27, 2009.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106br2
;External addons:
*Funpark launcher program fixed so it doesn't trigger virus scanners (it wasn't a virus though; just some code that looked like one to some scanners)
;Code updates:
*Fixed a crash that occurred on temperate/winter/snow maps when showing the tree type 'T13' on the minimap after saving the game
*Assigning unit teams to numbers (with [CTRL]+[number]) now works for the number 0 too, like in the DOS version
*The box that appears in network games when the game tries to (re)connect to players is now centered in high resolution
*Fixed the fact that the "Start New Game" function crashed the game if either of the campaign starting missions had no starting videos configured in the mission file
==1.06b revision 1==
1.06b revision 1 was released on April 14, 2009.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106br1
;External addons:
*Funpark launcher program no longer has an inbuilt No-CD mode, since the added theater updates would always make it run in no-CD mode
;Code updates:
*Funpark savegames no longer ask the Nod CD. They can now be loaded with all C&C CDs
;Graphics updates:
*Added the missing Winter theater update needed for the Covert Ops mission "Ground Zero". Two tiles from the Temperate theater were converted to Winter theater
*Moved black border tiles for maps to the theater files (they were in updatec.mix before)
*Added more tiles to the Snow theater. It now supports all tiles available in Temperate theater
*Fixed a small bug in the chainlink fence, at the south-to-west connection
;String updates:
German
*the alternate name of the CHAN unit, "Wissenschaftler", is now spelled correctly in the game
==1.06b==
1.06b was released on April 11, 2009.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106b
;External addons / fixes:
*Funpark launcher program replaced by an exe file (funpark.exe)
*The C&C95.exe file is put in Win95/Win98 compatibility mode for better stability.
;Code updates:
*Added a method to control the starting theme, so the game doesn't start with Act On Instinct every time. This system can either just take the default theme (which can be specified by the user), play a random theme or (campaign only) choose a theme based on the mission number
*The ingame playlist now shows the correct length for remix themes instead of just using the normal theme's length
*Dr. Chan's true name is now shown in Nod mission #10, or with TrueNames enabled. In any other case, the unit will still be called "Scientist"
*Special characters in multiplayer map names will now be converted to upper case correctly
*Fixed reading of ZOUNDS.MIX (See sound updates)
*"Surrender" and Multiplayer "Abort Mission" dialogs are now centered vertically too
*Added a full language control system, which uses the previously-unused Language setting in conquer.ini. All three official language releases and an added Spanish language are now available to anyone using this patch
*Added the RA1 snow theater to the patch as fourth theater
*In multiplayer mode, the names on the ingame statistics in the sidebar are only abbreviated if they are longer than the allowed length, and not when they reach the allowed length (for example, the french AI player name "Ordinateur" was abbreviated to "Ordinateu.")
*Fixed problems related to the beta option that disables the concrete bibs under buildings: the option only changes when (re)starting a mission now
*Fixed a power-related bug with the Construction Yard. The building will now produce 15 power units, but not use any.
*Changed the method used to disable multiplayer music, so it no longer mutes the music volume for the entire game.
*Fixed the savegame-related problems with Funpark savegames. The game will now actually save which campaign a savegame is from, instead of just saving the player side. Note that as a side effect of fixing this bug, any pre-1.06b savegame of which the player side is not GDI or Nod will be identified as a Funpark savegame.
*Finishing a mission where the player side is set to something else than GDI or Nod no longer crashes the game because it can't find a score screen for that side. It will now simply skip the score screen.
*The game now actually reads the names of the first videos of the campaigns from the mission files rather than using the hardcoded video names "GDI1" and "NOD1PRE".
*Missions ran from the New Missions menu can now have an additional Intro video before the briefing and action sequence, just like normal campaign missions.
*The default multiplay tech level is now always 7, even after playing a normal mission (that value got changed because singleplayer and multiplayer build levels are stored at the same memory location)
*Fixed the bug where remix (.VAR) themes didn't show up unless an original (.AUD) file was present, even if that original was disabled in the playlist
*Modified the method that controls which themes appear in the playlist to allow modders to use the "theme first appears on mission ##" setting, and to prevent remixes of looping themes (like the GDI score theme) from appearing on the playlist. (this was previously done with individual exceptions)
*Fixed the code behind the Scrolling option (which prevents scrolling up when your mouse is on the Options or Sidebar button) so the button width is seen as 160 pixels instead of 80 pixels (which is the old DOS C&C value). The option is called SafeScrolling in conquer.ini
*Fixed the bug that causes the game to hang when no music can be found when starting a mission (a common problem with NoCd setups without added music)
*Fixed the bug that causes the game to hang when trying to start another music track when only one theme is available in the playlist and Shuffle mode is activated
*Added an option in conquer.ini to allow buildlevels in campaign missions to be read from the mission file, instead of just using the mission number.
*Added an option in conquer.ini that enables the new map and score themes (the Nod variants and the credits theme)
*Added an option in conquer.ini that determines the way the game picks the first music track to play when a mission starts
*Added ini controls for controlling the game's no-CD behaviour
*Changed the names of some of the new settings in conquer.ini (TrueNames, RemixScores, BetaSounds...)
