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- Command & Conquer™ 3 Kane's Wrath
- Unofficial Big Bang Patch 1.04
- BETA 0.4
- ==================================================================
- Note that this patch/mod didn't used EA's last official patch version 1.02's balance for its core gamplay, but rather started its balances' changes from Kane's Wrath Classic (which is another mod I've made before 1.04) which has its own balance's changes.
- For short Kane's Wrath Classic basically changed official patch version 1.02's balance back to how it was in base version 1.00 while keeping the bugsfixes and the good stuff from version 1.02.
- ----Please also note that this patch/mod isn't relate in any way to the Unofficial Patch 1.03----
- Unofficial Patch 1.04 just tooks some bugs fixes and really few ideas from 1.03
- (which I didn't simply copy pasted, but rather had to find and change things manually... )
- Unofficial Patch 1.03's creator (CGF123) helped me out with some of the bugs he fixed by giving me an access to his files,
- So with any bugs that I was able to fixed thanks to him I will add "thank to CGF123" next to it.
- Also many thanks to theHostileNegotiator and his KWBandage.
- If you feel like it, see Kane's Wrath Classic's change log (which is included in the download) before you peek on Unofficial Patch 1.04's log for more information.
- *P.S
- The Patch/mod also has its own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, this map pack is outdated, I'm working on an improved map pack and may make it so you won't need the fixed map pack separately in a future version anymore).
- *If anyone found a bug he/she would like to report, please do so in this discord server:
- https://discord.com/invite/GRM2uB8
- Or in the mod's forum:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
- *If anyone noticed any balance issues or have a new idea for the mod please report it via one of these links:
- https://discord.com/invite/GRM2uB8
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
- ==================================================================
- [Bugsfixes]:
- Exploit fixes:
- -Nothing.
- Bugs on my end:
- -An attempt to fix some CTDs (Crash to desktop) that occurs only on custom maps while against an AI has been applied,
- •As result now GDI's factions who are under the AI control will garrison less often in transports (APCs/MRTs, Hammerheads, etc.),
- •Nod's and Scrin's factions won't garrisons transports at all,
- •Scrin's factions will also garrisons their infantries inside epic units less often,
- •Scrin's factions' AIs now have reduced range for The Swarm support power, and also won't uses their Reconstruction drones support power anymore.
- I Kinda sad I had to limit the AI, but if it's the only way to reduce these CTDs I'm ok with that.
- -Condor now use its own debris upon death (Whoop).
- -Banshee's weapon been reworked, the weapon's effect will now only show 2 beams at the same time instead of 4+ when shooting a target,
- and the weapon now properly filtered to do less damage to infantries and structures (like it was originally supposed to do...).
- -Reaper now plays an animation when it's spawns by the player's Redemption special power.
- -Banshee now can destroy husks.
- -Mastermind/Miracle no longer shows their shield model while garrison.
- -Sandstorm's destruction delay (the part where its model is sinking after being destroyed) was adjusted and now it also use its own debris models.
- EA's Bugs:
- -Fixed some issues with the Zone trooper's and Zone Raider's models.
- -Reduced Zone Raider's squad speed to avoid situations where squad member may not be able to catches up to the rest of the squad while moving.
- -Zone/Field/Prototype/Steel Trooper and Raider now shows unused flame effect from their thrusters when using the Jetpack ability and the smoke effects now also comes out from the right model's bone.
- -Mastermind/Prodigy/Miracle no longer shows GDI's rifle model while garrison a structure.
- -Ox's and Carryall's Recycled price (Hexapod passive ability) is now proportional to their ability cost.
- -GDI's and Nod's factions' structures no longer retains their Sonic Repulsion Field's/Laser Fencing's armor buff upgrade even after the structures got damaged and lost it.
- -GDI's Drop pod no longer have some seethrough cracks (Due to bad alpha channel in the texture).
- -Firehawk's and Stormraider's debris now have less tendency to fall off in the opposite direction they're were facing when intercepted.
- -Some texture's and portrait's inconsistency for the MARV was fixed/Improved.
- -Fixed a bug where Operation Center's missile not showing damaged texture when it's in a damaged/really damaged states.
- -Operation Center's dish animations were improved, the dish will now spin in loops rather than only when using the Radar Jammer special power.
- -Additional attack voice line (That strangely enough wasn't in the vanilla game files but was in one of the C&C4 beta files) was added to the Wolverine.
- -Prodigy's/Miracle's Teleport Units ability's icon no longer shows itself being reset each time the player marks a unit in the first selection phase but didn't actually teleported it yet
- (it still won't allows you to teleport units right away if you cancelled the ability midway, but now it at least looks consistent with what EALA did with the Mastermind's Teleport Units ability in TW 1.05).
- -GDI's/ST's/ZOCOM's Command Post's geometry has been improved.
- -Adjusted Mastermind's and Prodigy's cost value in World Conquest mode to fit with the cost of the other factions' commandos (Now it costs 725$ instead of 525$).
- EA's AI's bugs fixes/Improvements:
- -Improved the overall AI's use of Mastermind's/Prodigy's/Miracle's Teleport Units ability.
- Campaign's changes and bugfixes:
- [Tacitus Regained]:
- -Unreachable Tiberium Spike's location changed to allows engineers to captures it.
- -Some Fuel Depots' positions were adjusted.
- -Fuel Depots no longer captureable.
- -Cyborg Commando was added to start units the player got at the beginning of the mission.
- -War Reckoners no longer selectable till the mission's intro cutscene ends as it caused them to fell out of formation.
- [The Betrayal of Kilian Qatar]:
- -Attack bike with Saboteur driver now properly shows the Saboteur's head inside his visor.
- ------------------------------------------------------------------------------------------------------------------------------
- [Game Changes]:
- -Main menu's texture changed.
- -Intro video no longer shows version number.
- ------------------------------------------------------------------------------------------------------------------------------
- [Global changes]:
- -MARV's Grenade launcher models been improved.
- ------------------------------------------------------------------------------------------------------------------------------
- [GDI]:
- Units:
- -Zone Trooper Railgun's model was replaced with a different one.
- -Orca's Deploy Auto Turret ability's cost reduced to 250 from 550.
- Special Powers:
- -Kodiak's anti-air turrets' damage was increased to 450 from 250,
- Animation in really damaged state was adjusted, and its house color improved.
- ------------------------------------------------------------------------------------------------------------------------------
- [Steel Talons]:
- Units:
- -Steel trooper's model, portrait, and idle animation were improved.
- ------------------------------------------------------------------------------------------------------------------------------
- [ZOCOM]:
- Units:
- -Zone Orca's Zone Auto Turret ability's cost reduced to 350 from 650.
