Changelog/Public Beta 5

- In order for the campaign missions to run one after the other, you must play from the beginning by selecting either "GDI Campaign" or "Nod Campaign"
	- If you complete a mission after skipping others, the next mission will be the first GDI Campaign mission
- GAME.DAT "unable to initiate map selection" string changed to "Launching Campaign From The Start"
- Language.dll files updated to fix some out of date strings
- Updated some Tutorial.ini strings for GDI Mission 3B

```

### PB5.037

```
- Nod Mission 03 Updated
	- Added purchasable Chinook reinforcements
	- Added an introduction for the Eclipse Tank after the GDI Base is found
	- Other smaller changes
	- Added some early GDI tank attacks
- Nod Mission 06 Updated
	- Added purchasable reinforcement teams.
		- Infantry team		1500 $
		- Anti-Infantry Team	1500 $
		- Anti-Tank Team 	3000 $
	- Added money crates on various locations.
	- Removed input locks and camera moves when gates and drones are revealed.
	- Re-enabled the beam tunnel lights, don't seem to cause lag?
	- Updated the briefing text to be more clear about the mission objective.
- GDI Mission 13 Updated
	- Added purchasable Dropship reinforcements that can be bought once all GT forces have been cleared from the western and eastern landing pads.
		- Goliath+Scatterpack+Railgun Platform	2500 $
	- Changed the winning condition, you win once the office buildings on the GT main island are destroyed.
- Mapsel and Mission INI files updated to compensate for new GDI Missions
	- Please note that you will have to start the campaign again in order to fix the running order of scenarios (saved games from previous versions will no longer work)
- GDI Mission 03 A ending changed
- GDI Mission 03 B Added
- GDI Mission 02 changed to launch the updated GDI Mission 03 file (was g3.map, now g3a.map)

```

### PB5.036

```
- Included Spotlight Tower cameos and codes (not buildable by default)
- Included Light Post cameos and codes (not buildable by default)
- Included Nod and GDI Light Post cameos and codes (not buildable by default)

```

### PB5.035

```
- GDI Mission 14 updated
	- The outposts' defences now go offline if the Adv. PP is destroyed, not only when it's captured
	- Edited the intro text and timings
	- Replaced the Nod bridge team with a less annoying easter egg thingy
	- Nod outposts stop rebuilding themselves once enough of their buildings are destroyed
	- Removed bridge destroy triggers
- AI No Longer rebuilds structures at the outpost once it is destroyed on GDI Mission 15
- Removed a Mantis Trap on GDI Mission 15
- Nod AI no longer builds teams during the first objective on GDI Mission 07

```

### PB5.034

```
- Improved FinalTI (Map Editor) Graphics
- Changed colour of waypoint text from blue to white

```

### PB5.033

```
- Fixed Nod Radar in Twisted Dawn Mode
- AI and players can no longer build Vulcan, RPG or Gatling Tower upgrades in Twisted Dawn Mode
- AI PowerSurplus= value changed from 100 to 400
- Disabled sounds in FinalTI by default
- Replcaed Waypoint Icon in FinalTI
- Removed lots of outdated information in FinalTI

PB5.031 / PB5.032

- Optimized LOCAL.MIX
- Fixed Goliath FLH
- Fixed Super Goliath FLH
- Fixed bounds on "Smaller Vehicles" Termite APC
- Fixed HVA of "Smaller Vehicles" GT HumVee
- Fixed HVA of "Smaller Vehicles" GDI HumVee
- Fixed HVA of "Smaller Vehicles" UN HumVee
- Fixed HVA of "Smaller Vehicles" GT Repair Vehicle
- Rescaled Default Goliath by 0.85
- Rescaled Default Super Goliath by 0.85

```

### PB5.030

```
- Client updated to include "Smaller vehicle graphics" option
	- Various (and most) voxel vehicles were rescaled to 0.7 - 0.8 for this option
	- Option created for those that prefer a more realistic scale and with no unit overlapping
- Default Railgun Platform rescaled to 0.9
- Default GDI Harvester rescaled to 0.9
- Default WASP APC rescaled to 0.9
- Default GDI Repair Vehicle rescaled to 0.9
- Default GT Repair Vehicle rescaled to 0.8
- Various Default voxel bounds fixed
- MLRS Walker edited to fit in better with the rest of the GDI Arsenal
- Fixed terrain bug on [4] GloboTech Water Arena
- AI No longer rebuilds buildings at it's far-away outpost on GDI Mission 09 (Flight)
- AI No longer rebuilds structures at it's outposts on GDI Mission 14 (Rage)
- Fixed overlapping Hall of Faith error on GDI Mission 14 (Rage)
- Fixed overlapping Hall of Faith error on Nod Mission 12 (Lost)
- Fixed overlapping structure error (And thus, an internal error) on Nod Mission 08 (Zero Gravity)
- Nod Convoy trucks now use old Nod Unit voiceovers
- GDI Convoy trucks now use old GDI Unit voiceovers
- Improved DEBRIMP 1 - 4 SHP's
- Added INI codes for SAPCALT

```

### PB5.029

```
- Fixed bug in Nod Challenge 03 where Wave 5 never began, mission is now fixed and can now be completed properly
- Nod Cyborgs now buildable from the Hall of Faith in Nod Challenge 03
- Disabled lots of unecessary units and buildings from Nod Challenge 03

```

### PB5.028

```
- Fixed MaxPlayers value on [6] Zone 59
- Increased size of the music selection dialog in-game (For resolutions higher than 1024x720)
- Re-applied the Enable Cameo Text option on the in-game dialogs

```

### PB5.027

```
- Added a trigger to GDI Mission 07 that allows a win if the technology center is captured with one of the three starting engineers

```

### PB5.026

```
- Removed redundant lines from MPMaps.ini
- Changed EndStateAI= value on [Spark] to 6
- Removed Alpha Image from Firestorm impact

```

### PB5.025

```
- Fixed central overlays on [2] Nuclear Town
- Reworked damaged spark particle system on vehicles and structures

```

### PB5.024

```
- Added new Nod Hall of Faith image
- Added new Hall of Faith cameo
- Commented out DamageParticleSystems= on Street Lights to prevent flickering shroud

```

### PB5.023

```
- Fixed Internal Error on [7] Canal of Desolation

```

### PB5.022

```
- Removed redundant codes from Cyborg Commando weapon
- Changed CYPROTO transparency from 50 to 25
- Added dummy image for Goliath Elite impact animation
- Added dummy image for PROTBOMB animation
- Changed all Image=none to Image=INVISO in art.ini
- Changed all Image=none to Image=INVISO in rules.ini
- Added a dummy none.shp image
- Transparent=yes removed from Fist of Nod production animation and replaced with Translucency=50

```

### PB5.021

```
- Fixed some very minor leftover bugs in Nod Mission 05

```

### PB5.020

```
- Fixed small error in Battle.ini

```

### PB5.019

```
- Added new Banshee Interceptor impact animation
- Added new Tachyon Cannon impact
- Added new Elite Tachyon Cannon impact
- Rescaled and improved Twisted Dawn Orca Fighter
- Rescaled Twisted Dawn GDI Chinook
- Rescaled Twisted Dawn Nod Chinook
- Rescaled Twisted Dawn MLRS Launcher
- Rescaled Twisted Dawn SSM Launcher
- Rescaled Twisted Dawn Attack Buggy
- Updated briefing and text strings for Nod Mission 05
- Added hints as to how to disable GloboTech EMP Batteries on Nod Mission 05
- Removed some armored vehicles on Nod Mission 05

```

### PB5.018

```
- Added CollateralDamageCoefficient=.041 to NODFLAME entries on campaign maps
- Added reveal triggers as you approach GloboTech Labs on GDI Mission 11

```

### PB5.017

```
- GloboTech MLRS Nerfed
	- Ground weapon strength decreased from 60 to 40
	- Minimum range increased from 2 to 3
	- Rate of fire changed from 60 to 80
	- Strength lowered from 300 to 250
- Fixed (mostly) an issue where saved games would load up with fastest game speed
	- Note that this is not completely fixed, it will only keep the game-speed you determine if you change it in the in-game dialog rather than on the skrimish menu
- GloboTech turrets on GDI Mission 11 cost increased to give higher chance of veteran units and slower rebuilding time
- GloboTech turrets on GDI Mission 11 have had their armor weakened
- Nod AI given money on GDI Challenge 02 to prevent them selling structures
- GDI Outpost (not base) given money on Nod Mission 08 to prevent them from selling structures
- Fixed Bomber alliance in Nod Mission 03 so it is no longer attacked by Nod Anti-Aircraft
- Fixed bug in Nod Mission 03 that caused reinforcements to destroy base details
- Fixed some errors in tutorial.ini
- Added a feature in the Client that allows you to launch a saved game by double clicking or pressing ENTER
- Added a feature in the Client that allows you to close a dialog box by pressing ESC
- Changed slider colors in the Client options menu
- GloboTech Peacekeeper strength lowered from 80 to 70
- Fixed Internal Errors on Nod Mission 08 (these were extremely rare as it is)
- Drastically lowered collateral damage caused by Nod Incinerator

```

### PB5.016

```
- Tunnel bug on the map Epsilon City has been fixed
- Lowered the amount of buildings that need to be destroyed to 22 in order to make the end of the mission less boring on Nod Mission 01
- Lowered the Incinerator's elite level to veteran on Nod Mission 02
- Added additional reinforcement at the second part of Nod Mission 02
- Made little tweaks and added details on Nod Mission 02
- Updated some of the text triggers and added a couple more for Nod Mission 02
- All Nod units and structures now belong to house NodA during the intro on Nod Mission 03
- Made the Machinists trainable on Nod Mission 03
- Expanded the map west so that you can capture the GT Hospital on Nod Mission 03
- Gave some GT structures Nominal=no on Nod Mission 03
- Nod can now attack the Neutral house on Nod Mission 03
- Added a trigger that reveals the area around the GT outdoors patrol on Nod Mission 09
- Added a text trigger at the final room which explains that the gate is shut on Nod Mission 09
- Removed the gate blocking the way to the large tiberium field on Nod Mission 09
- Increased the lighting ambient level on Nod Mission 10
- Slightly increased the GT patrol timings so that it's easier to get past them on Nod Mission 10
- Made GT repair their buildings on Nod Mission 10
- The player can now attack the Neutral house (visceroids) on Nod Mission 10
- Gave GHOST a better introduction on Nod Mission 10
- Fixed the first objective. Capturing (or destroying) the Comm. Center is now enough to complete the objective on Nod Mission 10
	- Replaced the Hint text trigger with a different lose message
	- Added two text triggers that appear when the Comm. Center has been captured/destroyed
	- Other extra details added to the map
- Some small tweaks, fixed the cyborg production line celltags for example on Nod Mission 11
- Fixed the problem where the player wouldn't get the EMP option after capturing the EMP Cannon on Nod Mission 11
	-Some fans reported that when capturing GDI buildings you didn't get their building options. This now works properly, but we're not sure what fixed the issue.
- Changed the Cyborg Commando name in the introduction text to capital letters on Nod Mission 11
- Increased Temple strength to prevent it from being destroyed by gas clouds on Nod Mission 14
- The damaged refinery now gives a goodie crate once destroyed on Nod Mission 14
- Fixed a bug where Ghost getting killed didn't make you lose the mission on Nod Mission 14
- Building a PP+HoF+Ref didn't give you any further building options, this has now been fixed (The reason was once again the changed structure IDs) on Nod Mission 14
- Added a text trigger that says the Ghost is being attacked on Nod Mission 14
- Remade a part of the map on Nod Mission 15; added a small GDI outpost in front of the facility entrance which has a power relay in it. Destroying the relay will cut power from the two RPG Turrets at the entrance.
	- Added two text triggers that launch when either the relay or the turrets have been destroyed.
- Changed the winning condition from destroyed all GDI forces to destroyed all GDI buildings on Nod Mission 15
- Music now changes after the warehouse has been captured so the situation seems more dramatic on Nod Mission 15

```

### PB5.015

