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  1. Command & Conquer™ 3 Kane's Wrath
  2.  
  3. Unofficial Patch 1.04
  4.  
  5. BETA 0.1
  6.  
  7.  
  8. ==================================================================
  9.  
  10. This Patch actually start it's balances changes Not from EA's ver 1.02
  11. But rather from my Kane's Wrath Classic Mod which have it own balances changes that mostly changed
  12. ver1.02 balance to how ver1.00 was while keeping the bugsfixes and the good stuff
  13.  
  14.  
  15. You can see it as if the patch started from ver 1.00 with the addons and bugs fixes of 1.02
  16.  
  17. ----Please note that this patch don't relate in any way to the Unofficial Patch 1.03----
  18. Unofficial Patch 1.04 just take some bugs fixes and really a few ideas from 1.03
  19. (which I didn't simply copy paste, but rather had to find and change manually... )
  20.  
  21.  
  22.  
  23. So please see Kane's Wrath Classic v1.00 Mod Change log before you will see the Unofficial Patch 1.04 log
  24.  
  25.  
  26. P.S if you see "(Still at work)" near some unit or anything I wrote in the change log then that mean that
  27. there's still things that need to be added or changed for that unit/structure/etc
  28.  
  29.  
  30. ==================================================================
  31.  
  32. Bugsfixes:
  33.  
  34.  
  35.  
  36. Sonic Repulsion Field and Laser Fencing no more works on Damaged structures (Structures with Yellow or Red Health bar) Since it caused a bug that didn't let players to capture/repair any build with engineer after Sonic Repulsion Field or Laser Fencing had been used on a building when it was on Damage state
  37.  
  38.  
  39. Fixed a bug that caused All GDI's factions Reclamator Hub to not show green gas effect if they were captured by other None-GDI factions
  40.  
  41.  
  42. Wolverines and Titans now properly showing their EMP animations when they been EMP'd
  43.  
  44.  
  45. Fixed a bug which caused Tiberium Troopers and Redeemer with Liquid Tibirum Cannon to deal damage before their liquid tiberium spray effect even hit the target
  46.  
  47.  
  48. Fixed a bug where Black Hand's Flame tank didn't showed it's flame effect and didn't got Veteran in certain circumstances
  49.  
  50.  
  51. Fixed a bug where Black Hand's Commando and Black Hand Squad didn't got Heroic/Veteran in certain circumstances
  52.  
  53.  
  54. APCs/MRTs no longer uses NOD's cursor for their Mines Field ability, instead they will show their own cursor
  55.  
  56.  
  57. GDI no longer uses NOD's mines skin and now have their own mines with orange skin
  58.  
  59.  
  60. Fixed a bug which didn't let Scrin faction's Drones/MCVs to pass above certain walls
  61.  
  62.  
  63. Fixed a bug which caused Supersonic Air attack to not damage any Scrin faction's Drones/MCVs
  64.  
  65.  
  66. All of Scrin faction's Drones/MCVs are now properly heal/fix by the Gravity Stabilizer's Repair Drones
  67.  
  68.  
  69. Traveler 59's Devastator Warship and Planetary Assault Carrier No longer shows their engine's effect on random occasions like when they damage even when the Traveler Engines upgrade Not been purchase yet,
  70. They won't show their Engines effect at all when they cover in Ion Storm, I don't sure how solve this bug but at least they not have buggy effects on normal status
  71.  
  72.  
  73. All Mutant's units now shows rank icon next to their health-bar, Mutant Marauders now properly show their promotion effect when they level up
  74.  
  75.  
  76. Fixed Visceroid's animation bug that made it show it's attacking animation while chasing after enemy's unit
  77.  
  78.  
  79. Ion Storms no longer prevent placing of buildings underneath it
  80.  
  81.  
  82. Units teleported via Mastermind to an Ion Storm are no longer killed
  83.  
  84.  
  85. Most sonic weapons in the game now don't causes friendly fire anymore,
  86. The firendly fire caused Shatters and Zone Shatters to kill each other in matter of minutes if the player didn't put them in the right formation
  87.  
  88.  
  89. Corrupter and Tiberium Troopers can now heal Viseroids and Mutants (Mutant Marauders, Mutant Commando) (bug)
  90.  
  91.  
  92. Prodigy's Area mind control no longer mistakenly take over Epic unit
  93.  
  94.  
  95. Zone Raiders no longer garrison Foxholes (Bug)
  96.  
  97.  
  98. Fix a bug where Zone Troopers/Zone Raiders ungarrisoned weapon range was left unchanged even after the player bought the Scannerpacks upgrade
  99.  
  100.  
  101. Added better description about the NOD's Radar Jamming Missile Time limit
  102.  
  103.  
  104. Added better description about the Venom's Signature Generators
  105.  
  106.  
  107. Corrupter spawn Visceroids again Only when it's weapon kill Human based enemy
  108.  
  109.  
  110. Fix a bug that prevented some Epic units from Crushing other units in rare occasion (Seem like it still happen sometimes with the Eradicator)
  111.  
  112.  
  113. Fix reload sounds for Hardpoints upgraded GDI Orca, ZoneOrca , Firehawks
  114.  
  115.  
  116. Fix a bug where GDI's Zone Troopers didn't were able to use Steel Talons Railgun Accelerators special power in a certain circumstances
  117.  
  118.  
  119. More info was added in regard to which units are heals by Tiberium and which units are immune to Tiberium in the unit's descriptions
  120.  
  121.  
  122. Purifier's / Avatar's Flame thrower will now properly shows damage skin when being damages
  123.  
  124.  
  125. Purifier's Blue Flame effect is now properly consistent (was inconsistent before and stop/shoot/stop while firing)
  126.  
  127.  
  128. Eradicators will now properly shows their damage skin when they being damages
  129.  
  130.  
  131. Fix Scrin's/Reaper17/Travelers59 Victory music (They used the NOD's Victory music instead of their own)
  132.  
  133.  
  134. Mechapede no longer shows Shock Trooper's formation icon when the player order it to get into formation
  135.  
  136.  
  137. Grenadier Squad's formation icon no longer shows Missile squad's formation icon
  138.  
  139.  
  140. Visceroids now properly show their description
  141.  
  142.  
  143. Fix a bug with Redeemer getting stuck when attempting to garrison it with a lone NOD's Confessor or Black Hand's Disciple from an upgraded squad
  144.  
  145.  
  146. Awakening's formation icon no longer shows Black hand's formation icon
  147.  
  148.  
  149. Fix the Vertigo's Disruption Pod and the Orca's Sensor Pods descriptions
  150.  
  151.  
  152. Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly repair drones
  153.  
  154.  
  155. Crates now properly display their names instead of just display the word "Crate"
  156.  
  157.  
  158. Marked of Kane's Fanatics now properly gain health and speed effect when they Upgraded with Tiberium Infusion (EA's bug)
  159.  
  160.  
  161. Tiberium Troopers and Redeemer with Liquid Tibirum Cannon can now slow down NOD's, MOK's, BH, Avatars and Purifiers (Bug)
  162.  
  163.  
  164. Remove the GDI/ZOCOM Armory's option to add Rally point since it EA bug that most of the times don't work
  165.  
  166.  
  167. Fix bugs of some unit's Icons Order and descriptions and added new units in the World Conquest mod
  168.  
  169.  
  170. Steel Talon's and ZOCOM's Surveyor now properly spawn their own Output (they spawned GDI Output before)
  171.  
  172.  
  173. Fix a bug with NOD's and Marked of Kane's Buggy's description
  174.  
  175.  
  176. NOD's Raider Buggy now able to detect stealth like the rest of the Buggies
  177.  
  178.  
