Changelog

The following is the official **changelogs** of the past and current releases of *Twisted Insurrection*.

* 0.9
* 0.8
* 0.7
* 0.6
* 0.4
* 0.3
* Public Beta 5
* Public Beta 4
* Public Beta 3
* Public Beta 1

### 0.9.0.2

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

```

### 0.9.0.1

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

```

### 0.9.0.0

```
GAMEPLAY & BALANCE

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

AI

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

GAME ENGINE & RENDERING

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

AUDIO & VISUALS

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

MAPS

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

MAP EDITOR

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

CLIENT

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

MISC

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

```

### 0.8.0.7

```
• Fixed some renderer settings
• Updated client binaries

```

### 0.8.0.6

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

```

### 0.8.0.5

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

```

### 0.8.0.0

```
UI

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

CLIENT

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

GAMEPLAY & BALANCE

• Additions:
	• New Tier 1 Forsaken unit: Tauros
	• New Tier 2 Forsaken unit: Mistfire Howitzer
	• New Tier 3 Forsaken unit: Atlas
	• New Tier 2 GloboTech unit: Gun Drone
	• New GloboTech building: Tiberium Refinery
	• New GloboTech building: Tiberium Silos
	• New Tier 1 Twisted Dawn GDI unit: Recovery Vehicle
	• New Tier 1 Twisted Dawn Nod unit: Recovery Vehicle
	• New Tier 3 Twisted Dawn Nod unit: Chem Warrior
	• Restored buildable pavement
	• Players can now train tamed Tiberian life forms by capturing a Forsaken Hovel
	• Separate MCVs and Construction Yards (graphics pending)
	• Separate Commando units in Twisted Dawn
	• Mobile Sensor Arrays are now enabled in Meat Grinder mode, but with no weapon and lower cost (750 credits)
	• Added over 40 new civilian infantry units
	• Added some other misc. units.
• Fixes:
	• Selecting a waypoint while not in the waypoint mode no longer toggles a charged Firestorm superweapon
	• GDI Behemoth now uses the correct warhead when elite
	• Fixed odd behaviour with Infector web
	• Cyborg Reaper is no longer unbuildable in Unholy Alliance and Ultimate Insurrection game modes
	• GloboTech Sentinels can no longer be produced from GloboTech factories in Meat Grinder mode
	• Improved the reliability of anti-ground missiles
	• Added a patch that fixes a bug with the multi-factory bonus logic
		• Production rate now increases linearly relative to the amount of factories
		• The patch also allows for adjusting the bonus relative to factory cost, but this feature is currently disabled
	• Added a patch that fixes a bug with sensors revealing friendly cloaked objects
	• Defeated players no longer have the map revealed to them in PvP matches
	• Players can no longer rank up units by destroying unarmed civilian targets
	• Decreased the range of all melee attacks so they can no longer hit over walls
	• All aircraft with finite ammo now automatically dock on any free Helipads, Airstrips or Wraith Supply Facilities. All aircraft could already dock on any pad when manually ordered. Fully functional, aircraft-specific pads are not possible, unfortunatelly
	• Jumpjet climb rate decreased from 10 to 8 and WobblesPerSecond increased from .1 to .3 to prevent stutter in midair
	• Fixed an oversight where the Twisted Dawn GDI Commando had its elite weapon as a regular, secondary weapon
	• GDI Mammoth Tank no longer attacks empty ground, terrain and overlay objects with missiles when force-fired
	• Nod Cleavers no longer damage themselves or friendly Cleavers when attacking inorganic targets
	• Infantry no longer spawn at the left corner/behind the Nod Hall of Faith; Removed the door animation due to it limiting the infantry exit point (hardcoded)
	• Fixed an oversight where the Nod Light Tank, Scorpion Tank, and GloboTech Vanguard Tank had their range downgraded when promoted to elite
	• Friendly Mantises and Wyverns no longer damage each other when attacking
• Changes:
	• Generic
		• Increased the delay between online multiplayer autosaves from 2 to 4 minutes (on 60 FPS)
		• GloboTech Armory or Forsaken Command Bunker are no longer required to build their tech units
		• Removed Arboreum (Purple Tiberium) and all related objects
			• Replaced all instances of Arboreum with Cruentum (Red Tiberium)
			• Replaced purple Tiberian Fiends with red Fiends
		• Infantry-type units now heal on Tiberium as fast as vehicle-type units do
		• Flamethrowers' spread decreased
		• Increased damage dealt by meteor debris
		• Weapon effectiveness against light armor revised:
			• Rifles: decreased by 30%
			• Grenades: decreased by 12%
			• Anti-infantry lasers: decreased by 20-30%
			• Flamethrowers: decreased by 30–40%
			• Fire: decreased by 19%
		• Tiberium Refineries now cost 2000 for all sides, strength slightly increased
		• Rebalanced energy production & consumption mechanics:
			• GDI buildings
				+ Power Plant power output increased from 100 to 150
				- Vulcan Tower power requirement increased from 10 to 15
				- Vulcan Tower power requirement increased from 10 to 15
				- RPG Tower power requirement increased from 15 to 20
				- RPG Tower power requirement increased from 15 to 20
				- Gatling Tower power requirement increased from 15 to 30
				- Gatling Tower Upgrade power requirement increased from 25 to 40
				- EMP Cannon power requirement increased from 100 to 150
				- War Factory power requirement increased from 15 to 25
				- Communications Center power requirement increased from 20 to 50
				- Helipad power requirement increased from 5 to 10
				- Firestorm Generator power requirement increased from 100 to 200
				- Orbital Uplink power requirement increased from 100 to 150
			• Nod buildings
				+ Tiberium Reactor power output increased from 70 to 100
				+ Core Reactor power output increased from 200 to 250
				- Laser Turret power requirement increased from 10 to 15
				- SAM Bunker power requirement increased from 25 to 40
				- Obelisk of Light power requirement increased from 50 to 75
				- Quake Generator power requirement increased from 50 to 100
				- War Factory power requirement increased from 15 to 25
				- Radar Facility power requirement increased from 20 to 50
				- Helipad power requirement increased from 5 to 10
				- Wraith Supply Facility power requirement increased from 35 to 40
				- Stealth Generator power requirement increased from 175 to 200
				- Temple of power requirement increased from 100 to 150
		• Increased Harvester ThreatAvoidanceCoefficient from .1 to .65
		• Decreased MCV sight range from 10 to 6, increased Construction Yard sight from 6 to 10 to compensate
		• Changed several building prerequisites for a more streamlined and intuitive tech tree:
			• Barracks can be built directly from a Construction Yard
			• Passive defenses (walls & gates) no longer require a power plant, only barracks
			• Active defenses require barracks as well as a power plant
			• Vehicle factories no longer require barracks, only refinery
			• Radars no longer require barracks, only refinery
			• Technology Centers no longer require a vehicle factory, only radar
		• Construction Yard now produces a small amount of power (10 units) in order to power up a single barracks (when built prior to a power plant)
		• Most transports no longer require a faction-specific barracks to be built
		• All repair vehicles now heal themselves
		• Decreased the range of certain weapons with arcing projectiles to compensate for the hardcoded range increase (actual range is ~1.25 times higher):
			• GDI Grenadier:
				- Range decreased from 6 to 5
				- Elite range decreased from 7 to 6
			• GDI Siege Trooper:
				+ MinimumRange decreased from 4 to 3
				+ Elite MinimumRange decreased from 5 to 3
				- Range decreased from 12.5 to 10.5
				- Elite range decreased from 14 to 12
			• Nod Hammerhead:
				- Range decreased from 12 to 10
				- Elite Range decreased from 14 to 12
			• GloboTech Exo-Suit:
				- Range decreased from 9 to 7
				- Elite range decreased from 12 to 9
			• Forsaken Skirmisher's range decreased from 7 to 5.5
			• Forsaken Trapper Bike:
				- Range from decreased 7 to 6
				- Elite range decreased from 9 to 8
		• Gatling & vulcan ricochets now deal less damage to armor
		• Gatling & vulcan ricochets are now slightly less accurate against small buildings
		• Nod Apaches, Hornets, and GloboTech Gunships now continue to attack enemies within their GuardRange after finishing off their target, instead of just returning to the base
		• Changed which units and buildings should reveal adjacent cloaked objects:
			+ Added to:
				• Nod Laser Turret, Flame Turret, Obelisk
				• GloboTech Sentry Turret
				• Civilian Sentry Gun
				• On veteran rank:
					• GDI Mobile Sensor Array
					• Nod Stinger
				• On elite rank:
					• GDI Humvee, Kazuar, Skimmer
					• Nod Buggy, Bike, Viper, Web Spider
					• GloboTech Humvee, Vanguard Tank, Sentinel
					• Forsaken Trapper and Drifter
			- Removed from:
				• GDI Goliath, Scatterpack, Buckshot MLRS, EMP Cannon
				• Nod Eclipse, Hammerhead, Tremor, Quake Generator, Stealth Generator, Temple of Nod
		• Bullet crate explosions are now much more dangerous to unarmored infantry
		• Fuel barrels now explode more violently
		• Scrap metal debris no longer sets trees on fire
		• Small and tiny fires no longer do any damage (was a problem with Sparky-type weapons)
		• Renamed the EMP/Quake Generator support weapon name from "Emitter" to "Energy Pulse" (hardcoded to be shared by both)
		• Decreased the amount of infantry spawned by Forsaken Ambush from 6 to 5
		• Firestorm damage drain rate multiplier decreased from 4.555 to 1
		• Made some changes to default Ion Storm settings:
			+ Warning duration increased from 31 to 46
			+ Storm duration increased from 120 to 300
			- Lightning bolt damage decreased from 250 to 200
			• Changes to warhead:
				+ Effectiveness against no armor increased by 55%
				+ Effectiveness against light armor increased by 10%
				- Effectiveness against heavy armor decreased by 5%
				- Effectiveness against prone infantry decreased by 18%
		• Revised crate powerups
			+ Added an animation for spawning toxic gas clouds
			+ Added an animation for spawning Tiberium
			+ Replaced the cluster missile powerup with a stronger and more reliable cruise missile powerup
		• Removed the game option "Berzerk Cyborgs"
		• Removed the game option "No Dawn"
	• GDI
		• Decreased EMP Cannon recharge time from 9 to 8 minutes
		• Ranger:
			- Strength decreased from 85 to 80
			- Effectiveness against heavy armor decreased by 20%
			- Effectiveness against prone infantry decreased by 20%
		• Grenadier:
			+ Strength increased from 90 to 100
			+ ROF decreased from 80 to 60
			+ Elite ROF decreased from 70 to 50
			+ Spread increased from 4 to 12
			+ Effectiveness against prone infantry increased from 35% to 70%
			+ Effectiveness against no armor increased from 60% to 80%
			+ Effectiveness against light armor increased from 80% to 90%
			± Now explodes when killed
			- Damage decreased from 45 to 40
			- Damage decreased from 55 to 50
			- Range decreased from 5 to 4.5
			- Elite Range decreased from 6 to 5.5
			- Effectiveness against heavy armor decreased from 65% to 50%
			- Effectiveness against concrete armor decreased from 30% to 20%
			- No longer sets trees or buildings on fire
		• Snipers now have slightly delayed firing (like Siege Troopers)
		• Marauder:
			- Effectiveness against light armor decreased by 70%
			- No longer immune to Tiberium
		• Siege Trooper:
			+ Moved down the tech tree to Tier 2 (Radar)
			+ Strength increased from 100 to 170
			+ Cost decreased from 800 to 600
			+ Sight increased from 6 to 7
			+ Required tech level decreased from 7 to 6
			+ Base damage increased from 75 to 100
			+ Base ROF decreased from 110 to 90
			+ Base effectiveness against no armor increased from 70% to 100%
			+ Base effectiveness against light armor increased from 45% to 80%
			+ Base effectiveness against heavy armor increased from 20% to 50%
			+ Base minimum range decreased from 6 to 4
			+ Elite damage increased from 95 to 100
			+ Elite ROF decreased from 100 to 90
			+ Elite fires more accurate shells
			+ Elite effectiveness against light armor increased from 60% to 80%
			+ Elite effectiveness against heavy armor increased from 30% to 50%
			+ Elite minimum range decreased from 6 to 4
			- Base range decreased from 18 to 12.5
			- Base spread decreased from 256 to 32
			- Base effectiveness against prone infantry decreased from 75% to 50%
			- Elite range decreased from 20 to 14
			- Elite spread decreased from 256 to 46
			- Elite effectiveness against prone infantry decreased from 80% to 75%
		• Dragonfly renamed to "Skimmer"
		• Kazuar effectiveness against light armor decreased by 20%
		• Wasp APC damage (stun time) decreased from 95 to 88 so the stun animations are less likely to overlap
		• Scatterpack:
			+ Effectiveness against wood, light and heavy armor increased by 67%, 34%, and 20%, respectively (to compensate for decreased damage from bullet spread)
			+ Effectiveness against airborne jumpjet infantry increased by 20%
			- AA damage decreased from 20 to 15
		• Repair Tank now has a rotateable arm
		• MLRS Walker:
			+ Renamed "Buckshot MLRS"
			+ New voiceover
			+ Projectile range increased from 10 to 15 so the missiles no longer explode prematurely
			+ Weapon overhauled
				+ Cluster count increased from 10/20 to 16/24 (normal/elite)
				+ Effectiveness against none, wood, and heavy armor increased by 10%, 25%, and 25%, respectively
				- Effectiveness against prone infantry 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

```

### 0.7.1

```
• Fixed: Forsaken Ambush no longer spawns GDI infantry
• Fixed several incorrect track lengths in the in-game soundtrack
• Fixed: Obsession Software is now correctly included in the in-game soundtrack
• Fixed: Forsaken Trapper Bikes now correctly play an explosion animation when destroyed
• Fixed: Forsaken Sentry Nests now correctly display a tooltip
• Fixed: Civilian Sewage Plants are no longer capturable
• Fixed an issue where upgraded GDI Gatling Towers could not attack aircraft
• Fixed an issue where Twisted Dawn Nod Mission 05: Warthog Hunt would crash at the start of the mission
• Fixed an issue where the game would crash/disconnect on an online multiplayer match on users with the Windows 10 Fall Creators update
• Fixed an incorrect trigger event in the map [8] W.A.T.
• Fixed an issue in GloboTech Mission 1: Unity where the escorted civilians would get stuck next to idle Vanguard tanks.
• Updated every Twisted Dawn mission to use the same grenade projectile
• Updated the briefing of Nod Mission 12: Lost.
• Updated Nod Mission 13 title from "New Brotherhood" to "Sons of Kane" to reflect the faction name change.
• Updated the briefing of Nod Mission 13: Sons of Kane.
• Updated GDI Mission 8: Paradox Device to include a Medic in the initial GDI taskforce and a Barracks in the GloboTech outpost.
• Changed: Enabled the GloboTech Armoury to upgrade infantry in GDI Mission 8: Paradox Device.
• Changed: Enabled players to build GDI Gatling Towers and Nod SAM Bunkers in Meat Grinder mode to counter flying Marauders and Wyverns.
• Changed: Exploding Tiberian Fiends no longer destroy large chunks of Tiberium fields
• Changed: Increased the guard range of Tiberian Raptors
• Changed: Decreased the amount of infantry spawned by Forsaken Ambush from 8 to 6
• Changed: Removed meteor spawners from the map [8] W.A.T.