```
- Increased effectiveness of Goliath weapon against standard Infantry by 2%
- Increased effectiveness of Goliath weapon against prone Infantry by 2%
- Increased effectiveness of Elite Goliath weapon against standard Infantry by 10%
- Increased effectiveness of Redeemer weapon against standard Infantry by 2%
- Increased effectiveness of Elite Redeemer weapon against standard Infantry by 10%
- Increased effectiveness of Eclipse Tank weapon against standard Infantry by 5%
- Increased effectiveness of Eclipse Tank weapon against prone Infantry by 5%
- Increased effectiveness of Elite Eclipse Tank weapon against standard Infantry by 10%
- Increased effectiveness of all AP Warhead weapons against standard Infantry by 5%
- Elite Scorpion Tank weapon Rate of Fire and Damage decreased
- Added new warhead for Scorpion Tank and Twisted Dawn Bradley
- Added new warhead for Elite Scorpion Tank
```

### PB5.014

```
- Fixed winning trigger on Nod Mission 15
- Fixed broken text trigger on Nod Mission 15
```

### PB5.013

```
- Fixed misplaced Tree on GDI Mission 11

```

### PB5.012

```
- Fixed Medic Transport trigger on GDI Mission 10
- Added additional starting credits and Tiberium to GDI Mission 11

```

### PB5.011

```
- Changed explosions on Nod Weaponry Carrier to standard explosions instead of Tachyon Effects
- Incinerator Strength decreased by 20 (was 190, now 170), but strength value remains 280 on Nod Mission 2
- Decreased damage inflicted by RPG Tower upgrade by 15 (Was 80, now 65)
- Added additional power to the GDI base on Nod Mission 14
- Fixed internal error in Civilian Settlement on Nod Mission 14
- Cannon Cyborgs and Reaper Cyborgs are now buildable straight from the Hall of Faith on Nod Mission 14

```

### PB5.010

```
- Fixed the "on the area" typo in tutorial.ini
- Increased delay of vein growth in GDI Mission 10
- Increased delay of vein growth in Nod Mission 10
- Fixed bug on GDI Mission 14 where mission wouldn't end after destroying a Venom before completing Objective 1
- Fixed AI APC attack bug on GDI Mission 8
- Fixed Siege Infantry introduction trigger on GDI Mission 8

```

### PB5.009

```
- Replaced Grenadiers with Marauders on GDI Mission 14
- Made some structures insignificant on GDI Mission 13
- Removed debugging units from GDI Mission 11
- Fixed controllable Orca Bomber bug in GDI Mission 11
- Added some additional starting units to GDI Mission 9
- Added respawning tiberium in GDI Airbase on GDI Mission 9
- Nod no longer rebuilds it's heavier defenses on GDI Mission 9
- SAM Bunkers (on the left half of the map) are now revealed as a player gets close to them on GDI Mission 9
- Swapped GloboTech Medic for GDI Medic on GDI Mission 7
- Replaced Grenadiers with Rangers on GDI Mission 7
- Updated text triggers for GDI Mission 7
- Disabled Marauders on GDI Mission 6 and replaced Nod Marauders with Tank Hunters
- Added some additional starting units to GDI Mission 4
- Added some additional starting units to GDI Mission 2

```

### PB5.008

```
- Checkpoint Mode has been temporarily disabled for maintenance
- All campaign missions now display their correct mission number and operation name correctly in the save box (For example: GDI Mission 01: Last Chance)
- All skirmish game saves now display their correct map names in the save box (For example: [2] Crops)
- All game-mode specific game saves now display their correct map names in the save box (For example: (Twisted Dawn) [2] Abandoned)

```

### PB5.007

```
- GDI Mission 11 updated to increase bridge strength, Convoy Truck strength and remove Orca AI triggers
- Fixed issue in client where it would sometimes (but rarely) cause the game to crash upon load
- Client performance optimized: Uses less CPU memory while running
- Added option in client to start with 20,000 credits
- Added new Survival map - [6] Bounty Hunt
- GloboTech Engineer is no longer trainable and will only be used for campaign purposes

```

### PB5.006

```
- Added much more information to the ReadMe.txt file

```

### PB5.005

```
- Fixed some typos in mission scripts
- GDI 12 now launches correctly after GDI 11

```

### PB5.004

```
- Fixed error where on some systems " ' " appeared as an AE character in Briefings
- GHARV changed to GHV on GDI 6 (fixes invisible unit issue)
- GHARV changed to GHV on Nod 8 (fixes invisible unit issue)

```

### PB5.003

```
- Fixed Nod Mission 10 - Once the Comm-Center is captured it no longer causes you to lose after the Ion Storm ends

```

### PB5.002

```
- Duplicate Ranger entry in Twisted Dawn mode has been removed
- Fixed Twisted Dawn MLRS name display
- Mobile HQ is now Nominal
- M.C.V. is now Nominal
- GDI Power Plant cost increased from 500 to 600
- GDI Refinery cost changed from 2100 to 1750
- Nod Refinery cost changed from 1900 to 1750
- GDI Harvester cost changed from 1400 to 1200
- Nod Harvester cost changed from 1100 to 1200

```

### PB5.001

```
- GDI Harvester speed increased from 6 to 7

PB5.0000

Coding & Executable changes/additions:

