Changelog/0.9

• Removed an obsolete trigger that caused GDI Mission 6 (Clean Slate) to crash when saving & loading
• Fixed an issue that caused Nod Mission 14 to fail when the Temple of Nod was entered

```

### 0.9.0.1

```
• Fixed an oversight where the Adult Visceroid would not reveal shroud in Survival mode
• Disabled Airstrip cargo plane's shadow due to a glitch
• Cleaned the change-log

```

### 0.9.0.0

```
GAMEPLAY & BALANCE

• Generic
	• Multiplayer Factions
		• GloboTech is now a playable faction, with a focus on specialized, high-tech units and strong defenses.
		• GDI and Nod are now split to and replaced with the following subfactions in standard multiplayer modes:
			• [GDI] Falcon Division -- A powerhouse faction with slow but heavily armored units.
			• [GDI] Phoenix Regiment -- Employs fast and light units together with long-range support.
			• [Nod] Genesis Legion -- Focuses on cybernetics and experimental weapons.
			• [Nod] Sons of Kane -- Makes heavy use of stealth and guerilla tactics.
		• Forsaken are available in Survival mode only
	• Game Modes
		• Fixed incorrect/unavailable units in Survival mode
		• Updated Survival mode crate powerup settings
		• Infantry strength values are no longer arbitrarily decreased in Twisted Dawn mode
		• Cyborgs no longer go berserk in Meat Grinder mode
		• Repair vehicles can now be built in Meat Grinder mode
		• Unholy Alliance now works like classic TI multiplayer: Subfactions are disabled, and the main GDI and Nod factions contain most of their respective subfactions' arsenal
		• Timeless Insurrection, Ultimate Insurrection, and Survival Dawn modes are no longer available
	• Game Options
		• Fixed an oversight where the "No Hero Units" game option did not disable all hero units
		• Fixed an oversight where the "Harmless Tiberian Lifeforms" option did not affect Tauroses or green Fiends
		• Fixed an oversight where trainable lifeforms were affected by the "Harmless Tiberian Lifeforms" option
		• Fixed an oversight where the GDI AA Tower was excluded from the "Capturable Defenses" option
		• Fixed a bug where Harvesters had an abnormally high chance to spawn in bonus crates when "Harvester Truce" was enabled
		• "Build Off Ally" option is now enabled by default
		• Sandbags and Chain-Link Fences are now only buildable with the "Base Decals" option enabled
		• Replaced "Fog of War" with "Shroud Regrows" option in online multiplayer due to the FoW's desync issues
		• Re-enabled the toggle for Test Mode, allowing instant construction of units and buildings
	• Player Input
		• New default hotkey for sell mode: [C]
		• Changed default hotkey for the "Select all units in view" command from [E] to [Y]
		• Changed default hotkey for power toggle mode from [P] to [E]
	• Combat
		• Fixed an issue where Disruptors did not receive the intended damage and rate-of-fire (ROF) bonuses when elite
		• Fixed an oversight where several units received firepower and/or ROF bonuses twice when elite
		• Fixed an oversight where Cleavers, Redeemers and Sentinels could be hijacked
		• All defensive structures' armor changed from wood to light
		• Flamethrowers and fast cannon shots are now susceptible to cliffs and other obstacles
		• Grenade explosions can now cause Tiberium chain reaction
		• Non-explosive debris no longer destroys Tiberium nor sets trees on fire
		• Cluster projectiles are now evenly spread within a circle instead of a ring
		• Cluster missiles and seismic waves can no longer penetrate an active Firestorm wall
		• Toxic gas clouds now persist longer, but do less damage over time
		• Toxic gas clouds now corrode concrete armor, but very slowly
		• Anti-air gatling guns' effectiveness against jumpjet infantry increased from 80% to 100%
		• Anti-air gatling guns' effectiveness against heavy armor decreased from 68% to 48%
		• Certain fire animations' duration increased while DPS decreased
		• General anti-air missile warheads:
			+ Effectiveness against light armor increased from 75% to 100%
			+ Effectiveness against concrete armor increased from 25% to 50%
			- Effectiveness against heavy armor decreased from 100% to 75%
		+ Anti-personnel lasers can now set buildings and trees on fire
		• General melee weapons:
			- Effectiveness against wood armor decreased from 60% to 45%
			+ Effectiveness against light armor increased from 45% to 60%
		• Revised damage spread values (lower value means damage fades quicker over distance, max. is 63):
			• Generic
				+ Ion lightning damage spread increased from 6 to 12
				- Fire damage spread decreased from 16 to 8
				- Portable flamethrower damage spread decreased from 16 to 12
				- Mounted flamethrower damage spread decreased from 24 to 20
				- Elite flamethrower damage spread decreased from 32 to 24
			• GDI
				- Grenadier damage spread decreased from 12 to 8
				- Siege Trooper damage spread decreased from 32/48 to 24/32 (normal/elite)
				- Exo-Suit damage spread decreased from 16/24 to 11/16
				- Scatterpack damage spread decreased from 16 to 10/12 (normal/elite)
				- Bullfrog damage spread decreased from 28 to 8
				- Behemoth damage spread decreased from 32/40 to 24/32
				- Orca Bomber damage spread decreased from 256 to 32/42
				- Warthog damage spread decreased from 256 to 32/42
				- TD MLRS damage spread decreased from 30 to 16/32
			• Nod
				+ Cleaver damage spread increased from 0 to 8
				- Tremor damage spread decreased from 48/64 to 24/32 (normal/elite)
				- Phantom damage spread decreased from 16/32 to 3/6 (normal/elite)
				+ Banshee damage spread increased from 5 to 8
				- SAM Bunker damage spread decreased from 256 to 10
				- TD Chem Warrior damage spread decreased from 128 to 12/20 (normal/elite)
				+ TD Artillery damage spread increased from 16/24 to 20/26
				- TD Raven damage spread decreased from 512 to 28
			• GloboTech
				+ Stork damage spread increased from 16 to 24
				- Lancer (Missile Launcher) damage spread decreased from 30 to 16/32