```

### 0.7

```
UNITS & STRUCTURES

• GDI
	• Changes to Marauder Infantry:
		+ Enabled to fly using the jumpjet logic
		± Removed the secondary minigun (prevented the unit from attacking and destroying walls)
		± Armor changed from none to light
		- Decreased Walk speed from 9 to 5
	• Changes to Siege Trooper:
		+ New SHP graphics
		- Cost increased from 700 to 800
	• Changes to GDI Scatterpack:
		+ Restored feedback voice lines
		± AA warhead verses (light, heavy, concrete) changed from 65%,35%,26% to 100%,70%,25%
		- AA damage decreased from 32 to 20
		- No longer able to destroy walls or bridges
	• Changes to Devastator Artillery:
		- Decreased strength from 500 to 400
		- Increased ROF from 120 to 180
		- Decreased range from 16 to 12
	• Fixed: Railgun Commando no longer moves faster whilst under fire
	• Restored Dragonfly feedback voice lines
	• Restored Goliath feedback voice lines with slightly reduced volume
	• Changes to GDI Vulcan Tower:
		+ Strength increased from 450 to 500
		+ Sight increased from 7 to 8
		+ Upgraded sound effect
		- Damage decreased from 33 to 25
		- Cost increased from 350 to 500
		- ROT decreased from 12 to 8
		- Power requirement increased from 5 to 10
	• Changes to GDI Vulcan Tower Upgrade:
		+ Sight increased from 7 to 9
		+ Damage increased from 15 to 25
		+ ROF decreased from 50 to 26
	• RPG Tower Upgrade now fires in 2 bursts instead of 4, compensated by increased damage.
	• Gatling Tower now uses the same warhead as the Scatterpack
	• Changes to GDI Tiberium Refinery:
		+ Storage increased from 150 to 160
		- Cost increased from 1750 to 1850

• Nod
	• Added a new voiceover for Nod Tremor Artillery
	• Renamed most of Nod Cyborgs so they follow a more uniform there:
		• Vulcan Cyborg renamed Cyborg Disciple
		• Tachyon Cyborg renamed Cyborg Templar
		• Cyborg Commando renamed Cyborg Paladin
	• Added a new cameo for Cleaver.
	• Added a new cameo for Cyborg Disciple.
	• Added a new voiceover for Militant.
	• Added a new voiceover for The Infector.
	• Changes to Machinist:
		+ Cost decreased from 800 to 700
		- Health decreased from 50 to 45
	• Changes to Nod Ghost:
		+ Speed increased from 5 to 6
		+ Cloaking rate decreased from 10 to 1 (faster cloaking)
		- Cost increased from 500 to 600
	• Increased Viper Drone prone damage from 70% to 100%.
	• Changes to Scorpion Light Tank:
		+ Restored feedback voice lines
		+ Restored secondary anti-air flak cannon (intended against Marauders)
		+ Gains increased ROF and firepower when elite
		- Increased cost from 600 to 700
	• Changes to Cleaver Drone:
		+ Increased effectiveness against armor
		+ Increased damage against armor from 25 to 60
		- Increased cost from 600 to 700
		- Decreased sight from 6 to 5
	• Hammerhead Howitzers now fire a visible, arcing projectile.
	• Changes to Stinger SAM Launcher:
		+ Damage increased from 35 to 45
		+ Range increased from 12 to 14
		+ ProjectileRange increased from 17 to 18
		+ Elite damage increased from 40 to 60
		+ Elite Range increased from 14 to 16
		- Missile burst decreased from 4 to 3
		- Elite missile burst decreased from 6 to 4
	• Changes to Cyborg Templar:
		+ Increased damage from 28 to 40
		+ Increased range from 6.5 to 7
		+ Decreased cost from 850 to 800
		+ Gains an upgraded weapon when elite
		- Decreased strength from 400 to 375
	• Changes to Cyborg Reaper:
		+ Added new graphics
		+ Strength increased from 250 to 350
		+ Gains improved firepower, range and ROT when elite
		± Now built from Fist of Nod instead of Hall of Faith
		± Requires Fist of Nod, Hall of Faith and Tech. Center
		- Cost increased from 950 to 1200
		• AA missile:
			+ Range increased from 9 to 10
			± Each missile now splits into three clusters at a range of 8
				• Clusters deal 50 damage each
					• Theoretical max. damage output is 6 x 50 = 300, compared to previous fixed 4 x 42 = 168
				• Clusters have a 20% chance of misfiring
					• Thus average damage output is 6 x 50 x 0.8 = 240
			- Burst reduced from 4 to 2
			- ROF increased from 80 to 160
		• AG missile:
			+ Speed increased from 25 to 35
			+ Range increased from 7 to 8
			+ Cluster count increased from 2 to 3 (per missile)
			- Missile accuracy decreased from 90% to 60%
	• Demolition Drone and Core Reactor explosions now affect a wider area.
	• Changes to Nod Web Spider:
		+ Fixed an oversight where it was able to fire at airborne units
		+ Fence sections no longer explode when removed (when a web spider is destroyed)
		+ Max. laser fence length between nodes increased from 10 to 20
		+ Able to gain veteran bonuses, both mobile and in deployed mode.
		+ Cost decreased from 750 to 600
		- Must be built from the First of Nod
	• Changes to Nod Venom Walker:
		+ Added new graphics
		+ Can be repaired by MRVs
		+ ROF decreased from 150 to 60
		+ Range increased from 10 to 11
		- Can be hijacked (only in multiplayer)
	• Increased Hornet weapon range from 7 to 9.
	• Changes to Laser Turret:
		+ Sight increased from 7 to 8
		+ Warhead verses increased from 60%,40%,37%,20%,3% to 100%,40%,70%,25%,5%
		- Damage decreased from 50 to 40
		- Cost increased from 300 to 400
	• Changes to SAM Bunker:
		- Drone cluster damage decreased from 30 to 20
	• Restored a missing deployment sound to Radar.
	• Renamed Banshee Bomber and Banshee Supply Facility to Wraith and Wraith Supply Facility, respectively. This was done in order to avoid confusion when there's two "Banshees" but only one of them has to dock in the "Banshee" pad.

• GloboTech
	• Added a new transport unit: Ulysses Armoured Train (not normally available)
	• GloboTech units can now be built only from their respective factories.
	• Changes to Peacekeeper:
		+ Strength increased from 70 to 90
		+ Cost decreased from 200 to 100
		± Prerequisite changed from GloboTech Armory to GloboTech Barracks.
		- Sight decreased from 8 to 7
	• Changes to Guardian:
		+ Cost decreased from 550 to 400
		+ Strength increased from 100 to 170
		+ Sight increased from 6 to 7
		+ Damage increased from 30 to 45
		± Prerequisites changed from GloboTech Warehouse and Armory to GloboTech Barracks and any Radar.
		- Range decreased from 6 to 5.5
	• Players can no longer train GloboTech Engineers in skirmish and multiplayer.
	• GloboTech Medic is no longer normally available to GDI.
	• GloboTech Armadillo now requires GloboTech Warehouse and any Radar
	• Added GloboTech Armory as a prerequisite for the GloboTech Missile Launcher, Mobile Repair Vehicle, Super Goliath and Disruptor units.
	• GloboTech Disruptor can now destroy walls
	• GloboTech Ambulance can now be built on TechLevel 4, requires GloboTech Warehouse, Hospital and Barracks
	• GloboTech Repair Vehicle is currently not buildable outside GT missions (overlaps with GDI/Nod Repair Vehicles).
	• Changes to GloboTech Warehouse:
		+ Can now produce GloboTech vehicles
		+ Strength increased from 800 to 1000
		- Cost increased from 1000 to 2000
	• Changes to Sentry Gun:
		+ Cost decreased from 500 to 400
		+ Sight increased from 5 to 8
		+ Damage increased from 33 to 40
		- Strength decreased from 500 to 400
		- Range decreased from 7.5 to 7
		- Burst decreased from 2 to 1
	• Changes to EMP Battery:
		+ Missile graphics updated
		+ Missile damage increased from 500 to 1000
		- Missile count reduced from 8 to 1 (per salvo)
	• Radar Array no longer reveals cloaked objects. Instead, the ability has been moved to the Sensor Tower, which can be built by capturing the Radar Array.
	• Changes Sensor Tower:
		+ Detection range increased from 10 to 25
		- Cost increased from 150 to 400
		- Now consumes a slight amount of power
	• Removed healing limit from Hospital.
	• Changes to Naval EMP Mine:
		+ New graphics
		+ Cloaked
		- No longer indestructible

• Forsaken
	• Added the following new tech units:
		• Trapper Cycle
		• Drifter
		• Brawler Tank
		• Reaver
	• Added the following new tech structures:
		• Sentry Nest - Capture to use as a stationary defence.
		• Sentry Turret - Capture to use as a stationary defence.
		• Barracks - Capture it to train Forsaken Infantry.
		• Factory - Capture it to build Forsaken Vehicles.
		• Command Bunker - Grants superweapon: Forsaken Ambush.
	• Changes to Warrior:
		+ Added a new cameo
		+ Gains cloak when ranking up
		+ Increased damage from 10 to 15
		+ Increased elite damage from 12 to 20
		+ Increased burst from 1 to 2
		+ Increased strength from 75 to 80
		- Increased cost from 100 to 300
		- Decreased strength from 90 to 75
		- Decreased elite range from 7 to 6
	• Changes to Defender:
		+ Renamed Skirmisher
		+ Added a new cameo
		+ Gains cloak when ranking up
		+ Damage increased from 50 to 75
		+ ROF decreased from 70 to 60
		+ Strength increased from 75 to 90
		+ Sight increased from 6 to 8
		+ Range increased from 6 to 7
		± No longer fearless (ducks when attacked)
		- Cost increased from 250 to 400
	• Changes to Engineer:
		+ Increased strength from 40 to 50
		+ Added the ability to heal in Tiberium
		- Increased cost from 300 to 500
		- Can no longer be trained in skirmish and multiplayer.
	• Swapped graphics and slots between Hijacker and Martyr
	• Changes to Martyr:
		+ Added a new cameo
		+ Added a new voiceover
		+ Increased explosion destructiveness
		+ Sight increased from 4 to 5
		- Strength decreased from 90 to 60
		- Cost increased from 350 to 400
		- Can only train 5 at a time
	• Replaced Hijacker with Reaver
	• Changes to Forsaken Leviathan:
		+ New shrapnel-based weapon
		+ Removed build limit
		± New placeholder voice
		- Added prerequirement: Forsaken Command Bunker
	• Changes to Sentry Gun:
		+ Damage increased from 33 to 40
		- Cost increased from 200 to 400
		- Range decreased from 7.5 to 7
		- Burst decreased from 2 to 1
	• Changes to Lightning-Rod:
		+ Can now target air units
		+ Armor changed from wood to concrete (so itself can withstand lightning bolts)
		- Cost increased from 500 to 1000
		- Strength decreased from 725 to 250
		- Only works during ion storms

• Tiberian Life Forms
	• Increased Juvenile Visceroid strength from 150 to 200
	• Changes to Adult Visceroid:
		+ Increased strength from 350 to 400
		+ Increased amage against wood armour from 70% to 100%
		+ No longer crushable
		± Changed armour type from none to wood
		± Expels toxic gas when killed
		- Increased cost from 300 to 500
	• Changes to Adult Tiberian Floater:
		+ Increased cost from 400 to 450
		+ Increased strength from 300 to 350
		± Changed armor from none to wood
	• Changes to Tick:
		+ Increased sight from 0 to 5
		+ Fixed an oversight where it had conflicting VoiceDie entries
	• Changes to Typhon:
		+ Renamed Wyvern to better reflect its appearance and behaviour.
		+ Enabled to fly using the jumpjet logic
		+ Now gains increased strength, speed, firepower and ROF as well as self-healing when ranking up.
		± Armor changed from none to light
	• Added new voiceover for Tiberian Fiends
	• Changes to Green Tiberian Fiend:
		+ Sight increased from 4 to 6
		+ Able to gain veterancy
	• Changes to Blue Tiberian Fiend:
		+ Damage increased from 10 to 12 per shard
		+ Sight increased from 4 to 6
		+ Able to gain veterancy
		± Explodes when killed
		- Cost increased from 500 to 650
	• Changes to Red Tiberian Fiend:
		+ Damage increased from 10 to 13 per shard
		+ Sight increased from 4 to 6
		+ Able to gain veterancy
		± Explodes when killed
		- Cost increased from 500 to 700
	• Changes to Purple Tiberian Fiend:
		+ Damage increased from 10 to 15 per shard
		+ Sight increased from 4 to 6
		+ Able to gain veterancy
		± Explodes when killed
		- Cost increased from 500 to 800
	• Changes to Whalloon:
		+ Gains improved abilities (strength, speed, etc.) when ranking up.
		± Changed armour from none to wood.
	• Changes to Scarab:
		+ Strength increased from 300 to 350
		+ Gains improved abilities (strength, speed, etc.) when ranking up.
		- Cost increased from 10 to 600
	• Renamed Tyrant to Sabreworm to better reflect its appearance and behaviour.
	• Mantis now gains improved abilities (strength, speed, etc.) when ranking up.
	• Fixed: All Tiberium life forms are now immune to EMP

• Twisted Dawn
	• Added new Landing Craft units (not normally available)
	• Increased GDI Humvee strength from 160 to 180
	• Increased Nod Buggy strength from 155 to 175
	• Twisted Dawn era grenades can now miss and bounce a little
	• Changes to Commando:
		+ Added the classic Commando voiceover
		+ Added a new cameo
		+ Increased ProneDamage from 50% to 80%
		+ Damage increased from 80 to 100
		+ Bullets spread around target, causing splash damage
		+ ProneDamage increasedfrom 50% to 80%
		± Changed warhead verses from 50%,100%,100%,75%,60% to 100%,80%,60%,30%,10%
		- Burst decreased from 2 to 1
		- Range decreased from 8 to 6 (except for elite)
	• Disabled Infector for Twisted Dawn mode, enabled the Commando for both sides
	• Changes to GDI Mammoth Tank:
		+ Strength increased from 350 to 500
		+ No longer limited to 5 at a time
		- Can no longer target infantry with Tusk missiles
		- Speed decreased from 6 to 4
	• Changes to Nod SSM Launcher:
		+ Damage increased from 140 to 200
		+ Range increased from 13 to 14
		+ Projectile range increased from 16 to 20
		+ No longer limited to 5 at a time
		+ New Napalm-based warhead
		- ROF increased from 165 to 200
		- BurstDelay increased from 15 to 200
		- Projectile can miss moving targets
		- Minimum range increased from 3 to 4
		- Speed decreased from 6 to 4
	• Renamed Nod Tiberium Bomber to Raven
	• GDI Guard Tower and Nod Gun Turret now consume a slight amount of power

• Generic/Misc.
	• Added a billboard for Nolt
	• Rewrote some billboard texts
	• Renamed some civilian structures
	• Shortened the names of some units so they don't cram the sidebar icons.
	• GloboTech and Forsaken Sentry Guns no longer have the same weapon as GDI Vulcan Tower
	• Removed the unnecessary weapon duplicates from GDI Vulcan Tower and GloboTech Vulcan Gun Battery
	• Coastal Machine Gun Battery now has the same weapon as GloboTech Vulcan Gun Battery
	• GDI Mammoth Walker, Nod Venom Walker and GT Talos Walker are now immune to EMP
	• You can now acquire GDI Devastators, GloboTech Talos Walkers and Nod Toxin Trucks from bonus crates
	• Increased construction range from Construction Outposts
	• Train locomotives' passenger counts increased from 2 to 5
	• Players can no longer capture Power Generators in multiplay
	• GloboTech and civilian Fusion Reactors now explode causing collateral damage when destroyed

CAMPAIGN

• Fixed a bug in Twisted Dawn Nod Mission 05: Warthog Hunt where the Gunboat would fail to reload once reaching the harbor.
• Fixed an oversight in Nod Mission 08: Zero Gravity where units could get stuck on a chain link fence.
• Fixed an oversight in Nod Mission 14: Compulsions: the abandoned Repair Bay now uses correct image.
• Fixed inconsistencies on GT Mission 01 briefing & ingame messages.
• Fixed music trigger cues on several missions.
• Fixed a graphical glitch with unloading Harvesters in Nod Mission 03 and GDI Mission 03 B.
• Rewrote Nod mission 12–14s briefing text (fixing continuity errors).
• Reworded Nod mission 12–14s tutorial.ini text (to flow better).
• Rewrote the briefing for Twisted Dawn Nod Mission 05: Warthog Hunt.
• Rewrote parts of the briefing for GDI Mission 08: Paradox Device.
• Improved the opening relay hint triggers on Nod Mission 08: Zero Gravity.
• Updated multiple missions/challenge maps to accommodate the Reaper category change.
• Made some slight changes to Nod Bonus Mission: Reaper Raid.

MULTIPLAY

• Added the following new multiplayer maps:
	• [2] Big Little Lake
	• [2] Industrial Strength
	• [2] Siege Rush
	• [2] Tournament City
	• [4] Mental Malice
	• [4] Offense Defense
	• [5] D-Day (Survival Mode)
	• [6] Close Quarters
	• [6] Escalation
	• [6] Forsaken Night
	• [6] Island City
• Updated the following multiplayer maps with new tech buildings:
	• [2] Lamda City
	• [3] Final Haven
	• [4] The Knoll
	• [6] Epsilon City
	• [6] Heart of Darkness
	• [8] Loyalty
• Fixed wrong bridge tilesets in [2] Nuclear Town.
• Fixed a few typos in multiplayer map names.
• Fixed a tiling error under a bridge on [6] Unrepent.
• Removed half of the tree objects in [8] W.A.T. to improve performance.
• Removed Cruentus Canyon due to imbalance and low quality.

SOUNDTRACK

• Added the following new compositions to the soundtrack:
	54. Tibby & Noddy
	55. In Flames
	56. Arming To Win
	57. Veins
	58. Radioactivity
	59. Tungsten Souls
	60. W.I.R.E.S.
	61. The Surveyors
	62. The Theme
	63. Milestone
	64. Nod Crush Remix
	65. Cold Rain
	66. Obsession Software
	67. Killing Fields [Frank Klepacki Remix]
• Replaced Arming to Win, Prodigal Son, The Surveyors, and Xenophile with remastered versions.
• Replaced the client menu theme with a remix of Necrofunk.
• Changes to in-game soundtrack:
	• Act on Insurrection and Still Alone are now exclusive to GDI.
	• Act on Insanity, Nod Crush Remix, Nod Thrash and One Mission are now exclusive to Nod.
• Renamed Doomsday Renewed to Cataclysm.

GENERAL/MISC.

• Audiovisual
	• Added a new squash sound for larger Tiberian life forms.
	• Applied some new loading screen variants.
	• Fixed an oversight where meteor spawners showed a ring animation where the meteors will land.
	• Fixed the PrimaryFireFLH coordinates on GloboTech EMP Battery.
	• Fixed a bug where GDI AI used the random missing cameo when Construction Yard was viewed in spectator mode.
	• Fixed an oversight where unloading Harvesters could be acquired via crates.
	• Fixed an oversight where water wakes showed through ships.
	• Replaced the soundtrack slider with a brighter, better visible one.
• Coding
	• Fixed a bug where air transports could deploy on helipads
	• Fixed an oversight where several units without weapons could gain veterancy
	• Fixed an issue where some defence buildings were incorrectly considered normal buildings by the AI.
	• Fixed an issue where Nod Incinerators exploded violently when Tiberium Resistant Infantry was checked.
	• Fixed an oversight where buildable props expanded the base construction zone like regular buildings.
	• Fixed all incorrect unit MovementZones.
	• Increased overall game speed by 20%:
		• GameSpeedBias increased from 1.0 to 1.2
		• BuildSpeed decreased from 0.8 to 0.5 (in practice 0.6 due to GameSpeedBias)
	• GDI and Nod can now also produce their own units from GloboTech & Forsaken factories
	• Railguns can now destroy walls and trees.
	• Gatling & shotgun weapons can no longer destroy walls or bridges.
	• Tiberium can no longer spawn on the green crystal and blue mold substances.
	• Tiberium is no longer prevented from spawning on large dirt tiles (terrain set 0123)
	• Mutation particle damage against prone infantry increased from 50% to 100%.
	• Enabled side-specific soundtracks by changing the side of the house Nod from GDI to Nod.
	• Changed the side of the houses NodA and NodB from GDI to Nod.
	• Both GDI and Nod Service Bays are now listed in RepairBay= (they should now be correctly treated as repair bays by the AI, when available).
	• Cleaned up several redundant flags from units.
	• Reduced crate effect radius to 3 cells (was 5).
	• Removed the insignificant Insignificant flag from several units that used it (a relic from years ago, no longer necessary)

AI

• Added AI triggers that allow the Nod AI to build Harvesters (to overcome an engine limitation).
• ComputerBaseDefenseResponse decreased from 8 to 5.
• GDI and Nod AIs can now build Repair Vehicles.
• Applied numerous fixes and changes to the AI:
	• Rebalanced Hard GDI AI trigger Techlevels to obey used units' Techlevels
	• Rebalanced Hard Nod AI trigger Techlevels to obey used units' Techlevels
	• Rebalanced Medium GDI AI trigger Techlevels to obey used units' Techlevels
	• Rebalanced Medium Nod AI trigger Techlevels to obey used units' Techlevels
	• Rebalanced Easy GDI AI trigger Techlevels to obey used units' Techlevels
	• Rebalanced Easy Nod AI trigger Techlevels to obey used units' Techlevels
	• Fixed issue that several Easy AI triggers used secondary teams

SPAWNER

• Applied several new hacks and fixes:
	• Transports can now display up to 20 passenger pips.
	• Target lines are now drawn for all queued commands.
	• AI is now able to target and attack spies.
	• Added a new hotkey option for repeating the last building you built.
	• Double-tapping the select team command now centers view on that team.
	• Map trigger events can now use spawn houses.
	• FMVs now maintain their aspect ratio when resolution is changed.
	• Animations should no longer cause recon errors.
	• Multi-engineer mode is now ignored for tech / capturable structures.
	• Added a new EMPImmune flag.
	• Added an option so that only neutral units with weapons are attacked automatically (can be turned off).
	• Fixed an issue where the AI ignored unarmed enemy structures.
	• Fixed recon-kick: in games with more than two human players, if one player goes out of sync, that player is kicked and the game resumes instead of cancelling for everyone.
	• Fixed an issue where units could gain veterancy from killing friendly units.
	• Fixed an issue where units and structures with Trainable=no could still gain veterancy from crates.
	• Fixed a bug where aircraft could only be repaired on one Repair Bay.
	• Removed the alt-undeploy hack for preventing Railgun Emplacements from undeploying.

CLIENT

• Updated the client to the latest version.
• Running game.exe instead of TI_Launcher now simply prompts the player to run TI_Launcher.
• Online multiplayer games can no longer be saved manually if a player has left the game (which broke the saving system).
• Online multiplayer games will now auto-save by default (saves every 3 minutes), can be disabled if manual saving is prefered.
• Added a new alternative DirectDraw wrapper called DDrawCompat, should improve performance on some operating systems.
• Fixed a bug where players could ready themselves with an invalid map.
• Fixed some UI issues.
• Fixed SpriteFont crash when hovering over hosted games.
• Fixed an issue where the ban function did not work properly in CnCNet menu.
• Renderers are no longer hard-coded allowing for replacement of ddraw.dll wrapper if desired.
• Added support for custom map previews.
• CnCNet game list is now sorted.

TERRAIN

• Added railway/paved road slope tiles.
• Added grass/clear slope transitions.
• Modified the terrain properties of some jagged/rough tiles.
• Renamed most of the terrain tilesets to ease new mappers.
• Disabled some unnecessary/obsolete terrain tiles.
• Added new pebbly grass tiles.
• Added new dark grass tiles.
• Updated several tile graphics, including:
	• Updated paved road straights
	• Updated paved road slopes
	• Updated paved road bits
	• Updated paved road ends
	• Updated paved road corners
	• Updated paved road additions
	• Updated paved road fixes
	• Updated paved road high & low bridges
	• Updated airstrips
	• Updated landing pads
• Fixed an incorrect terrain type on a few terrain tiles.

MAP EDITOR

• Trigger and Tag editors now correctly display all three trigger repeat options.
• Reorganized all buildings and units
• Multiplayer maps are no longer saved with the obsolete .mpr format.
• Multiplayer maps are now correctly saved in the game mode "Custom Map" in Skirmish/CnCNet lobby.
• Added new and improved existing strings
• Fixed player house selection during initial single-player map creation (Don't have to manually set up the player house again).
• Fixed an issue where several overlays appeared invisible

OTHER

• Updated/cleaned up credits list
• Updated Map Renderer to latest version (2.3.0.0)
• Included Q45's Tunnel Drawer tool along with Twisted Insurrection.