  179. Scrin's, Traveler59's and Reaper17's Shock troopers and Cultist icons swapped with the Ravager icon at the Portal to mirror Nod's Barracks
  180.  
  181.  
  182. GDI's and ZOCOM's Commando icon swapped with Zone Troopers/Zone Raiders at the Barracks to mirror Nod's and Scrin's Barracks
  183.  
  184.  
  185. Vertigo's Disruption Pod will now properly show it own picture (Not Orca's Pod picture)
  186.  
  187.  
  188. Fix a bug where ZOCOM's Predators give far too much experience when destroyed and taking multiple times long to level up.
  189.  
  190.  
  191. Fix a bug where the Ion cannon's Antenna don't been showed correctly at the time of the launch
  192.  
  193.  
  194. Fix a bug with the Ravager's Tiberium Agitation which didn't let it use it on Scrin's Devourers and Corrupters, Reaper 17's Shard Walker and Liquid Tiberium Transport was also added to the list since they also made from tiberium
  195.  
  196.  
  197. Added more information in different descriptions to make things more easier for players (Scrin's Warp Sphere and Hive, Tiberium Vibration Scan, and Power Signature Scan support powers)
  198.  
  199.  
  200. Fix a bug where GDI's, Steel Talon's, and ZOCOM's, MARVs didn't requires Tech Center as prerequisite (Other Epic units Did requires their Tech lab)
  201.  
  202.  
  203. Fix a small bug with Reaper 17's Tripod husk description
  204.  
  205.  
  206. Fix a small bug where Travelers 59's Tripod husk shows missing description
  207.  
  208.  
  209. Fix the Tripod's and Reaper Tripod's descriptions
  210.  
  211.  
  212. Fix a bug where Specter's bombarding kills friendly Shadow's beacons.
  213.  
  214.  
  215. Fix a bug where Marked of Kane's Attack Bikes cannot be commandeered by Marked of Kane's and Nod's Avatars
  216.  
  217.  
  218. Fix a bug where Marked of Kane's Avatar don't spawn MoK Avatars husks correctly (It spawned Nod's Avatars husks instead)
  219.  
  220.  
  221. Fix a bug that made all Epic unit's factories to randomly and globally show their repair circle (even to the enemies)
  222.  
  223.  
  224. Fixed health and speed inconsistencies for some faction's transport
  225.  
  226.  
  227. Steel Talons Slingshot and Wolverine icons swapped at the Reclamator Hub to mirror the War Factory
  228.  
  229.  
  230. Scrin's faction MCVs/Drones No longer able to crash Motherships
  231.  
  232.  
  233. Zocom's RIG won't show anymore that it have Railgun upgrade when it unpacked into Battle Base (it happened since it spawned GDI's RIG and GDI's Battle Base instead of ZOCOM's)
  234.  
  235.  
  236. Fix a small bug with the Corrupter's healing ability
  237.  
  238.  
  239. ZOCOM's Conyard now properly spawns ZOCOM's Riflemen and Engineer when sold (It spawned GDI's Riflemen and Engineer instead)
  240.  
  241.  
  242. Nuke Transport Truck No longer shows Nod's nuclear missile when destroyed (EA Bug)
  243.  
  244.  
  245. Fix ordering of upgrade buttons on ZOCOM and Steel Talons Command Posts to match GDI
  246.  
  247.  
  248. ------------------------------------------------------------------------------------------------------------------------------
  249.  
  250. Game Changes:
  251.  
  252.  
  253.  
  254. Each faction now have their own Load Screen music
  255. (Nod's factions loading music was left unchanged,
  256. just GDIs and Scrin factions will have different music at the load screen)
  257. Observer and Commentator also have their own load music
  258.  
  259.  
  260. Four new colors were added for all factions in the Skirmish menu:
  261.  
  262. Black, Burgundy, Dark Green, and White
  263.  
  264. Some nice C&C4 Easter eggs were added to the game
  265.  
  266.  
  267. EA's logo from the game's startup as been Replaced with new picture
  268.  
  269. EA's logo Kane's Wrath Logo in the main menu been changed a bit
  270.  
  271. Skirmish menu picture (the Black Hand's soldier) had been replaced with other picture
  272.  
  273.  
  274. ------------------------------------------------------------------------------------------------------------------------------
  275.  
  276. Global changes:
  277.  
  278.  
  279.  
  280. A few Unpack/Repack icons had been changed to the following units:
  281. Rig's unpack button,
  282. Battle Base's repack button
  283. All Nod's Reckoner unpack buttons
  284. All Scrin's MCVs and ConYards unpack and repack buttons,
  285. All Nod's MCVs and ConYards unpack and repack buttons,
  286. All GDI's MCVs and ConYards unpack and repack buttons.
  287.  
  288.  
  289. Wild Ironbacks will be nearby Red Tibirum Fields and will randomlly crush units (Still at work)
  290.  
  291.  
  292. Fanatics and Adult Visceroid now have different explosion effect when they Heroics
  293.  
  294.  
  295. Any Alien's Liquid Tibirum based Weapon (Include Visceroids even though they don't belong to the Scrin), and Green/Blue Tibirum Crystal's Damage
  296. Will transform most infantries type (Aside from Armed tier 2-3 infantries or Cyborgs) into Visceroids,
  297. Tibirum Trooper's weapon and the Redeemer's Liquid Tibirum Cannon Not causing Visceroids transformation effect
  298. Because their Liquid Tibirum weapon is made from other method and is not the original Tibirum Liquid that the Scrin uses
  299. therefore it cause Slow down effect on vehicles instead.
  300.  
  301.  
  302. Ravagers from all factions can now shot aircrafts
  303.  
  304.  
  305. Space Command Uplink, Tiberium Chemical Plant, and Signal Transmitter, Now can only be built once, they will provides additional income
  306. This may help in the end-game or in situations where players been locked up in their base and were up against MARV which harvested all of their tibirum
  307.  
  308.  
  309. Laser Fencing Can now work with ally NOD/Black Hand/Marked of Kane structures
  310.  
  311.  
  312. Sonic Repulsion Field Can now work with ally GDI/ZOCOM/Steel Talons structures
  313.  
  314.  
  315. Behemoth's Husk, Reaper Tripod's Husk, and Purifire's Husk, Now have new picture to each of them
  316.  
  317.  
  318. Jumpjets start-up and post landing delay time had been reduced
  319.  
  320.  
  321. Delays to Mantis preattack and Orca Sensor Pod deploy delay had been reduced
  322.  
  323.  
  324. Repair rate had been doubled for all Combat Support Airfields, they also now spawn 4 drones instead of 2, Their description had been fixed and now show sub factions names and not just "GDI" and "NOD"
  325.  
  326.  
  327. All NOD and GDI MCVs can now crash tier1 and tier2 units while All of Scrin MCVs can crush tier3 units only when the player unpack them directly above these units,
  328. All MCVs have 25% more armor against cannons and 20% more armor against rockets, Health increased from 5000 to 8000 (To the MCVs in unit mod and Not in building mod)
  329. This may give a small escape chances for runners
  330. Also Marked of Kane, Black Hand, Steel Talons, and ZOCOM now have new skins to each of their MCVs
  331.  
  332.  
  333. All factions now have Walls
  334.  
  335.  