- Survival Skirmish Game Mode implemented
- Checkpoint Skirmish Game Mode implemented
- Twisted Dawn Skirmish Game Mode implemented
- TI Launcher Optimized
	- Windows 8 support
	- Integrated new menu DLLs
	- New windowed mode handling, no 16-bit color depths needed anymore
	- Cleaner code for better performance
	- Now includes Spawner entirely
- HyperPatch applied (Huge thanks to CCHyper & BittahCommander)
	- Includes working air transports logic
- Nod Ghost now infiltrates structures
	- War Factory: Reveals what player is building
	- Barracks: Reveals what player is training
	- Construction Yard: Reveals what player is building
	- Refinery / Silos: Reveals players storage on the structure
	- Radar: Player's units also reveals your own shroud
	- Power Plants: Reveals players power values
- Added new Roadside Barrier
- Radar revamped (now actually useful rather than a pretty satellite image)
- Darkened the Light Grey coloring in rules.ini (Lightened again 27/12/2012 due-to build cue number darkness)
- Added GMCV/NMCV entries in art.ini
- Added GTREPAIR entry to art.ini
- Added Firestorm Cannon codes
- Anti Tiberian-Sun edit made to Launcher
- Renamed Repair Tank's to Mobile Repair Vehicle's
- Renamed 'Mammoth' Walker to 'Mammoth' Armature
- Changed Siege Infantry TechLevel to 7
- Siege Infantry cost reduced from 900 to 800
- Changed MLRS Walker TechLevel to 6
- Reduced GDI Harvester cost to 1300
- Reduced GDI Refinery cost to 2100
- Reduced Nod Harvester speed from 9 to 8
- Increased Nod Refinery cost to 1900
- Uplink Center now doubles as a Radar
- Uplink Center power drain increased from 150 to 200
- Fixed Firestorm Generator name
- Added new unit: GDI Enforcer Infantry
- Hover APC Revised
	- Now uses short duration EMP weapon along with it's passenger capability
	- Renamed to 'Wasp' APC
	- Cost boosted from 800 to 1100
- Commented Out GDI EMP Frigate
- Fixed infantry list (GDI soldiers now appear in correct order)
- Updated Credits
- Credits theme changed
- Forgotten Infantry revised
	- Forgotten Warrior - Anti-Infantry (Militant/Ranger counterpart)
	- Forgotten Defender - Anti-Armour (Tank Hunter/Grenadier counterpart)
	- Forgotten Engineer - Engineer (Engineer/Machinist Counterpart
	- Forgotten Hijacker - Vehicle Hijacker (Special 1 Counterpart)
	- Forgotten Suicide-Bomber - Anti-Armour (Special 2 Counterpart)
- Forgotten Defenses added
	- Forgotten Sentry Gun (Anti-Infantry)
	- Forgotten SAM Site (Anti-Aircraft)
	- Forgotten Lightning Rod (Anti-Armour)
- Added GloboTech Sentry Gun
- Added GloboTech Fixed Wall Sentry Gun
- Game modes began
- Added dummy map files and entries
- Added dummy map file featuring informative text for King of the Hill game mode
- Added Special Xmas patch infantry
- Fixed glowing pixels on Enforcer walker
- NATECH and GATECH now use TogglePower=no
- Fixed broken NHPAD animations
- Added StartFacing=4 to Deployed 'Goliath'
- Added new Flame Tank elite weapon
- Ion Cannon now requires Technology Center as well as Uplink Center
- Fixed ElitePrimary=HellfireE on ORCA fighter's, changed to Elite=HellfireE
- Fixed CrateGoodie=ye issue on MSA
- AI No longer builds a Mobile Sensor Array as a structure, will be added as a unit script at a later date
- Fixed EliteAbilities=, issue on Web Spider code
- Removed LaserFencePost=yes from Nod Gates (Web Spider laser no longer attaches itself to gates)
- Changed [MUTANT3] name to Forgotten Martyr
- Changed [BAR01]-[BAR05] names to Fuel Barrel(s)
- Increased Strength of [BAR01]-[BAR05] from 1 to 5
- Decreased the Strength of all objects with Armor=none by 50% (except some civilian buildings)
- Decreased all Verses against Armor type None, and ProneDamage by 50%
	- Tiberium is now twice as dangerous to infantry as before
- Increased [FireBurst] verses, decreased damage of weapons with warhead [FireBurst] by same factor
- Increased [SA] verses, decreased damage of weapons with warhead [SA] by same factor
- Increased [SANOD] verses, decreased damage of weapons with warhead [SANOD] by the same factor
- Increased [SAGDI] verses, decreased damage of weapons with warhead [SAGDI] by the same factor
- Increased [MultiSA] verses, decreased damage of weapons with warhead [MultiSA] by the same factor
- Increased [MultiSA2] verses, decreased damage of weapons with warhead [MultiSA2] by the same factor
- Increased [AASA] verses, decreased damage of weapons with warhead [AASA] by the same factor
- Added indexes as well as proper headlines to ease browsing rules.ini. Corresponding Art.ini changes pending.
- Decreased TrackedUphill from 1.0 to 0.8
- Reduced VeinholeGrowthRate from 300 to 150
- Reduced VeinholeShrinkRate from 100 to 50
- Increased MaxVeinholeGrowth from 2000 to 4000
- Changed all survivor types except Engineer= to CTECH
- Increased DropZoneRadius from 4 to 6
- Reduced CollapseChance from 100 to 1
- Added Building [BLUEMETE]
- Changed [DESTROYE] name to Ironclad Destroyer
- Changed [EMPSHIP] name to Stingray EMP Frigate
- Changed [NODBSHIP] name from Kraken to Leviathan
- Changed [GHUNTER] and [NHUNTER] IgnoresFirestorm from no to yes
- Changed [GHUNTER] and [NHUNTER] Image to none
- Increased [CTECH] Sight from 2 to 5
- Commented out Ammo=10 and ManualReload=no from [CTECH]
	- Reloading is buggy on infantry
- Re-enabled Fraidycat on CTECH
- Created the building entry [BLUEMETE]
	- Largely the same as [TIBSPI01] (Tiberium Spire)
- Changed [Pistola] and [Pistolb] Warhead from HollowPoint to SA
- Increased [Pistola] Damage from 2 to 5
- Increased [Pistola] ROF from 20 to 60
- Added Burst=8, Burst0=15 on [Pistola]
- Decreased [Pistolb] Damage from 20 to 10
- Increased [Pistolb] ROF from 20 to 40
- Added Burst=8, Burst0=5 on [Pistolb]
- Increased [MinigunNod] ROF from 0 to 6
- Decreased [MinigunGDI] Damage from 25 to 24
- Decreased [M1CarbineNod] Damage to 10 and ROF to 4
- Changed the [TREEAS01]-[TREEAS08] names from Asian to African Trees
- Changed [VEINTREE] Armor from None to Wood
- Increased [VEINTREE] Strength from 1000 to 2000
- Changed the following land type values:
	- [Clear]
		- Wheel=80%, was 90%
		- Hover=100%, was 90%
		- Amphibious=80%, was 90%
		- Creep=90%, was 100%
	- [Rough]
		- Foot=80%, was 90%
		- Track 80%, was 90%
		- Wheel=60%, was 90%
		- Amphibious=70%, was 90%
		- Creep=80%, was 100%[
	- [Water]
		- Hover=80%, was 100%
		- Amphibious=60%, was 100%
	- [Tiberium]
		- Hover=90%, was 100%
		- Creep=80%, was 100%
	- [Beach]
		- Hover=90%, was 100%
	- [Railroad]
		- Creep=90%, was 100%
- Changed [BLUEMETE] values akin to [TIBSPI01]
- Changed [BEACONIT] Image to INVISO
- Renamed all Billboards
- Changed several billboard foundations to 1x1
- Billboard armour changed to wood and strength reduced to 100
- Modified Gray, Light Gray and Dark Gray colours
- GDI Power Plant foundation is now 3x3 (All singleplayer maps edited to compensate)
- RPG Tower weapons refined, now more like a real RPG instead of a flying fludgerguggerthing
- Lowered rate of GDI Helipad animation
- Added TechLevel values to all GloboTech vehicles
- Implemented GloboTech Warehouse tech structure (currently lacking an image)
- Reduced GloboTech Repair Vehicle cost to 750
- Increased GloboTech Repair Vehicle Strength to 220
- Changed GloboTech Repair Vehicle Armour to heavy
- GloboTech Radar Array now includes Radar Scan superweapon
- GloboTech Radar Array now uses Power=-20
- Removed Doubled tag: Power=-10 from GloboTech EMP Battery (Is supposed to use Power=-150)
- Stationary Artillery now uses Power=-100
- Replaced 'Old' on old TD units with 'TW1' (For the time being)
- Removed several old and redundant structures from the INI's
- Removed all old TD structures due-to future replacing
- Naval Warfare disabled (temporarily)
- Removed OldTiberianDawn section from RulesMap.ini
- Added new Ruins section to RulesMap.ini
- Removed old Shore test structures
- Removed several old and unused animations
- Inferno Tank rate of fire increased by 5
- Scorpion Light Tank rate of fire increased by 10
- Removed unused DRYFIRE entries (these were removed due-to being way overpowered)
- Mole Artillery cost increased to 1200
- Hammerhead Howitzer cost increased to 900
- FireBurst warhead values changed from 80%,100%,90%,32%,12% to 80%,100%,80%,25%,10%
- FireBurst2 warhead values changed from 55%,100%,92%,38%,18% to 55%,100%,82%,30%,15%
- Revised Scorpion Tank's elite weapon (No longer Overpowered)
- Reduced Eclipse Tank elite weapon strength by 20 and range by 1 (No longer Overpowered)
- Reduced Deeployed Goliath Tank elite weapon strength by 20 and range by 1 (No longer Overpowered)
- Reduced Mole Artillery elite weapon strength by 50 (No longer Overpowered)
- Reduced Elite Siege Infantry weapon strenght by 10 and rate of fire increased to 110 (No longer Overpowered)
- Nod Tank Hunter bazooka strength reduced by 10
- Mutant RPG strength reduced by 10
- GDI Power Plant Smoke now continous
- Increased GloboTech Humvee strength to 170
- Changed GloboTech EMP Missiles image to MISLGT
- Changed GloboTech Armadillo Missiles image to MISLGT
- Increased GloboTech Light Tank strength to 320
- Increased Stinger Mobile SAM strength to 320
- Increased Nod Scorpion Light Tank strenght to 300
- GloboTech Missile Launcher weapon revised
- Changed many missile armed unit firing report sounds
- TW1 units revised, still weaker than their TI era counterparts, but true to the original and no longer like paper in comparrison:
	- Changed TW1 Artillery cost to 450
	- Changed TW1 Harvester storage to +30
	- Increased TW1 Attack Bike strength to 100
	- Increased TW1 Flame Tank cost to 800
	- Decreased TW1 Attack Buggy cost to 300
	- Increased TW1 Humvee strength to 160
	- TW1 Light Tank rate of fire increased by 10
	- TW1 Avenger voiceover changed
	- TW1 Avenger strength changed to 180
	- TW1 Avenger weapons revised
	- TW1 MLRS No longer attacks aircraft (That's what the Avenger was added for!)
	- TW1 SSM Launcher no longer attacks aircraft
	- TW1 Chinook Armour changed to heavy
	- TW1 Chinook Strength boosted to 400
	- Increased TW1 Light Tank strength to 300
	- Increased TW1 Medium Tank strength to 380
	- Increased TW1 Menium Tank cost to 800
	- Increased TW1 Flame Tank strength to 300
	- Increased TW1 Ratel-20 strength to 190
	- Increased TW1 Ratel-20 speed to 8
	- Changed TW1 Ratel-20 weapon to HummerGun
	- Increased TW1 APC strength to 210
	- Changed TW1 APC weapon to HummerGun
	- Increased TW1 Harvester Strength to 1000
	- Increased TW1 Mobile HQ Strength to 250