```

### 0.6.5

```
Added: Applied a hack that makes Veterency and Elite insignias visible without selecting a unit
Added: Applied a hack that allows you to see unit and structure health bars by hovering over them with mouse cursor
Added: Applied a hack that makes harvesters automatically begin harvesting once built from a war factory
Added: Applied a hack that forces harvesters to resume harvesting when put into guard mode
Added: Applied a hack that allows observers to drag select units on the battlefield
Added: Applied a hack that allows observers to view what a player is building by selecting a production structure
Added: Applied a hack that allows observers to view a players power level
Added: Applied a hack that allows observers to view all pipscales of all players
Added: Applied a hack that fixes two bugs in VoxelAnims damage handling
Added: Applied a hack that thoroughly reduces the risk of reconnection errors
Added: Applied a hack that adds a new map trigger (Give credits to a certain player)
Added: Added entries an images for GT, GDI and Nod unloading harvesters
Added: New image for Railgun Platform Prototype
Fixed: Fixed all bugs with Build Off Ally game option
Fixed: Reapplied a hack that unhardcodes the price of walls (somewhere during development this hack went missing)
Fixed: Harvesters are no longer legal targets when Immune Harvesters option is set
Fixed: Fixed a bug that prevented the Nod Refinery from properly showing it's storage animation
Fixed: Behemoth firing sound effect normalized to match other cannon sound effect volumes
Fixed: Behemoth no longer available on GDI Missions 11, 12 and 13 (this was an oversight)
Fixed: Spawned visceroids can now be automatically targeted in all Nod missions
Fixed: The AI no longer recklessly attacks walls during the intro of Nod Mission 12: Lost
Fixed: The AI no longer recklessly attacks walls during the intro of GDI Mission 11: Insurrection
Fixed: GDI Commando no longer has a firing bug on GDI Mission 11: Insurrection
Fixed: Removed service depot from GDI base on GDI Mission 11: Insurrection to prevent GloboTech units dog-piling it like idiots
Fixed: Improved performance after intro sequence on GDI Mission 01: Last Chance
Fixed: Improved performance after intro sequence on Nod Mission 01: The Messiah Returns
Changed: Increased strength of trucks on GDI Mission 11: Insurrection
Changed: Increased strength of GloboTech Engineers on GDI Mission 11: Insurrection (so they don't accidentally die)
Changed: Scatterpack effectiveness against structures and heavy armor reduced
Changed: Added bulkier version of Nod Vulcan Cyborg
Changed: Added bulkier version of Nod Tachyon Cyborg
Changed: Reduced power of Nod Incinerator explosion
Changed: Changed theme music on Nod Mission 12: Lost
Changed: Updated GDI Mission 07: Deep Blue to use new Railgun Platform prototype image
Changed: All units, infantry and structures are now Nominal=yes (show their names instead of "Enemy Unit" etc.)
Changed: Removed RandomRate / RandomDelay tags from several animations (Reconnection Error prevention)
	[WAPX01A]
	RandomRate=100,140
	[WAPX02A]
	RandomRate=100,140
	[WAPX03A]
	RandomRate=100,140
	[WAPX04A]
	RandomRate=100,140
	[WAPX05A]
	RandomRate=100,140
	[WAPX06A]
	RandomRate=100,140
	[WAPXL01A]
	RandomRate=100,140
	[DBRIS1LG]
	RandomRate=220,600
	[DBRIS1SM]
	RandomRate=220,600
	[DBRIS2LG]
	RandomRate=220,600
	[DBRIS2SM]
	RandomRate=220,600
	[DBRIS3LG]
	RandomRate=220,600
	[DBRIS3SM]
	RandomRate=220,600
	[DBRIS4LG]
	RandomRate=220,600
	[DBRIS4SM]
	RandomRate=220,600
	[DBRIS5LG]
	RandomRate=220,600
	[DBRIS5SM]
	RandomRate=220,600
	[DBRIS6LG]
	RandomRate=220,600
	[DBRIS6SM]
	RandomRate=220,600
	[DBRIS7LG]
	RandomRate=220,600
	[DBRIS7SM]
	RandomRate=220,600
	[DBRIS8LG]
	RandomRate=220,600
	[DBRIS8SM]
	RandomRate=220,600
	[DBRIS9LG]
	RandomRate=220,600
	[DBRIS9SM]
	RandomRate=220,600
	[DBRS10LG]
	RandomRate=220,600
	[DBRS10SM]
	RandomRate=220,600
	[WEBGUY]
	RandomLoopDelay=10,300
	[BLDGFIRE]
	RandomRate=220,500
	[SPRDFIRS]
	RandomRate=220,500
	[SPRDFIRM]
	RandomRate=220,500
	[SPRDFIRL]
	RandomRate=320,600
	[METLARGE]
	RandomRate=220,500
	[METSMALL]
	RandomRate=220,500
	[METDEBRI]
	RandomRate=220,500
	[CRYSTAL1]
	RandomRate=220,500
	[CRYSTAL2]
	RandomRate=220,500
	[CRYSTAL3]
	RandomRate=220,500
	[CRYSTAL4]
	RandomRate=220,500
	[BIGBLUE3]
	RandomRate=150,250
	[BIGORNGE]
	RandomRate=150,250
	[BIGGREEN]
	RandomRate=150,250
	[BIGPURPL]
	RandomRate=150,250
	[BIGWHITE]
	RandomRate=150,250
	[FIREEXPQ]
	RandomRate=0,0
	[FIREEXPI]
	RandomRate=0,0
	[FIREEXPD]
	RandomRate=220,500
	[PROTDEBR]
	RandomRate=220,500
	[MUTIN25]
	RandomRate=220,500
	[MUTIN100]
	RandomRate=220,500
	[MUTIN300]
	RandomRate=220,500
	[MUTATDMG]
	RandomRate=220,600
	[MTRINIT]
	RandomRate=0,0
	[MTRINITS]
	RandomRate=0,0
	[MTRSPRDB]
	RandomRate=220,500
	[MTRSPRDS]
	RandomRate=220,500
	[MTRDOWNB]
	RandomRate=220,500
	[MTRDOWNS]
	RandomRate=220,500
	[MTRSPLIT]
	RandomRate=220,500
	[PARALEMP]
	RandomRate=0,0
	[PROTOEMP]
	RandomRate=0,0
	[NPLMTRL]
	RandomRate=0,0
	[NPLMTRDB]
	RandomRate=220,500
	[RCKRTRLD]
	RandomRate=0,0
	[RCKRTR1D]
	RandomRate=0,0
	[SKYBOMB]
	;RandomRate=220,500
	[NAPALM]
	RandomRate=0,0
	[MORTBOMB]
	RandomRate=0,0
	[NAPALMEE]
	RandomRate=0,0
	[NAPALMDB]
	RandomRate=220,500
	[MMGHits]
	RandomRate=0,0
	[MMGHit1]
	RandomRate=220,500
	[MMGHit2]
	RandomRate=220,500
	[MMGHit3]
	RandomRate=220,500
	[AMMOXINI]
	RandomRate=0,0
	[AMMOXWAV]
	RandomRate=220,500
	[AMMOXIN2]
	RandomRate=0,0
	[AMMOXIN3]
	RandomRate=0,0
	[AMMOXIN4]
	RandomRate=0,0
	[AMMOXDB1]
	RandomRate=220,500
	[AMMOXDB2]
	RandomRate=220,500
	[CRYSRIPS]
	RandomRate=220,500
	[CRYSRIPM]
	RandomRate=220,500
	[CRYSRIPB]
	RandomRate=220,500
	[CRYSCRUS]
	RandomRate=220,500
	[CRYSCRUM]
	RandomRate=220,500
	[CRYSCRUB]
	RandomRate=220,500
	[CRYSVINS]
	RandomRate=220,500
	[CRYSVINM]
	RandomRate=220,500
	[CRYSVINB]
	RandomRate=220,500
	[CRYSARBS]
	RandomRate=220,500
	[CRYSARBM]
	RandomRate=220,500
	[CRYSARBB]
	RandomRate=220,500
	[TICKDEBR]
	RandomRate=220,500
	[METTINY]
	RandomRate=220,500
	[MTRSPRDB]
	RandomRate=220,500
	[MTRSPRDS]
	RandomRate=220,500
	[MTRSPRDT]
	RandomRate=220,500
	[DEBOOMDB]
	RandomRate=220,500
	[INFBLDB]
	RandomRate=220,500
- Changed: Removed Inivisble=yes tags from some Rules.ini entries (Reconnection Error prevention)
- Changed: Slightly reduced the rate of which tiberium is spawned via spreaders (added an extra value of 200 to each TrailerSeparation)

```

### 0.6.4

```
Fixed: Infantry can now travel across purple tiberium
Fixed: GloboTech Sentinel weapon now uses correct infantry death animation
Fixed: Mine Warhead now causes correct infantry death animation
Fixed: Added a missing sound from Mammoth Walker voiceover
Fixed: Tiberian Fiends can no longer be trapped in Webs
Fixed: Harvesters no longer have strange behavior on Nod Mission 11: Mechanical Man
Fixed: GloboTech Reinforcements no longer magically spawn if you skip the first objective in Nod Mission 08: Zero Gravity
Fixed: Nod Mission 08: Zero Gravity now completes properly if you manage to skip the first objective
Fixed: Reapplied a hack that fixes the Destroy Trigger action which causes IE's in rare cases
Changed: It is no longer mandatory to destroy Gating Towers on Nod Mission 08: Zero Gravity to win
Changed: Added a service depot to the abandoned base on Nod Mission 08: Zero Gravity
Changed: Ammunition Crates do slightly more damage than before once destroyed
Changed: GDI Siege Infantry now use a unique firing sound effect
Changed: GDI Siege Infantry firepower slightly decreased (was 90, is now 75)
Changed: GDI Railgun Commando now uses a global creation sound
Changed: GDI Behemoth range decreased slightly (uses same range as Tremor Artillery)
Changed: GDI Behemoth rate of fire increased slightly (was 250, is now 260)
Changed: Reduced amount of weapon debris spawned by elite Behemoths (was 6, is now 4)
Changed: Removed some useless tags from entries in overlay list
Changed: Marauder strength increased from 120 to 160
Changed: GloboTech Sentinel weapon effectiveness against infantry increased by 10%
Changed: Music theme for Nod Mission 11: Mechanical Man

```

### 0.6.3

```
Fixed: Client crash "Object reference not set to an instance of object" should no longer occur
Changed: Railgun Commando speed changed from 5 to 4

```

### 0.6.2

```
Added: Applied a hack that can set rally points RA2 style (no need to hold alt)
Fixed: Behemoth is no longer buildable in Twisted Dawn mode
Fixed: Devestator is no longer buildable in Twisted Dawn mode
Fixed: Hover APC AI Clone is no longer used in Twisted Dawn mode
Fixed: Behemoth is no longer buildable in Meat Grinder mode
Fixed: Devestator is no longer buildable in Meat Grinder mode
Fixed: Hover APC is now available in Meat Grinder mode
Fixed: Behemoth is now buildable for both factions in Unholy Alliance mode
Fixed: Devestator is now buildable for both factions in Unholy Alliance mode
Fixed: Behemoth is now buildable for both factions in Ultimate Insurrection mode
Fixed: Devestator is now buildable for both factions in Ultimate Insurrection mode
Fixed: Banshee Facility towers no longer show through aircraft when landing or taking off
Fixed: Unable to read scenario error no longer happens after beating Twisted Dawn Nod Mission 05: Warthog Hunt
Fixed: Players using smaller vehicle graphics options now use the correct deployed Artillery image
Fixed: Tremor Artilleries no longer cause Reconnection Errors when one player is using smaller vehicle graphics option and another isn't
Fixed: Corrected names of some TW1 units in Twisted Dawn missions
Fixed: Removed a bunch of redundant AI tags from numerous game modes
Fixed: Fixed music trigger in Twisted Dawn Nod Mission 04 C: Adrift
Fixed: Ending triggers now work properly in GDI Mission 03 B: Bridge Issue
Fixed: Obelisk of Light no longer gets constructed immediately on GDI Mission 03 B: Bridge Issue
Fixed: Several animations on Nod structures that displayed before a build-up had been completed
Changed: Aircraft now face South-East when on Banshee Supply Facility dock
Changed: Aircraft now face South-East when on GloboTech Airstrip dock
Updated: Improved Twisted Dawn AI code to be on par with Twisted Insurrection AI
Updated: Twisted Dawn Nod Mission 05: Warthog Hunt now has more tiberium
Updated: Improved AI behaviour in Meat Grinder mode
Updated: Survival game modes are only meant to be played online, the client will now prevent you from playing them in Skirmish
Updated: Twisted Dawn AI improved

```

### 0.6.1

```
Fixed: Fixed a bug when picking a starting position in skirmish lobby, launcher might crash if your player name contains characters not from basic ASCII (like Cyrillic letters)
Fixed: Fixed a bug that caused GDI Uplink Centers to be unbuildable with Disable Superweapons checked
Fixed: Fixed a bug in FinalTI that causes it to read an incorrect MIX file
Fixed: Applied correct Briefing to GloboTech Mission 01: Unity
Fixed: Tunnel Bug on GDI Mission 06: Clean Slate
Fixed: Harvesters Stuck Bug on GDI Mission 06: Clean Slate
Fixed: Fixed Pathfinding errors on GDI Mission 06: Clean Slate
Fixed: Nod forces no longer attack the GloboTech Research Center once captured in GDI Mission 07: Deep Blue
Fixed: Harvesters Stuck Bug on [4] Restricted Access
Fixed: Nod Technology Center laser fence no longer shows through trees
Fixed: Nod Tiberium Refinery animations no longer shows through trees
Fixed: Blue Tiberium no longer spawns Red Tiberium once it has blown up
Changed: Nod Radar sensor range increased from 17 to 25
Changed: Made Medic a trainable unit in GloboTech Mission 01: Unity
Changed: Updated TI Credits to include some missing entries
Added: Added skirmish map [4] The Knoll

```

### 0.6.0

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Replaced the old client software with a brand new, rewritten one
- Added working LAN support
- Added support for multiple multiplayer saves
- Added new L.A.N. option to the client main menu
- Added new "Enable Larger Infantry" option
- Added additional options for client theme modding
- Added some entries for future GloboTech campaign missions
- Added 4 new multiplayer colours
	- Gunmetal
	- Lime
	- Tan
	- Pink
- Added: If the client fails to connect to a specific GameSurge server, it'll try another one
- Added new Nod theme
- Added new GDI theme
- Added new GloboTech theme
- Added new DxWnd renderer option
- Added useful message prompting features in some cases
- Added hack that increases tiberium damage towards infantry
- Fixed a bug that enabled players to chose invalid starting locations
- Fixed a game bug that caused units to follow targets without being commanded to do so
	- At offset 0x94AB5, changed 8B 16 to EB 2C
	- At offset 0xA1AA8, changed 75 2C to 90 90
	- This enables units in guard mode to lose their targets again when they leave the weapon range
- Fixed a rare game bug that caused triggers that use "Destroy Trigger" actions to crash the game
	- At offset 0x21A533, changed 74 0C to 4D 90
- Fixed a bug that caused maps with Theme=X values under [Basic] to only play theme once and then go mute
	- At offset 0x1DB3FE, changed DE to 1E
- Fixed a bug that caused turreted units scripted to "flash" to have blinking shadows
	- At offset 0x235880, changed 02 to 00
- Fixed a game bug that causes a crashes when the sidebar exceeds 76 cameos
- Fixed crashes when an ion storm starts while Jump Jet infantry are flying
- Fixed a bug that makes units in Area Guard mode revert to regular Guard mode when you press S
- Fixed a bug related to map transfer
- Fixed the bugged window shadow
- Fixed bug that caused all infantry to be immune to tiberium without client option checked
- Fixed a bug that caused client to flicker when changing map
- Fixed some coding bugs on Bridge Entries
- Fixed some small bugs in client code
- Improved client code for CNCNet online
- Improved client text by adding shadows
- Improved client button graphics
- Improved client options menu
- Statistics should now be parsed correctly for loaded multiplayer games
- The map you selected on the maps list now remains selected after playing a game
- The issue where forced co-op sides and teams aren't applied to players who joined the lobby after the co-op map was already selected should now be fixed
- Co-op briefings can now be drawn on the map preview screen in the multiplayer lobby
- Changing the player name in the settings will now also apply it to Skirmish and CnCNet (if you're not connected)
- Added music to the main menu
- Added a new button sound
- Slightly modified the default main menu background art
- Removed the darkening effect of all main menu background variants
- Added missing social media icons and other graphical elements
- Applied hack that allows different HORV images
	- At offset 0x253D8A changed 86 to 8E
	- At offset 0x253D90 changed C0 to C9
	- At offset 0x253D93 changed A1 88 C4 74 00 8B 40 0C to 8B 80 78 02 00 00 90 90
- A fix by AlexB for a crash that's prone to happen on maps where many AI infantry and harvesters intersect at tunnels
- The game treats the MIX and INI subdirectories as CD drives when looking for files
- Fix for 100 unit bug
- Tutorial.ini lines can now be added to the map file itself
- Added a new configuration knob called DragDistance which allows the player to choose the distance his mouse has to move when the lbutton is held down before a click becomse a drag select.
- Game speeds have been adjusted (game speed 5 is now 52 FPS rather than 45 in MP, some of the low-end game speeds got adjusted as well)
- You can now tell SAM sites to manually target aircraft (like with other defenses) (disabled by default, can be enabled with an INI key)
- Hotkey for chatting to all your team members at once (defaults to Backspace)
- Extra hotkey for chatting to everyone (defaults to Enter)
- Support for resolutions with height > 1200
- Made reconnection errors slightly less common
- Fixed a bug that sometimes caused players to be unable to build where they should when Build Off Ally is checked

