Changelog/0.8

```

• Fixed an issue in GDI Mission 1 where one of the scripts would not work due to the GT representative panicking
• Fixed an oversight in Twisted Dawn (TD) Nod Mission 4 that caused the player to lose the mission at the beginning
• Minor changes to some in-game text lines

```

### 0.8.0.5

```
• Added a new renderer option: CnC-DDraw
• Fixed a hack that caused the game to crash on certain conditions, including:
	• in GDI Mission 5 when the primary objective was completed (i.e. when enough credits were accumulated)
	• in Nod Mission 11 when the GDI EMP Cannon was discovered
• Fixed an oversight in a few missions where Nod Scorpion Tanks were carrying other vehicles or too many infantry
• Fixed a bug in TD GDI Mission 1 where the Nod base wouldn't train any militants
• Fixed an oversight that prevented TD GDI Mission 2 from progressing to mission 3
• Fixed an oversight in TD GDI Mission 2 where the front gate Nod turrets were turned off
• Fixed an oversight that caused TD Nod Mission 4 to crash on load
• Fixed an oversight that prevented TD Nod Mission 4B from progressing to mission 4C
• Fixed an oversight that prevented GDI Mission 6 from progressing to mission 7
• Fixed certain trigger events in a few mission maps that could potentially cause crashes
• Switched default renderer from DDrawCompat to TS-DDraw for Windows Vista to Windows 10
• Made a few tweaks to Nod Mission 11 to improve pathfinding
• Removed a broken flag that prevented certain soundtracks from appearing in the track list
• Renamed GloboTech Gunship Transport to Stork Transport to avoid confusion, as the unit is by default unarmed

```

### 0.8.0.0

```
UI

• New default key for chatting to everyone: [Y]
• New default key for chatting to allies: [U]
• New default key for granting control of your units to a different player: [Ctrl]+[G]
• New default hotkey for placing a structure: [Z]
• New default hotkey for repeating last structure: [Ctrl]+[Z]
• Fixed overlapping pips on unit selection boxes

CLIENT

• Added names and descriptions to challenge missions on the mission selection menu
• Reorganized the mission selection menu
• Fixed an oversight that prevented use of "Smaller vehicle graphics" option
• Fixed an issue where the client would crash due to a missing "Allow Ingame Allying" option tooltip
• Restored the Alt-Undeploy option: When enabled, holt the [Alt] key and left-click to move a deployed unit
• The user list is now cleared on disconnection
• Multiple instances are now supported (command line parameter -MULTIPLEINSTANCE)
• Map selection is no longer cleared when right-clicking on the map list
• Host can now change the tunnel server without having to rehost (chat command /CHANGETUNNEL)
• Chat input history is now stored and can be viewed using up and down arrow keys on the chat input box
• Prevented typing into the chat box while the Chat Box Command Help window is open
• Cheater message no longer appears unintentionally in various client windows
• Fixed post-match statistics
• Online chat box no longer overlaps with the input box
• Custom maps with no [PreviewPack] no longer crash the client
• Stacked player starting locations now work properly
• Faster & more responsive UI

GAMEPLAY & BALANCE

• Additions:
	• New Tier 1 Forsaken unit: Tauros
	• New Tier 2 Forsaken unit: Mistfire Howitzer
	• New Tier 3 Forsaken unit: Atlas
	• New Tier 2 GloboTech unit: Gun Drone
	• New GloboTech building: Tiberium Refinery
	• New GloboTech building: Tiberium Silos
	• New Tier 1 Twisted Dawn GDI unit: Recovery Vehicle
	• New Tier 1 Twisted Dawn Nod unit: Recovery Vehicle
	• New Tier 3 Twisted Dawn Nod unit: Chem Warrior
	• Restored buildable pavement
	• Players can now train tamed Tiberian life forms by capturing a Forsaken Hovel
	• Separate MCVs and Construction Yards (graphics pending)
	• Separate Commando units in Twisted Dawn
	• Mobile Sensor Arrays are now enabled in Meat Grinder mode, but with no weapon and lower cost (750 credits)
	• Added over 40 new civilian infantry units
	• Added some other misc. units.
• Fixes:
	• Selecting a waypoint while not in the waypoint mode no longer toggles a charged Firestorm superweapon
	• GDI Behemoth now uses the correct warhead when elite
	• Fixed odd behaviour with Infector web
	• Cyborg Reaper is no longer unbuildable in Unholy Alliance and Ultimate Insurrection game modes
	• GloboTech Sentinels can no longer be produced from GloboTech factories in Meat Grinder mode
	• Improved the reliability of anti-ground missiles
	• Added a patch that fixes a bug with the multi-factory bonus logic
		• Production rate now increases linearly relative to the amount of factories
		• The patch also allows for adjusting the bonus relative to factory cost, but this feature is currently disabled
	• Added a patch that fixes a bug with sensors revealing friendly cloaked objects
	• Defeated players no longer have the map revealed to them in PvP matches
	• Players can no longer rank up units by destroying unarmed civilian targets
	• Decreased the range of all melee attacks so they can no longer hit over walls
	• All aircraft with finite ammo now automatically dock on any free Helipads, Airstrips or Wraith Supply Facilities. All aircraft could already dock on any pad when manually ordered. Fully functional, aircraft-specific pads are not possible, unfortunatelly
	• Jumpjet climb rate decreased from 10 to 8 and WobblesPerSecond increased from .1 to .3 to prevent stutter in midair
	• Fixed an oversight where the Twisted Dawn GDI Commando had its elite weapon as a regular, secondary weapon
	• GDI Mammoth Tank no longer attacks empty ground, terrain and overlay objects with missiles when force-fired