  336. All Air Transport's speed had been increased to 250,
  337. They now can also carry allies and have 40% more armor,
  338. All Air Transports Health had been even to 2500, This also include the Air Transports of all GDI, Zocom, Steel Talons Special powers (Sharpshooter Team, Airborne, Bloodhound)
  339. "Take Off And Landing Slow Down" Time been reduced from 1.5s to 0.5s, "Take Off And Landing Slow Down Delta" been increased from 35 to 50,
  340. And Take Off And Landing Speed been increased from 6 to 40, Cost had been increased from 200$ back to 500$
  341. -
  342. -
  343. -
  344. In short all of these changes make the tarnsports more faster when load and drop infantries/vehicles and give them more armor and health,
  345. It will hopefully going to give Air transport more chances to deploy, load, and evacuate units without being destroyed and make players more reason to use them
  346. They also now have new pictures to each vehicles and infantry Transports
  347.  
  348.  
  349. Tiberium's Silos capacity had been increased from 2000 to 5000
  350.  
  351.  
  352. All Harvesters health increased from 4000 to 5200 again for all factions except Reaper 17 since their harvester already had 6000 HP
  353.  
  354.  
  355. All War Factories/Warp Sphere, Air Fields/Air Towers/Gravity Stabilizer, Combat Support Airfields, MRTs, and RIGs can now repair allies
  356.  
  357.  
  358. All Crates will now have new skins so that players will be able to quickly recognize them
  359. Unit Crate was added to the game, it will spawn random tier-1 units from the three factions (GDI, NOD, Scrin)
  360. A RA3's easter egg was added to the Unit Crates
  361.  
  362.  
  363. ------------------------------------------------------------------------------------------------------------------------------
  364.  
  365. Stealth Detector changes
  366.  
  367.  
  368.  
  369. Most infantries units don't detect stealth anymore, just several were left or changed in order to have more strategic uses
  370.  
  371.  
  372. GDI: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  373.  
  374. Commando's Stealth Detection increased from 100 to 250
  375.  
  376.  
  377.  
  378. Steel Talons: Rifleman Squad, Missile Squad, Grenadier Squad, are no longer able to detect stealth
  379.  
  380. Combat Engineer's Stealth Detection increased from 100 to 400
  381.  
  382. Steel Troopers Stealth Detection range is 400
  383.  
  384.  
  385.  
  386. ZOCOM: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  387.  
  388. Commando's Stealth Detection increased from 100 to 250
  389.  
  390.  
  391.  
  392. NOD: Militant Squad, Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth
  393.  
  394. Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4
  395.  
  396.  
  397.  
  398. Black Hand: Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth
  399.  
  400. Commando's Stealth Detection increased from 100 to 250
  401.  
  402. Confessor Cabal Can now detect stealth in 300 range (EA didn't gave them Stealth Detection to begin with so you may consider it as another Bugfix)
  403.  
  404.  
  405.  
  406. Marked of Kane: Awakened, Militant Rocket Squad, Saboteur, Fanatics, Tiberium Trooper, Enlightened, are no longer able to detect stealth
  407.  
  408. Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4
  409.  
  410.  
  411.  
  412. Scrin: Buzzers, Disintegrators, are no longer able to detect stealth
  413.  
  414. Assimilator, Stealth Detection increased from 100 to 250,
  415.  
  416. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  417.  
  418. Mastermind's Stealth Detection increased from 100 to 250
  419.  
  420.  
  421.  
  422. Reaper 17: Buzzers, Disintegrators, are no longer able to detect stealth
  423.  
  424. Assimilator, Stealth Detection increased from 100 to 250,
  425.  
  426. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  427.  
  428.  
  429.  
  430. Traveler 59: Buzzers, Disintegrators, are no longer able to detect stealth
  431.  
  432. Assimilator, Stealth Detection increased from 100 to 250,
  433.  
  434. Shock Troopers, Ravagers, are now able to detect stealth to 400 range
  435.  
  436. Cultist didn't were able to detect stealth to begin with and were left untouched
  437.  
  438. Prodigy's Stealth Detection increased from 100 to 400
  439.  
  440.  
  441. ------------------------------------------------------------------------------------------------------------------------------
  442.  
  443. GDI's armies global:
  444.  
  445.  
  446.  
  447. GDI's Sniper Team Squad now have second ability to call for Air strike, it will required GDI's Air Field and have 180s cooldown
  448. ZOCOM's Sniper Team Squad Now cost 1200$ and take 12s build time, Name changed to Zone Sniper Team, Zone Sniper Team now have second ability to call for Zone Air strike which shoot sonic grenades, it will required ZOCOM's Air Field and have 180s cooldown
  449. Both air strikes are weaker version of the normal air strike and the bombers have lower HP and can get killed, The Snipers won't place any Beacon to surprise the enemy
  450.  
  451.  
  452. MARV's Sniper weapon's attack range increased from 450 to 470 to fit the Sniper team range, Clip size had been increased from 2 to 6 to make this weapon more useful since most players rarely had reason to use it at all
  453. It now can also attack buildings and vehicles
  454.  
  455.  
  456. GDI's MARV now have Call for Airstrike ability that require at least one Sniper team in order to be use
  457. ZOCOM's MARV now have Call for Zone Airstrike ability that require at least one Zone Sniper team in order to be use
  458. The MARVs won't place any Beacon to surprise the enemy
  459.  
  460.  
  461. Orca's Sensor Pod now don't have self-destruct time limit and last until it been destroyed by enemy's unit on the ground But it does have self-destruct time limit if it been attached to unit, Now it also show Detect circle when it attached to unit,
  462. It also have 60s cooldown now,
  463. Added better description about the time limit
  464.  
  465.  
  466. GDI and Zocom Commandos now have AP AMMOs, Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow
  467.  
  468.  
  469. Armories can now heal ally's units
  470.  
  471.  
  472. GDI and Steel Talons Guardian Cannon damage with Railgun had been increased from 500 and 525 to 900 and 925
  473.  
  474.  
  475. Orbial Strike Special Power clip size had been changed from 15 to 20, weapon speed changed from 500 to 850, damage increased from 800 to 1200, Radius increased from 40 to 75
  476.  
  477.  
  478. Harvest time had been normalized to all GDI's subfactions
  479.  
  480.  
  481. Pitbull mortar upgrade now also give the Pitbulls Mortar Bombard second ability which work like the Juggernaut artillery but without requesting Sniper teams nearby, Suppression and Radius increased from 50 to 65, Damage increased from 300 to 600
  482. Pitbull will now reveal itself when it shoot mortar or uses Mortar Bombard ability since it like mini artillery now
  483.  
  484.  
  485. EMP Grenades upgrade's Weapon speed increased from 100 to 180 and it now have less pre attack delay
  486.  
  487.  
  488.  
  489. Special Powers:
  490.  
  491.  
  492. Ion Cannon attack range increased from 10000 to 15000, Radius increased from 250 to 300,
  493. The Ion Cannon's rays now also causes small emp to anything that touch them so that units won't be able to escape
  494.  
  495.  
  496. Upgrades:
  497.  
  498.  
  499. Slingshots will now have new skin when the Tungsten Shells Upgrade had been purchased
  500.  
  501.  
  502. ------------------------------------------------------------------------------------------------------------------------------
  503.  
  504. GDI
  505.  
  506.  
  507. Units:
  508.  
  509.  
  510. GDI's APC can now crush tier one infantry
  511.  
  512.  
  513. GDI's Shatter cost increased to 1500 and build time to 15s again
  514.  
  515.  
  516.  
  517. Special Powers:
  518.  
  519.  
  520. GDI's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s
  521.  
  522.  
  523. GDI's Airborne now cost 1200$ instead of 1500$ and spawn 2 more Rifleman squads and Missle squads instead of 4, Cooldown increased from 120s to 180s
  524.  
  525.  
  526. GDI's Sharpshooter Team now cost 2500$ instead of 3500$
  527.  
  528.  
  529. ------------------------------------------------------------------------------------------------------------------------------
  530.  
  531. Steel Talons
  532.  
  533.  
  534. Units:
  535.  
  536.  