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Normalized all Twisted Insurrection OST scores, tracks no longer have inconsistent volumes
- Updated elite unit weapon sound effects and imagery on several units
	- Dragonfly (Added extra missile and changed firing sound effects)
	- Kazuar (changed firing sound effects)
	- Orca Fighter (changed firing sound effects)
	- Eclipse Tank (changed firing animation and sound effects)
	- Hornet (Increased damage and changed firing sound effects)
	- Banshee Interceptor (changed firing animation)
	- TW1 Buggy (changed firing sound effects)
	- TW1 HumVee (changed firing sound effects)
	- TW1 Light Tank (changed elite weapon completely)
	- TW1 APC (changed firing sound effects)
	- TW1 Ratel (changed firing sound effects)
	- TW1 Bike (changed elite weapon completely)
	- TW1 Orca (changed firing sound effects)
	- TW1 Apache (changed firing sound effects)
	- GloboTech Gunship (changed firing sound effects)
	- GloboTech HumVee (changed firing sound effects)
	- GloboTech Light Tank (changed elite weapon completely)
- All Aircraft are now RADAR_INVISIBLE during elite status
- Refined unit elite and veteran abilities to follow a uniformed theme
- Vehicles using Light Armor now SELF_HEAL at veteran status
- Vehicles using Heavy Armor now SELF_HEAL at elite status
- All Vehicles now use STRONGER and FASTER values on veteran status
- All Vehicles now use special abilities on elite status dependant on the unit
	- High tier units gain Sensors, low tier units gain Crusher etc.
- TW1 HumVees are now ImmuneToVeins
- TW1 Avengers are now ImmuneToVeins
- Purged Rules.ini of tons of unused testing structures such as buildable train tracks
	- This is an attempt to fix the strange ignoring adjacency bug
- Nod Harvester speed changed from 9 to 8
- All Harvester units now use SelfHealing=yes
- Increased GloboTech Guardian strength from 80 to 100
- Removed SelfHealing=no tags from several units (pointless as default value is no)
- Nod Drones (Viper, Cleaver, Redeemer, Demolition) no longer heal in tiberium
- Modified overall AI values further
- Added new GloboTech Unit: Sentinel
- Capitalized lower case ROCKET1 on TOWMissile weapon
- Capitalized lower case SCRIN5B entries on Banshee weapons
- Increased Dawn Commando sight range from 6 to 8
- Improved Twisted Dawn Grenadier weapon
- Removed muzzle flash from Hornet to improve performance
- Enabled Nod Silo for Twisted Dawn mode
	- Added new Nod Silo cameos
	- Dawn code updated to remove Tiberium Storage from Nod Power Plants
- Renamed Mole Artillery to Tremor Artillery
- Renamed Tremor mutation to Tyrant
- Changed tree strength from 200 to 50
- Re-enabled campaign score screens
- Score screens no longer cause crashes when enabled
- Fixed names on AI Clone structures
- Fixed name on TW1 A-10 in Twisted Dawn mode
- Reduced lifespan of flame smoke
- Reduced lifespan of flames
- Resized several explosion by 15%
- Altered code of damage smoke particles for more realistic smoke simulation
- Decreased amount of debris spawned from ammo crates to reduce lag
- Changed TICK movement zone to Normal and Speedtype to Creep (used to be Hover for some reason)
- Changed Float movement type to only function on water tiles
	- Tremor now uses Creep speedtype again
- Added Twisted Dawn Gunship entries
- Enabled SidebarHack=yes
- Altered morphable tags on following tem.ini entries
	- Farm Crops
	- Dirt Roads
	- Infested Wet Ground
- Rough Ground (large cracked tiles) can have pavement built upon them once again
- Updated blood and corpse system
- InfDeath=3 applied to all Railgun projectiles (infantry explode upon death)
- InfDeath=3 applied to Grenadier weapon
- InfDeath=3 applied to explosive missile projectiles
- Applied code for 227mmAAMissileGDI on TDBOAT
- Reducded volume of several large impact explosions
- Changed CraterLevel=4 for Meteors to CraterLevel=0 to prevent deformation graphical errors
- Removed several redundant lines and tags from several Rules.ini entries
- Removed several unused animation and particle entries
- Removed excess animations from laser weapons to improve performance
- Removed small smoke from fires to reduce lag
- Removed several redundant and unused terrain tiles
- Removed several redundant and unused animations
- Removed redundant tags on flames
- Removed numerous redundant and unused antries from rules.ini and art.ini
- Removed several unused items and entries from INI files for better performance
- Removed Bright=yes tags from several warheads to improve overall performance
- Removed some more redundant animation entries from index
- Renamed STLITEXX alpha imageries from STLITEXXALP to STLIXXAL to reach 8 characters
- Removed some unused voxel debris animations (SHARD02 and BSHARD02)
- Reduced MessageDelay time from 5.1 to 3.5
- Increased range of Twisted Dawn Turret weapon
- DUMIMP structure now uses ToOverlay=IMOV
- Cliff Growths now behave the same way as standard trees
- Removed unused voxel debris entries (CRYST01 and CRYST02)
- Changed armour type of GloboTech Gun Batteries from concrete to wood (correct structure type)
- Twisted Dawn Tiberium Bomber armour strength reduced
- Twisted Dawn A-10 Bomber armour strength reduced
- Reduced Sonic Warhead damage against structures
- Removed DemandLoad=true from GDI Sensor Array animations (prevents crashes in very rare cases)
- Reduced amount of debris spawned by explosions (performance enhancement)
- Reduced rate of which Tiberium is spawned via spreaders (performance enhancement)
- Reduced rate of which small fires are spawned via large fires (performance enhancement)
- Increased TD SSM Launcher rate of fire
- Increased TD Tiberium Bomber firepower
- Increased AP Warhead effectiveness against infantry by 8%
- Changed order of the way some trees appear in FinalTI
- Added additional lines [TIRE] entry to prevent rare IE from occuring
- Renamed JAHCITY2 to Crimsonum Centre
- Renamed JAHCITY3 to Bittah Bar
- Removed Powered=yes tags from TDGUTO and TDTURR (Both use Power=0)
- Twisted Dawn Nod Turret no longer requires power (same as TD Guard Tower)
- Added ActiveAnimPowered=yes to GT EMP Sea Mine
- Changed Stinger Mobile SAM MovementZone to Crusher (was Destroyer for some reason)
- Mobile HQ's now use SelfHealing=yes
- Fixed the sprite positions and foundations of building ruins (RUINS01-14)
- Fixed incorrect spelling of Pallets (buildings/overlay)
- Replaced the buggy Walker locomotor with Drive for GDI MLRS Walker, Nod Redeemer, GT Sentinel, GDI Kazuar, GT Surveillance Drone and Scarab
- Changed the Armor type of building ruins (RUINS01-14) from wood to heavy, making them less susceptible to fire
- Replaced Deployed Redeemer Drone's primary weapon from Goliath's 120mm anti-tank cannon to a unique, powerful laser
- Re-added infested interior buildings
- Removed several structures from structure list to be replaced with Terrain Objects in their place on maps
	- Old Tombstones
	- Old Crates
	- Old Pipes
	- Old Bus Stops
	- Old Traffic Cones
	- Old Indoor Crates
	- Old Pallets
	- All maps have been updated to remove said structures and have been entirely removed from the INI files
- All Infantry that use FireUp= values now use FireProne= with the same value
- Increased the ROT of Marauder, Hovvee and Shadow's missiles
- Reduced Infector's damage against vehicles and structures
- Applied UndeploysInto=TDHORV to Dawn Harvester code
- Renamed EMP Cannon to EMP Emitter
- Renamed Seismic Projector to Seismic Emitter
- Renamed E.M.Pulse special to Emitter
- Civilian Gas Station Pumps now explode when destroyed
- GloboTech Armories no longer use infinite ammunition
- GloboTech Hospitals no longer use infinite ammunition
- GloboTech EMP Sea mine range and area effect reduced
- Fixed several terrain objects occupation bits
- Silos now use BaseNormal=no
- Nod Stealth Generator Stats Lowered to compensate for smaller foundation
	- Strength reduced from 600 to 500
	- Cost Reduced from 2500 to 2000
	- Cloak Radius reduced from 16 to 12
- Nod Advanced Tiberium Reactor renamed to Core Reactor
	- No longer stores Tiberium, only Tiberium Reactors do
	- Power Increased from 150 to 200
	- Cost Increased from 750 to 800
	- Now Explodes causing collateral damage when destroyed
- Removed "GloboTech" prefix from standard GloboTech units
- Renamed GloboTech Light Tank to Vanguard Light Tank
- Unit Queue max increased from 30 to 50
- Fixed a bug that caused Hand of Nod lights to shine through trees
- Fixed a bug that caused SAM Bunker lights to shine through trees
- Fixed a bug that caused Nod Radar to appear through trees
- Removed lots of useless entries in the Animationds index
- Fixed several bugs found in AI.ini
	- 'SCRIN' entries replaced with 'SCRINI'
	- Duplicate Script fixed and replaced with originally intended script
	- 'NATPML' typos corrected to 'NATMPL'
- Added several new AI team types
	- Units like Siege Infantry are now used by GDI AI opponents
- Modified AI Clone structures to prevent potential skirmish problems
	- Corrected TechLevel values
	- Applied BuildLimit=0 (AI can build them, players can not)
	- AIBuildThis=yes
- Revamped overall skirmish AI behaviour
	- Renamed most taskforces to what units they contain
	- Removed easy GDI unused secondary teams
	- Changed some easy GDI team taskforces around
	- Marked several easy GDI teams as obsolete (duplicates, using wrong units for job, etc)
	- Removed easy Nod unused secondary teams
	- Changed some easy Nod team taskforces around
	- Marked several easy Nod teams as obsolete (duplicates, using wrong units for job, etc)
	- Renamed all GDI Medium AI teams to M (instead of being dupes of H)
	- Updated all MCV teams to have Priority = 1 (should be highest prio)
	- Updated all Easy AI teams to use Priority 4 for Pool teams and Priority 8 for attacks
	- Added GDI Refinery variants of APC Engie Money Steal teams / triggers
	- Removed obsolete Nod Base Repair Vehicle taskforce / teams / triggers
		- Removed Easy AI teams (and thus triggers) marked as obsolete
	- APC Conyard attacks will now first focus on ConYard before attacking anything else
	- APC Commando attacks will now wait until fully loaded before moving towards the enemy base
	- Changed all Easy APC attacks to have
		 - Are Team Members Recruitable = no
		 - Loose Recruit = no
		 - May fix issue that GDI spams Engineers based on the APC attacks
	- Changed all (attack) scripts to end in Assign New Mission -> Hunt
 		- Fixes issue that when defeating an opponent AI teams get stuck into guard mode
	- Hard GDI AI Commando APC attack now focus on their target and ignore incoming attacks
	- Updated Hard AI attack Ion Cannon teams to actually use the Attack Ion Cannon script
	- Updated Hard AI attack Missile Silo triggers to actually trigger on Temple of Nod (instead of Nod Tech Center)
	- Repurposed several unused Hard GDI AI 'secondary' teams into proper attacks
	- Rebalanced Hard GDI AI taskforces a bit
	- Renamed Hard GDI AI teams / triggers that only use infantry
	- Changed several of the infantry only teams to only trigger when the Hard GDI AI doesn't have a Tech Center
	- Added 1 Behemoth attack for Easy GDI AI
	- Added 5 Behemoth attacks for Medium GDI AI
	- Added 7 Behemoth attacks for Hard GDI AI
	- Added 8 additional Bomber attacks for Hard Nod AI
	- Revised Hard Nod AI
	- Added 9 Demo Drone attacks for Hard Nod AI
	- Removed unused taskforces
	- Removed Vehicle Steal APC from all difficulty levels
	- Added a single Infector attack for each difficulty level
	- Updated all Hard AI teams to use Priority 4 for Temple / Ion Cannon attack teams
	- Updated various other Hard AI teams' Priority levels
	- Removed Mutant Hijacker pool team from all difficulty levels
	- Fixed issue that GDI sometimes decides to spam Engineers constantly
	- Fixed issue that AI didn't replace MCV properly
	- Changed several of the infantry only teams to only trigger when the Hard Nod AI doesn't have a Tech Center
	- Added several more lower-tier infantry-only attacks for Hard AI
	- Hard Nod AI now has 5 Base threat attacks
	- Hard Nod AI now has 5 Structure attacks
	- Hard GDI AI now has 5 Base threat attacks
	- Hard GDI AI now has 5 Structure attacks
- Added HOVAPCAI (Hover APC clone without weapon for AI)
- Increased Flight Level from 800 to 1000 on all aircraft that flew at default height
- Modified several AI behaviour flags in Rules.ini for improved gameplay and performance (kept old values commented out)
- Added new GDI hidden unit
	- Dawn Commando removed as hidden unit
- Late game Tech Tree updates:
	- Hall of Faith now gains access to only Vulcan Cyborg and Tachyon Cyborg when built
	- Cyborg Reaper now requires Hall of Faith and Technology Center
	- Cyborg Commando now requires Hall of Faith, Technology Center and Temple of Nod
		- Now requires Tech Level 10
	- Mammoth Walker now requires War Factroy, Technology Center and Uplink Center
		- Now requires Tech Level 10
	- Orca Immobilizer now requires Helipad and Technology Center (no longer requires EMP cannon)
- Fixed: Duplicate tag/index in Rules.ini: [BEHE]: Cost
- Fixed: Duplicate tag/index in Rules.ini: [BILEG]: ImmuneToVeins
- Fixed: Duplicate tag/index in Rules.ini: [SPRNGWRM]: ImmuneToVeins
- Fixed: Duplicate section in Rules.ini: [DEFOB]
- Fixed: Duplicate section in Rules.ini: [MobileEMPulseWeapon]
- Fixed: Duplicate tag/index in Rules.ini: [KdKPods1]: ROT
- Fixed: Duplicate tag/index in Rules.ini: [KdKPods2]: ROT
- Fixed: Duplicate tag/index in Rules.ini: [KdKPods3]: ROT
- Fixed: Duplicate tag/index in Rules.ini: [KdKPods4]: ROT
- Fixed: Duplicate tag/index in Rules.ini: [KdKPods5]: ROT
- Tiberium Growth Rate changed from 5 to 25 (so it doesn't look graphically blocky)
- Renamed BEHE unit to LEVIA
- Added new GDI unit: Behemoth
- Removed plenty of unused sounds from Sound.ini and Mix files
- Altered name of several terrain sets for easier locating in FinalTI
- Orca Immobilizer Ammo reduced to 3
- Compiled all infantry and unit sprites into cache.mix (conquer.mix is now only used for animations whereas cache.mix uses all faction artwork)
- Converted all street lights from structure objects to terrain objects to improve performance

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Added new track: Space Echo [Frank Klepacki Remix]
- Added new track: Just War
- Added new track: Still Alone
- Added new track: Black Hand
- Added new track: Advance
- Added new track: Ascension
- Added new track: Act on Insurrection 2.0
	- Replaces old version
- Added new track: Disturbance
	- Replaces Sandstorm
- Added new track: Necrofunk
- Added new track: One Mission
- Added new track: Drillbit
- Added new track: Xenophile
- Added new track: Eidolon
- Added new track: Prodigal Son
- Added new track: Broken Radio
- Added new track: Twisted March
- Added new track: Cataclysm
- Added new track: Euphoria
- Added new Nod Tiberium Refinery image
- Added new Nod Tiberium Refinery cameos
- Added new Nod Core Reactor image
- Added new Nod Core Reactor cameo
- Added new Nod Wall image
- Added new Nod Wall cameos
- Added new Nod Gate image
- Added new Nod Gate cameos
- Added new Nod Laser Turret image
- Added new Nod Laser Turret cameos
- Added new Nod Tiberium Reactor image
- Added new Nod Tiberium Reactor cameos
- Added new Nod Repair Bay image
- Added new Nod Repair Bay cameos
- Added new Nod Stealth Generator image
- Added new Nod Stealth Generator cameos
- Added new Nod Banshee Supply Facility image
- Added new Nod Banshee Supply Facility cameos
- Added some new village structures
- Added new flame animations
- Added new splash animations
- Added new infested splash animations
- Added new nuclear blast animation
- Added new GloboTech EVA voiceover
- Added new GloboTech briefing screens
- Added new GloboTech loading screens
- Added Twisted Dawn Gunboat Image
- Added new Nod Logo Cinematic
- Added new GDI Logo Cinematic
- Added new Firestorm Idle animations
- Added new Crate Power-up animations
- Added new Ion Storm bolt animation SHPs
- Added new GloboTech Harvester voiceover
- Added new GDI Carry-all voiceover
- Added new GDI Harvester voiceover
- Added new GDI Goliath Heavy Tank voiceover
- Added new GDI WASP APC voiceover
- Added new GDI ORCA Bomber voiceover
- Added new GDI ORCA Immobilizer voiceover
- Added new GDI Goliath Heavy Tank voiceover
- Added new GDI Kazuar voiceover
- Added new Nod Shadow Stealth Tank voiceover
- Added new Nod Hornet VOTL voiceover
- Added dummy impassible overlay for mapping purposes
- Added new Mud terrain LAT
- Added new GDI Command Center image
- Added new Nod Flame Tower image
- Added new structure to replace TACOHOUS (Old Factory)
- Fixed THOUSANDS of terrain bugs (In accordance to the TMP Shop tool)
	- Fixed incorrect extra image information on thousands of tiles
	- Fixed terraintype values on numerous tiles
- Fixed volume of Scatterpack voiceover (lowered volume)
- Fixed volume of Dragonfly voiceover (lowered volume)
- Fixed volume of Twisted Dawn Guard Tower firing sound (raised volume)
- Replaced several old terrain tiles with new versions
- Replaced unused clear cracked dirt set with Desert Grass set
- Replaced lesser-quality fona in INI's and on maps with improved fona
- Renamed LKOTRXX sets to LTREEXX so that the random tree generator can use them (edited all maps to compensate)
- Renamed some terrain tiles in TEM.INI
- Improved several civilian structure damage frames
- Improved clear tiles
- Improved water crossing tiles
- Improved barbed wire image
- Improved GloboTech interface artwork
- Improved Scatterpack firing animations
- Improved several trees from the African tree set
- Improved Nod base stripes terrain
- Improved imagery of all futuristic Village structures
- Improved water tank imagery
- Improved green house imagery
- Improved Harvester tiberium debris animations (This took us six fucking years!)
- Improved Tiberium Ground set
- Removed fake rotors from helicopter voxels (Apaches / Chinooks)
- Updated animation palette
- Updated various animations with improved graphics
- Updated score screen to include correct date
- Remade several trees
- Updated entirity of NTREEXX set
- Remade sidewalk terrain tiles
- Remade pavement LAT edges
- Added 32 new overlays:
	- 18 Rubble piles
	- 4 Sandbag walls (4 directions)
	- 2 Scrap tire heaps
	- 8 Fuel drums (explosive)
- Added 147 new terrain objects:
	- 4 Hedgehogs (tank obstacles)
	- 8 Concrete barriers
	- 4 Earthfill barriers
	- 6 Misc. tank obstacles
	- 8 Landing craft obstacles
	- 4 Stake traps (tank obstacles)
	- 4 Concrete block obstacles
	- 10 Gravestones
	- 6 Wooden cable reels
	- 6 Metal Pipes
	- 6 Brown Metal Pipes
	- 2 Firewood piles
	- 8 Brick heaps & walls
	- 6 Wooden wagons
	- 6 Hay bales & stacks
	- 4 Wooden benches
	- 4 Troughs
	- 2 Garden enclosures
	- 1 Water well
	- 10 Wooden barrels
	- 2 Hen houses
	- 10 Small crate piles
	- 16 Large crate piles
	- 10 Misc. supply piles
- Added a new wall crush sound
- Added new Sandstorm overlay animation for campaign maps
- Added a billboard for Bittah Commander
- Added an improved version of the interior gateway tileset
- Added 6 new debris smudges
- Added new Natural Low Cliff variants
- Added new Grass Dirt LAT set
- Added new Grass Rocky LAT set
- Added new Grass Shore tile set
- Added new Grass Slope tile set
- Added new Grass Ramp Edge Fix Up set
- Added new Grass Low Cliff set
- Added new Grass High Cliff set
- Added new Grass Slope Set Pieces set
- Added new Grass Water Crossings set
- Added new Grass Water Slopes set
- Added new Grass Water Cliffs set
- Added new Grass Water Caves set
- Added new Grass Waterfalls set
- Added new Grass Low Waterfalls set
- Added new Grass Pavement set
- Added new Grass Roads Straight set
- Added new Grass Roads Junction set
- Added new Grass Roads Bendy set
- Added new Grass Roads Slopes set
- Fixed several radar colours on SHP files
- Improved GDI Refinery imagery
- Improved Nod Refienry imagery
- Improved GDI Base Props imagery
- Improved Nod Base Props imagery
- Added 2 new Spruce Trees
- GDI Defense upgrades now ignore map lighting
- Added 3 new Dock Cranes
- Added some arrow animations for tutorial purposes
- Replaced old Harbour Warehouse with better imagery
- Improved Nod Web Spider imagery
- Improved Low Pavement Cliff imagery
- Improved Low Pavement Slopes imagery
- Improved Pavement Cliff transitions imagery and added missing tiles
- Improved all Pavement Cliff images by adding barriers and fixing some small errors
- Improved all High Pavement Cliff images by adding barriers and fixing some small errors
- Improved City Pavement imagery
- Improved several terrain sets
- Added new GloboTech Gunship image
- Added GloboTech Gunship cameo
- Added new GloboTech Sonic Fighter cameo
- Added GloboTech Sonic Fighter cameo
- Added new Vulcan Cyborg image
- Added new Marauder image
- Added new Cement Factory civilian structure
- Improved GDI Immobilizer Icon
- Improved Nod Web Spider Icon
- Fixed positioning on all Fona TerrainTypes
- Added new civilian wind turbine prop
- Replaced some duplicate terrain objects with new images
- Added some scattered junk smudges
- Added some missing terrain pieces from sets
- Added new images for missile projectiles
- Added new Cliff terrain tiles
- Added new Water Cliff terrain tiles
- Added new Slope Set Pieces terrain tiles
- Added new Water Cave terrain tiles
- Added new Train Bridge terrain tiles
- Added new Destroyable Cliff terrain tiles
- Altered lots of terrain tiles to have more passable cells
- Added some new atmospheric sound effects for maps
- Added some new Clear LAT Addition tiles
- Updated placement SHP image