				- Elite Gun Drone damage spread decreased from 16 to 10
				- Apollo damage spread decreased from 64 to 25
			• Forsaken
				+ Tiberian Fiend damage spread increased from 4 to 8
				- Trapper Bike damage spread decreased from 16/24 to 11/16
				- Elite Drifter damage spread decreased from 16 to 10
				- Mist Cannon damage spread decreased from 128 to 20
				+ Mastodon damage spread increased from 8 to 12
	• Terrain
		• Updated some terrain tiles to have less impassable cells
		• Tiberium Monoliths now animate (and spread Tiberium) less frequently
		• Modified unit speed modifiers when traveling on ice:
			+ Infantry speed increased from 50% to 70%
			- Tracked vehicle speed decreased from 80% to 60%
			- Walker speed decreased from 100% to 70%
	• Misc
		• Technology Centers now grant access to Scanner support ability, which reveals a random enemy object and the area near it
			• Superweapons no longer require Technology Centers as secondary "host" buildings
		• Fixed an oversight that made the GloboTech Harvester unbuildable
		• Fixed an oversight where you couldn't build near Fusion Reactors
		• Fixed an oversight where some meteor spawners used overlapping animation IDs, causing them to work incorrectly
		• Revised Ion Storm penalties. Now the following units are either immobilized, grounded or their weapons weakened during Ion Storm:
			• GDI Marauder, Valkyrie, Skimmer, Wasp APC, Phalanx
			• Nod Cyborg Templar, Cyborg Paladin, Eclipse, Cleaver, Inferno, Shadow, Phantom
			• GloboTech Perseus, Sentinel, Enforcer, Super Goliath, Disruptor
		• Revised & adjusted all unit/building threat values based on the object's cost
		• Revised points system, points now default to 1/100th of an object's cost
		• Slightly tweaked units' sight ranges
		• Most units now gain increased sight when elite
		• Decreased multiple factory bonus cap from 2000 to 1000 credits
		• Service Depots and Repair Vehicles are now split between factions
			• Phoenix Regiment, Sons of Kane, and GloboTech can only build mobile Repair Vehicles
			• Falcon Division and Genesis Legion can only build stationary Service Depots
			+ Repair Vehicles no longer require a Service Depot in order to be built
		• Some passive units such as Harvesters and Repair vehicles can now rank up (via bonus crates or by crushing infantry), gaining improved abilities on each level
		• Slightly changed the order of structures (this only applies if you lose and regain your Construction Yard)
		• Inferno, Cleaver and Shadow tanks now use the same hover locomotor as GDI's hover units
		• Mobile Sensor Vehicle, Inferno Tank, and Shadow Tank weight decreased to prevent them from sinking through ice
		• Decreased subterrannean horizontal movement speed from 19 to 12.5
		• Decreased subterrannean vertical movement speed from 1.0 to 0.8
		• Cost of radar facilities increased from 1000 to 1500
		• Collapsed tunnel debris can no longer be destroyed with C4 by default
		• Tanker trucks and civilian train cargo wagons no longer contain crates by default
		• Removed obsolete Cruise Missile powerup and slightly tweaked remaining crate powerup shares
• GDI
	• New Tier 3 infantry hero unit: Valkyrie Jumpjet Commando
	• New Tier 2 aircraft: Orca Gunship
	+ Engineer sight increased from 4 to 5 (same as other factions' Engineers)
	• Siege Trooper:
		+ Minimum range decreased from 4 to 3.5
		+ Elite firing delay decreased from 90 to 60
		- Normal warheads no longer leave residual fire
		- Effectiveness against no armor decreased from 100% to 90%
		- Elite damage decreased from 140 to 125
		- Elite cooldown increased from 30 to 50
	• Marauder:
		+ Replaced missiles with an anti-materiel rifle
		- Range decreased from 8 to 7
	• Sniper:
		+ Strength increased from 80 to 95
		- Cost increased from 600 to 700
		- Moved from Tier 2 to 3
		- Tech level requirement increased from 5 to 7
	• Railgun Commando:
		• Renamed to "Perseus"
		• Moved to GloboTech
		+ Strength increased from 550 to 700
		+ Elite ambient damage increased from 70 to 90
		- Cost increased from 2000 to 2500
		- Can no longer C4 buildings
	• Harvester
		- No longer amphibious
		- Speed decreased from 8 to 7
	• Kazuar:
		+ Effectiveness against light armor increased from 20% to 35%
		- No longer able to carry passengers
		- Elite firing delay increased from 10 to 18
	• Skimmer:
		+ Range increased from 6 to 7
		+ Effectiveness against light armor increased from 75% to 100%
		- Effectiveness against heavy armor decreased from 100% to 75%
	• Goliath Tank:
		+ Moved from Tier 2 to Tier 1
		+ Strength increased from 430 to 600
		+ Can deploy to double its firepower, at the cost of slightly lower rate of fire
		+ Effectiveness against light armor increased from 85% to 100%
		+ Deceleration rate increased
		- Cost increased from 900 to 1000
		- Speed decreased from 7 to 5
		- Turn speed decreased from 6 to 5
		- Effectiveness against wood armor decreased from 100% to 85%
	• Scatterpack:
		+ Strength increased from 310 to 350
		+ Cooldown decreased from 100 to 80 when elite, to compensate for delay between bursts
		± Armor changed from light to heavy
	• Wasp APC:
		+ Cost decreased from 1100 to 700
		+ Tech level requirement lowered from 7 to 5
		± Replaced EMP cannon with an anti-personnel web launcher
		- Can no longer crush infantry by default, only when elite
		- ROT decreased from 9 to 7
	• Buckshot MLRS:
		• Renamed to Bullfrog
		± Missiles replaced with discus grenades
		± Prerequisite changed to Tech Center
		± Armor changed from light to heavy
		+ Cost decreased from 1600 to 1300
		+ Speed increased from 3 to 4
	• Phalanx:
		+ Now gains increased rate of fire when elite
		• Mobile:
			+ Minimum range limit removed
			+ Effectiveness against concrete armor increased from 40% to 50%
			- Effectiveness against wood armor decreased from 90% to 70%
			- Effectiveness against light armor decreased from 130% to 100%
		• Deployed:
			+ Range increased from 12/14 to 14/16 (normal/elite), same as upgraded AA Tower