	• Nod Cleavers no longer damage themselves or friendly Cleavers when attacking inorganic targets
	• Infantry no longer spawn at the left corner/behind the Nod Hall of Faith; Removed the door animation due to it limiting the infantry exit point (hardcoded)
	• Fixed an oversight where the Nod Light Tank, Scorpion Tank, and GloboTech Vanguard Tank had their range downgraded when promoted to elite
	• Friendly Mantises and Wyverns no longer damage each other when attacking
• Changes:
	• Generic
		• Increased the delay between online multiplayer autosaves from 2 to 4 minutes (on 60 FPS)
		• GloboTech Armory or Forsaken Command Bunker are no longer required to build their tech units
		• Removed Arboreum (Purple Tiberium) and all related objects
			• Replaced all instances of Arboreum with Cruentum (Red Tiberium)
			• Replaced purple Tiberian Fiends with red Fiends
		• Infantry-type units now heal on Tiberium as fast as vehicle-type units do
		• Flamethrowers' spread decreased
		• Increased damage dealt by meteor debris
		• Weapon effectiveness against light armor revised:
			• Rifles: decreased by 30%
			• Grenades: decreased by 12%
			• Anti-infantry lasers: decreased by 20-30%
			• Flamethrowers: decreased by 30–40%
			• Fire: decreased by 19%
		• Tiberium Refineries now cost 2000 for all sides, strength slightly increased
		• Rebalanced energy production & consumption mechanics:
			• GDI buildings
				+ Power Plant power output increased from 100 to 150
				- Vulcan Tower power requirement increased from 10 to 15
				- Vulcan Tower power requirement increased from 10 to 15
				- RPG Tower power requirement increased from 15 to 20
				- RPG Tower power requirement increased from 15 to 20
				- Gatling Tower power requirement increased from 15 to 30
				- Gatling Tower Upgrade power requirement increased from 25 to 40
				- EMP Cannon power requirement increased from 100 to 150
				- War Factory power requirement increased from 15 to 25
				- Communications Center power requirement increased from 20 to 50
				- Helipad power requirement increased from 5 to 10
				- Firestorm Generator power requirement increased from 100 to 200
				- Orbital Uplink power requirement increased from 100 to 150
			• Nod buildings
				+ Tiberium Reactor power output increased from 70 to 100
				+ Core Reactor power output increased from 200 to 250
				- Laser Turret power requirement increased from 10 to 15
				- SAM Bunker power requirement increased from 25 to 40
				- Obelisk of Light power requirement increased from 50 to 75
				- Quake Generator power requirement increased from 50 to 100
				- War Factory power requirement increased from 15 to 25
				- Radar Facility power requirement increased from 20 to 50
				- Helipad power requirement increased from 5 to 10
				- Wraith Supply Facility power requirement increased from 35 to 40
				- Stealth Generator power requirement increased from 175 to 200
				- Temple of power requirement increased from 100 to 150
		• Increased Harvester ThreatAvoidanceCoefficient from .1 to .65
		• Decreased MCV sight range from 10 to 6, increased Construction Yard sight from 6 to 10 to compensate
		• Changed several building prerequisites for a more streamlined and intuitive tech tree:
			• Barracks can be built directly from a Construction Yard
			• Passive defenses (walls & gates) no longer require a power plant, only barracks
			• Active defenses require barracks as well as a power plant
			• Vehicle factories no longer require barracks, only refinery
			• Radars no longer require barracks, only refinery
			• Technology Centers no longer require a vehicle factory, only radar
		• Construction Yard now produces a small amount of power (10 units) in order to power up a single barracks (when built prior to a power plant)
		• Most transports no longer require a faction-specific barracks to be built
		• All repair vehicles now heal themselves
		• Decreased the range of certain weapons with arcing projectiles to compensate for the hardcoded range increase (actual range is ~1.25 times higher):
			• GDI Grenadier:
				- Range decreased from 6 to 5
				- Elite range decreased from 7 to 6
			• GDI Siege Trooper:
				+ MinimumRange decreased from 4 to 3
				+ Elite MinimumRange decreased from 5 to 3
				- Range decreased from 12.5 to 10.5
				- Elite range decreased from 14 to 12
			• Nod Hammerhead:
				- Range decreased from 12 to 10
				- Elite Range decreased from 14 to 12
			• GloboTech Exo-Suit:
				- Range decreased from 9 to 7
				- Elite range decreased from 12 to 9
			• Forsaken Skirmisher's range decreased from 7 to 5.5
			• Forsaken Trapper Bike:
				- Range from decreased 7 to 6
				- Elite range decreased from 9 to 8
		• Gatling & vulcan ricochets now deal less damage to armor
		• Gatling & vulcan ricochets are now slightly less accurate against small buildings
		• Nod Apaches, Hornets, and GloboTech Gunships now continue to attack enemies within their GuardRange after finishing off their target, instead of just returning to the base
		• Changed which units and buildings should reveal adjacent cloaked objects:
			+ Added to:
				• Nod Laser Turret, Flame Turret, Obelisk
				• GloboTech Sentry Turret
				• Civilian Sentry Gun
				• On veteran rank:
					• GDI Mobile Sensor Array
					• Nod Stinger
				• On elite rank:
					• GDI Humvee, Kazuar, Skimmer
					• Nod Buggy, Bike, Viper, Web Spider
					• GloboTech Humvee, Vanguard Tank, Sentinel
					• Forsaken Trapper and Drifter
			- Removed from:
				• GDI Goliath, Scatterpack, Buckshot MLRS, EMP Cannon