FINALTI, MAP AND CAMPAIGN CHANGES / ADDITIONS

- Added new mission: TI GloboTech Mission 01: Unity
- Added new mission: TI Nod Bonus Mission: Reaper Raid
- Added new mission: TD Nod Mission 01: Nikoomba's Demise
- Added new mission: TD Nod Mission 02: Invasion of Egypt
- Added new mission: TD Nod Mission 03: Prisonbreak
- Added new mission: TD Nod Mission 04 A: Blight On Oum Hadjer
- Added new mission: TD Nod Mission 04 B: Mao Civil War
- Added new mission: TD Nod Mission 04 C: Adrift
- Added new mission: TD GDI Mission 01: Capture the Beachhead
- Added new mission: TD GDI Mission 02: Knock out the Refinery
- Added new mission: TD GDI Mission 03: Destroy the SAM Sites
- Added new mission: TD GDI Mission 04 A: Get the Rods Back
- Added TI Nod Mission 16: Eagle's Fall to scrapped maps list
	- No longer a part of the main campaign (it will later be replaced)
- Grenadiers now use Twisted Dawn era projectiles in early Nod and GDI campaign missions
- Fixed pathfinding and clipping errors in TI Nod Mission 06: Scavenger Hunt
- Fixed pathfinding and clipping errors in TI Nod Mission 09: The Infector Program
- Fixed pathfinding and clipping errors in TI Nod Mission 11: Mechanical Man
- Fixed pathfinding and clipping errors in TI Nod Mission 12: Lost
- Fixed pathfinding and clipping errors in TI Nod Mission 13: New Brotherhood
- Fixed pathfinding and clipping errors in TI GDI Mission 08: Paradox Device
- Fixed pathfinding and clipping errors in TI GDI Challenge 02
- Fixed a bug in TI Nod Mission 11: Mechanical Man that would sometimes cause a slow-down during the intro
- Fixed Harvester production trigger on TI Nod Mission 11: Mechanical Man
- Corrected AI behaviour in TI Nod Mission 03: Total Eclipse
	- AI no longer has infinite cash
	- Dawn era units use correct values
- Re-worded hundreds of text strings in Tutorial.ini for campaigns
- Re-worded several briefing entries in campaign maps
- Updated several gameplay aspects of TI Nod Mission 08: Zero Gravity
- Updated Numerous campaign maps to feature new GloboTech Sentinel unit
- Updated Numerous campaign maps to feature new triggers to alter atmosphere in-game
- Updated Numerous campaign maps to use unique themes
- Updated Numerous campaign maps to use new Nod Logo Cinematic
- Updated Numerous campaign maps to use new GDI Logo Cinematic
- Added a lot of the campaign briefings, script lines etc. with proofread/rewritten ones
- Replaced the derelict Nod buildings in Nod Mission 14: Compulsions with Twisted Dawn era buildings
- Fixed a broken trigger on GDI Mission 01: Last Chance
- Fixed a broken trigger on GDI Mission 08: Paradox Device
- Fixed a broken trigger on Nod Mission 04B: Shadow, Shadow
- Updated several maps to use more refined codes for certain data entries
- Added new multiplayer map: [8] W.A.T.
- Added new multiplayer map: [3] Pyroclasm
- Added new multiplayer map: [4] Delusion
- Added new multiplayer map: [6] Ghastly Creek
- Added new multiplayer map: [6] Unrepent
- Added new multiplayer map: [2] Rocky Road
- Added new multiplayer map: [2] Industrial Strength
- Added new multiplayer map: [4] The Knoll
- Added new survival map: [6] Dust and Echoes
- Added new survival map: [6] The Dawning of Doom
- Removed several outdated and obsolete multiplayer maps
	- [2] Bunker Hill
	- [2] Cataclysmia
	- [2] Dustbowl Battle
	- [2] The Gauntlet (Similar to Gamma City)
	- [2] Primal Haven
	- [2] Suicidal Tendencies
	- [2] Tiers of Sorrow II
	- [4] Resistance Fall
	- [4] 'X' Mark The Spot
	- [5] Pit of Despair
	- [8] Hydro City
	- [8] Super Bridgehead
- Improved some multiplayer map preview images
- Improved performance by removing several small objects on [6] Epsilon City
- Fixed pathfinding and clipping errors in multiplayer map: [6] Desert Road
- Fixed overlapping structures on [2] Scarlet Infinity
- Removed Tiberium Raptors from all campaign maps (excluding challenge missions)
- Updated all multiplayer maps to use unique Ion Storm lighting
- Added a hack to FinalTI that allows up to 127 undos as opposed to the default 15

```

### 0.4.6

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Adds new L.A.N. option to the client main menu
- Improved client code for CNCNet online
- Added useful message prompting features in some cases

```

### 0.4.5

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Edited Game.exe to apply third sidebar hack
- Fixed some coding bugs on Bridge Entries
- Added some entries for future GloboTech campaign missions
- Fixed some small bugs in client code

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Removed several unused items and entries from INI files for better performance
- Decreased amount of debris spawned from ammo crates to reduce lag
- Added Twisted Dawn Gunship entries
- Enabled SidebarHack=yes

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Updated various animations with improved graphics
- Improved GloboTech interface artwork
- Added new GloboTech briefing screens
- Added new GloboTech loading screens
- Added Twisted Dawn Gunship Image
- Added new Nod Logo Cinematic

FINALTI, MAP AND CAMPAIGN CHANGES / ADDITIONS

- Added new mission: GloboTech Mission 01: Unity
- Updated Numerous campaign maps to use new Nod Logo Cinematic

```

### 0.40.41

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Fixed a typo on the campagin selection menu
- Fixed a bug that sometimes caused campaign difficulty to reset to Normal
- Fixed: the AI difficulty on Co-Op maps was always set to easy, regardless of the actual selected difficulty
- Fixed: The CnCNet Client would crash after a game ended if you had created or joined at least two game rooms during the session
- Added: You can now repeat your last message in the CnCNet lobby chat pressing the up arrow key
- Fixed an issue that made it impossible to install custom components
- Added an option to enable ModMode (disables updates completely and makes the client not show the version mismatch dialog)
- Added a game mode filter to the statistics
- Fixed a couple of crashes
- The client now starts up faster
- The compatibility fix isn't applied if compatfix.sdb isn't found
- Language.dll files aren't copied if they're not found
- Fixed a bug that caused Borderless mode to uncheck itself once set in the settings menu
- Fixed a bug that caused Back buffer in VRAM to uncheck itself once set in the settings menu
- Included CNC Map Renderer modified to function with FinalTI Made maps
- Fixed game.exe to properly make use of the borderless mode option
- Fixed a corner-case issue where spectators could occupy player starting locations
- Made some internal main menu adjustments
- Fixed some small bugs in client code
- Fixed dialog on an error message that used "Tiberian Sun" in place of "Twisted Insurrection"
- Fixed some errors with the Private Message Window

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Removed useless code from GloboTech Sea Mine
- Added an active animation to GloboTech Sea Mine to make it more visible
- Changed Nod Harvester ThreatAvoidanceCoefficient= to .1
- Changed GDI Harvester ThreatAvoidanceCoefficient= to .1
- Added some dummy particle effects for performance enhancements where necessary in the future
- Added Selectable=no to various civiliab prop structures such as street lights
- Venom Walkers can no longer be Hijacked or EMP'd
- Increased range of Twisted Dawn Nod Turret and fixed bug that prevented it from firing over walls
- Advanced Guard Tower Primary and Secondary Weapons switched to prevent a bug that sometimes caused it to fire only when fired upon
- Updated Dropship Art.ini entry to include it's sidebar icon (used in some certain missions)

GAME MODE CHANGES / ADDITIONS / FIXES

- Added new game option: No Silos
	- Unlimited Tiberium storage, No Silos required

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Added new TD Mammoth Tank image
- Added new track: Fear and Suspicion
- Added new deployed animation for Mobile Sensor Vehicle
- Added new deployed animation for Mole Artillery
- Added new GloboTech Ambulance voxel image
- Improved unit selection and health box imagery
	- Health bars are now more clear
	- Upgraded unit pips made more clear
- Added some more unique placeholder art to Nod Seismic Projector
- Added new EMP Superweapon icon
- Added new Apocalypse Missile Superweapon icon
- Fixed GDI Tech Center cameo on Nod Sidebar
- Debris Impact explosions now use UseNormalLight=no (They no longer glow like firey explosions)
- Added some better placeholder artwork for deployed Mole Artillery until real version is done
- Added some better placeholder artwork for deployed Railgun Platform until real version is done
- Added new GDI Sandbags image
- Added new GDI Sandbags cameo
- Added new GDI Gates imagery
- Added new GDI Gates cameos
- Changed remap on GDI Light Post cameo from red to gold
- Added new Nod Cameos for Reinforcement scripts on certain campaign maps

FINALTI, MAP AND CAMPAIGN CHANGES / ADDITIONS

- All missions now use OneTimeOnly=yes meaning that instead of selecting individual missions sending you back to the start, it'll send you to the main menu instead
	- As a result of this, the main campaign listings have been removed for the time being
	- Global Variable triggers disabled until a better method is put into place
	- Each mission provided with a breif description in the main client menu
- GDI Mission 02 (A Friend In Need)
	- Armadillos are no longer amphibious
- GDI Mission 03B (Bridge Issue)
	- Added some extra triggers that ensures bridge destruction when the triggers are fired
	- Obelisks and GDI Helipads no longer give promotional bonuses
	- Tiberium Bombers can no longer be destroyed
- GDI Mission 06 (Clean Slate)
	- Fixed a bug that caused Vulcan Towers to attack structures if one is captured before the Construction Yard
	- Fixed some text trigger typos
	- Tiberium growth behaviour fixed
	- Fixed a bug that prevented GDI Mission 07 from launching upon completion
	- Fixed a tiling error bug
	- Added a handful more defensive units in the main Nod base
- GDI Mission 13 (Isolation)
	- Changed cameo of Reinforcements options to Dropship Icon instead of Goliath Icon
	- Chaged Reinforcements name to East/West Armor Support to prevent the text from clipping
- GDI Mission 14 (Rage)
	- Venom Walkers can no longer be EMP'd
	- Fixed a shadow bug on one of the water cliffs
- Nod Mission 02 (Burn, Baby, Burn)
	- Replaced Laser Turrets with Twisted Dawn Turrets
- Nod Mission 03 (Total Eclipse)
	- Fixed a bug that caused some GDI units to appear twice if the war factory is captured
- Nod Mission 04A (Nods Viper)
	- Fixed an oversight that caused to reveal instantly)
	- Fixed the name displayed for Nod Chinooks
- Nod Mission 06 (Scavenger Hunt)
	- Changed cameo of Reinforcements options to unique cameos made for the scripts
	- Changed Reinforcements name to Infantry/Anti-Tank/Anti-Infantry Support to prevent the text from clipping
- Nod Mission 08 (Zero Gravity)
	- Fixed a cliff tiling error
	- Fixed a bug that sometimes caused units to get stuck in the GloboTech Hospital
- Nod Mission 11 (Mechanical Man)
	- Fixed production line animations
- Nod Mission 16 (Eagles Fall)
	- Widened a lot of passageways to prevent pathfinding errors
	- Fixed a bug that caused an Internal Error if a specific civilian structure was destroyed
	- Fixed a bug that sometimes caused friendly units to attack eachother at the start of the mission
	- Infector is now elite in starting squad
	- Lowered the amount of troops that are spawned in phase 2 of the mission preventing the sudden lag spikes
	- Removed tons of civilian prop structures for improved performance
	- Removed various invisible light posts for improved performance
	- Removed a large handful of trees to help improved performance
	- Removed lots of civilian prop vehicles such as cars and trucks for improved performance
	- Altered various damaged particle codes in order to reduce lag
	- Disabled city strider triggers to improve performance
	- Removed a few production structures from the main GDI base to improve performance and reduce lag spikes
	- Updated all GDI auto-production triggers
	- Removed the south-east GDI outpost entirely in order to speed up map progression and improve performance
	- Added some additional resource fields
	- Added some additional structures to the Nod Banshee facility
	- Added some health goodie crates as bonuses in various locations around the map
- Nod Challenge 01
	- Changes THEME to Nod Thrash
- Nod Challenge 03
	- Fixed bug that caused GDI Logo FMV to play when won
- OneTimeOnly=yes added to all Challenge Missions
- Rolling credits removed due-to being broken on some sytems, click the "View Credits" button on the client main menu to view the credits instead
- Reapplied some missing gates to [8] Tournament Mega Platform

```

### 0.40

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Fixed bug that prevented some users on Windows 8 from alt-tabbing
- Fixed flickering dialogs on some systems
- Hosts can now view the ping of other players whom join their game
- Fixed a bug that in rare cases caused a random CNCNet Client crash on the main menu
- Improved client textures for default TI theme, including reducing filesize for faster loading time
- Added new Skirmish Option: Disable Epic Units
	- Prevents units such as Commandos (Includes Twisted Dawn) Mammoth Walkers and the Venom Walker being built or acquired from crates (Doesn't include Banshee Bombers)
- Added new Skirmish Option: Disable Dawn Units
	- Prevents Dawn units from being acquired from crates in game modes, obviously excluding Twisted Dawn.
- Added new and improved options menu
- Increased default window size to 1150x650
- Added new Statistics logging function
- Added new button that launches TI's Map Editor from the client main menu (Final TI)
- Fixed some bugs and improved older code in client
- Added new Nod Theme for TI client
- Added new GDI Theme for TI client
- Added new GloboTech Theme for TI client
- Replaced main menu sound effects
- Replaced client join, leave, create game sound effects
- Tiberium now grows faster when the Infinite Tiberium option is checked
- Recompiled a lot of MIX files for better optimisation
- Deleted lots of unused assets and unecessary items from various MIX files to reduce filesize and loadtimes
- Client updated to dispense more information in Client.log to help pinpoint error
- CNCNet Menus and returning from games are now much faster than before
- Added new social media and help buttons to CNCNet Lobby
- Modified GMENU.mix to provide redirectional message if anybody accidentally runs GAME.exe instead of TI_Launcher.exe

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Infector Weapon ranges increased from 15 to 16 (1 higher than GDI Snipers)
- Infector Weapon rate of fire changed from 60 to 45 (Elite from 35 to 25)
- Doubled speed of Infector web grenade travelling (added Acceleration=10 and ROT=10 to projectile too)
- MuateWH Warheads changed to target only the None armour type and no others (Thus, Infector only targets infantry, not vehicles, as we originally intended)
- Removed Anti-Aircraft weapons from Cyborg Commando and Railgun Commando
- Removed Radar Scan Drones
- Mobile HQ can no longer be Hijacked or EMP'd
- Mobile HQ Strength increased from 600 to 800
- Twisted Dawn Avenger Hum-Vee weapon damage increased from 30 to 40
- Twisted Dawn Nod Artillery weapon rate of fire increased and weapon damage decreased
- Changed ExpireAnim=PROTEXP1 on PROTDEBR to ExpireAnim=PLSPARK1 as previous looked bad overlapping with main impact animation
- Reduced Lifetime of GroundPlasmaSmoke from 100 to 40
- Fixed duplicate volume tag bug on an Infector Voiceover entry
- Removed some unused voiceover entries in Sound.ini
- Fixed duplicate projectile bug on LaserFire2
- Fixed Laser Turret FLH
- Siege Infantry Mortar range reduced from 19 to 18 (21 to 20 for elite weapon)
- Mole Artillery warhead effectiveness against infantry increased by 8%
- Increased ORCA Fighter Strenght from 210 to 240
- Increased Hornet Strength from 210 to 240
- Changed PEBBLE image code from MTRB to MTRT
- Removed unused FRAGG1 explosion from Meteor Spreaders
- Renamed MeteorWH to MeteWH
- Removed Capturable=false & Repairable=false tags from lots of civilian structures, resulting in C4 icons showing up correctly once again
	- This was originally done to prevent them from being accidentally entered in campaign missions, instead said missions now have the tags applied individually
- Added NewTheater=yes to GDI Tech Center
- Added Morphable = false back to Rough Ground tiles to prevent meteor deforming graphical errors
- Removed lots of conflicting entries in Art.ini such as the [NONE] Animation entry
- Removed lots of unused junk from Rules.ini
- Added UseNormalLight=yes to various animations that were missing them in Art.ini
- Refined Eclipse tank weapon for better optimisation

GAME MODE CHANGES / ADDITIONS / FIXES

- Twisted Dawn mode AI altered to use less Mammoth Tanks in easier settings
- Twisted Dawn AI now builds Twisted Dawn defense structures instead of TI Era Strucutres
- Added new game mode: Survival (Dawn Only)
	- The Twisted Dawn version of Survival, only Dawn units can be found in crates
- Survival Mode: Redeemers and Demolition Drones no longer spawn tiberium when destroyed

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Added new Twisted Dawn Nod Turret
- Added new Twisted Dawn Nod SAM Site
- Added new Twisted Dawn GDI Guard Tower
- Added new Twisted Dawn Advanced Guard Tower
- Added new GDI Insignia Structures for Base Props mode
- Added new GDI Light Post Image for Base Props mode
- Replaced in-game menu UI graphics
- Fixed palette issues on 120MM projectiles (no longer green)
- Improved concrete shore and pavement-to-water cliff graphics
	- Updated several maps with fixes that were necessary for these graphical changes
- Added new graphics for Tiberium Resources
	- Temporarily reverted back to normal Tiberium graphics due-to corruption erros
- Added new graphics for all billboards
- Fixed green pixels on projectiles
- Added new track: Nod Thrash (Nod Exclusive)
- Added new track: Dark Valley
- Added new track: Plague
- Added new track: Armour and Speed
- Added new GDI Wall images and cameos
- Changed radar colouring of all terrain tiles
- Replaced Banshee Proton impact explosions
- Replaced Damaged Sparks animations
- Replaced Firestorm Sparks animations
- Replaced Welding Sparks animations
- Added new Proton Sparks animations
- Added new large water animation for better optimisation
	- All maps modifed to compensate for this change
- Reapplied alphatst.shp
- Banshee Interceptor animations altered to include new Green Sparks
- Banshee Bomber animations altered to include new Green Sparks
- Cyborg Commando animations altered to include new Green Sparks
- Added some new colours to Anim.pal, removing a number of unused slots
- Added new Nod Scorpion Tank voiceover
- Added new GDI Scatterpack Walker voiceover
- Added new GDI Dragonfly Voiceover
- Added new voiceover for General Owen in GDI campaign missions
- Added new GloboTech Repair Vehicle voiceover
- Added new Nod Ghost voiceover
- Added some new campaign speeches
- Fixed Mole Artillery voiceover
- Added new Laser Spark muzzle flashes
- Added new Laser Spark impact animations
- Improved TILSSPK animations
- Replaced Meteor Trailer images with improved graphics
- Trimmed frames of Smoke trailers for better optimisation
- Reduced size of Nuke Alpha Light stages for better optimisation (800kb a piece to 180kb)
- Added some reveal animations for maps
- Added some sparky impact projectiles to armour-piercing units
- Replaced Railgun animations with improved imagery
- Replaced Ionization effects with improved imagery
- Added new blue tiberium explosion animations
- Replaced eclipse tank weapon imagery and sounds
- Replaced water wake animations
- Replaced infantry crushing sounds
- Replaced Twisted Dawn Hum-Vee with new image
- Replaced General Owen VIP Hum-Vee with new image
- Replaced GloboTech Hum-Vee with new image
- Replaced Twisted Dawn Avenger Hum-Vee with new image
- Replaced GDI TOW Missile Hum-Vee with new image
- Replaced several civilian automobiles with new imagery