			+ Effectiveness against concrete armor increased from 30% to 60%
			- Effectiveness against light armor decreased from 120% to 100%
			- Effectiveness against heavy armor decreased from 120% to 110%
	• Behemoth:
		- Moved from Tier 3 to Tier 4
		- Deceleration rate slightly decreased
	• Mammoth Walker:
		+ Mounted SAM launchers now receive a damage bonus when elite
		+ SAM missile accuracy increased
		+ EMP charge delay decreased from 1800 to 900
		- EMP duration decreased from 1200 to 600
	+ Orca Fighter missile accuracy increased
	- Carryall speed decreased from 19 to 14
	• Power Plant:
		• Restored the upgrade system: Power Plants can now be upgraded at Tier 3 to double their power output
		+ Cost decreased from 600 to 400
		- Base power output decreased from 150 to 100
	• Gatling Tower renamed to AA Tower
	• EMP Cannon:
		+ Charge decreased time from 8 to 6 minutes
		+ Cost decreased from 1750 to 1500
	• Firestorm Generator:
		• Moved to GloboTech
		+ Wall segments are now cloaked
		+ Moved from Tier 3 to 2
		+ Tech Level requirement decreased from 10 to 8
		+ Cost decreased from 2000 to 1500
		+ Power requirement decreased from 200 to 150
		+ Strength increased from 800 to 1000
• Nod
	• New Tier 1 vehicles: Firebrand Buggy, Intruder Bike, and Instigator Tank
	• New Tier 2 infantry: Cyborg Acolyte
	• New Tier 3 vehicle: Specter Stealth APC
	• Tank Hunter:
		+ Now gains slightly increased anti-ground range when elite
		- Tank Hunter cost increased from 200 to 250
	• Machinist:
		+ Cost decreased from 700 to 500
		+ Strength increased from 45 to 50
		- Can no longer hijack vehicles
	• Incinerator collateral damage coefficient increased from 0.04 to 0.05
	• Cyborg Disciple:
		+ Moved from Tier 2 to Tier 1
		+ Cost decreased from 650 to 300
		- Strength decreased from 325 to 175
		- Sight decreased from 7 to 6
		- Range decreased from 6 to 5
		- Burst decreased from 3 to 2
	• Cyborg Templar:
		+ Cost decreased from 800 to 500
		+ Now gains increased rate of fire when elite
		± Armor changed from light to heavy
		- Strength decreased from 375 to 200
		- Replaced with Cyborg Acolyte in default game mode
	• Infector:
		+ Strength increased from 280 to 300
		+ Elite range increased from 16 to 18
		+ Up to 3 can now be trained at a time in multiplayer
		± Requires Hall of Faith
		- Web removed
	• Ghost:
		• Reworked into Sons of Kane's commando unit
			• Can hijack vehicles and capture buildings
			• If Multi-Engineer is enabled, Ghosts cost less than normal.
			• If Engineers are disabled, Ghosts can no longer capture buildings, only hijack vehicles. To compensate, they cost less than normal.
		+ Strength increased from 60 to 120
		- Moved from Tier 2 to Tier 4
		- Cost increased from 700 to 2000
		- Only one can be built at a time
	• Cyborg Paladin:
		+ Elite damage increased from 130 to 160
		- Effectiveness against prone infantry decreased from 175% to 85%
	• Nod Harvester:
		+ Strength increased from 900 to 1000
		± Speed type changed from wheeled to tracked
	• Repair Vehicle:
		+ Can now crush infantry, like the other repair vehicles
		± Armor changed from light to heavy
	• Viper:
		+ Elite range increased from 6 to 7
		+ Elite cooldown decreased from 25 to 8
		- Elite damage decreased from 28 to 10
		- Lasers no longer destroy Tiberium
	• Scorpion Tank:
		+ Strength increased from 330 to 350
		+ Effectiveness against light armor increased from 75% to 100%
		- No longer able to carry passengers
		- Effectiveness against no armor decreased from 35% to 25%
		- Effectiveness against heavy armor decreased from 100% to 75%
		- Effectiveness against prone infantry increased from 50% to 30%
	• Eclipse Tank:
		+ Strength increased from 430 to 450
		+ Deceleration rate increased
		+ Damage increased from 70 to 80
		+ Now gains increased rate of fire when elite
		- Redundant secondary cannon removed
		- In Default game mode, requires both subfactions' Fists of Nod
		- Cost increased from 800 to 900
		- Speed decreased from 8 to 7
	• Inferno Tank:
		± Armor changed from light to heavy
		+ De-/acceleration rate increased
	• Cleaver:
		+ Strength increased from 190 to 260
		+ Effectiveness against wood armor increased from 35% to 60%
		+ Turn speed increased from 10 to 16
		± Armor changed from light to heavy
		- Effectiveness against heavy armor decreased from 70% to 50%
		- Cost increased from 300 to 600
		- Moved from Tier 1 to Tier 2
		- Speed decreased from 10 to 9
		- Damage against organic targets decreased from 100 to 30
		- Damage against mechanical targets decreased from 40 to 30
		- Effectiveness against prone infantry decreased from 100% to 50%
	± Stinger now switches to anti-air lasers when deployed
	• Hammerhead:
		• Renamed to Phantom
		• Reworked into a cloaked tank destroyer/artillery
			• Uses a conventional anti-tank cannon when mobile
			• Can deploy to switch to high-explosive, long-range artillery shells
		+ Cloaked when mobile
		+ No longer susceptible to Ion Storms
		+ Strength increased from 150 to 300
		- Moved to Tier 3
		- Moved to Tech Level 9
		- Cost increased from 900 to 1500
		- Speed decreased from 7 to 6
		- Deceleration rate decreased
	• Cyborg Reaper:
		+ Moved down from Tier 3 to Tier 2
		+ Can now rotate its torso like a turret
		+ AA missiles are now more reliable
		- Strength decreased from 350 to 300
	• Tremor Artillery:
		+ Effectiveness against no armor increased from 15% to 20%
		+ Minimum range decreased from 6 to 5
		- Strength decreased from 400 to 200 when mobile
		- Range decreased from 20-22 to 15-17 (normal/elite)
		- Moved from tech level 7 to 8
	• Shadow Tank:
		+ Can deploy into a short-range, unarmed stealth generator
		+ Replaced elite cluster missiles with conventional ones, due to hardcoded slow speed of clusters
		+ Debris from destroyed tanks now deals less damage to the tanks themselves, improving their survivability in groups
		+ Range increased from 6/8 to 7/9 (AG/AA)
		+ Deceleration rate increased