	- Changed TW1 Mobile HQ Armour to heavy
	- Increased TW1 MLRS Strength to 150
	- TW1 MLRS weapon revised
	- Increased TW1 Artillery Strength to 140
	- Changed TW1 Stealth Tank Primary weapon to TripleRocket
	- Increased TW1 Chinook cost to 1500
	- Increased TW1 Orca cost to 1200
	- Increased TW1 APC Cost 700
	- Increased TW1 Ratel-20 cost to 700
	- Decreased TW1 MLRS cost to 800
	- Decreased TW1 Avenger cost 600
	- Increased TW1 Apache cost to 1200
	- Increased TW1 Light Tank cost to 600
	- Increased TW1 Artillery cost to 700
	- Decreased TW1 Humvee cost to 400
	- Increased TW1 Stealth Tank cost to 1000
	- Increased TW1 MCV Cost to 5000
	- TW1 MLRS Speed reduced to 5
	- TW1 SSM Speed reduced to 5
	- TW1 SSM Honest John missile weapon added
	- TW1 Stealth Tank speed reduced to 6
	- TW1 Flame Tank reduced to 7
	- Increased TW1 Mammoth Tank strength to 350 (Uses Concrete Armour)
	- TW1 vehicles now use correct voiceovers
- WASP APC Now requires technology center
- WASP APC TechLevel changed to 7
- GDI No longer builds Amaradillo APC's (Typo in AI.INI)
- GDI AI No longer builds doubled War Factories
- GDI Hov-Vee armour increased from 180 to 200
- GDI Vulcan Tower weapon now uses Burst=2
- Removed invalid keys from GloboTech EMP Missile Battery
- Fixed FLH values on the following units/structures:
	- GloboTech Missile Launcher
	- GDI RPG Tower
	- GDI Vulcan Tower
	- GloboTech EMP Patriot Gun Battery
	- Nod Stinger Mobile SAM
	- Scorpion Light Tank
	- GDI Hov-Vee
	- TW1 APC
	- TW1 Ratel-20 APC
	- TW1 Buggy
	- TW1 Light Tank
	- TW1 Attack Bike
	- TW1 Missile Launcher
	- TW1 SSM
- GloboTech Missile Launcher speed decreased to 4
- GloboTech Missile Laumcher cost increased to 1200
- Added new unit: GloboTech Super Goliath
- Removed INFORMER entry from Rules.ini
	-Renamed INFORMER to SNIPER
- Removed unused SLAV entry
- Removed unused CYCLSR entry
- Rearranged infantry list order (cameos now appear in the sidebar in order of TechLevel including GloboTech and Dawn units)
- Rearranged vehicle list order (cameos now appear in the sidebar in order of TechLevel including GloboTech and Dawn units)
- Rearranged aircraft list order (cameos now appear in the sidebar in order of TechLevel including GloboTech and Dawn units)
- Changed [Easy] Cost value back to 1.0
- Changed MSV Alarm sounds (old ones were annoying)
- Flame Tank weapon rate of fire increased by 10
- Several terrain types no longer harbour scorches and craters (Morphable=False applied to all paved road, interior and concrete sets)
- Eclipse Tank Warhead now slightly more effective against infantry
- Goliath Tank Warhead now slightly more effective against infantry
- Kazuar sight increased from 6 to 8
- Fixed typos in mission.ini
- Custom VQA's applied
	- TIFMVS.MIX Hack applied
	- E45D8 - 0f 95 C0 replaced with B0 01 90
	- 2F555C - TWIINS.MIX replaced with TIFMVS.MI
- Scatterpack Sight increased form 6 to 7
- Tiberium Bomber weapon now has impact animation
- Tiberium Bomber now spawns green tiberium rather than red tiberium
- Fixed typo on Banshee Supply Facility code
- Created sub-directory for INI Files
	-RULES.INI - 2FE08C = 8C E0 6F 00 -> 318220 = 20 82 71 00 Pos:E0F34,E1049
	-ART.INI - 2FE084 = 84 E0 6F 00 -> 318240 = 40 82 71 00 Pos:E111C,1C6448,1D1C26
	-AI.INI - 2FE024 = 24 E0 6F 00 -> 318260 = 60 82 71 00 Pos:E1514
	-SOUNDS.INI - 2FDB5C = 5C DB 6F 00 -> 318280 = 80 82 71 00 Pos:E0913
	-THEME.INI - 2FDAF8 = F8 DA 6F 00 -> 318290 = 90 82 71 00 Pos:E09DD
	-MENU.INI - 306080 = 80 60 70 00 -> 3182B1 = B1 82 71 00 Pos:1801BC
	-TUTORIAL.INI	- 2FE49C = 9C E4 6F 00 -> 3182C0 = C0 82 71 00 Pos:E467F
	-MAPSEL.INI - 3056A4 = A4 56 70 00 -> 3182D1 = D1 82 71 00 Pos:16E23F
	-MISSION%01d.INI - 309884 = 84 98 70 00 -> 318300 = 00 83 71 00 Pos:1C094B,1DDCEC
	-309878: MISSION.INI -> INI\MISSION.INI
	-2CA940: TEMPERAT -> INI\TEM
	-2FDF7C: BATTLE.INI -> INI\BATTLE.INI
	-RulesMap.ini changed to MapRule.ini
- Created sub-directory dor MIX files
	-TIBSUN.MIX - 2FE37C = 7C E3 6F 00 -> 3181C0 = C0 81 71 00 (TWIINS.MIX)
	-MAIN.MIX - 2F5644 = 44 56 6F 00 -> 3181D0 = D0 81 71 00
	-PATCH.MIX - 2FE3B8 = B8 E3 6F 00 -> 3181E0 = E0 81 71 00
	-CACHE.MIX - 2FE364 = 64 E3 6F 00 -> 318121 = 21 81 71 00 Pos:E4079 only!
	-ECACHE%02d.MIX - 2FE388 = 88 E3 6F 00 -> 318204 = 04 82 71 00
	-EXPAND%02d.MIX - 2FE398 = 98 E3 6F 00 -> 31814C = 4C 81 71 00
	-CONQUER.MIX - 2FE434 = 34 E4 6F 00 -> 318160 = 60 81 71 00
	-LOCAL.MIX - 2FE358 = 58 E3 6F 00 -> 318170 = 70 81 71 00
	-SOUNDS.MIX - 2FE3EC = EC E3 6F 00 -> 318191 = 91 81 71 00
	-SIDEC%02d.MIX - 2FF210 = 10 F2 6F 00 -> 3181A0 = A0 81 71 00 (SIDE%02d.MIX)
	-SIDECD%02d.MIX - 2FF1C4 = C4 F1 6F 00 -> 3181F1 = F1 81 71 00
	-GMENU.MIX - 305FF0 = F0 5F 70 00 -> 3181B1 = B1 81 71 00
	-SCORES.MIX - 2F559C = 9C 55 6F 00 -> 318191 = 91 81 71 00 (SOUNDS.MIX)
	-2FF1EC: SIDENC%02d.MIX -> MIX\SIDENC%02d.MIX
	-2F558C: SCORES01.MIX -> MIX\SCORES.MIX
	-2FF254: SPEECH%02d.MIX -> MIX\SPEECH%02d.MIX
	-2F555C: TIFMVS.MIX -> MIX\TIFMVS.MIX
- FinalTI Modified to compensate for sub-directory changes
	-ra2md.mix - 1BDDBC = BC DD 5B 00 -> 1BDDD4 = D4 DD 5B 00 (\MIX\Cache.mix)
	-\Language.mix - 1BDF70 = 70 DF 5B 00 -> 1BDF75 = 75 DF 5B 00 Pos:80F0D (\MIX\Conquer.mix)
	-1BDF38: \Local.mix -> \MIX\Local.mix
	-1BDF64: Langmd.mix -> \MIX\IsoTem.mix
- Created sub-directory for Multi-player maps
	-Multi.mix removed - E42EE - 75 replaced with EB
- Mutation statistics revised
	- Slimer warhead now more effective against infantry and light vehicles (Visceroid buff)
	- Young Tiberium Floater strength boosted from 75 to 100
	- Elder Tiberium Floater strength boosted from 150 to 300
	- Whaloon strength increased boosted from 50 to 100
	- Mantis strength boosted from 40 to 120
	- Mantis ClawAttack damaged boosted from 40 to 50
	- Typhon strength increased from 75 to 125
	- Typhon speed icnreased from 4 to 5
	- Scarab armour changed from light to heavy
	- Reduced Scarab cost to 10 (It's either this or remove the death animation due-to veterancy bug (LoL. Bug.))
	- Scarab weapon changed to Primary=TankFlameTh (FireballLauncher has now been removed)
	- Tiberium Raptor strength boosted from 1000 to 1200
	- Elder Tiberium Raptor strength boosted from 2000 to 2400
	- Riparious Tiberium Fiend strength boosted from 250 to 300
	- Vinifera Tiberium Fiend strength boosted from 300 to 330
	- Cruentus Tiberium Fiend strength boosted from 300 to 360
	- Aboreus Tiberium Fiend strength boosted from 300 to 400
	- Shard warhead now more effective against infantry, light vehicles and structures
- Burst Pods now use various green explosions
- Removed various unused assets from MIX files
- Removed unused entries in MapRule.ini
- Fixed number listing of GloboTech Sentry Guns (they now appear in the map editor)
- TOXCBOMB Translucency changed from 50 to 25
- Added optional components section to TI Launcher
- Added Scatterpack elite weapon
- Goliath now uses a slightly weaker Anti-Tank weapon when deployed to compensate for anti-infantry weapon
- Goliath now uses new elite warhead
- Viper Drone elite weapon strength decreased slightly
- Hammerhead now uses muzzle flash anim instead of GUNFIREX anim
- Increased Hammerhead firing range by 1
- Changed Hammerhead rate of fire to 170
- Gas replaced by Fire on the Nukeflash alpha anim particles
- Organized structure list - Structures now appear in the same order as the tech tree (Though defenses remain grouped)
- Removed old Nod and GDI Base Expansion Node entries in INI files
- Removed DPAPWR entries from INI files (replace in maps with NAAPWR)
- Removed NAPOST entries from INI files
- Remoevd old Component Tower entries from INI files
- Removed NAMISL entries from INI files
- Removed CTVEGA entries from INI files
- Removed NDPREPA and GDPREPA entries from INI files
- Fixed typo on SuperRailGunElite weapon (Was Range=62 for some reason, LOL!)
- All spark particles coding changed to use SHP spark to reduce lag and custom version for firestorm defense with alpha
- QMove fixes to unit weapons using IsRailgun=yes instead of UseSparkParticles=yes
- Optimized pure Laser=yes particle systems to not use subparticle at all reducing lag and same for the infantry flash particles
- Disabled LightSize & OneFrameLight in most particles where possible to reduce lag hopefully
- Assigned the dummy Image=CLRANIM to particles lacking it or using none for stability/performance reasons
- Increased Rate of Fire of GT MLRS and TW1 MLRS to 60
- Increased Cost of the following GloboTech units:
	- GloboTech Missile Launcher - 1200 -> 1400
	- GloboTech Armadillo APC - 900 -> 1000
	- GloboTech Ambulance - 600 -> 400
	- GloboTech Repair Vehicle - 750 -> 1000
	- GloboTech Super Goliath - 1500 -> 1600
- Renamed GALITEINV to GALITEIN (Less than 8 Characters)
- Reveal all crate has been disabled in favour of preventing bugs
- Added new GloboTech Sensor Tower structure
- Removed various unecessary tags from Street Lights in art.ini
- Removed tags enabling the muzzle flash alpha lights (codes still exist, but the tags currently removed as a performance enhancement, check index for codes)
- Commented out ALMUZXXX lines from various Sys's (Not removed, can re-add later if necessary)
- Removed unused LaserRifle weapons
- Removed unused Firestorm Cannon entries (Unit didn't go forward as planned)
- Floaters now use organic explosion image
- Removed unused GAKODK entries
- Commented out GDI Power Plant smoke animation till bug is fixed
- AI No longer builds Seismic Projector or EMP Cannon
- Elite Mole weapon nerfed (Range decreased by 2 and burst changed from 3 to 2)
- Elite Mole weapon uses new warhead
- Added new Elite/Powerful Artillery impact explosion
- TW1 Apache now uses new weapon
- Added GloboTech Survelliance Drone
- Added GloboTech Gunship
- Added GloboTech Sonic Fighter
- Added GloboTech Airstrip
- Hornet Elite Weapon range increased from 8 to 9
- Banshee Interceptors are now Radar Invisible
- Orca Immobilizers are now Radar Invisible
- Removed several unused voxel animations
- Shortened INVDEBRGAS to INDEGAS (Less than 8 Characters)
- Shortened CRYSTAL01 to CRYSTAL01 (Less than 8 Characters)
- Shortened CRYSTAL02 to CRYST02 (Less than 8 Characters)
- Various DebrisMaxiumums values did not coincide with MaxDebris values, this has been fixed
- Changed CraterLevel value from 1 to 4
- Lowered amount of PIECE debris spawned by Shadow Stealth Tanks
- Renamed TankRailShotIon to TankRailShotI
- Any entry using Warhead=Meteorite now uses Warhead=MeteorWH (Meteorite is unlisted anywhere, odd WW coding)