FINALTI, MAP AND CAMPAIGN CHANGES / ADDITIONS

- Added new Campaign Mission: GDI Mission 06: Clean Slate (Version 2)
- Added new Multiplayer map: [4] Twisted Tunnel Training
- Added new Multiplayer map: [6] Heart of Darkness
- Added new Multiplayer map: [6] Hecksagon
- Added new Multiplayer map: [6] Tour of Eejit
- Added new Multiplayer map: [8] Tournament Mega Platform
- Added new Multiplayer map: [3] Canyon Fodder
- Added new Survival map: [4] Rest Stop
- Added new Survival map: [6] Graceless
- Added new version of [4] Tournament Platform
- Added new Invisible Light Post images for better mapping references
- Added an extra 20 points to GDI Power Plants on GDI Challenge 03
- Fixed various Text strings in Tutorial.ini
- Updated all maps to include performance-enhancing water tiles
- Fixed a bug in Nod Mission 09 (The Infector Program) that revealed shroud around ammo crates
- Added custom-mission music to Nod Mission 09 (The Infector Program)
- Made some small changes to [2] The Gauntlet (Removed Coastal Gun Batteries & Updated LAT slightly)
- Added various new Marble Madness tiles for easier mapping in framework mode
- Changes stats of civilian structures in GDI Missions 04 and 07 to prevent players accidentally losing their engineers by entering them
- Fixed blocky shroud bug on GDI Mission 05 (Fields of Green)
- Fixed blocky shroud bug on GDI Mission 11 (Insurrection)
- Fixed blocky shroud bug on GDI Mission 13 (Isolation)
- Fixed blocky shroud bug on GDI Mission 14 (Rage)
- Fixed blocky shroud bug on GDI Mission 15 (Walk)
- Updated GDI Mission 01 (Last Chance) to include new Twisted Dawn structures
- Updated GDI Mission 02 (A Friend in Need) to include new Twisted Dawn structures
- Updated GDI Mission 03A (Shephard and his Flock) to include new Twisted Dawn structures
- Updated GDI Mission 03B (Bridge Issue)
	- Nod Airbase AI will now only build assault teams once the bridge has been repaired
	- Removed several Obelisks from the Nod Airbase
	- Fixed cliff shadow bug by the waterfalls
	- Added a couple more units to the initial taskforce to compensate for new Nod Turrets
	- Map altered to include new Twisted Dawn structures
- Updated GDI Mission 04 (Reincarnation) to include new Twisted Dawn structures
- Updated Nod Mission 01 (The Messiah Returns) to include new Twisted Dawn structures
- Updated Nod Mission 03 (Total Eclipse) to include new Twisted Dawn structures
- Updated Nod Mission 04A (Nod's Viper) to include new Twisted Dawn structures
- Fixed some coding and AI entry bugs in GDI Mission 03B (Bridge Issue)
- Fixed some coding and AI entry bugs in Nod Mission 03 (Bridge Issue)
- Updated Nod Challenge 02 to feature new Twisted Dawn structures

```

### 0.39.1

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- FinalTI now saves maps listed as Custom rather than Standard in the game mode dropbox
- Hyperlinks can now be clicked in chat sections
- Incorporated followed game icons to CnCNet lobby
- Added new game option: Disable Tech Units
- Fixed a bug that caused the tray icon to sometimes linger after closing Twisted Insurrection
- Added icons next to faction selection options
- Improved client handling when checking for Administrative rights

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Added Crushable=yes to GDI Sniper
- Tiberium Bomber given BuildLimit=5
- A-10 Warthog given BuildLimit=5
- Re-worked Cyborg Reaper weapon to be more effective against ground and air targets
- TW1 A-10 Warthog speed increased by 2
- TW1 A-10 Warthog weapon revised - No longer drops bombs, now equipped with Napalm missiles and only does one run
- Removed Damaged Spark Particles from many small civilian structures (improves overall performance)
- Increased brightness of buildable light post
- Removed unused LGSparkSys particle
- Reduced damage inflicted by lingering fire patches
- Advanced Tiberium Reactor now stores tiberium like the standard Tiberium Reactor (Storage=100)
- Fixed Strength=100MaxDebris=0 coding error on [CIVB28] (WTF? =D)
- Fixed MaxDebris=0MaxDebris=0MaxDebris=0MaxDebris=0 error on [CTRSTA] (WTF? =D)
- Aircraft reload time reduced
- GDI Sensor Array alarm sounds removed
	- WarnFire and AAWarnFire completely removed from Rules.ini
- Nod Radar alarm disabled, but still indicates locations of nearby enemies
	- RadarWarnFire is still used, just makes no sound
- Pavement re-enabled in Twisted Dawn mode
- Marauders are now Tiberium Proof
- Removed ExtraLight tags from various structures to improve overall performance
- Removed empty Explosion= tags from SHROREV1 and SHROREV2
- Removed light flickering entries to abolish shroud clipping errors (an unfortunate loss for the Gameplay > Graphics scenario)
- Removed CSLITE entries and replaced all those on maps with correct STLITE versions
- Fixed typo on Gaming Superstore structure
- Removed unused Turret coding from LAKEMONS

GAME MODE CHANGES / ADDITIONS / FIXES

- AI Now builds it's clone structures in game modes
- Due-to a unit-limit bug that causes the game to crash, GloboTech structures can no longer be captured in Unholy Alliance, Ultimate Insurrection or Timeless Insurrection mode
- AI will now build taskforces for both GDI and Nod in Unholy Alliance and Ultimate Insurrection mode
- Disabled GloboTech Units on various game modes (Forced in Unholy Alliance, Ultimate Insurrection and Timeless Insurrection mode due-to a unit-limit bug that causes crashes)

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Added new track: Reaper Raid
- Added new TD Buggy Image
- Added new TD Recon Bike Image
- Apocalypse Missile shockwave given new image
- Added some new Interior-Styled high pavement cliffs for fortress maps
- Fixed green spots on GloboTech Titan
- Crated separate Spotlight towers for GDI and Nod
- Created many new base insignia props
- Added destroyable pavement dummy structures
- Changed Nod light post image for Base Props Mode
- To improve overall performance, many 1x1 doodad structures have been altered to convert to an OverlayType (also to Unittem.pal), these include:
	- Traffic Cones (TRAF01 - TRAF02)
	- Crates (CRA01 - CRA08) (CCRATA - CCRATF)
	- Pipes (CPIPEA - CPIPED)
	- Tombstones (TOMBST01 - TOMBST07)
	- Palettes (PAL01 - PAL08)
	- Dumpsters (DUMPA - DUMPD)
	- Benches (CIVB25 - CIVB28)
	- Bus Stops (CITY46-47 CITY58-59)
- Replaced UN Tank light tank with FLAK turret and weaponry
- Fixed black lines on Behemoth voxel turret
- Fixed turretoffset on Behemoth

MAP AND CAMPAIGN CHANGES / ADDITIONS

- Nod Mission 16 renamed (Nod Mission 16: Eagles Fall)
- Improved Performance on Nod Mission 16
	- Massive lag reduction, now plays normally
	- Removed a huge amount of civilian-owned structures and props
	- Removed all civilian vehicles and mutations
	- Reduced amount of coloured global lighting
	- Reduced amount of coloured lighting emitted from invisible posts
	- Fixed splash animations
	- Gameplay > Graphics - It was difficult to part with some of the cosmetic changes but the better performance is more important
- Fixed bug on Nod Mission 11: Mechanical Man that caused Machinists to bug out when entering an APC
- Improved performance on [8] The Finale multiplayer map (Bittah Commander edit)
	- Massive lag reduction, now plays normally
	- Removed a huge amount of civilian-owned structures and props
	- Removed all civilian vehicles and mutations
	- Reduced amount of coloured global lighting
	- Reduced amount of coloured lighting emitted from invisible posts
	- Fixed splash animations
	- Gameplay > Graphics - It was difficult to part with some of the cosmetic changes but the better performance is more important
- Added new map: [4] Fortification
- Improved [6] Epsilon City performance
- Improved [7] Omicron City performance
- Fixed a bug that caused Tiberium Bombers to be unbuildable on [4] Deadwinter Invasion Revisited
- Removed unused [PreviewPack] information from a number of multiplayer and singleplayer maps resulting in smaller filesize
- Fixed bug on "[4] Alpha City" that caused HumVees (Dawn) to spawn as Police Cars with a floating turret (lol)
- Fixed author credits on [2] Dustbowl Battle, [4] Black Swamp and [8] Another Bridge Issue

```

### PB5.039

```
CLIENT AND EXECUTABLE CHANGES / ADDITIONS / FIXES

- Twisted Insurrection Client Updated
	- New features and general improvements made
	- Many new game options added
		- Crates
		- Short Game
		- Disable Super Weapons
		- Re-Deployable MCV
		- Multi Engineer
		- Destroyable Bridges
		- Build Off Ally
		- Start Without Shroud
		- Shroud Regrows
		- Immune Harvesters
		- Uncrushable Infantry
		- Tiberium Resistant Infantry
		- Disable Support Powers
		- Capturable Base Defenses
		- Disable Tiberium Lifeforms
		- Disable Engineers
		- Unlimited Tiberium
		- Disable Factory Bonus
		- Berzerk Cyborgs
		- Enable Ion Storms
		- Disable Baddie Crates
		- Base Props (Light Posts, Guard Towers etc.)
		- Free Radar
		- Instant Building
		- Harvester Bounty
	- Online Co-Op mode support added (Official maps coming soon)
	- More efficient game mode implementation (Codes directly injected into maps rather than cloning maps)
	- Added new game modes along with Default deathmatch mode
		- Twisted Dawn
		- Survival
		- Meat Grinder
		- Unholy Alliance
		- Timeless Insurrection
		- Ultimate Insurrection
	- You are now able to lock the game to prevent more people from joining it
	- The player color boxes now use the color itself as the color of the font
	- Optional colored chat
	- Added a new anti-cheat measure to prevent modified rules files from entering online games
	- "Dynamic" map preview; now you can look at the preview to determine a player's starting location, team and color (assuming the player has pre-selected a starting location)
	- Game lobbies are now persistent by default, meaning the game lobby doesn't get disbanded after having a single game (like in the previous Client)
	- Spectator support
	- Larger, high-resolution and far more detailed previews than earlier
	- The window is now resizable, and all the UI controls will scale with the window
	- Native Windows graphics have been eliminated, customized and better-looking check boxes, combo boxes (those boxes where you select your side/color/team etc.) and scrollbars
	- Automatic Custom Map Sharing
	- Various other small bugs
- Replaced and improved upon Client graphics

CODING AND BALANCE CHANGES / ADDITIONS / FIXES

- Added various power plant clones for AI so it takes more than taking out one power plant to disable an AI's defenses
- Improved and Refined TW1 unit elite and veteran abilities
- Raised TW1 MLRS ROF by 10 and Minimum Range by 1
- Raised GT MLRS ROF by 10 and Minimum Range by 1
- Raised SSM Launcher ROF by 15 and Range by 1
- TW1 A-10 and Tiberium Bomber now available in Twisted Dawn mode
- Primary Infector weapon improved, probability of mutating before elite slightly higher (Elite weapon will always mutate enemies)
- Tech Commando given BuildLimit=1
- Created various cloned AI structures for diverse defense structure usage
- SAM Bunker cost reduced to 1000 (was 1250)
- Halved all Power values by 50% (input and output)
- Tiberium Reactor power output increased by 20
- Power drain removed from Spotlight Towers (Power=0)
- Changed Power=-0 on Web Spider and Deployed Ambulance to Power=0 (these were the only things that used Power=-0 instead of Power=0?)
- Removed duplicate Power=10 entry from TBATTV
- Rough Ground / Crack terrain tiles now use Morphable = true so Pavement can be built upon them
- Corrected FLH value on a number of units
- Removed AIBuildThis=yes from GloboTech Airstrip
- Removed AIBuildThis=yes from Forgotten Barracks
- Removed AIBuildThis=yes from Forgotten Refinery
- Removed AIBuildThis=yes from Forgotten War Factory
- [DUMMYINF] InvisibleInGame=yes changed to Invisible=yes (InvisibleInGame=yes only works on structures)
- [DUMMYVEH] InvisibleInGame=yes changed to Invisible=yes (InvisibleInGame=yes only works on structures)
- Removed Ammo=1 from GDI Radar Scan Dummy
- Added Two new Co-Op only units
- Renamed TW1 Ratel-20 APC to TW1 Ratel IFV
- Changed ThreatPosed values on Anti-Air defense structures to 0
- Removed Cost values from civilian decorative structures
- Added Selectable=no to various decorative structures such as crates, burst pods and pipes
- Increased damage inflicted by destroying ammunition crates
- Merged contents of Ecache00 into the respective MIX files
- Added CollateralDamageCoefficient=3.23 to Toxin Truck
- 227mmMissileGDI weapon damage increased from 40 to 60
- 227mmMissileGT and 227mmAAMissileGT weapon damages increased from 40 to 60
- Gas Cloud damage towards wood greatly reduced (From 150% to 10%)
- SAM Bunker Weapon nerfed
	- 7% Damage towards light armor (Orca Fighters/Hornets)
	- 6% Dame towards heavy armor (Orca Bomber/Immobilizer)
	- 5% Damage towards concrete armor (Banshees)
- ORCA Fighter strength increased from 200 to 210
- ORCA Bomber strength increased from 300 to 310
- ORCA Carryall strength increased from 175 to 200
- Hornet strength increased from 200 to 210
- Hornet cost decreased from 600 to 500
- Miscellaneous changes made to some civilian and GloboTech structures
 	- [TIBSPI01] through to [TIBSPI09]
		- Immune Enabled
 	- [CTDAM]
		- Cost increased from 250 to 500
		- Armor changed from wood to concrete
 	- [SCTDAM]
		- Name changed from Dam to Infested Dam
		- Power output decreased from 200 to 0
		- Armor changed from wood to concrete
 	- [SUBWAY]
		- Strength reduced from 600 to 300
		- Armor changed from wood to concrete
 	- [DUMPA]
		- Strength reduced from 400 to 100
 	- [DUMPB]
		- Strength reduced from 400 to 100
 	- [DUMPC]
		- Strength reduced from 400 to 100
 	- [DUMPD]
		- Strength reduced from 400 to 100
 	- [CAARAY]
		- Cost increased from 0 to 500
 	- [GLOSEN]
		- Cost increased from 0 to 150
 	- [GLOAIR]
		- Cost increased from 0 to 1500
 	- [GTWARE]
		- Cost increased from 0 to 1000
 	- [CAARMR]
		- Cost increased from 0 to 2000
 	- [CAHOSP]
		- Cost increased from 0 to 1000
	- [CIVWP]
		- Capturable Disabled
	- [COILP]
		- Capturable Disabled until further notice
		- Cost Value Disabled until further notice
	- [CBATT]
		- Armor changed from wood to concrete
		- Cost increased from 600 to 800
	- [CBATTV]
		- Strength decreased from 600 to 400
		- Armor changed from wood to concrete
	- [TBATT]
		- Cost increased from 800 to 1000
		- Strength decreased from 900 to 500
		- Armor changed from wood to concrete
	- [TBATTV]
		- Strength decreased from 800 to 500
		- Cost increased from 800 to 1000
		- Armor changed from wood to concrete
	- [TBATTP]
		- Cost increased from 800 to 1000
		- Strength decreased from 800 to 400
		- Armor changed from wood to concrete
	- [NAMNFLD]
		- Prerequisite=CABHUT added, prevents AI from building them
- Nod Incinerator CollateralDamageCoefficient value reduced to .018
- Grenadier CollateralDamageCoefficient value reduced to .21
- Added CollateralDamageCoefficient= values to respective units [NODFLAME], [DTRCKTIB] and [E2] in maps
- STRUCTURE armor-types changed to WOOD from their previous setting, warheads and damage balanced accordingly (Structures now have their own unique armor type)
	- Construction Yard, Temple of Nod and Uplink Center strength values all buffed separately to make them tougher to destroy for units with flammable warheads
- Huge balance overhaul and and armor changes made to Rules.ini
	- [BAZOOKA]
		- Damage increased from 40 to 50
 	- [KazzGun]
		- Warhead changed from SA to KazzSA
	 	- Damage increased from 20 to 22
 	- [KazzGunElite]
	 	- Warhead changed from SA to KazzSA
	 	- Damage increased from 26 to 28
 	- [Warheads]
	 	- Added new entry 109=KazzSA
		- Added new entry 110=MamTusk
	- [EMPSam]
		- Versus wood decreased from 200% to 0%
	 	- Versus light increased from 200% to 100%
	 	- Versus heavy increased from 200% to 100%
	 	- Versus concrete decreased from 200% to 100%
 	- [FRAGHE]
	 	- Sparky disabled
	 	- AnimList entries S_BRNL20,S_BRNL30, S_BRNL40,S_BRNL58 replaced with S_TUMU22,S_TUMU30,S_TUMU42,S_TUMU60
	 	- Versus none increased from 1% to 10%
	 	- Versus wood decreased from 70% to 40%
	 	- Versus light increased from 50% to 60%
	 	- Versus heavy increased from 20% to 60%
	 	- Versus concrete decreased from 15% to 10%
	 	- Rocker enabled
 	- [SuperMLRSsplits]
	 	- Damage reduced from 5 to 4
	- [ORCAAP]
		- Versus wood increased from 60% to 75%
	- [ORCAHE]
		- Versus wood decreased from 90% to 45%
 	- [FireBurst2]
	 	- Versus none increased from 55% to 70%
	 	- Versus light decreased from 82% to 60%
	 	- Versus heavy decreased from 30% to 20%
	 	- Versus concrete decreased from 15% to 10%
	 	- ProneDamage increased from 180% to 200%
 	- [NAOBEL]
	 	- Armor changed from heavy to wood
	- [MultiSA2]
		- Versus wood decreased from 30% to 2%
	- [AntiInfLaser]
		- Versus wood decreased from 60% to 40%
	- [AntiInfLaser2]
		- Versus wood decreased from 65% to 40%
 	- [FIREHE]
	 	- Versus wood increased from 80% to 100%
	 	- Versus light increased from 50% to 80%
	 	- Versus heavy increased from 25% to 30%
 	- [150mm]
	 	- ROF decreased from 170 to 160
	 	- Damage increased from 80 to 100
	 	- Range increased from 10 to 12
 	- [150mmElite]
	 	- Damage increased from 120 to 150
	 	- Range increased from 12 to 14
	 	- ROF decreased from 160 to 140
 	- [LTNK]
	 	- ROT reduced from 8 to 5
	 	- Speed reduced from 10 to 9
	 	- Removed secondary TwinFlak (Redundant since Marauder Overhaul)
	 	- Changed category from Recon to AFV
	 	- Removed EliteAbilities FIREPOWER,ROF
 	- [65mme]
	 	- Damage increased from 50 to 60
	 	- ROF reduced from 40 to 30
 	- [APSCORP]
	 	- Versus wood increased from 60% to 70%
 	- [APSCORPE]
	 	- Versus none increased from 35% to 50%
	 	- Versus light increased from 85% to 100%
	 	- Versus heavy increased from 108% to 128%
	 	- Versus concrete increased from 30% to 50%
 	- [1TNK]
	 	- Strength decreased from 330 to 300
	 	- Armor changed from light to heavy
	 	- Speed decreased from 8 to 6
	 	- Removed EliteAbilities FIREPOWER,ROF
 	- [55mm]
	 	- Damage increased from 30 to 36
	 	- ROF increased from 40 to 50
 	- [2TNK]
	 	- Strength increased from 380 to 400
	 	- Speed decreased from 8 to 6
 	- [105mm]
	 	- Speed reduced from 100 to 90
 	- [TDARTY]
	 	- Cost decreased from 700 to 600
	 	- ROT reduced from 5 to 2
	 	- Speed reduced from 5 to 4
	 	- Strength increased from 140 to 150
 	- [90mmArty]
	 	- Damage increased from 120 to 150
	 	- ROF decreased from 120 to 65
	 	- Lobber disabled
 	- [90mmArtyElite]
	 	- Lobber disabled
	 	- ROF decreased from 90 to 50
	 	- Damage increased from 160 to 200
	 	- Removed Burst=2
 	- [MORTARHE]
	 	- Versus none increased from 5% to 20%
	 	- Versus wood increased from 75% to 100%
	 	- Versus light decreased from 55% to 30%
	 	- Versus heavy decreased from 30% to 15%
 	- [MORTARHEE]
	 	- Versus none increased from 15% to 25%
	 	- Versus wood increased from 80% to 100%
	 	- Versus light decreased from 60% to 40%
	 	- Versus heavy decreased from 35% to 20%
	 	- Versus concrete decreased from 15% to 10%
	 	- ProneDamage increased from 75% to 85%
 	- [PlasmaWH]
	 	- Versus wood decreased from 260% to 205%
 	- [PlasmaBombWH]
	 	- Versus wood decreased from 260% to 205%
 	- [MultiDrones]
	 	- Damage reduced from 40 to 4
		- DroneLauncher reduced from 80 to 4
 	- [CYCROCK]
		- Secondary Web Launcher removed
		- Cost reduced from 1250 to 1000
 	- [FlameThrower]
		- Damage reduced from 45 to 36
 	- [FireBurst]
		- Versus none increased from 80% to 100%
		- Versus wood decreased from 100% to 80%
		- Replaced AnimList FASTFIR1 with FASTFIR0
 	- [FireBurst2]
		- Replaced AnimList FASTFIR1 with FASTFIR0
		- Versus wood decreased from 100% to 70%
		- Versus none increased from 70% to 100%
 	- [TankFlameTh]
		- Damage decreased from 60 to 48
 	- [TankFlameThE]
		- Damage decreased from 70 to 56
 	- [GACNST]
		- Strength increased from 2500 to 3000
 	- [GDICNST]
		- Strength increased from 2500 to 3000
 	- [NODCNST]
		- Strength increased from 2500 to 3000
 	- [DEMOBOMBWH]
		- Versus wood decreased from 100% to 50%
 	- [ApocImpactWH]
		- Versus wood decreased from 150% to 100%
 	- [IonWH]
		- Versus wood decreased from 75% to 40%
- Added some balance changes to Twisted Dawn.ini
	- Units are now build as their direct Rules.ini entries and not modified TI era units
	- AI No longer builds mass amounts of Mammoth Tanks, instead uses mixed taskforces
	- Custom AI scripts added, now doesn't rely on unit clones for the AI to function properly
	- Fixed various bugs caused by unit cloning
- Mobile HQ speed reduced from 7 to 5
- Message Delay changed from 2.2 to 5.1
- Dragonfly Hovvee cost increased from 500 to 600
- AI Defensive unit teams removed, now uses 0 (except for hard, which uses 1)
- UseMinDefenseRule=no changed to UseMinDefenseRule=yes
- Fixed AI Bridge Repairing script
- Added dummy build-up so base props such as light posts can be sold if necessary
- GDI Defense upgrade prerequisites changed to require the actual defensive turret first
- Increased flight level of all aircraft (excluding those with already higher values) to 800

GRAPHICAL, TERRAIN AND SOUND CHANGES / ADDITIONS

- Created separate art entires for Nod and GDI Repair Bays
- Improved Spotlight Tower image (GDI exclusive version coming soon)
- Added rescaled aircraft to "Smaller Vehicle Graphics" option
- Added new addition to Soundtrack: Corroded Valves
- Added new addition to Soundtrack: Tombs
- Added new TW1 A-10 voxel image
- Created cameos for TW1 A-10 and Tiberium Bomber
- Added new GDI Tech Center image
- Improved Twisted Dawn harvester cameo images
- Added new BOMBFIRE explosion image
- Added additional CACTI variations
- Replaced CACTI images with better quality ones
- Full sidebar darkening SHP applied
- Altered production clock to better suit Nod and GDI Sidebars
- Added additional tiles to the Infested Water Caves set
- Added missing corner tiles to High Pavement Cliffs

MAP AND CAMPAIGN CHANGES / ADDITIONS

- Added Nod Mission 16 (Owen and his Flock)
- Inferno Flame Tank sight increased on Nod Mission 08 (Zero Gravity)
- Visceroids can no longer be crushed in Nod Mission 09 (The Infector Program)
- Added some additional tactical ammunition crates on Nod Mission 09 (The Infector Program)
- Fixed some small bugs in a number of campaign missions
- Campaign missions all updated to compensate for balance changes
- Changed theme music of Nod Mission 01 (The Messiah Returns)
- Changed theme music of Nod Mission 02 (Burn Baby Burn)
- Changed theme music of Nod Mission 03 (Total Eclipse)
- Changed theme music of Nod Mission 04a (Nod's Viper)
- Changed theme music of Nod Mission 04b (Shadow, Shadow)
- Changed theme music of Nod Mission 05 (Sea of Sand)
- Changed theme music of GDI Challenge 01
- Changed theme music of GDI Challenge 02
- Changed theme music of Nod Challenge 02
- Twisted Dawn is now playable on all skirmish maps (GloboTech production structures can not be captured)
- Gave OverlayTypes more descriptive names in order to avoid problems while mapping.
	E.g. [BRIDGE1] Name changed from "High Bridge" to "High Bridge NE-SW"
- Reorganized Tree Index, putting trees in correct categories despite Internal names
- Added new Default map, Desert Road [6]
- Added new Default map, The Finale [8]
- Added new Survival map, Another Bridge Issue [8]
- Removed Meteors from Humidity [4]
- Fixed Harvester Pathfinding on the following maps:
	- Riparious Ridge [2]
	- Sunset Vista [4]
	- Epsilon City [6]
	- Stormy Plateau [3]
- Removed outdated skirmish maps
	- Ivaris Lake [2]
	- Sandscape [2]
	- Stronghold [2]
	- Depressions [4]
	- EVErgrowing Infestation [4]
	- Showdown [6]
- Added new version of GloboTech Water Arena [4]
- Updated various maps to include Collateral Damage tags to NODFLAME, E2 and DTRUKTIB units
- Ion Storm triggers removed from all maps