- -Zone Shatterer's sweep weapon's length was reduced to 350 from 400.
- -Condor's trail effects now properly shows up from the right wings' positions,
- Sonic engine's effect adjusted and tuned down a bit, and its missile's damage was increased to 325 from 125.
- ------------------------------------------------------------------------------------------------------------------------------
- [Nod]:
- Units:
- -Banshee no longer able to shoot backward and will only shoot at front targets,
- And its armor was decreased by 30% against Cannon, Grenade, and Gun damage types,
- While Rocket damage type was decreased by 10%,
- Banshee also has its own wreckage model now and its voice's volume was reduced by 10%.
- Special Powers:
- -Skolex's Burrow Crawl ability's cooldown was reduced to a minute instead of minute and half.
- ------------------------------------------------------------------------------------------------------------------------------
- [Black Hand]:
- -Nothing.
- ------------------------------------------------------------------------------------------------------------------------------
- [Marked of Kane]:
- Units:
- -Cyborg Commando's Model, Portrait, Ability button image, and Description, changed;
- The main model and some animations EA screwed were fixed and I've added some unused beta animation along the way as well,
- And most importantly the Commando has now 40% chance to spawn a Cybernetic Husk which is a disabled crawler version of the commando that can't do anything aside exploding on enemy's units.
- ------------------------------------------------------------------------------------------------------------------------------
- [Scrin]:
- -Nothing.
- ------------------------------------------------------------------------------------------------------------------------------
- [Reaper 17]:
- Units:
- -Reaper Ravager's green shard weapon damage reduced by 50% against aircraft,
- Blue shard weapon damage been reduced to 200 from 300 and damage against aircraft was reduced by 106% as well.
- -The Exterminator was added to Reaper 17's arsenal,
- The Exterminator is Reaper 17's offensive Commando which is a bit more slower than the Mastermind and has no mind control or teleportation abilities,
- But instead it can shoot blue shards on ground and air units, and can toggle to Paralyzation Ray which can disabled mechanical units and structures temporarily.
- ------------------------------------------------------------------------------------------------------------------------------
- [Travelers 59]:
- Units:
- -Assaultrider now switches to electricity bolts under the Ion Storm's effect and goes back to its Plasma weapon when it's in normal state.
- ------------------------------------------------------------------------------------------------------------------------------
- [Neutral Changes]:
- -Nothing.
- ------------------------------------------------------------------------------------------------------------------------------
- [World Builder]:
- -Nothing.
- ==================================================================
- Command & Conquer™ 3 Kane's Wrath
- Unofficial Big Bang Patch 1.04
- BETA 0.3
- ==================================================================
- Note that this patch/mod didn't used EA's last official patch version 1.02's balance for its core gamplay, but rather started its balances' changes from Kane's Wrath Classic (which is another mod I've made before 1.04) which has its own balance's changes.
- For short Kane's Wrath Classic basically changed official patch version 1.02's balance back to how it was in base version 1.00 while keeping the bugsfixes and the good stuff from version 1.02.
- ----Please also note that this patch/mod isn't relate in any way to the Unofficial Patch 1.03----
- Unofficial Patch 1.04 just tooks some bugs fixes and really few ideas from 1.03
- (which I didn't simply copy pasted, but rather had to find and change things manually... )
- Unofficial Patch 1.03's creator (CGF123) helped me out with some of the bugs he fixed by giving me an access to his files,
- So with any bugs that I was able to fixed thanks to him I will add "thank to CGF123" next to it.
- Also many thanks to theHostileNegotiator and his KWBandage.
- If you feel like it, see Kane's Wrath Classic's change log (which is included in the download) before you peek on Unofficial Patch 1.04's log for more information.
- *P.S
- The Patch/mod also has its own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, this map pack is outdated, I'm working on an improved map pack and may make it so you won't need the fixed map pack separately in a future version anymore).
- *If anyone found a bug he/she would like to report, please do so in this discord server:
- https://discord.com/invite/GRM2uB8
- Or in the mod's forum:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
- *If anyone noticed any balance issues or have a new idea for the mod please report it via one of these links:
- https://discord.com/invite/GRM2uB8
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
- ==================================================================
- [Bugsfixes]:
- Exploit fixes:
- -Scrin's/Reaper-17's units can't uses Conversion Beam ability on their refineries after they've gathered around 10000$/15000$ funds anymore.
- -Fixed controllable Ox transport exploit (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
- -Fixed the Cultist's exploit (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
- -Fixed an exploit which allowed all of Nod's and Scrin's (main and sub factions) harvesters to unload their funds on refineries that were still in the middle of construction.
- Bugs on my end:
- -Fixed a bug where some tiberium based weapons won't heals sub-factions' Mechapedes.
- -Reaper 17's Mechapede body parts (not the head) now properly earns experience points and shows their decals.
- -All sonic shell's trajectories has been improved.
- -Stealth Tank's stealth effect now also covers its Tiberium core missile's sub object models (previously the upgraded Stealth Tank's model didn't had a stealth effect on the Tib cores since they lacked a stealth model).
- -Steel troopers now uses their ability on vehicles when they're under AI command.
- -Scrin's wall's build-up and destruction effects has been improved.
- -Saboteur's repair effect been improved.
- -Venom Interceptor can no longer deal friendly damage.
- -AI now uses Sniper team's air strike.
- -AI now trains the Mastodon more often.
- -Mastodon's landing zone now properly shows its description in World conquest mode.
- -Mastermind and Prodigy no longer able to mind control Reaper 17's and Travelers 59's Motherships, as well as the GDI's Kodiak, since it triggered a bug which didn't allowed the player to resummon them.
- -Travelers 59's AI now should unpack its Explorers.
- -Fixed a situation where the Mastodon won't always auto attack enemies when idle.
- -Mastodon's, Reaper's, and Kane's, animations were improved.
- -Venom Interceptor no longer able to shoot missiles from the sides before it turns around to attack the target.
- -Steel trooper's and Supreme Commando's textures were improved and now looks better in some types of maps.
- -Some unit's quotes (Kane, Mutant Commando) were improved (a bit).
- -Pitbull's Mortar Bombard ability behavior improved, it won't randomly stop using it on moving targets anymore.
- -GDI's/ZOCOM's Commando now properly use AP ammo while garrison.
- -Kane's attacks no longer miss moving aircraft.
- -An issue that caused the game to crash from loading a save file that was created while using the mod/patch has been (hopefully) fixed.
- -All types of mines now properly show effects.
- -Magnetic mines now explodes and disappears when they kills infantry units.
- -Catalyst missile that emits blue tiberium's clouds now also make sounds.
- -Many bugs were fixed for Tamed Visceroids, their model now also won't pops out from the buildings they garrisons anymore.