		± Missiles no longer have instant acceleration – missile speed increased to compensate
		- Can no longer crush infantry by default, only when elite
	• Redeemer:
		• Now part of the main Nod/Genesis Legion roster
		+ Required tech level lowered from 8 to 7
		- Damage decreased from 80 to 70
		- Turn rate decreased from 6 to 4
		• Deployed Redeemer:
			+ Strength increased from 500 to 700
			+ Laser cooldown decreased from 100 to 90
			+ Laser range increased from 8 to 10
			+ Laser effectiveness against light armor increased from 100% to 125%
			- Laser damage decreased from 150 to 120
			- Laser effectiveness against no armor decreased from 100% to 75%
			- No longer autoheals
	• Web Spider:
		• Renamed to Spider Drone (when mobile) / Spider Fence (when deployed)
		+ Strength increased from 160 to 300
		+ Cost decreased from 500 to 300
		+ Moved Tier 3 to 2
		• Deployed Web Spider (Spider Fence):
			+ Can now be produced from a Construction Yard
			+ Can be repaired and sold
			- Cannot be undeployed
			- Power consumption depends on the length of the laser fence (1 power unit per cell)
	+ Demolition Trucks can now gain veterancy from crates, becoming more destructive on each level
	• Toxin Truck:
		± Prerequisite changed to Nod Tech Center
		+ Cost decreased from 1350 to 1200
		+ Can crush infantry
		+ Available from bonus crates
		- Speed decreased from 8 to 6
		- Requires both subfactions' Fists of Nod in Default game mode
	• Venom Walkers are no longer buildable in multiplayer
	• Hornet
		+ Damage increased from 40 to 48
		+ Elite damage increased from 60 to 75
	+ Banshee projectile speed and accuracy increased
	• Wraith:
		+ Range increased from 6 to 10.5/8 (normal/elite) so the target is centered on the bombing area
		- Strength decreased from 300 to 250
		- Effectiveness against prone infantry decreased from 175% to 85%
	- Hand of Nod power requirement increased from 5 to 10 (same as GDI Barracks)
	• Hall of Faith:
		• Replaces the Hand of Nod for Genesis Legion
		+ Cost decreased from 1250 to 600
		+ Power requirement decreased from 25 to 10
	• Moved Chain Link Fence to GloboTech and replaced it with Barbed Wire
	• In place of Laser Turrets, the Genesis Legion can construct Spider Turrets, armed variants of the Spider Fence
	± SAM Bunker now fires a continuous stream of missiles instead of in bursts
	• Quake Generator:
		+ Charge decreased time from 8 to 6 minutes
		+ Cost decreased from 1750 to 1500
• GloboTech
	• New Tier 1 anti-armor infantry unit: Enforcer
	• New Tier 1 all-purpose anti-ground vehicle: Warden Tank
	• New Tier 2 anti-air/anti-personnel infantry unit: Defender
	• New Tier 3 anti-ground defense structure: Force Cannon
	• New Tier 4 structure: Command Center (unlocks tech and grants Kinetic Strike superweapon)
	+ Guardian:
		+ Strength increased from 170 to 250
		- Shotgun range decreased from 5.5 to 5
		- Damage decreases by distance
		- Only available in Twisted Dawn mode
	• Engineer:
		+ Cost decreased from 600 to 500
		- Strength decreased from 75 to 60
	• Medic:
		+ Cost decreased from 800 to 600
		+ Speed increased from 5 to 6
		+ Medigun no longer shuts down, but heals less, during ion storms
		+ Healing increased from 30 to 35
		- Strength decreased from 190 to 120
		- No longer uncrushable
		- Range decreased from 6 to 5
	• Exo-Suit:
		• Moved to GDI/Falcon Regiment
		+ Damage increased from 50 to 60
		± Armor changed from light to heavy
	• Harvester:
		± SpeedType changed from wheel to track
		- Cost increased from 1000 to 1200
		- Speed decreased from 9 to 8
	• Humvee:
		+ Strength increased from 170 to 200
		+ Cost decreased from 500 to 400
		- Not available in default mode
		- Can no longer carry passengers
	• Vanguard Tank:
		+ Strength increased from 320 to 380
		± Armor changed from light to heavy
		- Not available in default mode
	• Armadillo:
		+ Updated missile behaviour
		+ Enabled to attack aircraft
		+ Moved from Tier 2 to Tier 1
		- Speed decreased from 8 to 7
		- Passenger count decreased from 10 to 5
	• Sentinel:
		• Repurposed as an anti-personnel unit. Only available in campaign and certain multiplayer game modes.
		+ Cost decreased from 650 to 600
		+ Effectiveness against no armor increased from 60% to 100%
		+ Effectiveness against prone infantry increased from 50% to 90%
		- Strength decreased from 380 to 300
		- Effectiveness against wood armor decreased from 90% to 80%
		- Effectiveness against light armor decreased from 100% to 60%
		- Effectiveness against heavy armor decreased from 70% to 15%
		- Effectiveness against concrete armor decreased from 20% to 10%
		- No longer destroys Tiberium or sets objects on fire
	• Missile Launcher:
		• Renamed to Lancer
		+ Now gains increased range when elite
		+ Effectiveness against wood armor increased from 45% to 75%
		- Effectiveness against concrete armor decreased from 30% to 15%
		- Effectiveness against light armor and prone infantry decreased from 75% to 70%
		- Deceleration rate decreased
	• Surveillance Drone:
		± Renamed to "Enforcer Drone"
		+ Now available at Tier 2
		+ Can charge up & release an EM pulse to disable nearby mechanical units
		+ Speed increased from 7 to 10
	• Super Goliath:
		+ Strength increased from 450 to 500
		+ Now gains increased rate of fire when elite
		- Speed decreased from 6 to 5
		- Acceleration rate decreased
		- Requires both GloboTech and GDI Tech Centers
	• Disruptor:
		+ Effectiveness against prone infantry increased from 25% to 40%
		- Speed decreased from 6 to 5
		- Effectiveness against no armor decreased from 150% to 100%
		- Effectiveness against heavy armor decreased from 80% to 60%
		- Effectiveness against concrete armor decreased from 60% to 40%
		- Deceleration rate decreased
		- Range decreased from 7 to 6 (for balance and to avoid the bug where the sonic wave isn't drawn)
	• Stork Transport:
		+ Re-added twin cannons, attacks in sweeps. Best used against groups of light units or infantry.
		+ Can now paradrop infantry