*Added a separate [Music] section for all of the music-related options added by patch 1.06
*Added ini keys for missions, to enable certain special options in just that one mission
*Fixed CCSetup.exe so you can use the keyboard to go through all options in the correct order (in 1.06a there were problems with the added 1024x768 option)
;Graphics updates:
*The ü and Ü characters in the font are fixed, and β is added
*The Ion Cannon icon is replaced by a much nicer version created from a render released by Westwood
*The Red Alert 1 snow theater has been added to the game. Temperate missions can now be transformed to Snow by changing the Theater setting in the mission's ini file from "Temperate" to "Snow"
Spanish
*Added icons with Spanish text
;String updates:
*Dr. Chan's name is put back in the game, though he'll still be called "Scientist" in any mission besides Nod #10
*The two cactus types are now actually called "Cactus" instead of "Tree"
German
*β characters restored in the German briefings
*The Technology Center is no longer called "Zielgebäude" ("target building")
*String for "Prison" fixed. It now says "Gefängnis" instead of "Gefängis"
*The information on the map selection screen now shows surface area in km² instead of square miles
Spanish
*Complete Spanish language added
;Mission/map updates
*scb07ea (destroy village and GDI): fixed map error west of start location
*scb09ea (retake Egypt): fixed the trigger that removes the airstrike after destroying the Communications Center
*scb10ea (assassinate Chan) this mission now works as it was originally intended: you have to destroy the Tech Center to get to Dr. Chan
*scj02ea (Funpark mission 2): filled the map border with black tiles, for hi-res play
*Added all Playstation and Nintendo 64 missions
*scg62ea (PSX Special Ops GDI #3): fixed a bug in the mission programming that prevented a flare from showing up
*scg40ea (Covert Ops "Ground Zero"): is now in Winter theater, for more variety
*scg52ea (N64 Special Ops GDI #2): is now in Snow theater, for more variety
;Sound updates
*Added the previously-unused Nod map and score themes
*Added 'Outtakes' credits theme from Frank Klepacki's site (played on the score screen of the last mission)
*Added the remix (Music options, "RemixScores") of "Just Do It Up" from the console versions of C&C
*The beta sounds are now in zounds.mix instead of update03.mix
*Enabled the beta-version of the grenade throw sound if BetaSounds is enabled
English
*Restored the full-length DOS version of the Commando's "You got it!" voice
Spanish
*Complete Spanish language units and EVA voices added. All voices were taken from the Spanish version of Tiberian Sun. Any missing EVA voices were reconstructed
==1.06a revision 1==
1.06a revision 1, or previously as 1.06a revision 2,https://web.archive.org/web/20090415061829/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106b_en.html was released on September 21, 2008.https://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106ar1
From the original website:https://web.archive.org/web/20080927020715/http://nyerguds.arsaneus-design.com:80/cnc95upd/cc95p106/
:A bug has been found in the original v1.06 patch that causes a problem with savegames: all GDI campaign savegames you make will ask the Nod CD when you try to load them. This bug has been fixed in v1.06a. It is strongly advised that you update to v1.06a, even if you have The First Decade (which doesn't ask CDs at all), because all savegames created by the original v1.06 will be slightly damaged.
;Codes updates:
*Fixed a bug in the original 1.06 patch which corrupted the side info in savegames, causing all GDI campaign savegames to ask the Nod CD
==1.06a==
The original version, 1.06 or 1.06a, was released on September 21, 2008.https://web.archive.org/web/20080925051539/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106en.htmlhttps://web.archive.org/web/20201121213611/http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#106a
;External addons
*Scorpio9a's LAN patch (thipx32.dll)
*Funpark launcher program (funpark.bat) for playing the dinosaur missions
;Code upgrades
*VK's 1.05 patch (fixes top-of-map reconnaissance crash, adds native XP compatibility)
*Komfr's stealth crash fix (fixes a crash when the stealth animation is played on the right half of the bottom edge of the screen)
*Fixed the "/?" help parameter
*Fixed the empty error box when the game fails to set the video mode (which can happens when setting the game resolution to 640x400)
*High resolution available, with centered menus and a large version of the title screen for a more finished look (no centered vids yet, sorry)
*LAN play expanded to six players
*Default multiplayer tech level set to maximum (7)
*Skirmish mode enabled (note that AI players don't have bases, only units)
*Capture The Flag games with AI players are now possible. The "Bases" button now has 4 states: Bases On, Capture The Flag, Bases Off and Mobile HQ (note that AI players get a Mobile HQ in normal Capture The Flag mode too)
*Enabled music in multiplayer (was originally disabled because it was streamed from slow CD-ROM drives, which could cause lag/desyncs)
*Campaign missions will now show briefing text at the start of the mission if no briefing video can be shown
*Fixed a bug that prevented the music from starting when a mission from the New Missions menu had a Briefing video set
*Dinosaur graphics are always visible, even outside of Funpark mode