```

### PB5.038

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

```

### PB5.037

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

```

### PB5.036

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

```

### PB5.035

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

```

### PB5.034

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

```

### PB5.033

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

PB5.031 / PB5.032

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

```

### PB5.030

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

```

### PB5.029

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

```

### PB5.028

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

```

### PB5.027

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

```

### PB5.026

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

```

### PB5.025

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

```

### PB5.024

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

```

### PB5.023

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

```

### PB5.022

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

```

### PB5.021

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

```

### PB5.020

```
- Fixed small error in Battle.ini

```

### PB5.019

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

```

### PB5.018

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

```

### PB5.017

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

```

### PB5.016

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

```

### PB5.015

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

### PB5.014

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

### PB5.013

```
- Fixed misplaced Tree on GDI Mission 11

```

### PB5.012

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

```

### PB5.011

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

```

### PB5.010

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

```

### PB5.009

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

```

### PB5.008

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

```

### PB5.007

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

```

### PB5.006

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

```

### PB5.005

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

```

### PB5.004

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

```

### PB5.003

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

```

### PB5.002

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

```

### PB5.001

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

PB5.0000

Coding & Executable changes/additions:

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

Image & Sound changes & additions:

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

Map & Campaign changes & additions:

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

```

### PB4 0.2

```
- Nod Mission 11 now launches properly after Nod Mission 10
- Fixed punctuation error on campaign selection menu
- Fixed Tutorial.ini triggers (were messed up)
- Added more starting units and credits to Nod Mission 10
- Fixed triggers on GDI Mission 6

```

### Public Beta 4

```
Coding changes/additions:

- Revised AI.ini
- Updated Credits
- Fixed error in Missions.pkt
- BLUEMETE is no longer destroyable or Flammable
- GDI Drop Pods removed until further notice
- GDI Repair Tank now in main unit list (No longer available as free unit from Repair Bay)
- Nod Repair Tank now in main unit list (No longer available as free unit from Repair Bay)
- GDI Repair Bay cost reduced to 800
- Nod Repair Bay cost reduced to 800
- Cyborg Commando speed increased from 3 to 4
- Vulcan Cyborg speed increased from 3 to 4
- GDI Peacekeeper renamed to Ranger
- GloboTech Ranger renamed to GloboTech Peacekeeper
- Nod Engineer renamed to Machinist
- Nod Scout renamed to Ghost
- GloboTech Exo-Suit armour changed from light to heavy
- GloboTech Exo-Suit strenght increased to 340
- Tiberian Fiends no longer crushable
- Tank Hunter projectile speed increased from 25 to 40
- Tank Hunter weapon range increased by 1
- Cleaver Drone now deploys into Cleaver Mine structure (currently uses placeholder code and images)
- Added Meteor Spreader Structures
----- All maps and AI.INI have been edited to compensate for this change
- Removed Proximity=yes from Heatseeker
- GloboTech Hum-Vee now carries 2 passengers
- Increased speed of Hov-Vee by 1
- Reduced cost of Hov-Vee to 400
- Increased speed of Hover APC by 1
- Reduced strength of Elite Grenadier weapon
- Increased strength of Tiberium Reactor to 750
- Increased Tiberium Reactor power output to 80
- Reduced storange of Tiberium Reactor from 80 to 60
- Increased strength of Kazuar to 350
- Kazuars now carry 2 passengers (In an attempt to give them more usage (Needs to be tested online))
- Kazuar weapon range increased by 1
- Reduced damage percentages on MLRS Walker (FRAGHE) Warhead
- Increased sight value on several infantry units
- Increased strength towards infantry on Super warhead by %40
- Viper Drone uses new CobraWH Warhead
- GDI Rangers and Nod Militants applied with different weapons
----- GDI Ranger weapon: Burst (More effective against infantry)
----- Nod Militant weapon: Automatic (More effective against vehicles)
- Changed tiberium spreader Elasticity=1.5 to 0.0
- Moved Meteor spreader animations down in animations list
- Slightly increased firepower of Hornet laser
- Decreased Scatterpack damage towards structures/heavy vehicles
- Changed Scatterpack armour from Heavy to Light
- Fixed Armour values on several units
- Increased Strength of RaptorSlash weapons
- Changed Wood armour to light on several structures (Civilian structures and other fragile structures use the wood armour)
- Fixed Warhead values on infantry weapons
- Commented out Minefield from the Nod buildlist
----- Minefield is being replaced by the new cleaver Drone, but the structure is still used in the campaign for other purposes
- Updated Meteor Spreader Code
- Improved range of Hammerhead elite weapon
- Added Cobra elite weapon
- Updated Twistage.dll
- Updated Tiberium spreader code and map image
- Revised Tank Hunter weapon
- Revised Hov-Vee weapon
- Fixed error on TachyonGunSys
- Revised Cyborg Commando weapon
- Added Cyborg Commando elite weapon
- Added Cyborg commando secondary Anti-Air weapon
- Added several Generic Text lines to tutorial.ini
- Changed "Goliath Walker" to "Goliath Tank"
- Added new mutation: Red Tiberium Fiend
- Added new mutation: Purple Tiberium Fiend
- EMP Cannon Power drain chagned from -150 to -200
- EMP Cannon recharge time changed from 7 to 9
- EMP Cannon duration reduced from 1200 to 900
- Stinger Mobile SAM Weapon strength increased
- Stinger Mobile SAM Missile speed increased
- Earthquake Emitter name changed to Seismic Projector
- Fixed capitiliazation on tags on Seismic Projector
- Changed animation of Repair Tank shot (Lag reduction)
- RPG Cannon cost reduced from 700 to 600
- RPG Cannon upgrade cost increased from 550 to 700
- Gatling Cannon Upgrade cost reduced from 1000 to 900
- Renamed Bug to Mantis
- Renamed Fire Bug to Scarab
- Added new mutation: Typhon Flyer
- Mantis strength increased from 50 to 80
- Increased Nod and GDI Helipad cost to 1000
- Renamed Nod and GDI Repair Bay to Service Bay
- Removed double [BombElite] weapon entry
----- Fixes the Elite Orca Bomber firing bug
- Changed armor on several GloboTech buildings from wood to heavy
----- Modified strength values to compensate
- Implemented TI Launcher
- Updated Menu Dialogs
- Updated Launcher
- Increased cost of Mammoth Walker to 5000
- Increased cost of Cyborg Commando to 2500
- Increased cost of Railgun Commando to 2000
- Improved Tremor's weapon strength towards Infantry and Light armour
- Reduced Eclipse Tank strength from 500 to 450
- Increased cost of Venom Walker (Crate Goodie) to 4000
- Removed WebLauncher from Reaper Cyborg (Now Infector unique weapon)
- Increased Scatterpack cost to 750
- Raised Inferno Tank Strength from 320 to 340
- Decreased MLRS Walker speed by 1
- Increased Gatling cannon strength against concrete armour by 10%
- Increased Scatterpack Anti-Air Gatling cannon against concrete armour by 10%
- Decreased strength of Railgun Tank anti-air weapon
- GloboTech Engineer cost reduced to 300
- Decreased Hammerhead Howitzer speed by 1
- Increased GloboTech Disruptor weapon strength against heany armor by 10%
- Small Pavement removed
- Added new unit: Nod Web Spider
----- Replaces Laser Fence Post
- Kazuar Movement Zone changes to Destroyer (Fixes the stuck at high speed bug)
- Added explosive baddie crates
- Launcher now able to disable alpha/negative alpha images for improved performance on some systems
- Increased Goliath Strength by 30
- Decreased TachyonWH strength towards heavy armour by 10%
- Updated image on crate boosted unit selection
- Cleaned up several MIX files increasing overall performance
----- Sounds.mix - Deleted over 600 unused sounds
----- Sidenc01 / Sidenc02 - Removed all unused files
----- Sidecd01 / Sidecd02 - Removed all unused files
----- Sidec01.mix / Sidec02.mix - Removed all unused cameos
----- Scores.mix - Will be blank inside TWIINS.mix and will be downloaded seperately
----- Cache.mix - Deleted several unused assets
----- Local.mix - Deleted several unused assets
----- Conquer.mix - Deleted several unused assets
----- IsoTemp.mix - Deleted several unused assets
- Cleaned up ini files increasing overall performance
----- Sound.ini - Removed unused entries, shortened list from 1700 - 1100, fixed errors and removed duplicate entries
----- Rules.ini - Removed unused TS buildings entries and animations from lists
----- Art.ini - Removed several old and unused entries
- Railgun Tank Revised
----- Cost decreased to 1200
----- Speed value is now 4
----- Armour changed from heavy to light and strength greatly reduced
----- Increased firing delay
----- Much longer weapon range
----- Increased overall strength of mobile weapon
- 'Scorpion' Light Tank revised
----- Strength increased by 40
----- firepower increased by 10
----- Anti-air flak cannon range increased by 1
----- New more fitting voiceover
----- Updated Image
----- Now has a turret rather than a mounted weapon
- Replaced INFGUN1 sound with a variety of higher quality machine gun sounds
- Fixed Railgun Commando FLH
- Increased rate of fire of RPG Tower Upgrade
- Changed internal filename of Goliath from MMCH to GOLIA (edited all maps too)
- Removed UseSparkParticles=yes from Goliath weapons (any unit with UseSparkParticles=yes is unable to Q-Move)
- Rocketeer is now TiberiumProof (Error prevention change)
- Modifed pip colours of all infantry
- Fixed ZAdjust value on RPG Turret
- GDI Vulcan Tower strength boosted by 50
- GDI Vulcan Tower no longer functions if power is low
- GDI RPG Tower strength boosted by 50
- GDI RPG Tower upgrade power drain increased
- GDI Gatling Tower strength boosted by 100
- GDI Gatling Tower Upgrade power drain increased
- Increased GDI Gatling Tower Cost from 500 to 750
- Implemented GDI Naval Ship Yard (Uses placeholder images)
- Implemented Nod Naval Ship Yard (Used placeholder images)
----- Several changes made all over rules.ini for this to work properly
----- Cloned MCV, HTNK and GOLIA for starting unit purposes
- Removed several unused units from the units list such as KMINI, 3TNK, ELCAD and JUGG
- Added placeholder Navy unit entires to the unit list
- Re-Added Tiberium Demolition Drone as a crate goodie
- EMPulse weapon now has a minimum range of 8
- Orca Transport removed, will later be replaced with GDI Multi-Con system
- Cruise Missile removed (May later be re-added as a tech unit)
- Added new unit: GDI Destroyer (Uses placeholder images)
- Added new unit: GDI Gatling Corvette (Uses placeholder images)
- Added new unit: Nod 'Phantom' Plasma Warship (Uses placeholder images)
- Added new unit: Nod 'Hydra' Missile Sub (Uses placeholder images)
- Added new unit: GDI Railgun Cruiser (Uses placeholder images)
- Added new unit: Nod 'Kraken' Drone Carrier (Uses placeholder images)
- Added new unit: GDI EMP Frigate (Uses placeholder images)
- Added new unit: 'Viper' Drone
- Added new unit: GDI 'Avenger' Hum-Vee (Campaign specific unit, unavailable in skirmish)
- Added Generic Submarine Projectile for future usage
- Fixed GSIL Height Value
- Fixed errors in Unit List
- Changed Hall of Faith Pre-requisite to NAHAND,NARADR
- Removed several unused overlays from list in rules.ini (and leftovers from previous tests)
- Removed several placeholder entries in temperat.ini (decreases loading screen time)
- Seismic Projector once again leaves an overlay trapping infantry and slowing down vehicles (Uses placeholder rock images)
- Increased discus grenade speed
- Removed explosions from ruins
- Sandbags now a GDI specific defense (Adds more faction variation)
- Nod is now able to construct Chain Link Fences (Adds more faction variation)
- Added missing LOBRDG27.tem Image (Fixes IE occurances)
- DemandLoad=false removed from Ammo Crates (there was no reason for them to have the tag anyway...)
- EIP: 0045602B Internal error fixed (was caused by terrain overlays using DemandLoad=true)
- Moved all DemandLoad=true tagged tiles from IsoTemp.mix to Cache.mix, thus removing DemandLoad=true from their art.ini entries
- Fixed train junction crash
- Insignificant=yes applied to Deployed Web Spiders
- Tiberium Reactors are now able to be sold again
- Redeemer Drone now uses TiberiumHeal=yes
- Finished new 'Viper' Drone code
- Fixed MCV Undeploy Bug
- Added new Barbed Wire overley/structure
- Added new Broken Train Tracks structure
- Added new additions to Interior Gateway set
- Cannon Cyborg name changed to Tachyon Cyborg
- Reduced firepower of Elite Ranger, Militants and Peacekeepers
- Mammoth Tank strength changed from 200 to 330 (still uses concrete armour type)
- Mammoth Tank firepower changed from 50 to 80
- Renamed Poof Balls to Burst Pods
- Redeemer Drone now available as a Crate Goodie
- Toxin Truck (Tib Demo) now uses a new Image via rules.ini (Until further notice)
- Toxin Truck / Carrier explosion image changed
- Burst Pods now use Explodes=yes
- Changed warhead to ORCAHE on TDMSM and GTMSM
- 'Viper' Drone weapon slightly more effective against light armour
- Old Viper Drone (or Cobra) completely removed from INI files (Image remains for possible future usage)
- Viper, Cleaver and Demolition Drones no longer use IonSensitive weapons (Cyborgs still do)
- Changed name of Hover Mobile Sensor Array to Mobile Sensor Vehicle (MSV)
- Changed name of Deployed Sensor Array to Deployed Sensor Vehicle

Map & Campaign changes & additions:

- Added Nuclear Town [2]
- Added new version of Creepy Canyon [2]
- Added Sedona's Past [6]
- Added Twinside [4]
- Added GloboTech Storm Arena [4]
- Added Russet River [5]
- Added Redemption [4]
- Added Zone 59 [6]
- Added City in Conflict [8]
- Added Sandscape [2]
- Added Humidity [4]
- Added Collision [3]
- Added Iota City [4]
- Added Death From Above [2]
- Replaced Laser Fencing on multiplayer maps with new Web Spider
- Changed map name County Sling [4] to Chaos County [4]
- Removed the following multiplayer maps due to being outdated
----- Arden River
----- Hazard
----- Pakal-Witz
----- Midnight Fury
----- The Edge
----- Climbatize
----- Arkus Wastes
----- Plexus
----- Pentagram Redux
----- Zeta City
- Updated 20 Maps to allow Naval Warfare
- Added Nod Mission 10
- Replaced Vipers with Inferno Tanks on Nod Mission 10
- Reduced Ion storm bolt damage on Nod Mission 10
- Fixed guard-mode units on GDI Challenge 1
- Added Placeholder Missions for Nod 8 and 9
- Renamed campaign map filenames from gdi#a/nod#a to g1/n1
----- Also applied to mission/battle/mapsel.ini
- Mission 7 now launches correctly after mission 6
- Updated missions to compensate for new structure foundations
- Modified Nod Mission 6
----- Disabled flashing light triggers (as pretty as they are, the lag makes the mission difficult to enjoy)
----- Added interior voice triggers
----- Disabled the first moving train to prevent instant loss of troops at the start
----- Damage method removed from Delition Drones and effect explosions (prevents lag and losing units whilst trying to evacuate)
----- Boosted the exit timer from 1 minute to 2:30 minutes
- Fixed explosion lag on Nod Mission 7
- Modified GDI Mission 7
----- Commando weapon changed
----- Added additional enemy units
- Added new Campaign Specific Structure (Remains unnamed here)
- Added new Campaign Specific Soldier (Remains unnamed here)
- Added new Campaign Specific Sound effect (Remains unnamed here)
- Added GDI Mission 8
----- Updated (17 August 2012)
- Fixed Stuck Harvester Bug on GDI Mission 5
- Fixed Deadwinter Invastion Revisited [4] selection issue
- Fixed Nod Mission 4 crash
- Added Nod Mission 11
- Added Nod Mission 12
- Added Nod Mission 13
- Added GDI Mission 6

Image & Sound changes & additions:

- Added new GloboTech Engineer Image
- Added new GDI Siege Infantry Image
- Added new Sraight Dirt Road images
- Added new Bendy Dirt Road images
- Added new Junction Dirt Road images
- Added new Dirt Road Slope images
- Added new Dirt Road to Paved Road images
- Fixed Infested Paved Water cliff tiles
- Fixed Infested Wakes on Nod Mission 10
- Fixed Low Paved Cliff Shore Tiles
- Improved quality on several Dirt Roads
- Improved quality of Natural Water Crossings
- Improved quality of Natural Water Crossings
- Added new Infested Water Crossings (Same section as Natural Water Crossings)
- Updated meteor and tiberium spreader images
- Added 14 new Ruins structures
- Added new Infested High Paved Water Cliff tiles (Added to the High Pavement Water Cliffs section in FinalTI)
- Updated Stinger Image
- Added 5 new High Clear Concrete Cliff variations
- Added 5 new High Concrete Cliff variations
- Added 5 new High Water Concrete Cliff variations
- Added 5 new High Infested Concrete Cliff variations
- Added new Low Natural Cliff set
- Fixed several broken Framework mode sets for Final TI
- Fixed Infested water crossing colouring
- Added new DBAK6440.PCX for new dialogs
- Added new Goliath Tank image
- Changed Goliath Voiceover (Kept old voiceover for a future/current unit voiceover replacement)
- Fixed Palette error on BIGBILL2
- Added new GDI Communications Center Image
- Added new GDI Barracks Image
- Added new GloboTech Barracks image
- Added new GloboTech Radar Array image
- Added new Goliath cameo
- Added new Vulcan Tower image
- Added new Vulcan Tower cameo
- Added new Vulcan Tower upgrade cameo
- Added new missing cameo image
- Updated Nod missing building and missing unit cameos
- Updated GDI missing building and missing unit cameos
- Added new RPG Tower image
- Added new RPG Tower cameo
- Added new RPG Tower upgrade cameo
- Added new Comm. Center cameo
- Added new GDI Barracks cameo
- Added placeholder cameos for GDI Harvester and Railgun Tank
- Added placeholder cameos for GDI and Nod Repair Tanks
- Added new Gatling Tower image
- Added new Gatling Tower cameo
- Added new Gatling Tower upgrade cameo
- Added additional tiles to the Interior Cliffs set
- Added new EMP Cannon image
- Added new EMP Cannon Cameo
- Updated Rocketeer Image
- Added new Ion Cannon Impact animation
- Added Placeholder cameos for ship yards and all naval units
- Added additional Damaged Paved Roads tiles
- Added generic MCV Voiceover
- Added new Nod MCV and GDI MCV voiceovers for future usage
- Added Generic Submarine Voiceover for future usage
- Added Generic Robotic Voiceover for future usage
- Added GDI Destroyer Voiceover
- Added GDI Gatling corvette Voiceover
- Added GDI EMP Frigate Voiceover
- Added GDI Railgun Cruiser Voiceover
- Added Nod 'Kraken' Drone Carrier Voiceover
- Added Nod 'Hydra' Missile Sub Voiceover
- Added Nod 'Phantom' Plasma Warship Voiceover
- Added new 'Scorpion' Light tank Voiceover
- Added new 'Infector' Voiceover
- Replaced old music track "Despair" with new version
- Added new music track "Adrift"
- Added new music track "Killing Fields"
- Added new music track "Stalkers"
- Added new Chain Link Fence cameo
- Added new Redeemer Drone cameo
- Improved Tachyon Cyborg cameo
- Added new images for Cleaver Drone mine and Cleaver Drone deploying animation (Placeholders until further notice)
- Added new Burst Pod images (replaced old Poof Balls)
- Added new Tiberium Truck (Toxin Bomb) voiceover
- Added new 'Viper' Drone image
- Added new 'Viper' Drone cameo
- Added new 'Scorpion' Light Tank cameo
- Added new Hover MSA image
- Added new Deployed Hover MSA image