- -Cyborg Commando, Mutant Commando, and Steel troopers, now have their own rifle models for garrisons, they shows it only when garrisons inside structures.
- -Cloned Ironback no longer deal damage to enemies.
- -Cloned infantries can't trun into Visceroids anymore.
- -Saboteurs animation when repairing a vehicle has been fixed.
- -Enlightened now uses a similar animation like the one the Awakened uses when he being revived via Redemption support power.
- -Zone Rig was tweaked to shoot better, it now shoot more slowly but has more hit radius.
- -Fixed a bug that didn't allowed ZOCOM's and GDI's Veteran Sniper teams to spot for Juggernauts from within the Mastadon.
- -Fixed a bug that caused ZOCOM's Hammerheads to not show some smoke effects properly when the Ceramic armour upgrade has been purchased.
- -ZOCOM's Predators now automatically attacks enemies with their missile launchers when they set on default, aggressive, and guard stances
- (Previously they didn't uses their missiles unless the player manually order them to attack)
- (See here for more info:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/zocom-predators-missiles-wont-fire-without-command#1058884 ).
- -Mutant Commando's now plays his animations properly when he attacks air units.
- -World conquest's map now shows Tiberium decal effect again.
- -Railgun Accelerators support power no longer works on ZOCOM's Zone Battlebase.
- -Bulldog's turret rotation has improved.
- -Mirage Tank no longer crush tier 4, 3, 2 units (oopsi...).
- EA's Bugs:
- -Laser Turret's textures were fixed and aren't seethrough anymore.
- -Fixed some issue with structures' and units' flashing lights who don't sort properly in front of other objects.
- -Hammerhead now spawns a wreckage husk model when destroyed like any other plane in the game (The husk isn't captureable though).
- -Sniper Teams can't be used to spot for Specter, and Shadow Team's Beacons can't be used to spot for Juggernaut anymore (bug).
- -Decoy Sniper Teams can no longer be used to spot for bombardment.
- -Improved reflections for some GDI's structures' textures.
- -GDI's and ZOCOM's Command Posts no longer shows the wrong sub-objects for the Sensor Pods and Scanner Packs upgrades.
- -Steel Talons' Command Post won't show the sub-objects for the Scanner Packs upgrade when the player purchased it via a GDI's/ZOCOM's Command Post anymore.
- -Overlords Wrath's Tiberium Field no longer continuously grows for the entire match and now properly disappears after being harvested.
- -Vertigo bomb projectile's effect now properly plays an extra sound effect upon impacted.
- -Decoy army won't clones Reaper 17's and Traveler 59's Drone ships when they're in the middle of unpacking anymore (Bug).
- -Tiberium Processing Plant's selection box now properly working when the structure is in damaged/really damaged states,
- additionally the structure won't disappear straightaway in some situations where it been destroyed anymore and will sink to the ground.
- -Ravager's Agitation ability effect was improved a bit and its weapon now properly track targets (previously it could've miss moving targets).
- -Firehawk's and Stormrider's contrails effects no longer shows up in their 3D formation previews and when the Firehawk uses its Stratofighing ability.
- -Nod's Raider buggy no longer deals less damage to infantries once the Spitfire laser capacitors upgrade has been purchased.
- -Objects affected by Railgun Accelerator now still takes penalty damage when healed by a repair drone or any repair ability.
- -Reckoners won't crushes infantries when deployed anymore.
- -MARV's animations improved.
- -Mothership now uses its own build animation when being summoned (strangely enough it used that animation in TW till ver 1.07, and after that it was changed to some cheap fade-in effect).
- -Traveler 59 now summons their own Mothership,
- (previously both Traveler 59 and Reapers 17 only summoned Scrin's Mothership, though I've already fixed Reapers 17's by the time I gave their Mothership the Forcefield Generator upgrade).
- -Storm Column's Missile Jammer weapon now uses the the right weapon bones and effect.
- -Mothership's light effects now displayed correctly.
- -Heroic Mammoth tank's rockets now properly plays their hit sounds upon impact.
- -Fixed some inconsistency with the Avatar's textures and portrait.
- -Various units now properly counts as favorite units in the score screen (previously they lacked the right flag that allowed them to be counts as one).
- -Eradicator's destruction delay (the part where it sinks to the ground upon death) improved.
- -Titan's geometry box improved.
- -Reaper Tripod now uses its own 3D formation over Scrin Tripod's.
- -All 3D formations' effects for nearly all of the units in KW were improved to match the TW's units' formations.
- -Sub-factions' Mechapedes now uses Reaper 17's and Travelers 59's head and body parts instead of Scrin's (previously they all used Scrin's in the game's code).
- -Heroic Reaper 17's units with the blue shards upgrade now properly shows blue spark effect when the shards hit the ground (previously they've showed the green shard's spark effect upon reaching heroic rank).
- -MARV's Turrets' behavior improved.
- -Mechapede's overall code was improved a bit.
- -Mechapede's overall sounds improved.
- -Mechapede's Segments no longer turns individually to face targets when stationary, aside the head which doesn't has a turret and have to turn.
- -Veteran Mechapede's Health regenerates values now match to these of Scrin's vehicles instead of infantries.
- -Mechapede's head now properly uses its decelerate animation.
- -Shields for all Scrin's units now properly vanishes when the unit is dead instead of sink alongside it.
- -Mechapede now properly becomes stealth via Clocking Field.
- -Grenadier squads now counts as killed units in the score screen.
- -Added some flag code to all of Scrin's factions' Technology Assemblers since that code was presented in all of the other faction's tech labs and will hopefully improve the way the AI handle the structures.
- -All Scrin's factions' Harvesters now spawns more appropriately in their rally points (previously their spawn location was based on GDI's Refinery over the Extractor's model) and now also have a small "fading in" effect like harvesters from other factions.
- -Awakened's and Enlightened's animations no longer causes the EMP cannon to detach itself from the rest of the model.
- -Eradicator Hexapod's Recycling should now properly give resources when enemy's units are destroyed (Was inconsistent in some situations before the fix).
- -Eradicator Hexapod's description now shows that it also buff nearby infantries and also properly show the buff effect on units
- (Apparently it always buffed the armor and suppressability values but it was never mentioned anywhere, so instead of removing it I've decided to keep it there while informing the player about it).
- -Awakened Horde and Enlighteneds who spawns from Redemption no longer do their "moonwalk" as they appears and now rather won't move or be attackable at all till the animation is done playing.
- -Redeemer should now properly plays its Attack Move and Death voices.
- -Redeemer and Eradicator Hexapod no longer plays attacking animations when anything but their main weapon is firing.
- -Eradicator Hexapod no longer spazzing and sliding its legs when it attacks while moving.