  537. Steel Talon's MARV was replaced by the Mastodon, the Mastodon will have more speed, more health, and a bit more fire power then the MARV
  538. It can also garrison 4 squads which is fit for Steel Talons because they all about railguns and garrison,
  539. It cost 6000$ and take 60s to land,
  540. And The A.I apparently know how to use it but rarely do so (Set the A.I to Steamroller to increase the chances of it using the Mastodon if you wish)
  541.  
  542.  
  543. Steel Talon's Rifleman Squad's name, description, and skin, changed to Steel Rifleman Squad, Dig in ability changed to Steel Dig in ability,
  544. Steel Rifleman Squad's Dig in ability will spawn a Steel Foxhole which have 4 slots for garrison instead of 2, Steel Dig in ability now cost 300$ instead of 100$
  545.  
  546.  
  547. Titan's Un-upgrade Cannon damage increased from 450 to 500, and RailGun damage increased from 625 to 675
  548.  
  549.  
  550. Combat Engineer's attack range and vision range been changed to 200, Pre attack delay been reduced to 0.7s from 2s, Health had been increased to 100 and Damage increased to 75, Armor against guns had been increased by 20%
  551. This will make him a bit more useful from normal Engineer
  552.  
  553.  
  554. Steel Talon's Hammerhead Name, description, skin, and pic had been changed to Garrison Hammerhead, Garrison Hammerhead have Three garrison slots, Speed had been reduced by 45%
  555. Build cost increased to 1600 and build time to 16s
  556.  
  557.  
  558. Behemoth have two garrison slots to encourage players to use it's garrison ability at all
  559. Minimum Attack Range decrease from 100 to 80
  560.  
  561.  
  562. MRT's Repair ability had been increased from 87 to 150, MRT can now also crush tier one infantry and have attack cursor to make aiming more easier
  563. Move and Drop Off button replaced with Evacuate button for quick evacuation,
  564. MRT's repair drone was replaced with GDI's war factory drone since the MRT's drone was buggy as hell, Now it can also heal allies and the drones aren't limit to repair one target at a time anymore
  565.  
  566.  
  567. Steel Talon's Surveyor Now changed to Garrison Surveyor and it now unpack into Garrison Output which can garrison two infantry squads
  568.  
  569.  
  570. Steel Talon's Now have their own Zone troopers, Their name, Description, And picture, changed to Steel Troopers, their cost and build time is 1200$ and 12s
  571. Steel Troopers have MG rifles instead of Rail guns, they deal 65 Damage, have 6 clips, and take way less time to reload than normal Zone troopers and they also come in squad of three members while each have 350 HP,
  572. They can attack Aircrafts and good mostly against Infantries and Light Vehicles But they can handle tier 2-3 Vehicles and Structures once they are a lot in numbers,
  573. Steel Troopers have Bombardment jump-jets instead of normal jump-jets, letting them deal 1333 Damage to anything that they jump on or anything that in 50 radius of the land zone Include Structures
  574. They don't hit allies, And their Bombardment jump-jets are a bit faster and can fly to a bit more distant than normal jump-jets
  575.  
  576.  
  577.  
  578. Structures:
  579.  
  580.  
  581. Steel Talon's Reclamator Hub now changed to Mastodon Landing Zone, it have different skin and can call the Mastodon
  582.  
  583.  
  584.  
  585. Special Powers:
  586.  
  587.  
  588. Railgun Accelerators cooldown reduced 210s to 40s
  589. Damage penalty reduced 75 to 60
  590. Rate of fire increased by 100%
  591.  
  592.  
  593. Steel Talon's Bloodhound now spawn 3 Pitbulls and Wolverines instead of 2, it Now cost 2500$ instead of 3000$, Cooldown increased from 180s to 250s
  594.  
  595.  
  596. Upgrades:
  597.  
  598.  
  599. Adaptive Armor no longer reduces rate of fire by 25%
  600.  
  601.  
  602. ------------------------------------------------------------------------------------------------------------------------------
  603.  
  604. Zocom
  605.  
  606.  
  607. Units:
  608.  
  609.  
  610. Zocom's Predators now have Missile Launcher Upgrade that can be purchase in Zocom's Command Post,
  611. It deal 200 damage and can shoot aircrafts, it cost 1000$ and take 60s to be researched
  612.  
  613.  
  614. Zocom's Harvester Missiles now deal 400 damage instead of 200
  615.  
  616.  
  617. Zocom's APC can now crush tier one infantry
  618.  
  619.  
  620. ZOCOM's Orca name changed to "Zone Orca" in order to fit better to the Zone series
  621. Zone Orca cost and build time increased to 1300/13, Damage increased from 750 to 765
  622.  
  623.  
  624. ZOCOM's Rig name and des changed to Zone Rig, Zone Rig can unpack into Zone Battlebase which is equipment with grenades that shot sonic grenades
  625. Zone Rig cost increased to 2200$ and build time to 22s
  626.  
  627.  
  628. Zocom Can now build normal Shatter tank for tier 2 and Zone Shatter had been moved to tier 3 as a heavy unit.
  629. Zone Shatter Now have 10000 health points instead of 3400,
  630. it's radius had been increased from 350 to 375,
  631. Damage had been increased to 2300 and the Sonic's wave color had been changed to purple from the ordinary blue and the sound it make when shooting changed as well
  632. Speed had been reduced from 60 to 35,
  633. Cost now increased to 2800 and build cost to 28,
  634. Zone Shatter now required Tech lab in order to be build and no longer have Air Transport ability,
  635. it's Overload Sweep ability now deal 3000 damage instead of 1600 and take 30s to cooldown instead of 10s,
  636. Clip reload time had been increased from 0.3s to 1.03s
  637. Description changed
  638.  
  639.  
  640. Zocom's (Normal) Shatter cost and build time had been reduced to 1300$ and 13s
  641. It can now be picked up by transports as well (bug fix)
  642.  
  643.  
  644. Zocom's Orca Bombers (Orca's Strike and Zone Sniper's Air strike) Now have new metal/white Skin with Zocom icon on them
  645. They also have their own unit's picture
  646.  
  647.  
  648.  
  649. Special Powers:
  650.  
  651.  
  652. Zocom's Orca Strike now have 4 clips instead of 2
  653.  
  654.  
  655. Zocom's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s
  656.  
  657.  
  658. Zocom's Airborne now cost 800$ instead of 1000$ and spawn 2 more Rifleman squads and Missle squads instead of 4, Cooldown increased from 120s to 180s
  659.  
  660.  
  661. Zocom's Sharpshooter Team now cost 2500$ instead of 3500$
  662.  
  663.  
  664. Zone Raider Drop Pod: Zocom now have their own icon on their Drop Pod
  665.  
  666.  
  667. Upgrades:
  668.  
  669.  
  670. Missile Launcher Upgrade for Zocom's Predator tanks can be purchase in Zocom's Command Post,
  671. It deal 200 damage, and give Predators the ability to shoot aircrafts, it cost 1000$ and take 60s to be researched
  672.  
  673.  
  674. ------------------------------------------------------------------------------------------------------------------------------
  675.  
  676. Nod's armies global:
  677.  
  678.  
  679.  
  680. All Fanatic Squads from all factions can reach to Rank 3 now, So be sure to let them grab veterancy crates
  681.  
  682.  
  683. Fanatics now have 15% more speed when they Upgraded with Tiberium Infusion
  684.  
  685.  
  686. Cyborgs (Awakeneds and Enlighteneds) Now have resistant to Tiberium Crystals and uncrushable by tier 1 units
  687.  
  688.  
  689. Saboteurs can now repair allie's vehicles in close range, The healing rate is extremely low though
  690.  
  691.  