		- Cost increased from 1250 to 1500
		- ROT decreased from 6 to 4
	• Sonic Fighter:
		• Renamed to Apollo Bomber
		- Build limit set to 3
		- Tech level requirement increased from 8 to 9 (to match the airstrip)
		- Cost increased from 2000 to 2500
		- Speed decreased from 40 to 33
	• Radar Facility:
		+ Strength increased from 400 to 1000
		+ Detects adjacent cloaked objects
		- Cost increased from 500 to 1500
		- Power requirement increased from 20 to 50
	+ Airstrips now automatically heal damaged aircraft
	- EMP mine strength decreased from 1000 to 100
	• Wall-mounted GloboTech Sentry Gun now requires power to operate, like its floor-mounted counterpart
	• SAM Turret:
		+ Cooldown decreased from 160 to 100
		+ Auto-attack range increased from 10 to 15
• Forsaken
	• Martyr:
		+ Cost decreased from 400 to 300
		- Strength decreased from 60 to 45
	• Trapper Cycle:
		+ Can now be found in bonus crates
		+ Web launcher cooldown decreased from 100 to 80
		- Web duration decreased from 575-625 to 200-280
		- Web radius decreased from 2 to 1
	• Mistfire gas cloud lifetime increased from 70 to 1000
	• Mastodon:
		+ Can now be found in bonus crates
		+ Effectiveness against wood armor increased from 80% to 100%
		- Damage decreased from 80 to 60
		- Now has a minimum range of 1.5
		- Effectiveness against no armor decreased from 100% to 80%
		- Effectiveness against heavy armor decreased from 50% to 30%
	+ Sentry Nests are now armed with a secondary RPG launcher
	• SAM Launcher:
		- Damage decreased from 60 to 45
		- Cooldown increased from 30 to 45
		- Power requirement increased from 15 to 30
• Twisted Dawn
	• New GloboTech hero infantry unit: Power Suit
	• Flamethrower Infantry:
		+ Strength increased from 70 to 100
		± Collateral damage coefficient increased from 0.018 to 0.1
	• Chemical Warrior:
		+ Can now take cover
		- Strength decreased from 260 to 170
		± Collateral damage coefficient increased from 0.07 to 0.1
	• GDI Commando:
		- Shotgun now deals less damage on longer ranges
		- Elite range decreased from 8 to 6
		- Elite damage decreased from 125 to 100
		- Tech Level requirement increased from 6 to 9
	- Nod Commando Tech Level requirement increased from 6 to 9
	• GDI Repair Vehicle:
		+ Can now repair itself
		+ Strength increased from 200 to 240
		+ Cost decreased from 1000 to 800
		- No longer able to carry passengers
	• Nod Repair Vehicle:
		+ Can now repair itself
		+ Strength increased from 175 to 210
		+ Cost decreased from 1000 to 800
		- No longer able to carry passengers
	+ GDI Humvee:
		+ Cost decreased from 500 to 400
		+ Strength increased from 180 to 200
		- Can no longer carry passengers
	+ Light Tank sight range increased from 4 to 5
	• MLRS:
		+ Now gains increased range when elite
		+ Effectiveness against wood armor increased from 45% to 75%
		- Effectiveness against concrete armor decreased from 30% to 15%
		- Effectiveness against light armor and prone infantry decreased from 75% to 70%
	+ SSM Launcher now gains increased range when elite
	• Mammoth Tank:
		+ Strength increased from 500 to 700
		± Armor changed from concrete to heavy
		- Cost increased from 1500 to 1700
		- Speed decreased from 5 to 4
	• ORCA & Apache attack behaviour changed to classic "curly shuffle"
	+ Increased ORCA damage from 30 to 40
	• Warthog:
		+ Strength increased from 210 to 400
		+ Speed increased from 18 to 19
		+ Range increased from 8 to 10 when elite
		- Armor downgraded from concrete to light
	• Raven:
		+ Speed increased from 16 to 19
		+ Strength increased from 210 to 400
		± Projectiles now bounce a little
		- Armor downgraded from concrete to light
		- Tiberium seeds replaced with toxic gas
	+ Chinooks can now paradrop infantry
	• Gun Turret:
		+ Damage increased from 62 to 70
		- Effectiveness against no armor decreased from 35% to 25%
		- Effectiveness against prone infantry decreased from 50% to 30%
	• Toxic gas clouds deal less damage and dissipate sooner
• Other
	• New Tiberian life forms: Canker, Crawfish, and Bog Beast
	+ UN Humvee strength increased from 170 to 200
	• Construction Outposts renamed to Expansion Outposts
	• Tech Armory:
		+ Grants access to Anti-Tank Mines for GDI and Anti-Infantry Minefields for Nod
		+ Strength increased from 800 to 1200
		- Sight range decreased from 8 to 6
	- Tech Hospital sight range decreased from 8 to 6
	• Tech Gun Turret:
		+ Damage increased from 130 to 150
		+ Tracking improved
	• Tech Machine Gun Turret:
		+ Range increased from 7.5 to 8
		+ Damage increased from 15 to 20
	• Tech EMP Patriot Missile Launcher:
		• Renamed to Tech SAM Site
		± EMP missiles replaced with conventional warheads
		+ Range increased from 14 to 25
		+ Auto-attack range increased from 10 to 15
	• Minefield:
		• Renamed to Anti-Tank Mine
		+ New placeholder image. The previous image is now used for the anti-infantry mine.
		+ No longer destroys itself when detonating
		+ Damage increased from 200 to 400
		+ Cost decreased from 500 to 200
		+ Sight range increased from 1 to 4
		± Armor type changed from none to light
		- Range decreased from 2.5 to 1.8
		- Cooldown increased from 25 to 300
	+ All Tiberian life forms can now detect adjacent cloaked units
	+ Blue and red Fiend shards now explode on impact
	± Increased collateral damage caused by exploding blue and red Fiends
	• Saberworm:
		+ Now chases nearby enemies by default
		+ No longer has to accelerate
		+ Cost decreased from 350 to 300 (affects scoring towards unit rank)
		- Speed decreased from 12 to 7
	+ Elder Raptor's range slight increased
	• Tiberian Floaters:
		+ Increased effectiveness against no armor from 30% to 60%
		+ Increased effectiveness against prone infantry from 22% to 45%
		+ Increased effectiveness against concrete armor from 0% to 10%
		- Cost increased by 25% (affects scoring towards unit rank)
	• Whalloon:
		+ Sight set to 5
		+ Strength increased from 100 to 400
		+ Firing delay decreased from 200 to 110
		- Cost increased from 200 to 600
		- Turn speed decreased from 8 to 6