- -Leadership Buff decal's size improved.
- -Sensor/Disruption Pod/Eradicator's Unit Crusher decal texture and size improved.
- -Black Hand's Black Hand squad House Color improved for when they get the Purifying Flame upgrade.
- -Nod's Black Hand squad no longer shows Black Hand's icon on their textures and portraits (In TW they had a Nod's logo too).
- -Railgun's effect should use the right textures now.
- -Repair decal for all production structures was improved.
- -Warp Chasm's Model, animations, and code, were genreally improved,
- The structure now also not has lighting issues and properly shows its House Colors when it in a really damaged state.
- -Reclamation Hub's House color and Ramp door animation improved,
- The structure now also properly shows the arrows effects on the ramp door, and also changes the door's textures when the structure is in damaged state.
- -Redeemer Engimeering Facility's textures improved (it no longer let you see through the doors when they're closes) and some inconsistency was fixed,
- Some of the structure's animations were fixed/improved mostly for when the structure is in a really damaged state.
- -Scrin's and Nod's Repair drones' sparks effects now shows up from the right arm bones instad of just floating beneath them.
- -Shard Walker's weapon settings were updated to be like the Gun Walker's, so now it can fire while moving and can aims better.
- -Steel Rifleman squads can't get upgraded anymore with Composite Armor in Global Conquest mode.
- -Fixed a delay with all of the factions' MCV's creation voices (aside Scrin's) for when they comes out from the War factories/Reclamator hubs/Redeemer Engineering Facilities/Gravity Stabilizers.
- -Reapers 17's Growth Stimulator no longer plays Growth accelerator sounds when selected.
- -Orca's exhaust effect no longer appears only from its left thrusters.
- -Pitbull's death debris no longer spawns a Bulldog's turret model upon death and now spawns the Pitbull's launcher instead,
- Destruction delay was also increased so the model won't disappears before it finished sinking.
- -Shatterer's and Zone Shatterer's skeleton and geometry box were improved.
- -ZOCOM's Rocket Harvester now shoots rockets from the right bones (previously it used GDI's Harvester skeleton) and can pitches its turret up and down,
- Rocket Harvester also has its own missile projectile model now over the generic one it used before.
- -Fixed a delay in the RIG's creation voice for when it came out from Sub-factions War factories and Reclamator hubs.
- -Fixed an animation's bug with the GDI's Crane.
- -Scrin's Drone Ship's lights no longer shows up when the Drone is covered by objects (i.e. when the ship is placed behind something like a tall building that covers it from the player's view).
- -Improved Reaper17's Harvester's description (now it also mention that it comes shielded).
- -Fixed Reaper17's/Traveler59's/ZOCOM's/ST's/MoK's/BH's units' names and descriptions in World Conquest mode (Previously some of them used GDI's/Nod's/Scrin's descriptions and names instead of their own).
- -Fixed a bug that didn't allowed Ravager's Tiberium Agitation's ability to targets MoK's/BH's Power plants,
- And all of Nod's and Scrin's factions' Seekers, Plasma Missile Batteries, Photon Cannons, Attack Bikes, Stealth Tanks, Mantises, and SAM turrets,
- after being upgraded with Liquid Tiberium Core/Shard Launchers/Tiberium core missiles.
- -Tiberium Vibration Scan now also detects on the map all of Nod's and Scrin's factions'
- Seekers, Plasma Missile Batteries, Photon Cannons, Attack Bikes, Stealth Tanks, Mantises, and SAM turrets after they been upgraded with Shard Launchers/Tiberium core missiles.
- -Voice of Kane's description no longer states that it can suppresses enemy's infantry as it never did so to begin with.
- -Ravager's attack bone improved, as result its shards and Tiberium Agitation's effect now comes out of its mouth rather than above it.
- -Nod's and GDI's Refineries, Silos, and Reclamator Hub no longer shows their smoke effects when they're EMP'd.
- -ZOCOM's Sniper team no longer use GDI's Snipers and Spotters anymore.
- -Nod/MoK Reckoners' debris model (the one it shows when it dies) was improved.
- -Structures can no longer be placed on deployed Reckoners.
- -Improved Stealth tank's destruction delay (the part where its model is sinking after being destroyed).
- -Specters and Mantes treads now moves onward when they're moving forward instead of backward.
- -Tiberium Vein Detonation no longer keep deals damage to units who were able to get away from the damaged area.
- -Overlord's Wrath and Tiberium Vein Detonation not longer stops Nod's turrets from rebuilding themselves if they were destroyed by one of them,
- It's import to note that super weapons can triggers the same issue as well but have lower chance to trigger it due to the simple fact they're most of the times destroys the turret's hub along the way,
- (This fix has made the Overlord's Wrath and Tiberium Vein Detonation to look less devastating now when they hits the ground, so I don't want to use it on the SWs too unless it'll be the last resort).
- -Vision range for most of the Nod's defensive structures is no longer higher than the actual weapon's range.
- -Skirmish's or Multiplayer's save replay button no longer overlaps with the bottom Timeline bar.
- -The Objective headers of the mission debrief are now yellows instead of blues.
- -In the mission end screen (the one you see when you ends a mission) the two bars that briefly appear before the Medal is revealed are now red instead of blue.
- -Skirmish loading screen was improved.
- -Players with widescreens no longer be able to see the map around the background loading image's edges just before the game finishes loading in Network or Online game modes anymore.
- -Vertigo's textures, skeleton, and stealth model improved so they be more consistent with the base unupgraded model.
- -Fixed/improved even more house colors for some neutral structures.
- -Redeemer's Liquid Tiberium turrets can now attack when the unit is moving.
- -Fixed a bug where only Nod's Voice of Kane won't spawn infantry squads upon being sold or destroyed.
- -Veteran and Subfaction Snipers should now be able to spot for bombardment when garrisoned inside any structure that is used in custom maps (Will add support for Official maps later).
- -Many random units no longer plays the sounds of upgrades they don't possess.
- -MoK/BH Scorpion tank and Raider buggy won't be upgraded with Laser Capacitors in Global Conquest mode anymore.
- -Traveler59's Tripod/Seeker/Gun Walker won't be upgraded with Attenuated Forcefields/Forcefield Generator in Global Conquest mode anymore.
- -Black Hand's Fanatics won't be upgraded anymore with Tiberium Infusion in Global Conquest mode.
- -Mammoth tank now properly shows its missile pods with Adaptive Armor effects when the Adaptive Armor ability is being used.
- -Awakened's and Enlightened's EMP animations has been improved.
- -Improved Laser turret model.
- -BH's laser turret hub no longer affects Nod's Laser turrets when it got destroyed.