- Deployed Cleaver Drone renamed to "Cleaver Mine"
- Unit sight values refined
	- Veteran units no longer gain a sight bonus (Due-to errors)
	- Goliath sight changed from 8 to 6
	- Deployed Goliath sight changed from 10 to 7
	- MLRS Walker sight changed from 7 to 6
	- Scatterpack Walker sight changed from 7 to 6
	- Stinger Mobile SAM sight changed from 5 to 6
	- Mole Artillery sight changed from 9 to 5
	- Deployed Mole Artillery sight changed from 9 to 6
	- Redeemer Drone sight changed from 9 to 7
	- Deployed Redeemer Drone sight changed from 9 to 7
	- Hammerhead sight changed from 9 to 6
	- Viper Drone sight changed from 7 to 8
	- Web Spider sight changed from 2 to 4
	- Cleaver Drone sight changed from 7 to 6
	- Cleaver Mine sight changed from 7 to 6
	- Mobile Sensor Vehicle sight changed from 15 to 10
	- Deployed Sensor Vehicle sight changed from 8 to 10
	- GDI Harvester sight changed from 4 to 6
	- GDI Repair Vehicle sight changed from 5 to 6
	- WASP APC Sight changed from 5 to 6
	- GloboTech Missile Launcher sight changed from 5 to 6
	- GloboTech Armadillo APC sight changed from 5 to 6
	- GloboTech Repair Vehicle sight changed from 5 to 6
	- GloboTech Super Goliath sight changed from 8 to 6
	- GloboTech Harvester sight changed from 4 to 5
	- TW1 MSAM sight changed from 10 to 6
	- TWI SSM Launcher sight changed from 10 to 6
	- TW1 Hum-Vee sight changed from 5 to 8
	- TW1 MCV Sight changed from 5 to 10
	- GDI Ranger sight changed from 7 to 6
	- Nod Militant sight changed from 7 to 6
	- GDI Grenadier sight changed from 7 to 6
	- Nod Tank Hunter sight changed from 7 to 6
	- GDI Siege Infantry sight changed from 7 to 6
	- GDI Enforcer sight changed from 7 to 6
	- Nod Incinerator sight changed from 7 to 6
	- GDI Rocketeer sight changed from 8 to 9
	- GDI Sniper sight changed from 7 to 8
	- Nod Machinist sight changed from 5 to 4
	- Nod Ghost sight changed from 12 to 10
	- Medic sight changed from 7 to 6
	- GloboTech Guardian sight changed from 7 to 6
	- GDI Orca Bomber sight changed from 6 to 5
	- GDI Orca Fighter sight changed from 6 to 7
	- GDI Orca Immobilizer sight changed from 6 to 5
	- GDI Orca Carry-all sight changed from 6 to 5
	- Nod Banshee Bomber sight changed from 8 to 6
	- Nod Hornet sight changed from 6 to 7
	- TW1 Chinook sights changed from 6 to 5
	- TW1 Orca sight changed from 6 to 7
	- Tw1 Apache sight changed from 6 to 7
- Vipers can now crush infantry as an elite ability
- Kazuars can now crush infantry as an elite ability
- GloboTech Light Tanks can now crush infantry
- GloboTech Hum-Vee's can now crush as an elite ability
- TW1 Hum-Vee's can now crush as an elite ability
- TW1 Avenger Hum-Vee's can now crush as an elite ability
- Updated FinalTI Strings
- Obelisk of Light now uses SCEXPLO animation
- Hovvee is now named Dragonfly HVR
- Hovvee Elite Weapon range increased
- GloboTech Aircraft now dock at the GloboTech Airstrip
- Goliath can no longer deploy
- Deployed Redeemer Drone no longer uses a secondary sniper weapon
- TW1 Attack Buggy is now available as a crate Goodie
- TW1 Harvester is now available as a crate goodie
- Nods Viper is now available as a crate goodie
- Tremors can no longer be found in crates (WTF?)
- Removed Naval Shipyard entries and animations
- Removed Naval Unit entries, listings and art
- Removed several unused weapons and warheads
- Removed several unused assets from local.mix
- Re-enabled Explosions on Ruin structures (unrealistic, yes, but they looked odd without them)
- Removed empty Explosion= tags from several structures
- Added new construction site / scaffolding set
- Added new Campfire structure and animation
- Fixed "Outpost O" error on SHARD01, SHARD02 and BSHARD01 tags
- Removed unused TISparkPart from Particles section
- Removed unused sound from Whaloon attack
- Added sections to several listed sounds
- Renamed NODFACTORY prerequisites to NAWEAP
- Renamed GDIFACTORY prerequisites to GAWEAP
- Added TMBARR entry
- Added TMREFN entry
- Added TMWEAP entry
- Removed TD Prerequisites to TW1 units, replaced with TI Prerequisites instead so TD Prerequisites no longer exist (Still use TechLevel=-1)
- Added several dummy entries in Art.ini for several animations (INI Checker wasn't pleased)
- GAYARD, DPMCH and NAYARD reapplied to BuildingTypes
- POWGEN is now BuildingType Index no. 99, listed with the rest of the capturable GT structures
- MeteorLauncher's klax1 report now capitalized (KLAX1)
- Image=TWLT036 removed on FoireSys and FirestreamSys
- FOIRE removed from animations list and Art.ini
- BLUTwIRL changed to BLUTWIRL on EMPulsShip weapon
- AnimList=none removed from BZZWAR and SBWAR warheads
- BOMBFIRE now added to Art.ini and Animations List (Not sure how this was overlooked)
- Changed Image=INVISO to Image=INVISO of several Art.ini entries
- Capitalized sound file names in Venom Walker voiceover section
- gaslrgmk now capitalized (GASLRGMK) (was lower case in vanilla TS though)
- Image=Web capitalized to Image=WEB
- Tiberium Reactor now uses green smoke particle system
- Advanced Tiberium Reactor now uses green smoke particle system
- GDI Tiberium Refinery now uses green smoke particle system
- GloboTech Fusion Reactor now uses blue smoke particle system
	- Fixed damage offset on structure
- LGRNSMK1 removed from AnimList and Art.ini
- LGRNSMK2 removed from AnimList and Art.ini
- LBLUSMK1 removed from AnimList and Art.ini
- LBLUSMK2 removed from AnimList and Art.ini
- LREDSMK1 removed from AnimList and Art.ini
- LREDSMK2 removed from AnimList and Art.ini
- LGRYSMK1 removed from AnimList and Art.ini
- NOOFIRES removed from AnimList and Art.ini
- GDI AI No longer builds GloboTech APC's (There was an APC listing in AI.ini instead of HOVAPC)
- TW1 Flame Tank now uses firey smoke particle system
- Mole Artillery weapon revised - Not as effective against infantry
- Siege Infantry weapon revised - Range increased, more effective against armour, elite weapon no longer overpowered
- Viper Drone armour points increased by 20
- Cleaver Drone cost reduced from 800 to 600
- Renamed ARTYHE to MOLEHE
- Renamed ARTYHEE to MOLEHEE
- Fixed Infested Waterfall animations
- Added water twinkle animation
- Removed Starting Unit Clones (STMCV, GSGOLIA and NSHTNK) - No longer necessary due-to navy removal
- Fixed a dialog issue where Network/Online game screens don't fit on the screen and cause the game to crash, this no longer happens on any resolution (hooray, another crash fix)
- Made some general improvements to Twistage.dll dialogs
- Several Adjacent tags had lower case 'a's, this has been fixed
- MUTATEINIT25 shortened to MUTIN25
- MUTATEINIT100 shortened to MUTIN100
- MUTATEINIT300 shortened to MUTIN300
- MUTATEDMG shortened to MUTATDMG
- SELFDANI10 shortened to SELFDAN1
- MTR_INIT_B shortened to MTRINITB
- MTR_INIT_S shortened to MTRINITS
- MTR_INIT_T shortened to MTRINITT
- MTR_SPRD_B shortened to MTRSPRDB
- MTR_SPRD_S shortened to MTRSPRDS
- MTR_SPRD_T shortened to MTRSPRDT
- DIRTSPRSI shortened to DIRTSPSI
- DIRTSPRDSD shortened to DIRTSPRD
- DIRTSPRRND shortened to DIRTSRND
- GDI Commando statistics revised:
	- GDI Railgun Commando now uses old ENFORCER image
	- GDI Railgun Commando Armour changed from none to heavy
	- GDI Railgun Commando Strength increased to 550
	- Old Commando (With the CommandoShotgun weapon as seen in GDI Mission 7) [COMMANDO] remains in the INI's for campaign purposes
	- Updated GDI Mission 7 to compensate for new changes
	- Updated GDI Challenge 2 to compensate for the new changes
	- ENFORCER is now deemed a redundant unit, changes will apply to another unit soon
	- All campaign maps featuring ENFORCER have been edited to replace it with either E2 or JUMPJET (E2 if part of an APC attack)
- Nod Harvesters can now dock at both Nod Refineries and GDI Refineries
- GDI Harvesters can now dock at both Nod Refineries and GDI Refineries
- TW1 Harvesters can now dock at both Nod Refineries and GDI Refineries
- GDI Harvester cost reduced from 1500 to 1400
- GDI Harvester strength increased from 1300 to 1400
- GloboTech Harvester storage increased from 20 to 30
- GloboTech Harvester cost increased from 1100 to 1250
- GloboTech Harvester strength increased from 600 to 1200 (600? Seriously?)
- GloboTech Harvester speed reduced from 9 to 7
- Infector strength boosted from 190 to 200
- Infector rifle range increased from 12 to 15 (No longer shorter range than the web grenades and same range as GDI Sniper)
- Viper Drone weapon damage increased from 15 to 18 (Elite weapon increased from 25 to 28)
- Cyborg Reaper has re-acquired it's Web Launcher
- Cyborg Reaper cost increased from 1000 to 1250
- Final TI Tip Box updated
- GAME.DAT - W.APC changed to W.GHV - Allows GDI Harvester to have Waterbound image without having to name it APC to save confusion (Maps edited to compensate for changes)
- GHARV (GDI Harvester) filename changed to GHV
- GloboTech Surveillance Drone no longer tilts on slopes
- Fixed spelling on GloboTech warehouse
- Banshee Supply Facility now uses Storage=20
- Hall of Faith now uses Foundation 4x2
- Banshee Supply Facility now uses Foundation 3x3
- Added new tiberium lifeform: Tiberian Tick
- Added new tiberium lifeform: Spring Worm
- Added new tiberium lifeform: Strider
- Typhon mutation replaced and revised
- Railgun Tank renamed to Railgun Platform
- Fixed Blue meteorite structure
- Tiberium Values changed:
	- Riparious (Green) - 25
	- Vinifera (Blue) - 45
	- Aboreus (Purple) - 65
	- Cruentus (Red) - 85
- Lowered strength of meteor damage in art.ini
- Added Collapsed Tunnel Structures
- Added dummy 1x1 Scaffolding structure for campaign purposes
- Added new 1x1 Farm Crop LATs
- Added additional tiles to Pebble LAT
- GDI Repair Tank strength increased from 200 to 300
- Nod Repair Tank armour changed from light to heavy
- GDI Railgun Tank strength increased from 200 to 250
- Lag issue at start of LAN games and unit response times have been repaired -- The changes are as follows:
	- Offset 0xE1EFA changed 1E to 3C
	- Offset 0x1772D6 changed 03 to 01
	- Offset 0x17719A changed 03 to 01
	- Offset 0x177032 changed 75 to EB (This is a testing feature that allows you to play by yourself without AI's)
- Hovvee cost increased from 400 to 500
- Aboreus and Cruentus switched (We will never speak of this ever again!)
- Fixed overlapping LAN dialogs on 800x600 Twistage.dll
- Fog of War option disabled due-to being unstable
- Added an option to the menu to disable the XWIS ONLINE button
- Added White House and White House debris