AI

• Added new global AI teams and triggers
• Fixed an issue where the GDI AI would never upgrade Vulcan Towers
• Fixed an oversight where one of the Nod AI teams had 4 Cyborg Paladins
• The AI no longer has a build rate bonus in singleplayer missions on hard difficulty
• AI players no longer build multiple factories when the "No Factory Bonus" option is checked
• AI players no longer rely on clones of anti-air defenses, allowing for smarter defense planning and placement
• The Nod AI should no longer train Cyborg Templars/Acolytes without a radar in the default game mode
• GDI AI-controlled Mammoth Walkers are now slightly cheaper and no longer carry EMP generators (as the AI cannot use the EMP)
• Base-defense-to-buildings ratio increased by 25%
• The AI will now respond to attacks on captured tech buildings
• Easy AI's delay for choosing enemy increased from 15 to 40 seconds (on default game speed)
• Medium AI's delay for choosing enemy increased from 5 to 20 seconds
• Medium AI team check interval increased from 10 to 12 seconds
• Hard AI team check interval increased from 5 to 6 seconds
• Tech buildings are no longer treated as insignificant by the AI nor ignored by EVA
• Implemented a patch that enables smarter fire sale behaviour (credit: Rampastring)
	• If Short Game mode is enabled and the AI is about to lose, it will sell all but one building and do a final, desperate assault.
• Some other minor tweaks

GAME ENGINE & RENDERING

• Added ReShade integration for graphics post-processing. Enable in client settings.
• Added a missing binary for playing on 640x480 resolution
• Added support for Bink videos
• Implemented engine patches that
	• Improve Harvester behaviour (credit: Rampastring)
	• Make sidebar build icon order permanent (credit: Rampastring)
	• Prevent weapon burst exploit (credit: AlexB)
	• Enables Mechanics (infantry that can repair vehicles) (credit: Rampastring)
	• Enables buildings to generate money (e.g. oil derricks) (credit: Rampastring)
	• Increases tile set limit (credit: E1 Elite)
• Fixed a crash when a building switches rapidly between normal and damaged states
• Fixed a crash when infantry are hit by a null warhead
• Updated Move to Cell Script Action to support TS map sizes
• Updated CnC-DDraw to version 4.4.3.0. Comes with an external program for configuring settings (optional).

AUDIO & VISUALS

• New graphics for:
	• Several infantry units
	• Several GloboTech buildings
	• TI-era GDI War Factory
	• TD-era GDI War Factory
	• TD-era Nod Airstrip
	• TD-era Service Depot
	• Banshee
	• Wraith
	• Deployed Phalanx
	• Crater smudges
	• Some misc. animations
• New high-quality cutscenes (optional download)
• New loading screens
• New and revised multiplayer color options
• New voiceovers for Ranger, Firebrand Buggy, Intruder Cycle, Spider Drone, Cyborg Reaper, and Trapper Cycle
• New music tracks:
	• Dark Machinations
	• Grim Carnival
	• Repentance
	• Sanctuary
• Remastered several of the classic tracks
• Added the missing upscaled version of the burning infantry (flameguy) animation
• Added build icons for some units and buildings that were missing them
• Added a timer to display the duration of an Ion Storm in skirmish/multiplayer
• Added a sound for GDI EMP impact animation
• Added a sound for Nod Quake wave & impact animations
• Added trailer smoke to fire animations
• Decreased the frequency of EVA warning of an approaching Ion Storm
• Fixed maps that had default bright lighting during Ion Storm
• Fixed some missing animation entries
• Fixed Tiberium radar colors
• Fixed a color palette issue with Tiberium Blossom Trees
• Fixed some bullet impact animations glowing in dark
• Fixed Incinerator firing offset
• Fixed a small oversight with Exo-Suit animations
• Fixed Tiberian raptor attack sequence and impact timing
• Fixed incorrect color indexes on multiple infantry graphics
• Fixed a missing Scatterpack selection voice clip
• Fixed Eclipse secondary cannon firing offset
• Fixed AA Tower firing offsets
• Fixed an issue where the Hornet did not fire both lasers at the same time
• Fixed an oversight where the loaded and unloaded Crate Truck graphics were reversed
• Fixed an oversight in voxel normal color lookup tables, allowing for smoother color transition
• Fixed an issue where certain vehicles would sometimes blow up without a visible explosion
• Fixed an oversight where GDI Billboard & Broadcast Tower props had no explosion animations
• Fixed an issue where the Nod Construction Yard production anim was invisible
• Fixed a typo that prevented Core Reactor sell sound from playing
• Fixed an issue where Nod Laser Turret and GloboTech turrets obscured the repair wrench icon
• Fixed an oversight where the Firestorm Generator animations would freeze when on low power
• Fixed an oversight where several buildings' lights would remain on in low power conditions
• Fixed an issue with corpse smudges not appearing in-game
• Fixed a visual oversight with one of the arctic theater's "grey" terrain tiles
• Fixed an oversight where craters could appear on pavement
• Fixed score screen displaying wrong year
• Updated Cyborg Reaper graphics
• Updated graphics for TD-era Tiberium Silo
• Updated graphics for one city office building (CITY86)
• All railguns are now uniformly colored yellow
• Laser-based weapons now use purple lasers when elite
• Green plasma weapons now leave similarly colored residual flames
• Tweaked projectile smoke trailer effects
• Hospitals now use a small icon to indicate when occupied by infantry
• Lamps on voxel models now glow in the dark
• Restored a missing debris explosion animation
• Various new sound & visual effects