				• Nod Eclipse, Hammerhead, Tremor, Quake Generator, Stealth Generator, Temple of Nod
		• Bullet crate explosions are now much more dangerous to unarmored infantry
		• Fuel barrels now explode more violently
		• Scrap metal debris no longer sets trees on fire
		• Small and tiny fires no longer do any damage (was a problem with Sparky-type weapons)
		• Renamed the EMP/Quake Generator support weapon name from "Emitter" to "Energy Pulse" (hardcoded to be shared by both)
		• Decreased the amount of infantry spawned by Forsaken Ambush from 6 to 5
		• Firestorm damage drain rate multiplier decreased from 4.555 to 1
		• Made some changes to default Ion Storm settings:
			+ Warning duration increased from 31 to 46
			+ Storm duration increased from 120 to 300
			- Lightning bolt damage decreased from 250 to 200
			• Changes to warhead:
				+ Effectiveness against no armor increased by 55%
				+ Effectiveness against light armor increased by 10%
				- Effectiveness against heavy armor decreased by 5%
				- Effectiveness against prone infantry decreased by 18%
		• Revised crate powerups
			+ Added an animation for spawning toxic gas clouds
			+ Added an animation for spawning Tiberium
			+ Replaced the cluster missile powerup with a stronger and more reliable cruise missile powerup
		• Removed the game option "Berzerk Cyborgs"
		• Removed the game option "No Dawn"
	• GDI
		• Decreased EMP Cannon recharge time from 9 to 8 minutes
		• Ranger:
			- Strength decreased from 85 to 80
			- Effectiveness against heavy armor decreased by 20%
			- Effectiveness against prone infantry decreased by 20%
		• Grenadier:
			+ Strength increased from 90 to 100
			+ ROF decreased from 80 to 60
			+ Elite ROF decreased from 70 to 50
			+ Spread increased from 4 to 12
			+ Effectiveness against prone infantry increased from 35% to 70%
			+ Effectiveness against no armor increased from 60% to 80%
			+ Effectiveness against light armor increased from 80% to 90%
			± Now explodes when killed
			- Damage decreased from 45 to 40
			- Damage decreased from 55 to 50
			- Range decreased from 5 to 4.5
			- Elite Range decreased from 6 to 5.5
			- Effectiveness against heavy armor decreased from 65% to 50%
			- Effectiveness against concrete armor decreased from 30% to 20%
			- No longer sets trees or buildings on fire
		• Snipers now have slightly delayed firing (like Siege Troopers)
		• Marauder:
			- Effectiveness against light armor decreased by 70%
			- No longer immune to Tiberium
		• Siege Trooper:
			+ Moved down the tech tree to Tier 2 (Radar)
			+ Strength increased from 100 to 170
			+ Cost decreased from 800 to 600
			+ Sight increased from 6 to 7
			+ Required tech level decreased from 7 to 6
			+ Base damage increased from 75 to 100
			+ Base ROF decreased from 110 to 90
			+ Base effectiveness against no armor increased from 70% to 100%
			+ Base effectiveness against light armor increased from 45% to 80%
			+ Base effectiveness against heavy armor increased from 20% to 50%
			+ Base minimum range decreased from 6 to 4
			+ Elite damage increased from 95 to 100
			+ Elite ROF decreased from 100 to 90
			+ Elite fires more accurate shells
			+ Elite effectiveness against light armor increased from 60% to 80%
			+ Elite effectiveness against heavy armor increased from 30% to 50%
			+ Elite minimum range decreased from 6 to 4
			- Base range decreased from 18 to 12.5
			- Base spread decreased from 256 to 32
			- Base effectiveness against prone infantry decreased from 75% to 50%
			- Elite range decreased from 20 to 14
			- Elite spread decreased from 256 to 46
			- Elite effectiveness against prone infantry decreased from 80% to 75%
		• Dragonfly renamed to "Skimmer"
		• Kazuar effectiveness against light armor decreased by 20%
		• Wasp APC damage (stun time) decreased from 95 to 88 so the stun animations are less likely to overlap
		• Scatterpack:
			+ Effectiveness against wood, light and heavy armor increased by 67%, 34%, and 20%, respectively (to compensate for decreased damage from bullet spread)
			+ Effectiveness against airborne jumpjet infantry increased by 20%
			- AA damage decreased from 20 to 15
		• Repair Tank now has a rotateable arm
		• MLRS Walker:
			+ Renamed "Buckshot MLRS"
			+ New voiceover
			+ Projectile range increased from 10 to 15 so the missiles no longer explode prematurely
			+ Weapon overhauled
				+ Cluster count increased from 10/20 to 16/24 (normal/elite)
				+ Effectiveness against none, wood, and heavy armor increased by 10%, 25%, and 25%, respectively
				- Effectiveness against prone infantry decreaseded by 10%
				- Warhead spread decreased from 64 to 28
				- Accuracy decreased by 14-24%
			- No longer part of the regular GDI roster, available as a bonus/secret tech unit (replaces the Devastator)
			- Cost increased from 1000 to 1600
			- Required tech level increased from 6 to 7
			- Requires GDI and Nod Technology Centers
			- Speed and ROT decreased from 4 to 3
		• Railgun Platform renamed to "Phalanx Mobile Railgun"
			± Armor changed from heavy to light
			• Mobile
				+ Effectiveness against light armor increased by 20%
				+ Effectiveness against heavy armor increased by 60%
				+ Effectiveness against concrete armor increased by 10%
				+ Effectiveness against prone infantry increased by 13%
				± No longer deals ambient damage
				- Effectiveness against no armor decreased by 10%
				- Effectiveness against wood armor decreased by 60%
				- ROF increased from 80/70 to 120/90 (normal/elite)
			• Deployed
				+ Strength increased from 250 to 300
				+ Range increased from 11 to 12
				+ Effectiveness against concrete armor increased by 20%