- GloboTech Ambulance can now deploy into a mobile hospital
- Nod SAM Bunker weapon strength decreased from 100 to 80
- Nod SAM Bunker Rate of Fire increased from 60 to 70
- Railgun Platform armour changed from light to heavy
- Infector strength against light armour increased
- Tank Hunter strength increased from 60 to 65
- Infector strength increased from 200 to 240 (Infector still uses armour=none, otherwise he'd get killed too easily by tanks)
- Hornet strength increased from 170 to 200
- Fixed duplicate BlueXP animation list on TachyonWH
- Equalised GDI Ranger and Nod Militant weapons:
	- [MinigunGDI]
		- Damage reduced from 16 to 15
	- [M1CarbineGDI]
		- Damage reduced from 20 to 18
	- [SANOD]
		- ProneDamage reduced from 53 to 50 (because of MinigunNod's low damage input, 53 has the same effect as 50 anyway)
		- Verses changed from 95%,100%,77%,38%,2% to 100%,25%,80%,40%,10% (see comment above)
	- [SAGDI]
		- ProneDamage increased from 35% to 40%
		- Verses changed from 100%,66%,51%,22%,2% to 90%,30%,100%,40%,10%
- Specialised GloboTech Peacekeepers:
	- Cost increased from 50 to 200
	- Speed reduced from 5 to 4
	- Minigun damage increased from 9 to 10
	- Minigun ROF decreased from 21 to 12
	- [SA]
		- Verses changed from 100%,57%,60%,33%,2% to 100%,30%,60%,40%,10%
		- ProneDamage increased from 58% to 60%
	- [M1Carbine]
		- Damage increased from 11 to 12
		- ROF decreased from 15 to 8
- Removed Elite=JumpCannon under Wasp APC
- [FLAKWH] versus Light changed from 75% to 100%
- [E3] Revised
	- Sight upgraded from 6 to 8
	- Speed increased from 3 to 3.5
- [AP] revised
	- ProneDamage increased from 25% to 30%
- [AABAZOOKA] revised
	- Range increased from 8 to 10
- [E2] revised
	- Speed increased from 3 to 3.5
	- Sight increased from 6 to 7
- Removed EliteAbilities ROF from E1 and E1NOD
- Removed ROF and FIREPOWER EliteAbilies from E2
- Railgun Commando now uses SelfHealing=yes
- Elite Goliath weapon strength decreased by 10
- Elite Eclipse weapon strength decreased by 10
- Cleaver Mines now use a short sensor range
- Added new Stone Barricade Wall structure
- Re-added several speech files to Speech01 and Speech02 mixes
- Restored Elite TW1 Artillery and GloboTech Exo cluster weapon
- Refined Elite Siege Infantry weapon
- Brought back the smoke rising from the ground after structure explosion feature (image pending)
- Changed several capitalized NOD's to Nod on Owner= tags
- Changed gate armor to concrete
- Decreased gate strength from 600 to 300
- Capitalized GXTCTWC0,GXTCTWC1,GXTCTWC2 on TachyonCannon weapon
- Removed FireUp=2 from JUMPJET entry in Art.ini
- Increased all Infantry and Vehicle speeds by 1 (needs testing)
- Reduced cloaking stages from 9 to 5 (lag reduction)
- Reduced loop count values on fire entries (lag reduction)
- Fixed EMP Ship sound
- Revised armour-types, most structures now use WOOD armour
- Fixed duplicate taxi issue - Replaced CAR9 TAXI image with PICK
- Street lights now use Insignificant=yes (Why were they the only doodads that weren't insignificant?)
- Dragonfly FireAngle changed from 90 to 32
	- It accepts values from 0 to 64, not degrees.
	- Added the following EliteAbilities: ROF, FIREPOWER
		- Because the Hovvee has a primary and secondary weapon, and the Elite only replaces Primary, an elite Hovvee didn't
		get its secondary upgraded. Note that in turn I reduced the amount of damage and the ROF of the elite weapon.*
	- HovRocket ProjectileRange** set to 12 (twice the weapon range)
		- Range increased from 5 to 6
	- AAHovRocket ProjectileRange** set to 20 (a bit over twice the weapon range)
		- Speed increased from 50 to 70
	- Speed reduced from 13 to 11
	- ROT decreased from 10 to 7
	- Sight reduced from 8 to 7
	- *HovRocketElite damage reduced from 45 to 30
		- ROF increased from 40 to 50
		- Range increased from 7 to 8
- DissolveUnfilledTeamDelay halved from 9000 to 4500
	- An attempt to improve the AI dynamics. There's no point in having to wait 10 minutes before dissolving an empty team.
- CollapseChance increased from 1 to 10
	- Sometimes it takes way too long for the cliff to crumble because the probability was so low.
- Cleaver Drone
	- Warheads and weapon damages equally revised
	- GuardRange set to 6
	- Capitalized sawdeath on DBInfAttack
	- Without this, the Cleaver will have as short guard range as the range of its Primary.
- Cleaver Mine
	- Cost changed from 800 to 600 (Same as Drone)
	- Has IsLimpetMine set
		- This prevents the mine from targeting buildings.
	- Was given a new primary weapon
	- Stealth detection radius decreased from 3 to 2
	- Now uses Insignificant=yes
- HeatSeeker is again ranged
	- Although not necessarily a problem, without this the projectile could fly infinitely. It's best to have weapons define their own ProjectileRange.
	- VeryHigh disabled
	- ROT changed from -1 to 8
	- Acceleration reduced from 10 to 5
- AAHeatSeeker acceleration reduced from 10 to 5
- Tank Hunter
	- BAZOOKA ProjectileRange set to 14
- Increased global repair rate by 25%
- Twisted Dawn Chinooks now work as proper transports
- Twisted Dawn Nod Chinook now uses Owner=Nod (Was GDI before)
- Weakened Flame Tank explosion against light and heavy armour (FIREEXPI now uses new warhead, FIREHEW)
- Harvesters all use Accelerate=true
- Infantry pips revised
	- GDI Units use Yellow Pips
	- Nod Units use Red Pips
	- GloboTech units use Blue Pips
	- Civilian units use White Pips
	- Mutations use Green Pips
- Reapplied GDI Medic for skirmish and campaign
- Nod Radar is no longer mobile and thus can be sold without leaving a mobile vehicle behind
- Removed doubled TechLevel= tag from Deployed Sensor vehicle
- Prone Damage of SA warhead increased to 80%
- Prone Damage of SANOD warhead increased to 80%
- Prone Damage of SAGDI warhead increased to 80%
- Prone Damage of ViperWH warhead increased to 70%
- Prone Damage of ViperEWH warhead increased to 70%
- Prone Damage of AntiInfLaser warhead increased to 80%
- Prone Damage of AntiInfLaser2 warhead increased to 80%
- Points values on everything completely revised
- Rocketeers Revised
	- [JJMinigun]
		- Weak anti-infantry weapon for multi-purpose raiding
	- [JumpCannon]
		- Warhead changed from SA to ORCAAP
		- Damage increased from 20 to 30
		- Projectile changed from Invisible3 to AAHeatSeeker2
		- Sound effect changed
		- Speed reduced from 100 to 40
		- ROF increased from 30 to 60
		- Added BurstDelay0=15
		- Anti-armour and anti-air
	- Name changed to Marauder
	- Cost increased from 600 to 750
	- Now very fast ground only infantry
- Marauders now use ImmuneToVeins=yes
- Marauders are no longer TiberiumProof=yes
- Removed unused Hover Tank weapons
- Infector now makes a Global Speech when created
- Cyborg Commando now makes a Global Speech when created
- Reduced Crate Power up of Firepower from 2.0 to 1.2
- Reduced Crate Power up of Speed Boost from 1.7 to 1.2
- VeteranROF reduced from 0.6 to 0.5
- VeteranArmour reduced from 0.7 to 0.3
- TiberiumHeal rate increased from 0.040 to 0.060
- HoverHeight value decreased from 120 to 60
- HoverBob value increased from .04 to .08
- Spawner EXE Applied, courtessey of Bittah and Iran
- Changed MinimumAIDefensiveTeams values to 2,1,1
- Changed MaximumAIDefensiveTeams values to 3,2,2
- All Nod Buildings use Adjacent 3 like GDI structures (except for defensive structures)
- Firestorm wall section no longer uses Adjacent 10, but Adjacent 5 instead like all other walls
- GDI Power Plant revised
	- No longer uses an upgrade
	- Image changed to permenantly use the old upgrade image
	- Power Output increased to 200
	- Cost increased to 500
	- All maps have been edited to compensate for the changes
- Fist of Nod, Nod Refinery and others are now BaseNormal=yes again (was simply too annoying to keep)
- Removed BLOWFISH.DLL dependency
- Changed TiberiumNearScan value from 10 to 6
- Changed TiberiumFarScan value from 50 to 36
- Changed TeamDelays values from 300,1500,2200 to 600,1850,2600
- Changed TotalAITeamCap values from 25,15,10 to 16,14,10
- Changed DissolveUnfilledTeamDelay values from 4500 to 7000
- Changed AIHateDelays values from 1000,3000,5000 to 500,1500,3500
- Added new GloboTech Sea Mine structure
- Added an entirely new variation of Tiberium Stumps Fona
- Added an entirely new variation of Tiberium Ferns Fona
- Added an entirely new variation of Tiberium Lanterns Fona
- Added an entirely new variation of Tiberium Arboracchium Fona
- Added an entirely new variation of Tiberium Nymphaea Antemna Fona
- Added an entirely new variation of Tiberium "Lollipop" Fona
- Added an entirely new variation of Tiberium Funguvicula Fona
- Fixed Hovvee FLH value
- Fixed FLH values on GloboTech and Dawn Humvee's
- Added UN Tank
- Added UN Humvee
- Changed [TIB01] to [TIB20] names to: Tiberium Riparius (green)
- Changed [TIB2_01] to [TIB2_20] names to: Tiberium Vinifera (blue)
- Changed [TIB3_01] to [TIB3_20] names to: Tiberium Cruentus (red)
- Changed [BTIB01] to [BTIB12] names to: Tiberium Arboreus (purple)
- FinalTI Optimized
- Increased build-up time from .06 to .07
- Web Spiders are no longer crate units
- MinProductionSpeed=.5 changed to MinProductionSpeed=.3
- Added UseNormalLight=yes to many impact explosion animations
- Removed UseNormalLight=yes from smoke and debris impact animations
- Improved Tachyon Impact animation quality
- Nod Tiberium Reactor power output increased from 80 to 100
- Nod Advanced Tiberium Reactor Strength increased from 900 to 1000
- Sniper code revisited
	- HollowPoint versus none changed from 50 % to 100 %
		- To compensate, JJMinigun (also using HollowPoint) damage halved
	- Sniper cost reduced from 750 to 600
	- ROF reduced from 130 to 95
	- Sight increased from 8 to 9
	- Damage reduced from 250 to 180
	- Elite Snipers now receive an elite weapon in addition to veterancy bonuses
		- Added a new warhead
- Added various new rock-like explosions (No flames, just metal/rock)
- Added Shroud Revealing Structures for campaign purposes
- Cleared up Mission.ini, Briefings now stored in the maps themselves
- MessageDelay changed from 2.5 to 2.2
- Removed Ionize Effect from Elite Railgun Platform due-to visceroid spawning
- Removed Ionize Effect from Elite Super Goliath due-to visceroid spawning
- Removed Ionize Effect from Elite Mammoth Walker due-to visceroid spawning
- Removed duplicate BLUEXP entry in Art.ini
- TW1 Attack Buggy improved
- TW1 Light Tank strength increased from 300 to 330 but speed reduced to 8
- TW1 Chinooks strength boosted from 400 to 450