MAPS

• Generic
	• New tech structure: Tech Oil Rig. Generates money when captured (500 credits per minute on default speed).
	• Restored arctic (snow) theater
	• Fixed any overlapping buildings
	• Fixed some missing script values
	• Compressed and optimized all maps
	• Removed redundant Tech Power Reactor; replaced with GloboTech Generators in maps
• Singleplayer and Co-Op Missions
	• GDI Mission 1 (Desperate Measures): Fixed an oversight that prevented the selling of GDI Tiberium Silo
	• GDI Mission 2 (Friend In Need): Added a new loss cutscene.
	• GDI Mission 3B removed. Mission 3A now proceeds to mission 4.
	• GDI Mission 4 (Reincarnation): Added a new intro cutscene.
	• GDI Mission 6 (Clean Slate):
		• Removed the bugged tunnel near the start of the mission
		• Widened the entrance to the Nod base and rearranged their defenses to avoid AI units getting stuck
	• GDI Mission 8 (Paradox Device):
		• No longer part of the main campaign, available as a standalone mission.
		• All subsequent mission numbers have been decreased by 1 to accomodate the change
	• GDI Mission 9 (Flight):
		• Updated the mission briefing
		• Updated the GDI airbase
		• Fixed an issue where spawned Visceroids were untargetable
		• Fixed an oversight where the initial GDI forces could not target the Nod cyborg guards
		• Fixed an oversight where the Nod cyborg guards would not engage GDI units
		• Fixed an issue where the Orca Fighter would fly off after the introduction of the Orca Bomber
		• The downed GDI Manta no longer automatically engages enemy units
		• Removed the GDI outpost around the downed Manta aircraft
		• Removed the tunnel Fiend trap
	• GDI Mission 14 (Rage):
		• The player now starts with a little credits
		• Made a few tweaks to the Nod outposts
		• Made a few tweaks to improve harvester pathfinding
		• Added a medic to the initial GDI task force
		• Removed Fiends that were attacking Nod forces near the GDI landing zone
	• GDI Mission 15 (Walk):
		• Decreased threat avoidance of GDI Harvesters, improving pathfinding in the harbor base
		• Replaced Rangers with Exo-Suits
		• Added new Tiberian life forms
		• Some misc. tweaks
	• Nod Mission 1 (The Messiah Returns): Added a new victory cutscene
	• Nod Mission 2 (Burn, Baby, Burn): Added a new sidebar cutscene
	• Nod Mission 16 (Eagles Fall):
		• Revised and re-enabled in the campaign
		• Fixed severe lag caused by a faulty GDI AI reinforcement team
		• Restored the cut GDI island base and Firestorm defenses
		• GDI AI is now more aggressive and will rebuild most lost buildings in the fortress
		• The GloboTech outpost is now able to produce units, no longer relying on scripted reinforcements
		• Enabled Nod allies to build Quake Generators
	• Twisted Dawn Nod Mission 5 (Warthog Hunt): Fixed a minor trigger oversight
	• Nod Covert Operation 4 (Reaper Raid):
		• The AI no longer trains Marauders nor Siege Troopers
		• Replaced some of the enemy guard Siege Troopers with Grenadiers
		• Added some enemy guards to the second outpost
	• Operation Friendly Fire:
		• Fixed invisible A-10 bombs
		• Added Tiberium spawners
	• Replaced Nod Vipers with Firebrand Buggies in early Nod missions
	• Fixed missions not correctly transitioning to the next mission
	• Applied some misc. bugfixes and minor tweaks throughout the campaigns
• Multiplayer Maps
	• New multiplayer maps:
		• [2] Delta Crossing
		• [2] Highland Hollow
		• [2] Puddle of Trouble
		• [2] Sapphire Coast
		• [2] Serpentine
		• [5] Pit of Despair (a previously cut map, now restored and updated)
	• Added the following maps to competitive map pool:
		• Stepladder
		• Vinifera Valley
		• Vorna Valley
	• Added Westwood Studios as co-author on maps that are based on original maps from Tiberian Sun and Red Alert 2
	• Fan-made maps can now be played in all game modes. However, they are excluded from Survival and Co-Op by default.
	• Increased ambient lighting in dark maps, especially near player spawn points
	• [2] The Abyss: Replaced the abandoned TI-era outposts with TD-era ones
	• [2] Angel Bay: Replaced the Tech Artillery with Tech Oil Rigs
	• [2] Badlands Duel:
		• Replaced the GloboTech outposts with Forsaken outposts
		• Added more build space
		• Tech Gun Turrets are now disabled
	• [2] Death from Above: Replaced the ruined GDI airbase with capturable Tech structures
	• [2] Forsaken Canyon:
		• Fixed lighting during ion storm
		• Decreased the amount of red Tiberium
	• [2] Peninsula Oilfields: Replaced oil pump props with capturable Tech Oil Rigs
	• [2] Puddle of Trouble
	• [2] Remnants: Fixed a missing Tiberium spawner
	• [2] Siege Rush: Tweaked the middle area and replaced the GloboTech Airstrip with two Tech Expansion Outposts
	• [2] Tournament City: Replaced the GloboTech Warehouse and Airstrip with Tech Oil Rigs
	• [2] Vinifera Valley: Added a few Tech Oil Rigs
	• [2] Vorna Valley:
		• Fixed a bugged low bridge
		• Fixed some tile issues
		• Tech Gun Turrets are no longer initially hostile
	• [3] Canyon Fodder: Improved pathfinding
	• [3] Final Haven:
		• Replaced oil pump props with capturable Tech Oil Rigs
		• Removed the Armory and replaced it with a Hospital; replaced the existing Hospital with an Expansion Outpost
	• [3] Surrounded: Converted from temperate to taiga theater
	• [4] Black Swamp:
		• Converted from temperate to taiga theater
		• Increased build space
		• Decreased the amount of floaters
	• [4] Catastrophe Park: Replaced GloboTech Warehouses with Tech Hospitals
	• [4] County Swing: Replaced oil pump props with capturable Tech Oil Rigs
	• [4] Fortification: Replaced some of the Tech Expansion Outposts with Tech Oil Rigs
	• [4] Fragments of Sorrow: Replaced oil pump props with capturable Tech Oil Rigs
	• [4] Heartless: Replaced oil pump props with capturable Tech Oil Rigs
	• [4] Humidity:
		• Renamed to "Heatstroke"
		• Replaced Tech Expansion Outposts with Tech Oil Rigs
		• Added small Tiberium spawners
	• [4] Ivaris Central:
		• Added more Tiberium and Tiberium spawners
		• Improved lighting
		• Added a path through the nortwest corner
		• Fixed an oversight where some of the civilian buildings were allied to players
		• Other minor tweaks
	• [4] The Knoll: Replaced the GloboTech Airstrip with two Helipads
	• [4] The Menacing Sea: Replaced Tech Armory and Hospital with Factory and Hovel, respectively
	• [4] Noobzone Campage: Replaced the Tech Armory with a Tech Command Bunker
	• [4] Omega City: Replaced the GloboTech Radar Facilities with Tech Expansion Outposts
	• [4] Outer Reaches: Modified the city in to include some tech buildings
	• [4] Sunset Vista:
		• Added a second route to the middle outpost
		• Fixed an issue where vehicles couldn't enter the bridge to the central outpost
		• Replaced the GloboTech Barracks and Airstrip with Hospital and Radar Facility, respectively
	• [4] Tournament Arena - Desert: Replaced oil pump props with capturable Tech Oil Rigs
	• [4] Tournament Arena - Flooded:
		• Added a few Tech Oil Rigs
		• Added two bridges to ease congestion
		• Fixed an error where ground units could move on certain water cells
	• [4] Tournament Arena - Infested:
		• Fixed an exploit where players could capture the Tech Artilleries
		• Replaced oil pump props with capturable Tech Oil Rigs
	• [4] Tournament Arena - Meteors: Fixed an oversight where neutral Tech Turrets could turn hostile
	• [4] Tournament Arena - Urban:
		• Replaced oil pump props with capturable Tech Oil Rigs
		• Replaced the GloboTech Assembly Line with a Tech Armory
	• [4] Tournament Platform: Added a few Tech Oil Rigs
	• [4] Twinside:
		• Converted from temperate to taiga theater
		• Replaced the Tech Artillery with a Forsaken outpost
		• Some other minor tweaks
	• [5] Pandemonium:
		• Replaced the GloboTech Warehouse with a Tech Oil Rig
		• Removed obsolete units
	• [5] Russet River:
		• Removed the bottom-right red Tiberium field. It was intended to balance the east side but was too easily accessible from both sides.
		• Added another blue Tiberium spawner between the east players to compensate for the removal of the red Tiberium field.
		• Replaced the blue Tiberium field on the west side with green Tiberium.
		• Removed the roadblocks.
	• [6] Epsilon City:
		• Cleared more space around starting points
		• Added more Tiberium spawners
		• Restored street lights to the city
	• [6] Heart of Darkness:
		• Replaced most pre-destroyed bridges with intact ones
		• Increased lighting around player spawn points
		• Some other minor changes
	• [6] Pig of Bays:
		• Increased build space in and around the expansion outposts
		• Replaced oil pump props with capturable Tech Oil Rigs
		• Removed GloboTech Airstrips
	• [6] The Triple 'S': Replaced the Tech SAM Turret with a Tech Command Bunker
	• [6] Zone 59:
		• Replaced oil pump props with capturable Tech Oil Rigs
		• Replaced the Tech Artillery and GloboTech Radars with Tech SAM Sites
	• [7] Canal of Desolation: Replaced oil pump props with capturable Tech Oil Rigs
	• [8] Loyalty: Replaced the GloboTech base with a Nod settlement
	• [Survival] [6] The Dawning of Doom: Removed a tiny bit of Tiberium that was accidentally left over