```

### PB3

```
- Demolition Drone damage reduced (Can no longer destroy a Construction Yard)
- Nod Harvester, Mole Artillery ZFudge keys fixed so they aren't partially visible through bridges/tunnelexits anymore
- Nod Radar has NoAutoFire=yes to prevent it from uncloaking when Stealthed
- Nod Radar warning animation range increased, now matches that of the GDI Sensor Array.
- Hornet no longer lands on an empty helipad once it returns to base
----- Hornets are still constructed from a Helipad
- Nod Tiberium Silo added (Techlevel=-1 and for campaign/maps only)
- Nuke areadamage range and damage slightly raised via an additional field of flames
- Online chat messages now stay on screen for longer
- Added updated version of Omicron City (2-7)
- Added huge new variety of City Sidewalk tiles
- Added new Banshee Interceptor Image
- Modified Animation palette. Explosions etc. are now more saturated
- Added high pavement cliff water cave tiles
- Added Dark City Pavement to Light City Pavement tiles
- Fixed names on certain structures
- Added new image for Derelict House structure
- Removed Light posts from several structures
- Added second Derelict House sturcture
- Added new Dumpster images
- Updated Twisted Dawn Nod Artillery image
- Added additional Water Cliff detail tiles
- Added Sigma City (2-4)
- Added Between A Rock... (2-3)
- Changes to AI.INI
----- multiple doubled scripts removed
----- 085F3E00-G changed into engineer conyard attack (was a refinery attack which is already done by 085F3980-G)
----- building indexes fixed when wrong and adjusted due to modified buildingtypes list
- Added UseNormalLight=yes to several explosions
- RPG tower upgrade weapon system refined
- Nod SAM Bunker added
- sound.ini ordered (ambient sounds can be found better and will work when triggered on maps even after new sounds have been added)
----- duplicate entries removed; unused very bad sounds removed (also deleted from the mix)
- Renormalized Orca Fighter, Bomber and Immobilizer
- New GDI Barracks added
- Fixed Veinholes on Between A Rock... (2-3)
- Fixed Cliff Errors on Between A Rock... (2-3)
- Modified Aboreus Abyss (2) and Zeta City (2-8) for new SAM and Barracks foundation
- Edited campaign maps for new SAM and Barracks foundation
- Disabled smoke triggers on Omicron City (2-7)
- Added Pentagram Redux (2-4)
- Added Tournament Island (2-4)
- Added Old TD Orca
- Added new Laser Spark animations
- Laser Turrets, Obelisk of Light's, Viper and Hornet Lasers now have custom Piff animation
- Added Nod Challenge 01
- Fixed Filename Error on some Terrain Tiles
- Fixed Voices on Old M.C.V. and Old Harvester
- Added ...And A Hard Place (2-6)
- Restored ReloadRate= back to .5
- Infantry settings remastered:
----- Peacekeeper Strength increased by 30, weapon range increased by 1 & more effective against Infantry
----- Militant Strength increased by 30, weapon range increased by 1 & more effective against Infantry
----- GloboTech Ranger Strength increased by 50, weapon range increased by 1 & more effective against Infantry
----- GloboTech Guardian Strength increased by 10 and Cost raised from 450 to 550
----- GloboTech Exo-Suit Strength increased by 40 and weapon ranged increased by 2 (Increased by 3 for elite weapon)
----- Grenadier Strength increased by 20, weapon range increased by 1 & more effective against Vehicles and Structures
----- Tank Hunter Strength increased by 10
----- Incinerator Strength increased by 50 and weapon more effective against Infantry and Light Vehicles
----- Rocketeer Strength increased by 30, weapon range increased by 3 and sight raised from 6 to 8
----- Sniper Strength increased by 20
----- Railgun Commando Strength increased by 20
----- Vulcan Cyborg Strength increased by 20 and weapon range increased by 1 & more effective against Infantry
----- Cannon Cyborg Strength increased by 20 and weapon range increased by 1 & more effective against Vehicles and Structures
----- Reaper Cyborg Strength increased by 20
----- Cyborg Commando Strength increased by 10
----- Infector Strength increased by 30 and weapon range increased by 2 (Increased by 3 for elite weapon)
- Modified Nod Challenge 01 -- Enemy units no longer target Nod Civilian structures
- Flame Tank weapon slightly more effective against all armor types
- Obelisk of Light cost increased to 1500
- Scatterpack Strength, Sight and Weapon Range increased
- Laser Turret and Vulcan Tower firepower slightly increased
- Goliath Slightly stronger against Heavy Armor
- Modified Campaign missions to acknowledge the new changes
- Vulcan Battery now uses separate weapon code rather than sharing the same as Vulcan Tower Upgrade
- SA Warhead now slightly less effective against structures
- The three structure rocks are now destroyable
- Fixed a Cliff Error on Black Swamp (2-4)
- Renamed Tournament Island (2-4) to Tournament Platform (2-4)
- Added new version of Tournament Platform (2-4)
- Added Old Ratel-20 Nod APC
- Incinerators now more effective against Light Vehicles and Structures
- Added new Laser-Fire sound
- Re-wrote entire credits list
- Reduced concrete wall cost to 100
- Increased Strength of concrete walls
- Added new FireBurst2 Warhead
- Inferno now more effective against light vehicles and structures, Strength also increased by 20
- Old TD Artillery weapon refined
- Fixed FLH of Old TD Artillery
- Hornet Firepower slightly increased
- S.A.M. Bunker Armor slightly decreased
- GloboTech Exo-Suit Strength increased by an extra 20
- GloboTech Guardian Range increased by 1
- Fixed a bug on Nod Mission 2 (Guardians blowing themselves up)
- Nod Mission 3 fixed
- Added additional lines to Tutorial.ini
- Fixed Shores in Marble Madness mode
- Fixed Infested Water in Marble Madness mode
- Fixed Infested Shores in Marble Madness mode
- Added County Sling (2-4)
- Changed codes of EMP Battery on The Triple 'S' (2-6)
- Modified EXE to play Post War Melancholy on the Credits screen
- Fixed glowing pixels on MLRS Walker and GDI Barracks
- Crash 1 - Crash 7 are now destroyable
- Removed Bright=yes from Exo-Suit Grenade launcher
- Renamed Crash 1 etc. to Vehicle Debris
- Added Nod Mission 7
- Changed Twisted Dawn Hum-Vee's weapon
- Boosted Strength of Twisted Dawn APC and Ratel-20 APC
- Modified Crash 1 - Crash 7 SHP's for damage frames
- Modified Pyramid SHP's for damage frames
- Swapped Stripped of Life and Despair track numbers
- Improved TD APC and TD Ratel Weapons
- Fixed name on TD Attack Buggy
- Tiberium Spires are now listed under the Doodads section in FinalTI
- Each Mission can now be selected manually in the campaign list (feature will be removed for Public release)
- TypeImmune=Yes applied to Incinerators
- Added Nod Mission 6
- Added Twisted Dawn SSM Launcher
- Added EVErgrowing Infestation (2-4)
- Fixed Splash and Wake animations on Remnants (2)
- Added fixed Water Cave tiles
- Added Fixed Mammoth Mark II Voxel
- Updated Credits
- Added many new Debris tiles
- Added TiberianFuture Billboard
- Added Rampastein Billboard
- Added Dutchygamer Billboard
- Fixed some older Debris tiles
- Auto-colored many terrain tiles which still used the black defaults
- Updated EVErgrowing Infestation (2-4)
- IE Dialog changed to show the necessary except information for easier noting
- Bridgeheads modified
- Fixed several Concrete Water Cliff tiles
- Replaced old bus stops with new and improved image
- Added two new bus stop variations
- Added new Orca Carry-All image
- Added new Orca Carry-All cameo
- Replaced all 4 benches with new images
- Added GDI TD Chinook
- Added Nod TD Chinook
- Replaced Junk House Building with improved image
- Added new Awning Doodad
- Junk House now uses a 2x2 foundation
- Added new 4x4 Water Silo city structure
- Replaced Pumping Station with improved image
- Added second Water Silo city structure
- Added improved Stinger image
- Resized TD Artillery
- Resized TD Flame Tank
- Changed Credits Theme to Funker Vogt - From the Flames
- Added Tiers of Sorrow II (2)
- Added 2 new Dumpster images
- Hover APC now shows all 8 Passenger pips
- GloboTech Armadillo APC now carries up to 10 passengers and shows all 10 Passenger pips
- Old TD Chinooks now carry up to 10 passengers and shows all 10 Passenger pips
- Orca Transport now carries up to 8 passengers and shows all 8 Passenger pips
- Added improved Old Flame Tank image
- Added Badlands Duel [2]
- Added Cruentus Canyon [2]
- Changed Brackets in map names "()" to square brackets "[]"
- Added new Scorpion Light Tank Image
- Added new Laser Turret Image (Temp)
- Added new Nod Helipad Image and Cameos
- Fixed attack sound on BUG mutation (was using missing sound)
- Added new Tremor mutation
- Fixed GDI Barracks Armor
- Modified Float SpeedType (Will be altered for Navy Purposes in the future)
- CITY54 Foundation changed to 2x2
- Infector Speed and Armor increased
- Added new version of Tournament Platform (2-4)
- Updated Nod Mission 7
- Added new Nod Tech Center and Cameos
- Added new version of Twisted Dawn Light Tank
- Added Epsilon City [2-6]
- Nod Radar has working warning sound again
- Muzzle flash alphaimage added
- Nuke alphaanim added
- Scatterpack tracerbullets added
- Scatterpack aa weapon fixed
- MMKII FireFLH fixed
- MMKII railgun enhanced with alpha effect
- Fixed Bridge and Train Track visibility in Final TI
- Added new Dock Crane civilian structure
- Added new Railgun Tank image
- Infector Web Launcher range increased
- Railgun Commando weapon range increased
- Tech Center strength increased (Both GDI and Nod)
- Applied Drop Pods Superweapon to GDI Tech Center (Testing and up for staff discussion)
- GDI and Nod Tech Centers can now be powered on and off
- Grenadier weapon speed increased
- Grenadier elite weapon added
- Added new Radar Scan Drone icon (GDI & Nod)
- Added new Ion Cannon icon (GDI & Nod)
- Added new Orca Fighter icon (GDI & Nod)
- Added new Orca Bomber icon (GDI & Nod)
- Added GloboTech Desert Arena [4]
- Added GloboTech Forest Arena [4]
- Gatling Tower Upgrade strength increased
- Added DUMMYUP Upgrade to GDI Barracks and changed WallTower= value to DUMMYUP -- As a result of this:
----- AI now builds all three defense structues
----- AI now ignores the component tower logic
----- AI can now use the defense upgrades
----- All three defense structues can now use their own custom image rather than using the same base
- Changed Default lighting values on Invisible Light Posts and Spreaders (Red, Green, Blue, Purple and Yellow)
- Commented out Trailer animations on large debris (Massive Lag reduction)
- Added GloboTech Water Arena [4]
- Modified Menu Interface via Twistage.dll
- Added Outlying Locality [6]
- Replaced Component Towers on maps with actual Vulcan/RPG/Gatling Towers (Component tower placement can result in an IE)
- Twistage.dll modified to use default 800x600 Dialog
- Began replacing several minimaps with new high res. style
- Expanded upon City Sidewalk set
- Expanded upon Large City Additions set
- Added 6 new Spark/Smoke explosions (SPSMEX01 - SPSMEX06)
- Added new blue plasma explosion (PLASEX01)
- Added new SMOKEY2 trailer animation to several weapon projectiles
- Added new SMOKEY3 trailer for smaller projectile trailers (Tank Hunter and Hov-Vee for example)
- Sensor Array now uses a small machine gun whilst mobile
- Added new GloboTech Hum-Vee image
- Added new Twisted Dawn GDI Hum-Vee image
- Added new Ion Storm Rocket Hum-Vee image
- Added new General Owen Hum-Vee image
- Added new Twisted Dawn GDI Avenger image
- Added new GloboTech Light Tank Image
- Added new GloboTech Mobile SAM Image
- Added new Twisted Dawn Ratel-20 Image
- Added new Twisted Dawn Flame Tank Image
- Added new Twisted Dawn GDI APC Image
- Added Twisted Dawn Apache
- Added GloboTech Ambulance
- Added GloboTech Mutated Arena [4]
- Added new GloboTech Guardian Image
- Added Volcano [3]
- All Minimaps Replaced with new High Detail versions (RANT! RANT! RANT! RANT! RANT!)
- DirtDevils added (special building "Dirt Devil Spreader" added for mappers)
- Nahpad animationslist bug fixed (used wrong number)
- Apocalypse Missile now needs the techcenter to load and fire (SW is not available if either temple or tech center is missing)

```

### PB1 Patch A

```
- Added new Nod Harvester Image, thus old Harvester HVA Bug is resolved
- Scatterpack Speed decreased
- Updated Credits
- Decreased Damage inflicted on Infantry by Forest Fires
- Decreased number of debris spawned by certain vehicles and structures
- Decreased Damage inflicted by some debris pieces
- Nod Mission 5 now launches properly after Nod Mission 4
- Advanced Tiberium Reactor Requirement changed to Tiberium Reactor and Radar
- Advanced Tiberium Reactor is no longer one of the Mobile Structures

```