Image & Sound changes & additions:

- Added new GDI Sidebar (2013)
- Modified all TMP tiles to use new radar colors
- Added new Orca Transport cameo
- Added new Mobile Sensor Vehicle cameo
- Added placeholder cameos for GDI MCV and Mammoth Walker
- Added placeholder GloboTech Repair Tank image
- Added (better) temporary deployed Goliath image
- Added new Firestorm Cannon animations
- Added new Web Spider cameo
- Added new Sandbangs cameo
- Added new Advanced Tiberium Reactor cameo
- GDI Destroyer now uses old EMP Frigate image
- Added new Fusion Reactor Upgrade cameo
- Darekened Veins radar color
- Increased volume of TS voiceovers
- Added new Technician Image
- Added new Generic Engineer Image
- Added new billboard images
- Added Vulcan Tower build-up
- Added RPG Tower build-up
- Added EMP Cannon build-up
- Fixed glowing pixels on several structures
- Stock Tiberian Sun assets remastered
	- Improved quality of village structures
	- Improved quality of Pyramids
	- Improved quality of several city structures
- Added new GDI Power Plant image
	- Updated Feb 20th 2013
- Added new GDI Power Plant cameo
- Added new GDI Power Plant Upgrade image
	- Updated Feb 20th 2013
- Added new GDI Power Plant Upgrade cameo
- Added new GDI Power Plant Smoke-puff animation
- Added new GDI Power plant Upgrade damaged animation
- Fixed GDI power Plant damaged smoke offset
- Added new GDI Helipad image
- Added new GDI Helipad animations
- Added new GDI Helipad cameo
- Added GloboTech Repair Vehicle cameo
- Remastered GDI Vulcan Tower
- Remastered GDI RPG Tower
- Improved GDI Barracks texture
- Improved GDI EMP Cannon texture
- Improved GDI Communications Center texture
- Remade BIGBILL1, 2, 3 and 4
- Fixed black spots on GloboTech Radar Array damage frame
- Launcher GUI Updated
- Improved Current Construction Yard image
- Added GloboTech Light Tank Cameo
- Added GloboTech Harvester Cameo
- Added GDI Humvee Cameo
- Added GloboTech Humvee Cameo
- Improved damage frames and shadows on GloboTech Armoury
- Replaced Image=DRAGON with Image=MISSILE
- Fixed tiling issue on grass terrain
- Added new GloboTech Warehouse Image
- Added new RPG Missile
- Improved SAM Missile image
- Added new GloboTech coloured Missile
- Updated The Thing image to be more obvious
- Fixed glowing pixels on GloboTech fusion reactor
- Changed radar colour of all trees
- Changed radar colour of all rocks
- Changed radar colour of all other terrain objects
- Improved quality of the following cameos:
	-Nod Technology Center
	- Nod Helipad
	- Hand of Nod
	- Fist of Nod
	- Tiberium Reactor
	- Obelisk of Light
	- Temple of Nod
	- SAM Bunker
	- Nod Radar
	- GDI Refienry
	- Grenadier
	- Nod Repair Tank
	- Cleaver Drone
	- Viper Drone
	- Scorpion Tank
	- Eclipse Tank
	- Demolition Drone
	- Stinger Mobile SAM
	- Inferno Flame Tank
	- Mole Artilley
	- Hammerhead
	- Stealth Tank
	- Termite APC
	- Militant
	- Tank Hunter
	- Machinist
	- Incinerator
	- Ghost
	- Infector
	- Vulcan Cyborg
	- Cannon Cyborg
	- Cyborg Reaper
	- Cyborg Commando
- Added new Infector voiceover
- Added 16 new Old Appartment Block structures
- Added 8 new Old Shopping Center structures
- Added 6 new tiberium flora terrain objects
- Replaced TS Stock fire animations
- Improved quality of the following structures:
	- CITY01
	- CITY40
	- CITY48
	- CITY50
	- CITY52
	- CITY53
	- CITY54
	- CITY55
	- CITY56
- Added alternative paved road bits set to Paved Road Additions list
- Added GloboTech Disruptor cameo
- Added GloboTech Armadillo cameo
- Added GloboTech SSAM cameo
- Added TW1 Attack Cycle cameo
- Added TW1 Buggy cameo
- Added TW1 Flame Tank cameo
- Added TW1 Light Tank cameo
- Added TW1 Harvester cameo
- Added TW1 MCV cameo
- Added TW1 Ratel-20 cameo
- Added TW1 Apache cameo
- Added TW1 Artillery cameo
- Added TW1 Stealth Tank cameo
- Added TW1 SSM cameo
- Added TW1 Medium Tank cameo
- Added TW1 APC cameo
- Added TW1 Humvee cameo
- Added TW1 Avenger Humvee cameo
- Added TW1 MLRS cameo
- Added TW1 Orca cameo
- Added TW1 GDI Chinook cameo
- Added TW1 Nod Chinook cameo
- Replced stock Tiberian Sun meteorite images
- Anim.pal optimised
	- Over 200 animations modified to compensate for this
	- Added new Artillery impact animations
	- Added new Bomber impact animations
	- Improved all green animations
	- Replaced several old green explosion animations
	- Anim.pal greens optimised
	- Improved animation colouring
	- Remade several explosion animations
	- Improved quality of various explosion animations
- Added CITY84-CITY86 (New Office Buildings)
- Infector voiceover optimised
- Added new ammo pip image
- Fixed glowing pixels on road barrier
- Added Nod Generic Logo 01 FMV
- Added Nod Generic Logo 02 FMV
- Added GDI Generic Logo 03 FMV
- Added Eclipse Tank Smash FMV
- Fixed radar colour of SLMFNA01 - SLMFNA06
- Added blue variations of SLMFNA01 - SLMFNA06
- Changed tiberium radar colour
- Added new Ion Cannon impact animation
- Added new Eclipse Tank voiceover
- Added new Railgun Tank muzzle flash animation
- Added new GloboTech Radar image
- Added new GloboTech Sentry Gun image
- Added new additions to City Pavement Small Additions tileset (Red and Blue central hazard stripes)
- Fixed ZData on Cliff Transition Tiles
- Improved various Transilition Tiles
- Fixed glowing pixels on Obelisk of Light
- Fixed glowing pixels on GloboTech Sentry Guns
- Added new Mobile Sensor Vehicle cameo
- Added new Message sound
- Replaced old Yellow Fona with new images
- Replaced stock TROCK images
- Replaced stock SROCK images
- Changed DBAK Image
- Added new menu hover sound effect
- Added new menu click sound effect
- Added new click sound effect to Launcher
- Fixed "Tech Level" alignment on Skirmish menu
- Increased volume of current Goliath voiceovers
- Increased volume of current Scatterpack voiceovers
- Added GloboTech Sonic Fighter voiceover
- Added GloboTech Gunship voiceover
- Fixed GDI version of Nod Radar cameo
- Changed Earthquake Rock images
- Added new GloboTech Cannon Battery image
- Added new GloboTech Vulcan Battery image
- Added new GloboTech Missile Battery image
- Added new GloboTech Airstrip image
- Added new shore images
- Improved water crossing images
- Improved waterfall images
- Added several new tiles to damaged paved roads set
- Added additional tiles to the Tiberium Ground and Patches set
- Added additional tiles to the Pebble LAT set
- Added additional tiles to the Interior LAT Additions set
- Added additional tiles to the Ditches and Jaggeds set
- Added additional tiles to the Clear LAT Additions set
- Improved Mammoth Walker Image
- Added new Dropship Image
- Added Dropship Cameo
- Replcaed menu GUI with superior images
- Added modified GDI wall image
- Added new Hall of Faith placeholder image
- Added new Hall of Faith placeholder cameo
- Fixed transparency issue on Obelisk of Light cameo
- Added new Ion Beam image
- Added new Main Menu Images
- Added new music track: Act on Insurrection
- Added new Cliff Growth structures (to be placed on the base of the cliffs)
- Fixed pixel errors on standard shore tiles
- Improved Grain Silo image
- Improved Farm Barn image
- Improved Farm House image
- Replaced all Infested terrain tiles with new water and shore style
- Replaced all natural low pavement natural cliff shores
- Improved water cliff images
- Added new KINGFLAG image
- Added new GDI Harvester image
- Added new GDI Harvester cameo
- Added several new ditch and jagged tiles
- Added new images for Subterranean Dwellings
- Added new signal flare animation [SMOKLAND]
- Replaced Sand LAT with improved image
- Added additional plant-life tiles to the water debris set
- Fixed several TerrainType values on Clear LAT Additions set
- Added new placeholder cameos for all structures that still use TS backgrounds
- Adjusted sharpness on pebble tiles
- Improved Slope Tiles
- Utilized Ramp Edge Fix-ups
- Improved Dirt Ditches images
- Added new HovVee image
- Added new HovVee cameo
- Added new GDI Repair Tank image
- Added new GDI Repair Tank Cameo
- Improved Kazuar Cameo
- Improved Goliath Cameo
- Improved MLRS Walker Cameo
- Improved Scatterpack Cameo
- Improved Railgun Tank Cameo
- Improved Mammoth Cameo
- Added new custom sounds for Whalloon
- Added new custom sounds for Tiberium Raptors
- Added new custom sounds for Tremors
- Added new custom sounds for Scarabs
- Added new custom sounds for Typhons
- Added new custom sounds for friendly lifeforms
- Added new custom sounds for Tiberian Ticks
- Lowered volume of Mantis screams
- Added extra frames to brown/dying trees to prevent shadow bug
- Improved brown/dying tree images and added more contrast
- Replaced interface buttons on Nod Sidebar
- Replaced accept/host icons
- Added new loading screen images
- Added new Machinist voiceover
- GloboTech Engineer now uses old Machinist voiceover
- Added new LAN sound effects
- Added new Game Created sound
- Added new Player Joined sound
- Added new Grain Silo image
- Added new Railgun Platform image
- Added new Railgun Platform cameo
- Added new AuxUp= and AuxDown= sounds for Helicoptors
- Finished Pavement Logo set
- Added new Viper / Hornet Laser impact image
- Added new Laser Turret impact image
- Added new Scorpion Flak impact image
- Improved GDI Defense Upgrade animation
- Added new Super Goliath Railgun impact image
- Added new Railgun Platform Railgun impact image
- Added new Railgun Commando Railgun impact image
- Added new Mammoth Armature Railgun impact image
- Improved quality of old crates
- Fixed lighting on crates
- Fixed lighting on palettes
- Fixed lighting on barrels
- Fixed facings on EMP Battery
- Fixed facings on Vulcan Battery
- Fixed facings on Cannon Battery
- Added new pipeline structures
- Improved GloboTech Hospital animation
- Improved explosion quality of TWLT050
- Improved explosion quality of TIVEHEXP
- Added new Ghost voiceover
- Improved quality of DEBOOM explosion
- Added several new debris impact explosions
- Added new pick-up truck image
- Improved green smoke image
- Improved blue smoke image
- Fixed Z-Data on several city staircase tiles
- Added new Yellow Ionize image for Elite Railgun Platform
- Improved image of Railgun Commando weapon
- Added new Laser Turret impact animation
- Added new WASP APC Image
- Fixed several broken pavement cliff tiles
- Fixed several corrupted TMP tiles
- Added various tiles to transition cliffs
- Fixed Z-Data on various tiles
- Added new Nuke animation
- Added new track: Contagion
- Added new Demolition Drone image
- Added new Demolition Drone cameo
- Added new temporary Cleaver Drone image (Remove Image=CLVR to revert back to the normal Cleaver Drone)
- Added new smoke animation for GDI power plant
- Added Checkpoint Mode starting tiles
- Created separate art entries for GDI Medic and GloboTech Medic
- Created separate cameos for GDI Medic and GloboTech Medic
- Deployed Sensor Vehicle now uses animations
- Added new WASP APC cameo
- Replaced BLUTWIRL animation
- Added new GT Repair Vehicle image
- Replaced GDI briefing background image
- Replaced Nod briefing background image
- Added new Gate Up sound effect
- Added new Gate Down sound effect
- Added missing animations for the GDI Communications Center
- Added new GDI Silo Image
- Added new GDI Silo Cameo
- Added improved temporary build-up for GDI Helipad
- Added improved temporary build-up for GDI Power Plant
- Added improved temporary build-up for Nod Power Plant
- Added improved temporary build-up for Nod Advanced Power Plant
- Added new GDI Vulcan Tower image
- Added new GDI Vulcan Tower cameo
- Added new GDI RPG Tower image
- Added new GDI RPG Tower cameo
- Fixed glowing pixels on GloboTech turrets
- Fixed glowing pixels on Nod SCORPION Walker
- Added new GDI Power Plant image
- Added new GDI Power Plant cameo
- Added new GDI Gatling Tower image
- Added new GDI Gatling Tower cameo
- Added new Mobile HQ image
- Improved Goliath Elite weapon animations