*The end of the funpark dinosaur campaign no longer exits the game, but goes to the main menu instead
*Chan's name is shown (it now shows "Scientist" instead of "Civilian")
*The Hospital's name is now always visible to the player, even if it is owned by the enemy
*The Hospital can no longer be sold. It wasn't sellable in the original C&C; this was a bug in C&C95
*A primary building can be selected for helipads, so people can prevent newly built helicopters from flying to their base from the edge of the map
*Civilian buildings no longer decay for no reason
*Fixed the Rocket Launcher graphics bleed
*Fixed a Chem Warrior behaviour bug; for some reason it had the civilian panic behaviour
*When the multiplayer coloured sides are used in single player missions, they no longer show up as grey on the radar
*The missions in the New Missions menu can now be played with any C&C CD
*Added "update*.mix" reading system for udates (same as "sc*.mix" addons)
*Added "updatr*.mix" reading system which disables the read files in the game instead of adding them (same as "ss*.mix" addons)
*Made the hidden beta options editable in conquer.ini, in a new section called [Advanced]
*Added an option in conquer.ini to disable score screens
*Added an option in conquer.ini to enable funpark dinosaur campaign mode
*Added an option in conquer.ini that allows disabling the music in multiplayer (like it was originally)
*The game now uses the strings "Yes" and "No" on the Abort Mission message, instead of "Abort" and "Cancel" (mainly done because of language compatibility issues. Both in French and in German, "abort" and "cancel" translate to the same word)
*(unnoticeable) Added black tiles for fixing map borders of small missions in high resolution
*(unnoticeable) Changed internal strings management to read certain previously-hardcoded strings from the external strings file instead
;Graphics updates
*Shadow of the Construction Yard fixed, so it remains like it is at the end of the MCV deploy animation
*The Rocket Launcher now has its launcher aimed 45 degrees up, as it should
*Nod logo restored on the Hand of Nod
*Several buildings which showed side-sensitive colour instead of real yellow are now fixed:
**Civilian Oil Derrick (V19)
**Advanced Communications Center
**Tiberium Silo
**Barracks
*Fixed green line refresh error on top sidebar icons
*Ion cannon icon rotated so the satellite fires from the correct side
*Fixed Civilian Oil Pump building (ARCO) to fix the bug where the damaged state doesn't show up
German
*Added icons with german text
*Blood in Infantry and civilian graphics are no longer censored
French
*Added icons with French text
;String updates
*Changed "Dr. Chan" to "Scientist", because the unit can spawn from a destroyed tech center. Chan's original name was never visible anyway
*Changed "Attack Helicopter" to "Apache"
*Changed "Transport helicopter" to "Chinook Transport"
English
*Changed "Med. Tank" to "Medium Tank"
*Changed "Stegasaurus" to "Stegosaurus"
*Changed MCV from "Mobile Construction Yard" to "Mobile Construction Vehicle"
*Changed "Obelisk Guard Tower" to "Obelisk of Light"
*Added some of Frank Klepacki's original track names to the music list
*Added all world map animation strings to the strings file (for language compatibility)
German
*Unit names are no longer censored
*Translated the "Analysing" string to German ("Analysiere")
French
*Changed "Stégasaurus" to "Stégosaurus"
*Changed "Obélisque tour de garde" to "Obélisque de Lumière"
*Changed "Entrepôt de Tibérium" to "Silo de Tibérium", to correspond with the EVA voice
*More song names translated to French
*Map animation text "Analysing" translated to French ("Analyse en cours")
;Mission updates
*Added the Covert Operations missions
*Added the updated dinosaur missions included in the Covert Operations pack
*Edited the maps of all missions where you could see beyond the map border in 1024x768 so they show black outside the border instead of unreachable terrain
*Fixed some mission files that didn't play their videos due to mistyped video names
*Fixed some missions where the AI's production wasn't started, so it didn't build anything
*scg05ea: re-enabled the Ukraine mission, which was replaced by a duplicate of one of the choices from Germany
*scg08eb (Moebius hospital mission): removed the blossom tree in the village so the "lose when ## civilians are killed" trigger is less random
*scb08ea (capture abandoned GDI base): Moved the build location of the refinery to a place where the AI can actually build it
*scb10ea (destroy mammoth prototypes): fixed map error near start location
*scb13ea (Nod end mission): fixed a mission programming setup that could crash the game
German
*Mission descriptions are no longer censored
*Mission descriptions are not in capital letters anymore
;Sound updates
*"Right Away!" infantry response fixed; was not played due to a mistyped string
*Grenade throw sound restored
*Added the remixes (Advanced options, "Scores") of the tracks No Mercy and Deception (aka "We Will Stop Them") from the console versions of C&C
*Added the beta sounds (which can be enabled in the [Advanced] options)
*Enabled all hidden music (note that some tracks are only available because of the [Advanced] option "Scores", and will disappear if you disable that)
German
*"Einsatz abgebrochen" EVA voice added
*Death screams are no longer censored
==References==
Category:Unofficial patches