- -All tread's based units now properly shows their treads moving backward when they're reverse moving.
- -ZOCOM's Rocket Harvester now shows damaged textures when it's in a really damaged state and has a damaged model for when it destroyed.
- -Destruction delay for all of GDI's Harvesters was improved.
- -Added missing Guard voice state for the ZOCOM's Rocket Harvester.
- -GDI's Airfields now uses the right textures and shaders, and also shows damaged textures for upgrade's sub-objects when they're heavily damaged.
- -GDI's Airfields now no longer shows Hardpoint sub-objetcs when they're in damaged state.
- -GDI's Tech Center no longer plays animation when not powered or EMP'ed.
- -GDI's factions' War Factories no longer switches to ZOCOM's logo when they're really damaged.
- -Raider Buggy's EMP coils' sub-objects now shows really damaged texture.
- -Many Nod's and GDI's tech structures now shows damaged textures when they're in really damaged states,
- (EA were inconsistent with these and I went with their inconsistency, but at least now the textures shows up at all).
- -Fixed (hopefully) a bug that sometimes caused units to display veterancy icons from the wrong faction.
- -Some texture issues for Attack Bike's, Stealth tank's, and Mantis's, tib core sub objects which appeared when Tiberium Core Missile Upgrade was purchased, is now fixed.
- -Some Black Hand's units (Harvesters, Mantis, Specters) can now be stealthed via the Cloaking field support power (Bug).
- -Further improved the Mantis's animations and treads issues (look way better now).
- -Fixed some night textures and light effects that were supposed to appear at night maps for GDI's units and structures.
- -Target priorities for some units has been improved.
- -Scrin's Seeker now properly plays Shield sounds when it got the Forcefield Upgrade, While Travelers 59's Seeker no longer has Forcefield upgrade code for the World conquest mode (bug).
- -Eradicator Hexapod no longer plays Forcefield upgrade's sound when the player researches it.
- -Planetary Assault Carrier's Fighters now properly uses their Ion Storm's textures when under Ion Storm effect.
- -Devastator Warship's turret now properly rotates when it's under the effect of the Ion Storm.
- -Traveler Engine's effect no longer flashs/blinks when Planetary Assault Carrier and Devastator Warship starts moving.
- -Disintegrator's crush damage is no longer applied to subfaction's Scorpion tanks that have the Dozer Upgrade.
- -GDI's Combat Support Airfield landing order was changed to match the order of the Airfield.
- -Nod's Air Support Tower now use the right shaders for all model states and also has its landing order changed to match the order of the Air Tower.
- -Decoy Temple of Nod support power now uses its own icon over the structure's actual portrait (bug).
- -Ichor Seed support power now uses its own decal (It used Nod's previously).
- -Shock Pods support power now uses its own decal.
- -Shock Pods support power now spawn's Reaper17's Shock Troopers (It's spawned Scrin's previously).
- -MARV's Railgun turrets lasers effects no longer overwrites each other while shooting if there's more than one Railgun turret presented.
- -Eradicator's beam weapon effects no longer overwrites each other while shooting if there's more than one beam weapon presented.
- -GDI's Combat Support Airfield's geometry been improved, more effects were added to the structure when it's damaged, and the antenna (which was supposed to be there to begin with) was added again.
- -Nod's Air Support Tower's geometry been improved, and more effects were added to the structure when it's damaged.
- -Black Hand's and Nod's Confessor Cabals overall code was improved, Charged Particle Beam upgrade no longer decrease the weapon's range.
- -BH's and MoK's Fanatics are no longer affected by their own explosion.
- -Fixed some Global Conquest's upgrades that didn't properly triggerred for some units.
- -Anti air units shouldn't attacks Overlord's Wrath's meteors on random occasion anymore.
- -Confessor and Black Disciple members that appears from the Confessors/Black Disciple upgrade no longer appears in a "T pose" if their squad was garrisoned inside a structure when the upgrade was triggerred (They still appears in a "T pose" when they're inside transports though ;/).
- -Cloaking Field now properly deals less damage to some advance sub-factions' infantries (previously it dealt less damage only to main faction's advanced infantries).
- -SAM turret model improved, model no longer shows the wrong sub objects if the player got the Tibirum Core Missile upgrade before the Quad Turret upgrade, and also no longer show funny debris that rotates alongside the turret when it's in a really damaged state.
- -Redeemer now shows some effects EA forgot to turn On when it get upgraded with Black Hand squads.
- -Reaper Tripod now has its own husk model (previously it used a normal Tripod's husk model with a different texture).
- -Fixed a bug where some Tiberium based units weren't considered as such code-wise (in terms of Support powers, Anti-Tiberium weapons, and the like).
- -FireHawks, Hammerheads, and Orcas now plays their upgrade sounds when Hardpoints and Ceramic Armor upgrades has been purchased.
- -Fixed a small bug with the BH's Flame tank's and Black Hand squad's weapons.
- -BH's Specter no longer plays the Nod's Specter's voices (main different was that it had Stealth engine sounds).
- -Specter's body will not rotate when aiming while deployed anymore (bug).
- -Saboteur and Nod's/BH's Commando no longer have directional armor which allowed them to take extra damage from the side and back since no other Engineer or Commando unit in the game had it.
- -Nod's/BH's/MoK's units no longer keeps showing liquid Tiberium/flame weapon particle effects when EMP'ed.
- -Mechapede's Tioxin Blast Cannon can now clear garrisoned structures.
- -Flame/Liquid Tib/Scrin's toxin weapons has been reworked and now won't clear garrisoned structures/slow down units at the very moment they've started firing on a unit/structure (previously it affects units/structures without waiting for the weapon to actually hit the target).
- -Tiberium Trooper no longer shows Nod's logo on their texture when they've been upgraded with the Cybernetic Legs upgrade.
- -Fixed some inconsistency with Enlightened's textures when they been upgraded with the Cybernetic Legs upgrade.
- -Tiberium Troopers/Enlightens/MoK Saboteurs now properly shows their Cybernetic Legs's house colors once the upgrade been purchased.
- -Shadow Team's weapon issue been fixed (previously they would've tried to shoot out of their range or not attacks the target at all).
- -Zone Trooper's and Confessor Cabal's Recycled price (Hexapod passive ability) is now proportional to unit cost.
- -Fixed some GDI's tech center weird effect which appeared when it was in a low damage state.
- -Fixed the Pitbull's attack range, as result the mortar range is now 250 instead of 300 (previously the Pitbull would've often stayed in place when the target was too far from its attacking range).
- -Pitbull's mortar no longer damages allies.
- -Fixed a small bug where sometimes all of GDI's factions refineries won't show smoke effect if they were built with a none GDI's faction.