MAP EDITOR

• New utility: MapTool -- Use it to process maps with preset profiles. Available from the Tools menu
• Added a tool for calculating ambient light change values. Available from the Tools menu
• New terrain tiles
• New Marble Madness (framework mode) tiles
• New tree types
• New smudge types
• New civilian buildings, props, and vehicles
• New Tiberian creatures
• New Tiberium spawners with smaller spread area
• New map trigger action that allows promoting objects to elite rank
• New tool script that fixes some default House parameters
• Added a compatibility fix that improves performance on modern systems
• Added a visual indicator for the dummy, impassable overlay
• Added a visual indicator for the dummy Veinhole overlay
• New hotkeys:
	• [CTRL]+[A] = Toggle LAT
	• [CTRL]+[B] = Toggle building outline
	• [CTRL]+[H] = Open Houses editor
	• [CTRL]+[N] = New map
	• [CTRL]+[S] = Save
	• [CTRL]+[T] = Open Trigger editor
	• [CTRL]+[W] = Open Waypoint finder
	• [CTRL]+[ALT]+[S] = Save as...
	• [CTRL]+[SHIFT]+[C] = Copy whole map
	• [CTRL]+[SHIFT]+[V] = Paste centered
• Fixed an oversight that prevented Map Renderer from working correctly
• Fixed some incorrect trigger event and action descriptions and configurations
• Fixed Nod Service Depot from appearing invisible
• Fixed an oversight where a few buildings were missing from the correct building subcategories in the Map Editor
• Updated map renderer
	• Added LAT support for crystal, mold, and swamp tilesets
	• Fixed Tiberium Monolith placement in map renders
	• Fixed issues with invalid window location
	• Now resets window location if it goes beyond screen resolution for single displays
	• Cloaked objects now appear semi-transparent
	• Buildings now appear damaged if their health is low enough
	• Enabled alpha images for terrain objects (street lights, some Tiberian flora)
	• Improved start location marker drawing
	• Added a star shape option for start location markers
	• Added batch rendering
	• Adjusted UI
	• Updated batch processing
	• Improved IsoMapPack5 compression
	• Disabled FrameDecider override
	• Re-enabled the use of gui_settings.xml for UI settings
• Restored special multiplayer options dialog
• Restored missing "Add to map" (celltag) button to the Trigger Editor dialog
• Converted street sign buildings (CIVB08-12) to terrain objects (STSIGN01-05)
• Converted rock buildings (ROCK001-003) to overlay (the buildings are kept for backwards compatibility)
• Houses are now set to act like GDI by default, to avoid crashes when the parameter points to a House not defined in Rules.ini
• No longer creates redundant AITriggerTypesEnable lists
• Maps can now use two types of bonus crates instead of just one
• Removed an empty toolbar from the UI
• Removed redundant terrain tilesets

CLIENT

• Added Discord integration - players may now choose to display in-game statistics on their Discord profiles
• Added an option to select individual missions from the campaign menu
• Added an option to pick a random map in multiplayer and skirmish lobbies
• Added an option to delete a saved game
• Added an option to force client update
• Added an option to change tunnel after hosting a game
• Added ping level indicator icons & tooltips
• Added helpful new icons to map previews
• Added new tooltips
• Fixed an error where the client would crash on older systems due to incompatible audio file
• Fixed in-game movies component showing as unavailable
• Fixed blurry and/or outdated map preview images
• Fixed a bug where the multiplayer chat would be filled with status messages when the host changes the map
• Fixed lack of spaces in mission selection menu
• Updated UI
• Updated Discord link in the CnCNet lobby
• Improved UNIX-compatibility
• Now remembers selected skirmish game options
• Navigation bar can now be accessed while in LAN
• Settings are now accessible via top navigation bar
• Removed redundant year label from main menu backgrounds

MISC

• Fixed a bad audio file which could cause the game to lag or crash
• Commented out obsolete flags from Rules.ini
• Moved Map Renderer to the Map Editor directory (still accessible via the Editor's Tools menu)
• Updated readme file
• Updated credits

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