  692. Added more info in the description of the Dozer blades upgrade
  693.  
  694.  
  695. Nod's and Marked of Kane's Specters name now changed to "Stealth Specter"
  696.  
  697.  
  698. Nod's and Marked of Kane's Harvesters name now changed to "Stealth Harvester"
  699.  
  700.  
  701. Vertigo Disruption Pod now also show disruption circle when it attached to unit, Added better description about the time limit
  702.  
  703.  
  704. Raider buggy's Emp Burst duration seconds had been increased from 10s to 12s, Radius Changed from 100 to 250
  705.  
  706.  
  707. Beam Cannon's Charge Defenses ability now also works on friendly Obelisks
  708.  
  709.  
  710. Obelisks have more 15% Shroud clearing, Rate of fire, and Vision when Charge Defenses ability is on, and 20% more Range
  711. This will let it fire on artilleries when it have 4 Beam Cannons support it, Added better description about Beams limit
  712.  
  713.  
  714. Nod's Seed Tiberium Special power have more radius and bring more Tiberium, it's Air carrier now have 2500 HP instead of 600
  715.  
  716.  
  717. Nod Commando Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow
  718.  
  719.  
  720. Redeemer Tibirum trooper's turrets attack range increased from 250 to 370, It now can heal friendly Scrin units as well just like the Scrin's Corruptor (though it may be meaningless since it also use it's lazers)
  721.  
  722.  
  723. Redeemer's Rage generator radius increased from 500 to 1200, Duration increased from 06s to 15s
  724. The Redeemer will no longer reveal itself when using the Rage generator ability, CoolDown increased to 90s from 60s
  725.  
  726.  
  727. Redeemer's Rocket launcher turrets's ranged increased from 300 to 350, Clip size increased from 2 to 3
  728.  
  729.  
  730. Each faction's Redeemer now have different skin to it's flame thrower
  731.  
  732.  
  733. Marked of Kane's Redeemer machinegun turrets now shows the Marked of Kane's icon on them
  734.  
  735.  
  736. Black Hand's Redeemer machinegun turrets now shows the Black Hand's icon on them
  737.  
  738.  
  739. Specter cost and build time increased to 1500$/15s again only for Nod and Marked of Kane, Black Hand Specter cost and build time was left as 1200$ and 12s since it doesn't have stealth
  740.  
  741.  
  742. Shadow team's bombardment beacon can now be selectable
  743.  
  744.  
  745. Flame weapons can now kill friendly units, structures, and husks via force-fire
  746.  
  747.  
  748.  
  749. Special Powers:
  750.  
  751.  
  752. Shadow Strike Team will now spawn 3 Shadow teams instead of 2
  753.  
  754.  
  755. Tiberium Vein Detonation Now deal 3000 damage instead of 1000
  756.  
  757.  
  758. Tiberium Vapor Bomb is now carried by giant C&C4's Vertigo rather than the Armageddon
  759. The C&C4's Vertigo have more health points than the Armageddon
  760.  
  761.  
  762. Nuclear Missile now spawn radiation that effect vehicles and infantries after it explode
  763.  
  764.  
  765.  
  766. Upgrades:
  767.  
  768.  
  769. Venom's Signature Generators range and number of units appearing on the enemy's radar Increased so it will be more useful in tricking the enemy
  770.  
  771.  
  772. ------------------------------------------------------------------------------------------------------------------------------
  773.  
  774. Nod
  775.  
  776.  
  777. Units:
  778.  
  779.  
  780. Scorpion Tank picture had changed since it the only tanks in the Nod's army that have laser cannon upgrade
  781.  
  782.  
  783.  
  784. Special Powers:
  785.  
  786.  
  787. Nod Redemption Now Also works on allies and will spawn The Awakened Hoard which is a squad that build of 9 Awakeneds instead of the standard Awakeneds, it will also spawn Normal Enlightened squads at random
  788. It now works with Any Human squad in the game (include MOK, BH, GDI, ST, ZOCOM) aside from Inhuman beings, Engineers, and certain high tech units (Commandos, Zone troopers/Riders)
  789.  
  790.  
  791.  
  792. Upgrades:
  793.  
  794.  
  795. Confessor Upgrade, NOD's Confessor Cabal Grenades are now faster and have less pre-attack delay, Their Hallucinogenic effect no longer works on allies
  796. NOD's Confessor Minigun clips increased from 3 to 6, Damage increased from 6 to 15
  797.  
  798.  
  799. Laser Capacitor cost increased to 3000
  800. Laser's effect for the Laser turrets changed to Dark Purple when the upgrade is purchased (not the same effect as MOK's Super Charged laser since theirs is light blue)
  801.  
  802.  
  803. ------------------------------------------------------------------------------------------------------------------------------
  804.  
  805. Black Hand
  806.  
  807.  
  808. Units:
  809.  
  810.  
  811. Any Confessor Cabal squad that been drafted from a structure (by selling it) will now appear with three squad members (unless the player bought the Black Disciples upgrade)
  812.  
  813.  
  814. Black Hand's Saboteur now have Call for transport ability since he the only engineer in the game that can't reach some neutral structures in certain maps
  815.  
  816.  
  817. Confessor Cabal Now Shot Charged particle beam from the Redeemer's machinegun turrets Their damage had been increased from 27 to 55,
  818. The turret's name had changed to Charged particle beam turret
  819.  
  820.  
  821. Black Hand's Redeemer will now have Blue flame turrets when Black hand unit are inside it, Added description about the blue flame
  822.  
  823.  
  824. Black Hand's Confessor Cabal Grenades are now faster and have less delay time
  825.  
  826.  
  827. Confessor Cabal's Cost and Build time increased back to be 400$ and 4s
  828.  
  829.  
  830. Black Hand's raider buggy Name, description, skin, and pic had been changed to Detector Raider Buggy, build cost and build time had been increased to 600$ and 6s
  831. It also now have Super Pulse Scan ability that can detect stealth in 850 range and it have 30s cool down and, detected unit will take 8s to move back to stealth mod,
  832. Since EA gave to Black Hand's Raider buggy a bit more stealth detection range than the other buggies I thought we should take it through the end and make it a detector unit
  833. It make more sense that the only faction that gave up on stealth will have good anti stealth measures
  834.  
  835.  
  836. Mantis Cost and build time reduced from 1600$ and 16s tp 900$ and 9s
  837.  
  838.  
  839. Structures:
  840.  
  841.  
  842. Black Hand Now have Air tower as well to prevent situations where they up against Scrin players that place their MCV above sea in certain maps, in this situations Black hand players can't do anything since they don't have planes who can attack it
  843. However their Air tower can only build Venoms that don't have any upgrades and cost 1800 and have 18s build time, they also can build only one air tower at a time to prevent players from spam planes and to make sure that Black hand air units are inferior to the other factions, the air tower also not bring any special powers
  844. I'm aware that it risky decision that may ruin Black hand's uniqueness but if you want to have fair fight... it the only option that been left
  845.  
  846.  
  847. Black Hand Secret Shrine's name changed to Flame Shrine
  848.  
  849.  
  850.  
  851. Upgrades:
  852.  
  853.  
  854. Charged particle beam cost increased to 3500 and build time to 60s
  855. Charged Shredder Turrets damage decreased from 100 to 75
  856.  
  857.  
  858. Purifying Flame cost increased to 2500
  859. Purifier's Blue flame damage decreased from 750 to 400, Clip reload time reduced from 5s to 3s, Firing Duration increased from 0.1s to 0.2s
  860. Purifiers Will now have new skin on the front face and on the flame thrower when they have the Blue flame upgrade
  861.  
  862.  
  863. ------------------------------------------------------------------------------------------------------------------------------
  864.  