				+ Effectiveness against airborne jumpjet units increased by 48%
				- Effectiveness against light armor decreased by 70%
				- ROF increased from 60 to 70
		• Behemoth:
			+ Damage increased by 25%
			+ Effectiveness against no armor increased by 33%
			± Shells now fly in a high arc
			- Effectiveness against prone infantry decreased from by 50%
			- Spread decreased from 256 to 32/40 (normal/elite)
		• Mammoth Walker:
			+ SAM range increased from 11 to 14 to account for elite railgun range
			- ROF increased from 40 to 50 to compensate
		• ORCA Figher:
			+ Damage increased from 20 to 30
			+ Range increased from 5 to 6
			+ Effectiveness against heavy armor increased by 50%
			- Effectiveness against light armor decreased by 50%
			- Ammo decreased from 5 to 2
		• ORCA Bomber:
			+ Warhead now leaves residual flames
			+ Range increased from 3 to 6, allowing it to start dropping bombs sooner when approaching the target (the target now lies at the center of the carpet bombing)
		• ORCA Immobilizer renamed to "Manta"
		• Helipad
			+ Cost decreased from 1000 to 750
			- Strength decreased from 1000 to 750
		• Vulcan Tower upgrade:
			- ROF increased from 26 to 40 to account for long firing sound
			+ Burst increased from 4 to 6 to compensate
		• RPG Tower:
			+ Damage increased from 60 to 90
			+ Increased projectile accuracy
			+ When upgraded, fires both shots simultaneously
			- ROF increased from 80 to 120 (60 per shot)
		• Gatling Tower
			+ Effectiveness against jumpjet infantry increased by 20%
			- Damage decreased from 20 to 15
		• Gatling Tower Railgun Upgrade
			+ Effectiveness against concrete armor increased by 20%
			+ Effectiveness against airborne jumpjet units increased by 48%
			- Effectiveness against light armor decreased by 70%
			- TechLevel increased from 7 to 8
	• Nod
		• Decreased Quake Generator recharge time from 9 to 8 minutes
		• Increased the amount of gas spawned by the Apocalypse Missile
		• Militant:
			+ Damage increased from 5 to 6
			+ Elite Damage increased from 6 to 8
			+ Effectiveness against wood armor increased by 15%
			- Strength decreased from 85 to 80
			- Effectiveness against heavy armor decreased by 15%
			- Effectiveness against prone infantry decreased by 20%
		• Incinerator:
			+ Strength increased from 170 to 200
			± Increased collateral damage
			- Base range decreased from 5 to 4.25
			- Decreased effectiveness against heavy and concrete armor by 5%
		• Infector:
			+ Armor upgraded from none to light
			+ Strength increased from 240 to 280
			+ Web launcher ROF decreased from 100 to 60
			- Web launcher range decreased from 15 to 12
		• Viper:
			+ Speed increased from 13 to 14
			- SpeedType changed walker-type (creep) to light-vehicle type (wheel)
		• Scorpion Tank:
			+ Now able to carry 2 passengers, like GDI Kazuar
			+ Strength increased from 300 to 330
			- Flak cannon removed in favor of passenger slots
			- Speed decreased from 11 to 10
		• Revised the Cleaver into a low-cost swarm unit:
			+ Cost decreased from 700 to 300
			+ Speed increased from 9 to 10
			+ ROT increased from 8 to 10
			+ Effectiveness against prone infantry increased by 50%
			± Armor changed from heavy to light
			- Strength decreased from 250 to 190
			- Can no longer crush infantry
			- GuardRange decreased from 6 to 5
			- Damage against infantry decreased from 150 to 100
			- Damage against armor decreased from 60 to 45
			- Damage spread reduced from 16 to 0 (still spreads a little, regardless)
		• Stinger:
			+ Can now detect cloaked objects within medium range when deployed
			- Cost increased from 700 to 900
		• Hammerhead:
			± Weapon revised, now acts as a ranged anti-armor support unit
			+ New weapon effects
			- Acceleration slightly decreased
			- Range decreased from ~12.5 to 10
		• Tremor Artillery warhead spread decreased from 256 to 48/64 (normal/elite)
		• Web Spider:
			+ Cost decreased from 600 to 500
			+ Now repairs itself when deployed
			+ Can now move to shroud
			± No longer explodes violently when destroyed
		• Cyborg Reaper:
			+ Ground missile cluster retarget accuracy increased from 60% to 70%
			+ Stray missiles no longer damage itself or other Reapers
		• Redeemer (mobile):
			+ Added as a stolen tech unit (capture a GDI Tech Center to build it)
			+ Strength increased from 450 to 500
			- Cost increased from 1450 to 1500
		• Redeemer (deployed):
			+ Added the ability to repair itself
			+ Laser damage increased from 100 to 150
			+ Retains the conventional autocannon as a secondary weapon when deployed:
				+ Cannon Damage increases from 80 to 100 when deployed
				+ Cannon ROF decreases from 90 to 60 when deployed
			± Tweaked the laser warhead so it's more effective vs infantry, but weak vs heavy armor (this role has been given to the AP cannon)
			- Cost increased from 1450 to 1500
		• Replaced the Shadow Tank elite cluster missiles with conventional ones to avoid hardcoded slow speed
		• Hornet:
			+ Speed increased from 14 to 18
			+ Damage increased from 30 to 40
			+ Elite ROF decreased 20 to 10
			- Elite Damage decreased from 75 to 60
			- Cost doubled from 500 to 1000
		• Banshee
			+ Gains cloak when elite
		• Wraith
			+ Gains cloak when veteran (was elite)
			+ Increased range from 4 to 6
			+ Has a chance to drop toxic gas canisters upon crashing, as it did in previous builds
		• Tiberium Reactor cost increased from 400 to 600
		• Radar Facility sensor range decreased from 25 to 16
		• Helipad:
			+ Cost decreased from 1000 to 750
			+ Strength increased from 600 to 750
			- Sight decreased from 8 to 5
		• Seismic Emitter:
			± Renamed to "Quake Generator"