- -Foxholes can now spots for ZOCOM's Sniper teams.
- -Reckoner no longer shows four treads models if it was unpacked while moving.
- -Reckoner no longer plays engine's sounds when Deployed.
- -Sensor pods now properly starts their cooldown (previously the player could lanuch Sensor pods limitlessly).
- -Redeemer's death animation has been fixed.
- -Reckoner's destruction animation and destruction's delay (where it sinks to the ground) has been fixed.
- -Wolverine now uses the right texture when getting destroyed.
- -Fixed some small wrong EVA event in the Steel Talon's Airfield and the ZOCOM's Armory.
- -Fixed some critical bug where Nod's/BH's/MoK's Temple of Nod would've reset the nuclear missile attack if the player would've use the Master Computer Countermeasures at the right timing,
- As result, the ability will now be locked for few seconds each time the super weapon is being launched.
- -Fixed some critical bug where Nod's/BH's/MoK's Laser Fencing wouldn't work if the player got a Tech Lab before the Operation Center,
- There was also some script there for the AI that could've cause possible crashes/Out of syncs issues or may was one of the reasons Nod AI went to sleep too often.
- -Scrin's Tiberium Hive no longer leaves some green gas effect on the map after it dies.
- -Nod's factions SAM turrets no longer shows upgrade's sub objects in their structure's 3D previews (The 3D preview that players sees when they're about to put the structures in the battlefield).
- -Confessor's throwing animation now plays properly.
- -Marked Of Kane's Avatar's husk no longer spawn a Nod's Avatar upon being recovered.
- -Nuke Transport no longer shows Nod's MCV's description
- -Quad Shredder's broken model and animation were fixed.
- -Scrin's Life Form Plant no longer becomes invisible when it damaged.
- -GDI's Sky Sentry ability button in World conquest mode is now pressable and working properly.
- -Slingshot now has EMP animation and doesn't show dust effect when EMP'ed.
- -Description improved for Nod's Black Hand (Previously it didn't mentioned they can calls for Transports).
- -A bug where there was a small chance for the Black hand's Commandos to be trained more than 2 times was fixed (Mostly thanks to the fact that there are now two different types of commandos for BH rather than one type that can be trained twice from the same button).
- -Black hand's Commando now shows the right description in World conquest mod (previously it used the Nod's Commando's description which also claim she use stealth).
- -All of the GDI's and ST's units now properly shows their Railgun accelerator sub objects (EA really messed this one up).
- -Mammoth tanks no longer shows their treads in a funny way after their Adaptive Armor ability been trun off.
- -Titans and Mammoths now properly shows damage textures when they uses the Adaptive Armor ability and now also properly plays their railgun upgrade's sounds (Also was fixed for the RIG).
- -Mammoth tank now properly shows house colors when it uses the Adaptive Armor ability and also got its normal textures fixed (previously it had few orange areas on its texture which appeared no matter what HC the player chose).
- -Black hand's Commandos no longer have a small potential to be stealthed when they are garrisons (The structure could've appear empty to the enemy player the same way Sniper team or Shadows does it when they occupy the building).
- -Orca bombers and Ox transports won't shows dust effect in their 3D formation models anymore (bug).
- -All of the faction's Harvesters should now pass through obstacles when they're about to docks in their refineries to prevent them from getting stuck on the way,
- (While I believe I already fixed most of the harvester's issues in my former update, it's not a bad idea to add yet another "layer" of insurance ;) ).
- -All of GDI's/ST's/ZOCOM's Harvesters and Refineries now properly shows and hides their "Tiberium bars" (the Tiberium's lines that in the Harvester's rear part) in the right moments
- (Previously the Harvesters showed them all the time when they entered the Refineries or upon death, and the Refineries showed them right after they were built or damaged).
- -Attack bikes and Pitbulls now properly uses both of their launchers (They previously used only one).
- -Space Command Uplinks now properly shows the smoke effect which comes out from the missile sub object model.
- -Squads that been upgraded with the Tiberium Field Suits upgrade, will now properly play their upgrade's sound.
- -Fixed a bug that caused all of GDI's factions to not show heroic tracers with AP ammo upgrade on some situations.
- -MARV no longer stand idle when the player orders it to attack when it's upgraded with a sniper turret from the Sniper team, to solve this bug however the MARV's Sniper weapon's range had to be decreased from 470 to 350.
- -GDI's Sniper team no longer selects ZOCOM's Sniper team with the "select all of the same unit type" (W) key.
- -ZOCOM's Raider Drop special power now properly uses its own button's image.
- -Purifier's/Avatar's husks now properly shows damaged texture for their flame thrower sub object model.
- -Purifier's flamethrower weapon now properly deals an extra damage to structures similar to the Avatar.
- -Nod's factions ConYards no longer recovered from an EMP attack faster than any other faction's ConYards.
- -Fixed a potential voice issues for the Purifier (previously there were some codes lines that told it to use the Avatar's voice lines).
- -GDI's and ZOCOM's armories no longer shows the wrong sub objects when their armor's upgrades been purchased.
- -Civilian Transport's and Liquid Tiberium Transport's house colors now show up correctly.
- -Mutant Hovel now pulls out trained infantries the same way any other barracks/factories does (meaning that pulling out a unit take 1s instead of 10s), and exiting direction was also improved,
- It will work only with Custom maps though, for the official maps I've fixed it in Version 2 of my Fixed Map Pack but didn't released it yet aside few maps in the mod's discord server.
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -Fixed some inconsistence in the description of all of the engineers' repair ability.
- -Marked of Kane's Shadow Strike Team support power now spawn Marked of Kane's veteran Shadow Teams instead of Nod's.
- -All of GDI's factions' Airfields, Nod's factions' Air Towers, Tech labs, and Operation Centers, no longer shows upgrade's sub objects in their structures 3D preview models (The 3D preview model that players sees when they're about to put the structures in the battlefield).
- -Fixed some small bug that was related to the Mutant Marauders code.
- -Firehawk's Anti-Air Loadout can no longer deal friendly damage (their Anti-Air missiles had a radius damage that caused them to damages themselves if they were too close to each other in the process).
- -Reinforcement Bay's door no longer disappears when it's heavily damaged.
- -Traveler 59's Devastator Warship and Planetary Assault Carrier no longer shows their engine's effect on random occasions and now also shows it while inside Ion storms (Compared to v0.2, now it's fully fixed).
- -Black Hand's Flame tank and Black Hand squad now gets a veterancy if they are trained by a none Nod's faction.
- -All units' experience points bugs are now fixed (for the most part at least).
- -Enlighteneds now properly shows their sub object models when both Cybernetic legs and Supercharged Particle Beams upgrades been purchased.