  865. Marked of Kane
  866.  
  867.  
  868. Units:
  869.  
  870.  
  871. Marked Of Kane's Emissary name and description changed to Stealth Emissary, Stealth Emissary can be stealthed as long as it stand still (not moving)
  872. It reveal itself when it unpacked and while unpacking, and when it become output it no longer stealth at all
  873.  
  874.  
  875. The Awakened's Minigun damage increased from 18 to 28
  876.  
  877.  
  878. Tibirum trooper's fire range increased significantly so they will be more supportive unit that can slow down tanks while shoot from the middle/end of the line instead of getting crashed.
  879. they now can heal friendly Scrin units as well just like the Scrin's Corruptor
  880. and also now have Tiberium Infusion upgrade, Tibirum trooper will now reveal itself when it firing on enemy's units
  881.  
  882.  
  883. Marked of Kane's Reckoner Name, description, skin, and pic had been changed to War Reckoner, War Reckoner can garrison three squads and they can attack from inside it without the need to deploy as a bunker,
  884. When it do deployed it have 4 garrison slots, Built cost had increased to 1800 and build time to 18
  885.  
  886.  
  887. Marked of Kane's Redeemer machinegun turrets will now make the Awakening's sound when they shoot and have red effect, Their damage had been increased from 27 to 30, Damage type had been changed fron Gun to Grenade
  888. Their name had been changed to Heavy gun turret
  889.  
  890.  
  891. Enlighteneds Can now enter into Marked of Kane's Redeemer, it will add it Supercharged Beam turrets
  892.  
  893.  
  894. Marked Of Kane's Stealth Tank Cost and build time had beed reduced to 1600$ and 16s
  895.  
  896.  
  897. Marked Of Kane's Shadow Team Cost and build time had beed reduced to 700$ and 7s
  898.  
  899.  
  900. Marked Of Kane Will now have the Cyborg Commando instead of the normal Commando
  901. It will cost 2500$ and take 25s to come out, it have EMP Shock as second ability (which is smaller version of the buggy's EMP burst),
  902. It permanently Stealthed and Detect Stealth in close range, it also Immune to Suppression ,Immune to Tiberium ,Can't Be Crushed
  903. have Call for Transport ability, And Increases combat effectiveness of nearby infantries units, The Cyborg Commando is really strong against Vehicles and structures,
  904. and can even give hard time to Epic units one on one,
  905. It's great weakness however is infantries and anti infantries defenses which can spill it's HP it a matter of minutes
  906. The A.I know how to use the Cyborg Commando and do so frequently
  907.  
  908.  
  909. Structures:
  910.  
  911.  
  912. Marked Of Kane Secret Shrine's name changed to Cybernetic Shrine
  913. It also can build the Cyborg Commando
  914.  
  915.  
  916.  
  917. Special Powers:
  918.  
  919.  
  920. Magnetic Mines now have longer damage duration and a bit longer damage range, damage had been reduced from 16 to 11, Their attack speed increased, Damage Interval been changed from 1 to 0, and their deploy Bomber now have different skin, more speed, and more health to give them better chances to be deployed
  921. They also can now kill infantry units, It will hopefully going to make them superior or on even terms with normal mines and to act alot like the terror drone from RA3,
  922. Improved EA description about the Magnetic Mines
  923.  
  924.  
  925. Marked Of Kane's Cloaking Field will now cost 2500$ instead of 3000$
  926.  
  927.  
  928.  
  929. Upgrades:
  930.  
  931.  
  932. Super charged particle beam cost increased to 5000 build time increased to 90s
  933. Super Charged Shredder Turrets damage decreased from 125 to 90
  934.  
  935.  
  936. ------------------------------------------------------------------------------------------------------------------------------
  937.  
  938. Scrin's armies global:
  939.  
  940.  
  941.  
  942. Assimilator now have Teleport ability for really small radius in order to let it capture a few stuff that were out of it hand in some maps
  943. The Teleport ability have 90s cooldown
  944.  
  945.  
  946. Prodigy's, MasterMind's, and Cultist's Mind control ability now ready to use right away instead of having starting cooldown
  947.  
  948.  
  949. Corrupter Will now spawn 5 Viceroids upon death, the Viceroids will attack anyone nearby
  950.  
  951.  
  952. Eradicator's teleport time had been decrease significant, teleport range increased so it can teleport anywhere around the map But only when there's no fog on that location
  953. Teleport's cooldown increased to 120s
  954. This can result in sudden Eradicator in your base but it will cost in longer cooldown, so the attacker will need to think twice before using it since it can also be his/her retreat card.
  955. Eradicator now will also gain additional speed and armor for each Prodigy / Mastermind that will be put in it (Each one will add 10% armor and 50% speed)
  956.  
  957.  
  958. Buzzers Can now combine with the Eradicator
  959.  
  960.  
  961. Ichor seed Special power have more radius and bring more Tiberium
  962.  
  963.  
  964. Devastator Warship's damage type changed from cannon to grenade again
  965.  
  966.  
  967. Reconstruction Drones Special Power Can now heal structures, aircrafts, And Allies,
  968. Cost reduced from 1500$ to 500$, Cooldown increased from 90s to 150s
  969. The Drones now heals 750 health points instead of 150
  970.  
  971.  
  972. Storm Rider health, cost, and build time normalized to base Scrin across all subfactions again
  973.  
  974.  
  975. All Scrin's factions MCVs can now be teleported by Mastermind and Prodigy
  976.  
  977.  
  978. Shock Troopers Teleport range increased from 750 to 950, Their Proton Cannon's damage increased from 75 to 125, and the Plasma Disk's damage increased from 260 to 300
  979. Shock Troopers are not crushable anymore by tier 1 units
  980.  
  981.  
  982. Shock Troopers and Ravager cost and build time swapped, Shock Troopers will now cost 1200$ and 12s,
  983. And Ravager cost 800$ and 8s build time
  984.  
  985.  
  986.  
  987. Special Powers:
  988.  
  989.  
  990. Rift Generator will now spawn Ion Storm when it finish attacking, the Ion Storm will attack Anyone nearby and will disappear after 25-30s
  991.  
  992.  
  993. ------------------------------------------------------------------------------------------------------------------------------
  994.  
  995. Scrin
  996.  
  997.  
  998. Structures:
  999.  
  1000. Growth Accelerator's Green and Blue Tiberium multiplier had been increased from 1.5 to 2
  1001.  
  1002.  
  1003. ------------------------------------------------------------------------------------------------------------------------------
  1004.  
  1005. Reaper17
  1006.  
  1007.  
  1008. Units:
  1009.  
  1010.  
  1011. Reaper17's Devourer Tank Attack Range increased to 500, Name, description, Skin, and picture had been changed to "Reaper Devourer Tank"
  1012. Cost changed to 1800$ and build time to 18s.
  1013. It will now reveal itself when it firing on enemy's units
  1014. That will give the Reaper17 some sort of artillery unit since they lack the Scrin's big ships
  1015.  
  1016.  
  1017. Shard Walker cost and build time moved back to be 800$ and 8s
  1018. Blue Shard upgrade damage increased from 160 to 450
  1019.  
  1020.  
  1021. Reaper17's Ravager Health increased from 300 to 500
  1022. Name, Description, Skin, and Picture had been changed to "Reaper Ravager"
  1023. Reaper Ravagers come with squad of 4 Ravagers
  1024. Build Cost changed to 1000 and build time to 10s
  1025. Blue Shard upgrade damage increased from 180 to 300, Weapon speed increased from 500 to 650
  1026.  
  1027.  