			+ Effectiveness against light armor increased from 5% to 15%
			+ Impact rocks can no longer be crushed, but are still destroyable
			- [AI only] Effectiveness against wood armor (buildings) decreased from 25% to 5%
		• Wraith Supply Facility now stores a small amount of Tiberium as originally intended
		• SAM Bunker:
			+ Effectiveness against light armor increased by 20%
			- Effectiveness against heavy armor decreased by 20%
			- Effectiveness against concrete armor decreased by 10%
			- Effectiveness against jumpjet infantry decreased by 20%
	• GloboTech
		• Peacekeeper:
			+ Strength increased from 80 to 100
			- Sight decreased from 7 to 6
			- Cost increased from 100 to 150
		• Engineer:
			+ Sight increased from 4 to 5
			- Cost increased from 300 to 600
		• Medic:
			+ New, ranged healing ray
			+ Re-enabled for GDI to train (requires a GT Barracks)
			+ Strength increased from 70 to 190
			+ Range increased from 2.83 to 6
			+ Can no longer be crushed
			+ Immune to web
			- ROF decreased from 80 to 60
			- Cost increased from 600 to 900
			- Speed decreased from 6 to 5
			- Healing decreased from 50 to 40
		• Armadillo APC:
			+ Damage increased from 35 to 40
			+ ROF decreased from 110 to 100
			- Cost increased from 900 to 1000
		• Super Goliath:
			+ Effectiveness against prone infantry increased by 13%
			+ Effectiveness against heavy armor increased by 60%
			+ Effectiveness against concrete armor increased by 10%
			- Effectiveness against no armor decreased by 10%
			- Effectiveness against wood armor decreased by 60%
			- Effectiveness against light armor decreased by 20%
		• Disruptor:
			± Sonic waves now cause Tiberium to shatter
			- Effectiveness against wood armor decreased by 50%
		• Gunship:
			± Changed into an unarmed transport
			± Previous role replaced by the Gun Drone
		• Sonic Fighter:
			+ Speed increased from 30 to 40
			+ Sight increased from 6 to 9
			+ Damage increased from 50 to 80 per bomb
			+ Range increased from 7 to 9
			+ EMP AoE increased by 1
			- Strength decreased from 350 to 250
			- Cost increased from 1750 to 2000
			- ROT decreased from 4 to 3
			- Slowdown distance increased from 1000 to 1500
			- Missiles replaced with conventional unguided bombs, gains EMP effect when elite
		• All GloboTech factories now require power to operate
	• Forsaken
		• Increased Forsaken Ambush recharge time from 6 to 8 minutes
		• Moved the Warrior & Defender's ability to cloak from veteran to elite rank
		• Renamed Forsaken Barracks into Forsaken Hovel:
		• Martyr:
			+ Build limit removed
			- No longer explodes when killed, only when attacking
		• Wyverns:
			+ Now have a ranged acid attack
			± Faster attack rate with equally reduced damage
			- Moved to tier 2
		• Leviathan:
			± Renamed to Mastodon
			- Speed decreased from 6 to 5
			- ROT decreased from 5 to 4
		• Sentry Nests are no longer normally capturable
	• Civilian / Neutral
		• Tech Artillery:
			± Damage is now more concentrated
			- Warhead no longer spawns fire
		• Increased Mantis attack rate and equally reduced damage
		• Changed Sabreworm armor from none to light
		• Visceroids are no longer drastically slowed down by veins
		• Scarab:
			+ Strength increased from 350 to 500
			+ Cost (think of it as veterancy points) increased from 600 to 800
		• Increased generic civilian strength from 15 to 25
		• Sentry Gun:
			- Now consumes a slight amount of power
			- Weapon damage decreased from 40 to 25
		• SAM Launcher:
			+ ROF decreased from 40 to 30
			- Now consumes a slight amount of power
			- Burst decreased from 2 to 1
		• Changed the Lightning Rod to a low-range sensor post:
			+ Cost reduced from 1000 to 200
			+ Sight increased from 2 to 8
			+ Sensor range set to 7
			± SpecialThreatValue set to 1
			± Armor changed from concrete to wood
			- LightningRod disabled
			- Weapon removed
			- Now consumes a slight amount of power
	• Twisted Dawn
		• Commandos are no longer immune to Tiberium
		• MCV cost decreased from 5000 to 2500
		• GDI Humvee:
			+ Can now carry 2 passengers
			- Cost increased from 400 to 500
		• GDI MLRS:
			+ Strength increased from 150 to 190
			- Cost increased from 800 to 1000
		• GDI Advanced Guard Tower:
			+ Damage increased from 60 to 80
			+ Range increased from 10 to 12
			± Warhead verses slightly modified
			- ROF increased from 30 to 40
			- Now has a minimum range of 2
			- Moved to Tier 3
		• Nod Stealth Tank sight range increased from 7 to 8
		• Nod Apaches now have infinite ammo
		• Nod Gun Turret:
			+ Damage increased from 46 to 62
			- ROF increased from 45 to 60
			- Requires power to operate
		• Nod Raven:
			+ Increased range from 5 to 6

VISUALS & SOUND EFFECTS

• Additions:
	• New voiceover for GDI Ranger
	• New voiceover for GDI Siege Trooper
	• New voiceover for GDI Buckshot MLRS
	• New voiceover for GDI ORCA Fighter
	• New voiceover for Nod Incinerator
	• New voiceover for Nod Machinist
	• New voiceover for Nod Cyborg Disciple
	• New voiceover for Nod Cyborg Templar
	• New voiceover for Nod Cyborg Paladin
	• New voiceover for Nod Eclipse Tank
	• New voiceover for Nod Inferno Tank
	• New voiceover for Nod Banshee
	• New voiceover for Nod Wraith
	• New voiceover for Forsaken Martyr
	• New voiceover for Forsaken Mastodon
	• New voiceover for GloboTech Medic (placeholder)
	• New graphics for Nod Cyborg Disciple
	• New graphics for Nod Minefield
	• New graphics for GloboTech Medic
	• New graphics for Bridge Repair Hut
	• New death animation for Nod Cyborg Reaper
	• New firing sound effects for GloboTech Talos
	• New animation for GDI RPG Tower to indicate when the building is powered