Map & Campaign changes & additions:

- Map previews are now PNG files
- Added individual Themes for various maps
- All maps now have briefings incorporated into their respective files
- All maps now use separate directories, including campaign missions
- Added Nod Mission 8
- GDI Mission 1 updated: Size increased and new section added to the map, meaning there will be no more clipping errors on high resolutions
- GDI Mission 2 updated: Size increased and new section added to the map, meaning there will be no more clipping errors on high resolutions
- Additional Characters and depth have been added to mission storylines
- Fixed typo in Arboreus Abyss [2]
- Most campaign maps have been edited to use more speech files
- Modified several mission breifings and text triggers
- All maps modified to compensate for the Tiberium Aboreus/Cruentus switchover
- Nod Logo 1 FMV Applied to all necessary missions (some will be replaced with others as time goes on)
- Nod Logo 2 FMV Applied to all necessary missions (some will be replaced with others as time goes on)
- GDI Logo 1 FMV Applied to all necessary missions (some will be replaced with others as time goes on)
- Eclipse Tank Smash FMV Applied to Nod Mission 3
- Added General Shepherd Transmission FMV
- Nod Mission 11 now starts with 3 Machinists and 5000 credits
- Added Loyalty [8]
- Relocated The Thing on Intoxication [3]
- Added several King of the Hill variations of current maps
- Added meteor spreaders to GloboTech Storm Arena [4]
	- Between a Rock [3]
	- Combat Triangle [3]
	- Alpha City [4]
	- Deadwinter Invasion Revisited [4]
	- Noobzone Campage [4]
	- Twinside [4]
	- The Triple 'S' [6]
- Added GDI Mission 13
	- Added breifing
	- Fixed text triggers
- Updated Nod Mission 11
- Updated Nod Mission 12
- Updated Nod Mission 13
- Updated GloboTech Storm Arena [4]
- Train house no longer attack Neutral house on Nod Mission 13
- Removed old structures from Stormy Plateu [3]
- Edited maps to compensate for recent building list change
- Replaced old TD structures with ruins on GDI Mission 1
- Remastered Pig of Bays [6]
- Added GloboTech Warehouse to the following current maps:
	- GloboTech Urban Arena [4]
	- Lambda City [2]
	- Showdown [6]
	- Pandemonium Part II [5]
	- Nuclear Towen [2]
	- Pig of Bays [6]
	- Twinside [4]
	- Sunset Vista [4]
	- Primal Haven [2]
- Added Kappa City [4]
- Added Nod Challenge 2
- Dropships replaced with chinooks on GDI Mission 4
- Nod MCV Voiceover applied to all Nod campaign maps
- GDI Mission 6 modified
	- Now you must find the abandoned base before being able to reach the Nod base
	- Re-added cultists hidden triggers
- Railgun Commando name changed to Commando on GDI Mission 7
- Kappa City [4] Riparious replaced with Vinifera
- Added GloboTech sentry guns and wall-mounted guns to Nod Mission 6
- Added GDI Mission 10
- Added GDI Mission 11
- Added GDI Mission 12
- Added GDI Mission 13
- Updated GDI Mission 3
- Added Nod Mission 3.5
- Added breifings for GDI Missions 10 and 12
- Fixed shroud bugs on GDI Mission 13 and Nod Mission 10
- Updated GDI Mission 10
- Updated Nod Mission 3
- Fixed GDI Challenge 2
- Added GDI Challenge 3
- Added Nod Challenge 3
- Fixed Internal Error on Zone 59 [6]
- Fixed Shores on the following maps:
	- The Marshlands [2]
	- River Raid [2]
	- Bunker Hill [2]
	- Surrounded [3]
	- Depressions [4]
	- Black Swamp [4]
	- Heartless [4]
	- Backwater Barrens [6]
	- Epsilon City [6]
	- Omicron City [7]
- Removed GDI AI Production triggers from GDI campaign maps (As a result of this, your forces no longer try to attack on their own)
- Removed Nod AI Production triggers from Nod campaign maps (As a result of this, your forces no longer try to attack on their own)
- Added AI Nod Production triggers to GDI Mission 7
- Fixed AI Production triggers on GDI Mission 13
- Fixed AI Proudction triggers on Nod Mission 11
- Added AI GDI Production triggers to Nod Mission 5
- Removed AI Production triggers from Nod Challenge 1
- Added Riparious Ridge [2]
- Added Vinifera Valley [2]
- GDI Mission 1 Breifings and Text Triggers updated
- GDI Mission 2 Breifings and Text Triggers updated
- Added GDI Mission 9
- Added Nod Mission 9
- Added Nod Mission 14
- Added Nod Mission 15
- Added Breifing for Nod Mission 14
- Added Breifing for Nod Mission 15
- Improved Nod Mission 9
- Improved GDI Mission 10
- Improved GDI Mission 11
- Improved GDI Mission 12
- Improved GDI Mission 13
- Fixed overlapping buildings on Death From Above [2]
- Updated GDI Mission 12 with latest version
- Updated Nod Mission 14 with latest version
- GDI Mission 13 is now GDI Mission 14, a new map will be made for GDI Mission 13
- Removed The Marshlands [2]
- Added Crops [2]
- Fixed overlapping Power Plant / Crate issue on GDI Mission 5
- Added new version of Volcano [3]
- Added Dueling Chasms [2]
- Added Arden River [2]
- Added Deja-Vu [2]
- Added GDI Mission 15
- GDI Mission 4 uses collateral damage lose trigger once again
- Cleaver Drone is unable to deploy into a mine during Nod missions due-to graphical issues (still maintained during skirmish)
- Added new Checkpoint Mode preview image
- Added new Checkpoint Mode map: Relinquished [2]
- Added Checkpoint Mode version of Crops [2]
- Cisterns are no longer capturable on Nod Mission 6
- Added Abandoned [2]
- Maps now list their player max count first before the map name
- Nod Mission 5 made easier
- Nod Mission 6 made easier
- GDI Mission 1 made easier
- GloboTech Names are no longer nominal in Nod Mission 1
- GloboTech Names are no longer nominal in Nod Mission 2
- GloboTech Names are no longer nominal in Nod Mission 3
- GloboTech Names are no longer nominal in Nod Mission 4A
- Graphical improvements made to Nod Mission 1
- Graphical improvements made to Nod Mission 2
- Graphical improvements made to GDI Mission 1
- Graphical improvements made to GDI Mission 2
- Added Nod campaign introduction

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