  1028. Reaper17's Eradicator now shoot Blue Shards from it's Shard turrets when Ravagers are being put into it
  1029. Eradicator's Blue Shard damage increased from 150 to 350, speed changed from 500 to 650 to match Reaper Ravager's speed
  1030. Eradicator's Shard turrets now shows blue shard skin
  1031.  
  1032.  
  1033. Structures:
  1034.  
  1035. Growth Stimulator's Green and Blue Tiberium multiplier had been increased from 1.5 to 3
  1036.  
  1037.  
  1038. ------------------------------------------------------------------------------------------------------------------------------
  1039.  
  1040. Travelers 59
  1041.  
  1042.  
  1043. Units:
  1044.  
  1045.  
  1046. Travelers 59's Shock troopers name and picture had been changed to Traveler Shock troopers
  1047. Traveler Shock troopers Teleport range increased from 750 to 1050 (unlike normal Shock troopers which only have range of 950)
  1048. Cost changed to 1300$ and build time to 13s.
  1049.  
  1050.  
  1051. Traveler 59's Explorer now have teleport ability with 750 range and 60s Cooldown, Name and dec changed to Traveler Explorer
  1052.  
  1053.  
  1054. Travelers 59 Ravager's speed had been increased from 185% to 260% when Advanced articulator upgrade had been purchased
  1055.  
  1056.  
  1057. Prodigy now also have Advanced articulator upgrade
  1058. Area mind control's Cooldown increased from 30s to 180s
  1059. Area mind control now take permanently control over the enemy's units even after the Prodigy dies,
  1060. Area mind control now cannot be used right away after the Prodigy come out of the portal, it will start with cooldown
  1061.  
  1062.  
  1063. Cultist's speed increased from 45 to 65
  1064.  
  1065.  
  1066.  
  1067. Structures:
  1068.  
  1069. Growth Accelerator's Green and Blue Tiberium multiplier had been increased from 1.5 to 2
  1070.  
  1071.  
  1072.  
  1073. Upgrades:
  1074.  
  1075.  
  1076. Advanced articulators upgrade cost increased to 1500 and build time increased to 45s
  1077.  
  1078.  
  1079.  
  1080. Special Powers:
  1081.  
  1082.  
  1083. Traveler59's WormHole cost reduced from 2000$ to 1500$
  1084.  
  1085. Temporal Wormhole cost reduced from 1200$ to 750$
  1086.  
  1087.  
  1088. ------------------------------------------------------------------------------------------------------------------------------
  1089.  
  1090. Neutral Changes:
  1091.  
  1092.  
  1093. Units:
  1094.  
  1095.  
  1096. Normal wild Visceroid's damage increased from 75 to 350
  1097. They now have better description and picture to fit their brown skin
  1098.  
  1099.  
  1100. Adult Visceroid added to the Mutant Hovel as trainable Tier 2 unit,
  1101. The Adult Visceroid is a suicide unit that do more damage than the NOD's Fanatics
  1102. It medium Visceroid that is sort of mix between infantry and vehicle, it can crush enemy infantry and can be crushed by enemie's tier 2 vehicles
  1103. And can be repaired in war factories (the drones repair the bomb on it's head)
  1104. Clocking Field Can kill it so be careful
  1105.  
  1106.  
  1107. Tamed Visceroids added to the Mutant Hovel as trainable unit, They have pink skin unlike wild Visceroids,
  1108. they come in squad of 3, they immune to mind control and can detects stealth in close range,
  1109. Tamed Visceroids only attack in really close range when garrison inside units, They close combattant anyway so it make sense for them to act like that,
  1110. just be sure to move Hammerhead who garrison them above the building you want to attck because they can shoot from highs,
  1111. in APCs and War Reckoners case try to crash enemy's infantry, the Visceroids will shoot from the windows and kill most infantry that stand next to your vehicle
  1112.  
  1113.  
  1114. Mutant Marauder Squad Now have 600 Health instead of 200, Attack's damage had been increased from 9 to 20, Attack's range increased to 300, They now cost 900$ and take 9s to be trained
  1115. They no longer able to detect stealth units in close range,
  1116. They also cannot be crushed anymore by tier 1 vehicles
  1117.  
  1118.  
  1119. Mutant Commando added to the Mutant Hovel as trainable Tier 3 unit
  1120. It will take 20s to get out and cost 2000$
  1121. He has 2550 Health, Shoot 6 fast clips of of Railgun, can attack aircrafts, have 300 range and deal 310 damage
  1122. it also detect Stealth in close range and immune to mind control
  1123. Mutant Commando will announce to everyone it was trained once it came out of the Mutant Hovel
  1124.  
  1125.  
  1126. Ironback added to the Mutant Hovel as trainable Tier 3 unit (Still a at work though)
  1127. It have leap ability that can deal great damage to units and structures
  1128.  
  1129.  
  1130. Scrapbus added to the Mutant Hovel as trainable Tier 2 unit, it strong against infantry
  1131. And have Front Dozer which Provide armor bonus and allow it to clear mines and crush heavy infantries
  1132.  
  1133.  
  1134. Liquid Tiberium Transport will now spawn a few Tiberium crystals and Viceroid upon death
  1135.  
  1136.  
  1137. Civilian Transport will now spawn civilians upon death, and it No longer have Nod's MCV unpack ability (EA Bug)
  1138.  
  1139.  
  1140. Corrupted Infantry was added to the game, they have new pic, description, and their weapon damage is 80
  1141. unfortunately I didn't found a real use for them so there's no way to build them at the moment, they in the game code though
  1142.  
  1143.  
  1144.  
  1145. Structures:
  1146.  
  1147. Mutant Hovel now have Tier 2 and Tier 3 upgrade buttons in order to balance the new mutant's units to Tier 2 and Tier 3
  1148.  
  1149.  
  1150. GDI's Fuel Depot is now a Neutral Structure that will bring 150 Energy Production (Power) to anyone who will capture it,
  1151. It's HP increased from 150 to 4000
  1152. When it destroyed it will release explosion with 300 radius and 3000 Cannon Damage
  1153.  
  1154.  
  1155. GDI's ASAT Defense is now a Neutral Structure and will reveal the entire map to anyone who will capture it
  1156.  
  1157.  
  1158. NOD's Disruption Generator now a Neutral Structure and will Stealths All units and structures in the entire map to anyone who will capture it (Still working on it)
  1159.  
  1160.  
  1161. Control Point Now have picture and description and will give 1500 build radius to anyone who will capture it
  1162.  
  1163.  
  1164. Flag Now have picture and description and will give infantries buff effect that will increase their strength
  1165.  
  1166.  
  1167. Reinforcement Bay can now build some units when captured
  1168.  
  1169.  
  1170. ------------------------------------------------------------------------------------------------------------------------------
  1171.  
  1172. Known Bugs (EA's bugs) That I haven't fix:
  1173. (please note that there are more bugs that I probably forgot to mention or didn't mention since I didn't saw them as real bugs)
  1174.  
  1175.  
  1176.  
  1177. GDI's/ST's/ZOCOM's Rig will show it's moving animation when it been packed from battlebase even though it not moving
  1178.  
  1179.  
  1180. Enemy's Shredder Turrets sometimes shows shotting effect on fog of war even though they don't shoot at anything
  1181.  
  1182.  
  1183. Quad Turrets upgrade can cause Out of Sync issues (Use it with your own risk)
  1184.  
  1185.  
  1186. Shadow team's glider split to two formations
  1187.  
  1188.  
  1189. In rare cases units suddenly shows other faction's ranks instead of their own faction
  1190.  
  1191.  
  1192. All of faction's Commandos shows their models when they garrison structure and the player froce them to fire, and then froce them to stop fire by pressing the "S" key
  1193.  
  1194.  