	• New tree types
	• New civilian cargo truck graphics
	• New ion lightning impact animation
	• New icon for the GDI Firestorm Defense support power
	• New icon for Nod Cyborg Disciple
	• New icon for Nod Cyborg Templar
	• New icons for Forsaken buildings
	• New Twisted Dawn Commando icons
	• New Twisted Dawn Chem. Warrior icon
	• New Twisted Dawn Buggy icon
	• New Twisted Dawn Bike icon
	• Revised several infantry sprite graphics
	• Updated GDI Orbital Uplink Center graphics
	• Updated large billboard graphics
	• Updated pavement logos
	• Updated blossom tree graphics with additional variants
	• Updated building fire anims
	• Updated Forsaken Brawler & Drifter icons
	• Updated web animations
	• Updated Tiberium explosion animations
	• Updated the Fist of Nod bib
	• Improved graphics for Nod Ratel APC
	• Improved projectile graphics for Nod Hammerhead
	• Small fires now leave a bit of residual smoke
	• Elite flamethrowers now leave blue fire behind
	• Made a few tweaks to some civilian building art
	• Various other new sound effects and animations
• Fixes:
	• Fixed missing explosions when some units were destroyed
	• Fixed incorrect Tiberium debris colours
	• Fixed GT Fusion Plant graphics to better fit on the foundation grid
	• Fixed some holes in the Construction Yard graphics
	• Restored a missing animation on the GDI Power Plant
	• Restored broken/missing GDI Tech Center animations
	• Fixed Mobile Sensor Array firing offset
	• Restored missing dish animation of the GDI Sensor Array
	• GDI Technology Center should no longer overlap with objects in front of it
	• Fixed GDI Vulcan, RPG, and Gatling Tower firing offsets
	• Fixed GDI Mammoth Tank firing offset
	• Nod Tremor Artillery barrel now correctly points South-East when deployed
	• Fixed the Nod Web Spider build icon
	• Synced the Nod Web Spider walking animation rate (WalkRate) with its movement speed
	• Fixed Nod Cyborg Reaper firing frames
	• Fixed an HVA issue with the downsized version of the UN Flak Tank
	• Fixed an oversight where two civilian cars shared the same graphics, leaving one VXL model unused
	• Restored missing graphics of the Civilian Sentry Gun
	• Ion Cannon blast animation rate increased from 300 to 550 to better sync with the beam
	• Changed the foundation of (rail)road barriers to 1x2 so units no longer clip through a closed barrier
	• Removed the bib from Nod Hall of Faith for overlapping with adjacent cells
	• Fixed dam art offset
	• Restored missing tunnel & cliff shadows
	• Restored missing GloboTech ambulance build icon
	• Restored missing Ion Storm ambient sounds (now with more reverb, making it more ominous and realistic)
• Other changes:
	• Passenger pip colours are now based on infantry class [as in TS and RA2]
	• Changed building selection lines from white to green
	• Silo fill animations now glow in dark
	• Slightly modified GDI Command Humvee graphics to make it better stand out from other Humvees
	• Decreased campfire light range and intensity and made the light colour warmer
	• Changed the Nod Tiberium Reactor graphics to make the silo status better visible, more intuitive, and in line with other silo buildings
	• Slightly tweaked Nod Quake Generator graphics
	• Apocalypse Missile blast animation rate decreased from 900 to 600
	• Increased the duration and visibility of some radar events so they're played less often (hence less annoying)
	• Made some slight changes to default spotlight behaviour
	• Disabled the deployed Nod Web Spider laser's ActiveAnim as it would still show when the Spider was turned off
	• Deployed Web Spider may now emit smoke when damaged
	• Removed Normalized from any normal building animations that still had it
	• Several explosions and other visual effects will now appear translucent on High Detail Level setting
		• This was originally disabled to increase performance, and it can still be toggled off by switching to a lower Detail Level in the Options menu

SOUNDTRACK

• Added 8 new tracks to the OST:
	• Bogeyman
	• Incandela's Theme
	• Lines in the Sand
	• Lullaby
	• Lunar Grin
	• No Mercy (Remix)
	• Pyrotek
	• To Shreds
• Normalized the entire soundtrack
• Reordered some of the soundtrack so that "classic" TI tracks (Vol 1-3) come first and "modern" (Vol 4-7) TI tracks come second
• Restored the previously cut track Sandstorm

AI

• Additions:
	• AI now captures tech structures and produces tech units if able
	• AI now avoids dealing splash damage near friendly units
	• Re-enabled the AI to produce defensive teams:
		• Set minimum defensive team counts to 4, 2, and 2 (easy, medium and hard AI respectively)
		• Set maximum defensive team counts to 12, 10, and 8
	• Implemented a hack that enables the AI to (re)build side-specific harvesters, refineries and MCVs
	• Implemented a hack that enables the AI to use EMP and Forsaken Ambush offensively
	• AI now builds and uses EMP Cannons and Quake Generators; however, they have infinite range and the effects are less potent
• Fixes:
	• AI no longer spams AA defenses
	• AI should now respect unit tech prerequisites whenever possible
• Other Changes:
	• AI no longer has infinite resources
	• Smaller task forces, thus increasing maneuverability and decreasing likelyhood of getting stuck
	• Smarter unit combinations
	• Faster team production & response time
	• Duplicate factories for increased production
	• Increased total team cap
	• Increased the urgency of replacing a lost Construction Yard
	• Delay to wait before dissolving an unfilled team increased from 500 to 1800
	• Disabled DestroyWalls on all AI difficulty modes, the AI should no longer mindlessly attack neutral and/or enemy walls