- -Cloned Tiberium Trooper/Redeemer with Tiberium sprayer turret can't slow down units anymore.
- -Decoy Army support power can't clone husks anymore.
- -The map "Wrecktropolis" now include the Neutral Tiberium Silo in the middle just like it was in the Tiberium wars' version of the map,
- It was only added in the Version 2 of my Fixed Map Pack but I didn't released it yet aside few maps in the mod's discord server.
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -All Nod's factions now properly shows house colors when being garrisoned in structures,
- It will work only with Custom maps though, for the official maps I fixed it in my own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -Combat Engineer now properly shows attacking animations when he attacks while under cover.
- -Behemoth's leg model is now fixed (All thanks to Stygs)
- -Fixed Zone Shatterer's Overload Sweep ability's range bug further and improved its overall behavior.
- -Fixed a bug that caused Shatterer and Zone Shatterer to not shows some dust effects when being used by none GDI's faction.
- -GDI's factions' War factories and Barracks no longer shows their doors opend after they been fully repaired.
- -GDI's, ST's, and ZOCOM's Tech Centers now plays their animations properly.
- -Fixed a bug that could cause Nod's BH's and MOK's Tiberium Chemical Plants to not be detected as tiberium-related structure if it was built/captured by other faction.
- -All Epic unit's facilities now have a bigger repair radius (similar to the RIG's) because it was nearly impossible to repair any Epic unit with the former radius size.
- -All faction's repair drones now properly detects damaged units within the War factories and Air fields radius.
- -All faction's RIGs doesn't gains veterancies anymore (as it was reset each time they will unpack/repack).
- -Description improved for the Rouse Militants support power in the World conquest mode (EA forgot to mention that only one Rouse Militants Strike Force may be used at any time).
- -All GDI's factions now properly shows their Crane's house color (Yea EA forgot about it!),
- I've also took the opportunity to further improved it on the way.
- -Fixed a bug where Behemoth shows its "out of war factory" animation after being recovered as an husk.
- -All Scrin's factions' MCVs now properly shows their damaged textures when they unpack/repack while in a damaged state.
- -All Scrin's factions' MCVs now correctly shows their 3D formation models when the MCV in the middle of unpacking/repacking.
- -Fixed a bug where all factions' Firehawks won't always shows their engine's effect after the Stratofighter Booster upgrade has been purchased (They now also won't shows it on random conditions).
- -ZOCOM's Zone Orca's texture and portrait now shows ZOCOM's logo instead of GDI's.
- -ZOCOM's Zone Orca now has its own 3D formation model.
- -ZOCOM's Zone Orca, Hammerheads, and Firehawks, now have and properly shows damaged and NRM textures when the Ceramic armour upgrade has been purchased.
- -All Nod's factions' Quad Shredder Turrets now shows their build-up animation properly, they also won't shows anymore their shooting effect when they're under a damaged state (Yellow health bar),
- However there's a rare glitch that has random trigger which causes all type of Quad Turrets to stop move/freeze and also apparently re-trigger the Quad Shredder's shooting effect bug again (and make it even worse),
- I have no clue what triggers it and how to fix it.
- -GDI's and Steel talon's Battlebases'/Rigs' description now properly show they have Railgun upgrade.
- -Vertigo's description now mention that it can attack aircrafts.
- -Fixed GDI's and ZOCOM's Guardian Cannon's descriptions,
- GDI's Guardian Cannon now properly shows its railgun upgrade icon when selected
- (See here for more info:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/gdis-guardian-cannon-missing-description-of-an-upgrade#1067119 ).
- -ZOCOM's Zone Orca no longer shows missile's sub object model when hardpoint upgrade has been purchased by other GDI's and Steel Talon's functions.
- -ZOCOM's Zone Battlebase no longer switch its shells (Sonic grenades now) to Railguns after a ZOCOM player get GDI's/Steel talon's Tech lab and purchased Railgun upgrade.
- -GDI's/ST's/ZOCOM's Rig no longer shows its moving animation when it packed from a battlebase mode and stand still.
- -Marcion's Transport tire's trails bug has been fixed.
- EA's AI's bugs fixes/Improvements:
- -Fixed a lot of random issues with the AI's codes that EA left behind, as result the AI should work much more smoother now.
- -AI now garrisons infantries inside epic units and pretty much any unit with garrison slots.
- -Confessor cabal under AI's control hopefully won't use Hallucinogenic Grenades on gliding Shadow team anymore.
- -AI shouldn't be able to use the Juggernaut's Bombardment ability on aircraft anymore.
- -Beam Cannons under AI control now can uses their Charged Defense ability on allied Obelisks, it will rarely use it though but at least now it can use it at all~.
- -Nod's factions' AIs can't uses Beam Cannon's Reflector Beam ability anymore since they didn't really knew how to used it and packed Beam Cannons in their bases as result,
- (Not to mention that EA didn't updated the AI's Reflector Beam code for the sub-factions and left it as it was in TW anyway...)
- -Scrin's factions' AIs won't uses Infestation support power anymore in order to prevent a possible crash (The AI don't seem to know how to uses it well anyway).
- -Fixed a bug where buzzers who are under AI control would've often attached themselves to an allied GDI's/Nod's vehicles despite these vehicles not having the ability to do so.
- -Hopefully fixed a bug where the AI could've used the Zone Shatterer's Overload Beam ability to attacks aircraft.
- -AI now hopefully won't be able to uses Phase Field on aircraft.
- -BH's AI now uses decoy temple support power (although in a rather funny way).
- -ZOCOM's AI now properly uses Bloodhound.
- -Fixed some more AI's issues EA left behind, mostly with the AI's rushes and Opening moves.
- -ST's AI now uses Adaptive Armour.
- -Steel Talon's AI now uses their Railgun Accelerator support power.
- -AI damage against sonic weapons improved.
- -Scrin's/Traveler's AIs now trains Prodigy/Mastermind and Cultists.
- -All Nod's factions' AIs now uses the Vertigo's stick pods on allies.
- -All GDI's factions' AIs now uses the Orca's Pulse Scan and Sensor pods abilities.
- -All Nod's factions' AIs now builds Disruption towers and Voice of Kanes.
- -All Nod's factions' AIs now trains Reckoners and Enlightened.
- -All Nod's factions' AIs now uses Awakened's, Enlightened's, and Raider buggy's, emp abilities.
- -MoK's AI now properly uses the Magnetic Mines support power.
- -Travelers 59's AI now uses Mechapede.
- -All Nod's factions' AIs now uses the Decoy Army support power.
- -ZOCOM's AI now properly uses their Airborne support power.
- -Steel Talon's AI now properly use their Bloodhound support power.