  1195. Hammerhead can spot for Beam Cannon's Reflector Beam
  1196.  
  1197.  
  1198. Game will crash if you have all armies building - it happens because the UI have no room for all of the support powers buttons
  1199.  
  1200.  
  1201. All Faction's engineers exploit
  1202.  
  1203.  
  1204. Cultist's Stealth exploit
  1205.  
  1206.  
  1207. Mechapede make sound each time the player place it in formation
  1208.  
  1209.  
  1210. Prodigy's / Mastermind's Teleport ability rest it's cooldown even when players didn't Teleported their units yet
  1211.  
  1212.  
  1213. Crates doesn't appear on some Kane's Wrath official maps and Custom maps, I have no clue how to solve this bug
  1214.  
  1215.  
  1216. Zocom's Aircrafts will return to show their normal damaged skin (The brown GDI's skin) when they really damaged, even after Ceramic Armor upgrade had been purchased
  1217. --- It seem like EA never made a damaged skin for this upgrade, even after I made the skins, I had issues adding it to them, will need modder help in this matter
  1218.  
  1219.  
  1220. Sonic and Flame weapons can't target Husks and mines --- EA seem to heavily coded it, the current SDK can't change it unfortunately
  1221.  
  1222.  
  1223. Firehawk not always shows engine effect after Strato fighter Booster upgrade had been purchased (or will show it on random conditions)
  1224. --- EA mess up the skin's condition and animation, I tried and tried but keep failing in fixing this bug, Will need modder help
  1225.  
  1226.  
  1227. GDI/ZOCOM Armory don't fully heal certain units (Mostly Nod's factions units)
  1228. --- It seem that they do get out fully healed but with yellow health box, I have no clue how to solve this bug
  1229.  
  1230.  
  1231. Obelisk's range circle is way bigger than what it can actually target, --- this was EA bug since TW, when I add more range in my mod to the Obelisk charge defense, it became Way more bigger and visible, and it don't seem like I can fix it :(
  1232.  
  1233.  
  1234. ZOCOM's Sharpshooter Team Special power actually using GDI's Sharpshooter Team instead, --- EA made all the necessary files for the Zocom's Sharpshooter Team
  1235. But for some reason they end up using the GDI's files and don't let me change the code (the game will just crush if I touch it), most of you will never notice the difference anyway But it always good thing to be aware of bugs ;)
  1236.  
  1237.  
  1238. Zocom's harvester death animation showed GDI's harvester body model, --- EA never made Zocom harvester death animation to begin with and I have no idea how to make one....
  1239. if there's a modder that can help me with it then feel free to contact me
  1240.  
  1241.  
  1242. ****************************************************************************************
  1243.  
  1244. My Bugs:
  1245. (please note that there are more bugs that I probably forgot to mention or didn't mention since I failed to fix them)
  1246.  
  1247.  
  1248.  
  1249. Tibirum troopers shows Spray effect on structures they about to clean from enemy's garrison a few times before they actually use their weapons
  1250.  
  1251.  
  1252. Infantries can trun into Visceroids when they die on a bridge that have Tiberium crystals beneath it - don't sure how to solve this bug at the moment
  1253.  
  1254.  
  1255. Zocom's and Steel Talon's MCVs shows the GDI's icon beneath their faction's icon on some maps if you looking really close, The same happens with MOK's and BH's MCVs, While I sort of aware what causing it I don't think I have the knowledge to fix it,
  1256. So if someone out there think he can, please contact me, I personally don't bothered by this issue and even see it as if it represent that both of these sub factions are part of the main faction, but it always better to just fix it
  1257.  
  1258.  
  1259. Some of the units don't have House Color, so far the only units are: Tamed Visceroids, And another secret unit
  1260.  
  1261.  
  1262. Some New unit (from my mod) shows death animation with old unit's skins (War Reckoner shows Normal Reckoner's skin when destroyed and etc)
  1263. This is bug from my side, I don't know how to make death animation debris, so if there's anyone that can help me with it, feel free to contact me in moddb
  1264.  
  1265.  
  1266. The walls had a few bugs to them and this is one of them
  1267. The A.I also tend to focus on shooting your defense cannons while get suck at the walls, My patch is focuing on online play and not on single player and KW current SDK don't let me touch the A.I
  1268. So I can't change the A.I bug for now
  1269.  
  1270.  
  1271. The Ironback's Leap ability have a few bugs to it which I have no clue how to fix
  1272.  
  1273.  
  1274. Steel Rifleman Squad's Foxhole still show GDI's icon,
  1275. The only reason I left the Foxhole with GDI's icon was because the Foxhole start to show bugs once I change the icon
  1276.  
  1277.  
  1278. The Mastodon may have some random bugs because it from other C&C game like the animations and the cannons
  1279.  
  1280.  
  1281. The Cyborg Commando may have some animations bugs since it from other C&C game
  1282.  
  1283.  
  1284. The Steel Trooper may have some animations bugs since it from other C&C game
  1285.  
  1286.  
  1287. ****************************************************************************************
  1288.  
  1289. Bugs that were fixed in Unofficial Patch 1.03 and still not fixed on my patch:
  1290.  
  1291.  
  1292.  
  1293. MoK Cyborg EMP bugs - (Not sure how to fix it)
  1294. R17 Tripod charged reserves bug - (Never really happened in my tests and therefore I have no clue how to fix it)
  1295. Phase Field timer no longer freezes when the Phased unit is EMP'd - (Never had that bug in my tests)
  1296. Shadow glider/attack bugs - (Not sure how to fix it)
  1297. Shadow/Specter bombard beacon placement and cursor radius bug - (Never really happened in my tests and therefore I have no clue how to fix it)
  1298. Mechapede segment mixing bugs fixed. - (Never really happened in my tests and therefore I have no clue how to fix it)
  1299. Mechapedes can now use rallypoints - (This bug seem appeared after EA's patch 1.01 since it didn't was present in ver 1.00, currently I have no clue how to fix it)
  1300. disproportionate money gained from Hexapod killing a Mechapede segment - (Not sure how to fix it)
  1301. Stormrider damage vs certain subfaction units (Pitbulls, APCs, MRTs, Wolverines, Bikes, Stealth Tanks, Gunwalkers, Seekers) to match that vs respective vanilla faction units. [25% damage decrease vs these subfaction units]
  1302. Fixed target priorities for Hammerheads, Seekers, Devastators, Fanatics - (Can't do this in the current SDK version)
  1303. ZT/ZR jumpjet ability now uses Commando/Blinkpack style cursor - (Don't see reason to "fix" it since their current decal cursor is more accurate than the Commando/Blinkpack style cursor)
  1304. Jumpjetting ZT/ZR no longer crushable by T3 units. - (Not sure how to fix it)
  1305. Tib Vein Detonation money deduction bug - (I have no clue how to fix it)
  1306. Slight tweaks to some unit movement behaviors for better response (smaller turn radii, slightly quicker acceleration/braking times) - Not really a bug while I probably can change it I don't know what the exact changes that the developer of Patch 1.03 done to each unit
  1307. Fixed BH upgraded Flametank's inconsistent ('stop/shoot/stop') firing - (I fixed it for the Purifier and Flame tank, but the Flame tank seem to have habit of doing it with the normal flame as well (it shoot/stop on something second before it really start shooting on it))
  1308. Heroic Tungsten Slingshots now have red shell tracers.
  1309. Tungsten impact particles no longer appear at lowest graphic detail settings.
  1310.  
  1311.  
  1312. I have no idea how to fix these bugs and will need modders help
  1313. I did fixed some of them which I didn't listed
  1314.  
  1315.  
  1316.  
  1317. ------------------------------------------------------------------------------------------------------------------------------
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