	• Re-enabled the AI to consider Construction Yards as a potential target for Ion Cannon strike
	• Splash weapon suppression range increased from 1 to 1.5
	• Removed build rate bonus from Hard AI
	• Removed redundant AI power plant clones. The AI doesn't gain any surplus power from the clones (contrary to the intention), it simply replaces regular power plants with clones

MISSIONS & MULTIPLAYER MAPS

• Additions:
	• New bonus single-player mission: Operation Friendly Fire
	• New bonus co-op mission: Operation Friendly Fire
	• New version of Twisted Dawn GDI Mission 1 and 2 (combined into one)
	• New multiplayer game mode: Tournament
	• New map: [2] Angel Bay
	• New map: [2] Resurrection
	• New map: [2] Forsaken Canyon
	• New map: [4] Catastrophe Park
	• New map: [8] Fort Sheppard
	• Re-introduced the post-mission score screen
• Fixed & Other Changes:
	• Campaign missions now follow to the next instead of closing the game
	• Campaign missions are no longer available separately
	• Separated GDI & Nod campaign intros into their own maps
	• Fixed a few multiplayer maps with capturable turrets so that the AI can use them
	• Optimized the file structure and IsoMapPack of all maps
	• GDI Mission 2: GT garrison no longer attacks their own walls
	• Updated GDI Mission 3
	• GDI Mission 5: Moved the Visceroids further away from the player's harvesters so the harvesters are less likely to be attacked during the intro
	• GDI Mission 7: Replaced the MLRS Walkers with Siege Troopers
	• GDI Mission 9:
		• Expanded the GDI airbase and made some other tweaks
		• Hostile Visceroids are no longer untargetable
	• GDI Mission 10: Moved the GDI Tech. Center so it no longer obstructs the nearby Service Depot
	• GDI Mission 10: Fixed an issue where Tiberian Floaters would not move & attack normally
	• GDI missions 11 - 13: GloboTech no longer builds Nod units
	• GDI Mission 12: Eased the attack waves
	• GDI Mission 15:
		• Added some barriers to help defend against the Floaters in the south-east
		• Changed Tiberian life form composition on the middle ridge to make it easier and less time-consuming to pass through
	• Nod Mission 1: Incinerators no longer deal excessive collateral damage when killed
	• Nod Mission 2: Disabled the derelict Nod Turrets
	• Nod Mission 3:
		• Moved the introduction of Eclipse tanks to 4B
		• Renamed the mission to "Grounded Talon"
	• Nod Mission 4B:
		• Renamed the mission to "Total Eclipse"
		• Fixed an oversight where a GT Armadillo APC was carrying GT Vanguard Tanks
		• Fixed an issue where enemy Humvees were carrying tanks and/or excessive amounts of infantry
	• Nod Mission 10:
		• Fixed an issue where enemy Humvees were carrying tanks and/or excessive amounts of infantry
		• Fixed an oversight where enemy Armadillo APCs would carry Sentinels
		• Moved the GDI Tech. Center so it no longer obstructs the nearby Service Depot
	• Nod Mission 11: Web Spiders now correctly move on the factory line
	• Nod Mission 13: Fixed an oversight that made defences unbuildable due to prerequisite changes
	• Nod Mission 14:
		• Fixed some things that potentially caused random freezing
		• Fixed an oversight that made defences unbuildable due to prerequisite changes
		• Fixed an oversight where the Machinist was untrainable
		• Fixed an issue where Tiberian Floaters would not move & attack normally
		• Derelict units and buildings no longer grant veterancy nor score points when destroyed
		• Derelict buildings are no longer be capturable
	• Nod Mission 15: Fixed where the GDI base was out of power
	• Twisted Dawn Nod Mission 5:
		• The two GDI outposts will now correctly produce infantry attack teams when disturbed
		• GDI air strikes are now less predictable
	• Updated GDI challenge 1
	• GDI Challenge 2:
		• Nod no longer uses obsolete Cyborg Reaper infantry
		• Added new traps & made the mission more challenging
	• Updated GDI Challenge 3
	• Updated Nod Challenge 3
	• Updated Nod Covert Op. 1
	• [2] Badlands Duel: Fixed a few pathfinding errors
	• Updated [2] Lambda City
	• Updated [2] Nuclear Town
	• [2] Tournament City: Disabled street lights
	• [4] Terminal Insanity: Fixed overlapping tunnels and tunnel left-overs
	• Updated [4] Lambda City
	• [4] Fortification: Improved train behaviour
	• [4] Twisted Tunnel Training:
		• Renamed to Terminal Insanity
		• Fixed some pathfinding problems
		• Fixed broken sound triggers
		• Removed blue Tiberium from the ridges and green Tiberium fields from the corners [these weren't meaningful for the player economy and they caused annoying Harvester behaviour]
		• Added Tiberium spawners on the remaining green fields
		• Replaced the middle Tiberium field with a Forsaken outpost
		• Reworked the bottom-right corner
		• Cleared out some doodads to increase build space
	• [5] Pandemonium: Replaced the obsolete ORCA Transport with a Dropship
	• [6] Forsaken Night: Removed the Lightning Rod from the blue Tiberium field
	• [6] Epsilon City:
		• Fixed a pathfinding issue with one of the bottom-left Tiberium fields
		• Fixed a pathfinding issue with the bottom-right tunnel/Tiberium field
	• Updated [6] Heart of Darkness
	• [6] Sedona's Past: Slightly increased the ambient lighting to improve visibility
	• [7] Omicron City:
		• Fixed an oversight that prevented infantry from using the Armory
		• Fixed the pathfinding issue caused by incompatible paved cliffs/Tiberium fields
		• GloboTech Gun Batteries are now disabled
		• Replaced the obsolete Oil Pumps in the two city spawn locations with capturable Gun Batteries
	• [8] Delta City: Fixed several spots where Harvesters could get stuck
	• Updated [8] W.A.T.

TERRAIN

• Added several new civilian/misc. structures
• Added new interior props
• Fixed every single tile header
• Fixed a few extra images and Z data
• Fixed some tilesets which were unintentionally deformable
• Fixed an oversight where some grass terrain additions could not be burrowed through
• Dirt roads no longer speed up units like pavement or paved roads do
• Heavy vehicles can now drive over some vegetation like small bushes and ferns
• Tree strength now varies by tree size & type
• Re-included the previously cut yellow Tiberian flora for more diverse Tiberian environments
• Removed unused green and white Tiberium monoliths

MAP EDITOR

• Added new mapping tips
• Refreshed and tweaked the UI
	• Moved some more advanced modification dialogs from Edit menu to the new Advanced menu
	• Updated tool icons
	• Increased some dialog sizes to allow more room for text descriptions
• Added new trigger actions, such as
	• Give cash to a player
	• Toggle Short Game mode
	• Force a player to surrender (all units and buildings of that player explode)
• Added two missing trigger event types (from Firestorm) to Final TI
• Added a new script for resizing the map
• Enabled previously disabled trigger actions 92-94 and 96
• Updated with latest hacks
• Now shows coordinates in X,Y format
• Fixed incorrect trigger descriptions
• Fixed wrong input of the unit missions Ambush and Return
• Fixed an oversight where some buildings appeared in wrong palette in the map editor
• Fixed an issue where some Marble Madness tilesets didn't show in the editor
• Default new map size increased from 50x50 to 80x80
• Default distance between the map edge and the visible area increased
• Map width/height limit increased from 200 to 500
• Autocreate and Full are no longer set by default when creating new teams
• Map Renderer is now correctly launched from the Map Tools menu
• Removed RA2/YR-only ScriptActions and unit mission types
• Removed broken auto-shore and auto-cliff tools
• Custom cliff shadows no longer have to be manually placed

MAP RENDERER

• Added an option to show tunnel path lines. This feature allows to visually verify tunnel plottings in maps
• Added new options for startup location marker shape and size
• Added a Clear button for log and some other UI changes. Main application remembers log file location
• Added support for infantry facings and infantry facing randomization
• Fixed a bug where the renderer button didn't work for more than once without restarting the application
• Fixed a bug where certain vehicles faced the wrong direction
• Walls placed as buildings now connect with adjacent walls of the same type and gates
• Tiles and IsoMapPack5 datatype corrected and reading them from map file improved
• Vehicle shapes and special building shapes (turrets and upgrades) are now rendered properly
• Fix tiles now also check the subtile index in a tile
• Tiles with ice growth option set can now be viewed
• Enabled the debug (diagnostic) window for release versions also with additional details and improvements
• Option provided to use the input map filename itself for output image filenames
• Components are now optional. Options are:
	• Generate PNG/JPEG/Thumbnail
	• Modify map features
	• Use preview window
• Other bug fixes and UI changes

CODE CLEANUP

• Fixes:
	• Added the missing HUMVGEN (Command Humvee) entry
	• Added the missing INCYALMP (Invisible Cyan Light Post) entry
	• Added the missing TILSSPK1, TILSSPK2, TILSSPK3, PARALEMP, DIRTSRND animations to the Animations list
	• Added the missing MineEMPWH warhead to the warheads list
	• Fixed missing/unlisted object types
	• Fixed a (probably harmless) coding mishap in a few maps
	• Fixed an oversight where two maps had invalid civilian units
	• Fixed an oversight where some maps still used old building IDs
	• Fixed a typo in the sonic missile animation code
	• Fixed a misspelling of the animation TUMU42D
	• Restored previously cut civilian vehicles (graphics update pending)
	• Restored the missing TRUCKA and TRUCKB using placeholder images
• Other changes:
	• Split & reorganized some of the MIX files into smaller packages for faster transfer
	• Reorganized Art.ini sections and content
	• Reordered the VehicleTypes and TerrainTypes lists to make them more organized
	• Renamed some object IDs for technical reasons, and to follow established convention:
		• BIGBILL[1-4] -> CABB[01-04]
		• GLOBBILL     -> CABB05
		• TDSIL        -> GASIL
		• TDTURR       -> NATURR
		• TDSAMS       -> NASAMS
		• TDGUTO       -> GAGUTO
		• TDAGT        -> GAAGT
		• GALITE       -> CALITE
		• GDILITE      -> GALITE
		• NODLITE      -> NALITE
		• GDREFN       -> GAREFN
		• NODCNST      -> NACNST
		• CBATT        -> CACBTA
		• CBATTV       -> CACBTB
	• Renamed and reorganized some explosion animations
	• Changed the Category of combat transport units from AFV to IFV (Kazuar, Humvees)
	• Changed lowercase animation IDs to uppercase to match established convention
	• Replaced TREE035 and TREE036 with BUTREE01 and BUTREE02, respectively (both were unnecessary duplicates)
	• Replaced fuel drum overlays with equivalent buildings
	• Renamed FinalTI folder to Map Editor
	• Removed FIRE0, a duplicate of FIRE1, and shuffled the remaining fire anims
	• Removed obsolete mission1.ini file
	• Removed old corpse tilesets and replaced them with smudges
	• Removed the placeholder GMCV (obsolete clone of MCV)
	• Removed the placeholder GDICNST (obsolete clone of GACNST)
	• Removed the obsolete building DEPCLEV
	• Removed the redundant AMMO01 clone
	• Removed several obsolete unit & building art entries (CYC2DAM, BLOOD, HUMV, CAR, TRUK, MOHAND, NLPST, M_EMP, LIMPED, DUMMYHRV, GAICBM, GAVULC, GAROCK, GACSAM, DPTICK, DJUGG, NAPYRA, TACOHOUS)
	• Removed several obsolete animations (TDFRAG1, TDFRAG2, TDFRAG3, EMPSHIPS, FLAMETR, FLAMETRN, NPLMPRJ, NPLMPRJT, NPLMTRL, NPLMTRDB)
	• Removed duplicate entries from the Animations list
	• Removed several obsolete terrain/overlay entries (FPLS, MIGOVR01-MIGOVR09, GAWALL, NAWALL)
	• Removed some obsolete global particle systems (OKBuildingSmokeSystem, DamagedBuildingSmokeSystem, DamagedUnitSmokeSystem, DebrisSmokeSystem)
	• Removed unused weapons, projectiles, and warheads (RPGMissile, CleaverMine, CMPayload, DummySuicide, DEFOB, MeteorLauncher, TDAP, TDHE, BZZWAR, DummyClusterWH)
	• Removed several duplicates from Sounds.ini (indexes are now correct)
	• Removed obsolete sound entry MGUN8B
	• Removed the unused maps Bunker Hill, Gauntlet, Primal Haven, Resistance Fall, Super Bridgehead
	• Removed redundant audio/graphics files

MISC

• Updated TS-DDRAW renderer to latest version (now with stretching!)
• Updated the ending credits
• Added an enhanced version of the VPL, enabling voxel models to use the special palette colours 240-254

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