- -Fixed a critical bug where the AI could've summon its own Kodiak/Mothership via the player's Space Command Uplink/SignalTransmitter structure.
- -All of Scrin's faction's AIs now uses Stasis Shield/Temporal Wormhole, Ichor Seed, Reconstruction Drones, and Phase Field, better/often/at all.
- -Travelers 59's AI now uses Overlords Wrath more often.
- -Travelers 59's AI now trains Eradicator more often.
- -ZOCOM's AI now trains Zone Raiders more often.
- -MoK's AI now properly trains Tiberium troopers.
- -All GDI's faction's AIs now spams less Slingshots.
- -All GDI's faction's AIs now uses Grenadier Squad's emp grenade ability.
- -All Nod's faction's AIs now uses Tiberium Vapor Bomb better.
- -GDI's and ZOCOM's AIs now trains Zone Shatterers/Shatterers more often.
- -AI should now uses Sonic Repulsion Field and Laser Fencing.
- -An attempt been made to make the Nod's AIs to use cloaking field more often.
- -Nod's factions' AIs now properly uses Radar Jamming Missile support power and Signature Generators abiliy.
- -All of GDI's/ST's/ZOCOM's faction's AIs now uses Orbital Strike, Shockwave Artillery, and Zone Trooper Drop Pod/Zone Raider Drop Pod better/often/at all.
- -All Nod's factions' AIs now properly launches their nuclear missiles.
- -All Scrin's factions' AIs now summons their Motherships.
- -All GDI's factions' AIs now trains RIGs (when they feels like it).
- -AI's uses of Redemption support power has been improved.
- -Few attempts were made to stop the AI from using the Tiberium Vein Detonation support power outside of Tiberium fields, most of them failed, so now it just mostly targets refineries to make things more tolerable.
- -Enemy's AI uses of Ravagers been improved, Ravagers no longer use their Tiberium Agitation on husks.
- -Enemy AI now should use the Zone Shatterer's Overload Sweep ability better.
- Campaign's changes and bugfixes:
- -Mod's changes now also affects the Campaign,
- Most noticeably is how the AI improved and that now Tiberium Spike's value changed back to how it was in ver 1.00 (750$ per capture, and 25$ pre second).
- [The Rio Insurrection]:
- -The Nod's Harvesters doesn't claims to be stealthed when they actually aren't.
- -The Radio stations no longer reduces armors of surrounding units instead of increasing them.
- [What is Rightfully Ours]:
- -The Nod's Harvesters doesn't claims to be stealthed when they actually aren't.
- -Few Bulldogs and Steel troopers are now guarding ST's base as well as the GDI's research facility access points, while a Mastodon and two MRTs guards the actual facility.
- -A few unpiloted Orca A-16s were added to the mission for the player to capture.
- -AI's behavior was improved.
- [Persuade Him...]
- -One of the Reckoners that defending the BH's base is no longer assigned to team Neutral instead of Black Hand's.
- -Marcion's Transport now has a 3D formation model.
- -AI attacks more frequently now.
- -Statue of Brother Marcion and Black Hand Stronghold now properly shows house colors.
- -Statue of Brother Marcion now actually buff the enemy's units.
- -Two prototype flame tanks now guards the Black Hand Stronghold.
- -Some easter egg was added to the mission ;).
- -ST's Pulse Scanners now properly plays their animations.
- -Mutant Hovel was added to the mission's map.
- -One of the laser turrets defending the BH's base no longer assigned to Team GDI instead of the Black Hand's Team.
- -Bunker Doors can no longer be destroyed since it broke the mission's script.
- [A Grand Gesture]:
- -Mutant Facility was added to the mission's map.
- -Nod soldier's dialog commenting on GDI's Tiberium Lab now triggers properly.
- [Keys to the Kingdom]:
- -Units won't auto attack the ground on some specific area of the map anymore.
- -In the mission The Doctor Vanishes two Kodiaks now guards the two objective areas.
- [The Doctor Vanishes]:
- -The player now starts with 4 Prototype flame tanks instead of the normal BH's Flame tanks.
- -Two Kodiaks now guards the GDI's bases.
- [MARV Rising]:
- -ZOCOM no longer uses some GDI's units and instead now uses their own.
- -ZOCOM's MARV no longer uses Zone Trooper's cannon.
- -MARV's Sniper turret no longer placed on top of the Missile turret.
- -Some easter egg was added to the mission ;).
- [The Betrayal of Kilian Qatar]:
- -The Attack bike the player use near the end of the mission now has a custom model, portrait, and voice, rather than using Nod's vanilla bike model that claims to be a Saboteur.
- [Hearts and Minds]:
- -The Prodigy that is sent to the player's base at the start of the mission was supposed to use its Area of Effect Mind Control ability on the player's units but didn't,
- fixing it up proved to be complicated so now it will just mind control some unit instead.
- -Raindrops were added to the mission's map.
- [Tacitus Interuptus]:
- -EVA now uses the right sound file for Tiberium Vein Detonation Bonus Objective.
- -Fixed some wrong structure's geometry that could've prevent units from taking a crate in the mission.
- -Reaper 17's AI now properly runs the script where it supposed to spawn a Mothership that chases after the ZOCOM's MCV.
- [Will Made Flesh]:
- -Snow storm was added to the mission's map.
- [Tacitus Regained]:
- -The MoK's Venoms the player got at the beginning of the mission won't self heals themselves anymore despite only having one veterancy.
- -Few easter eggs were added to the mission ;).
- -When the outer barrier is destroyed, units can no longer go through the inner barrier when it is still enabled anymore.
- ------------------------------------------------------------------------------------------------------------------------------
- [Game Changes]:
- -Added ammunition counters to aircraft units' portraits with limited ammo (In other words Aircraft now shows how much ammo they have in real time just like how it was in TW).
- -Options and Disconnection menus UIs have been improved.
- -Dark pink house color was added to the Skirmish menu (Thanks to ItzTeeJaay ;D).
- -Announcers now have new lines for the Hijacker.
- -All of the units in the game now uses all of their create's quotes which were left in the game files but weren't used previously.
- -Announcers now also warns the player about enemy's engineers and Epic units.
- -Online Login UI menu has been improved a bit ;).
- -Mod's title logo in the main menu has been improved a bit ;).
- -Some more nice C&C4's Easter eggs were added to the game.
- ------------------------------------------------------------------------------------------------------------------------------
- [Global changes]:
- -Tiberium's based objects' textures were overall improved.
- -Traveler Engines and Shard Launchers upgrade buttons' locations swapped for consistency sake,
- Technology Assemblers' upgrade description orders were also changed to matched the upgrade buttons' orders.
- -All factions' Outposts' descriptions improved.
- -Titan's death model improved (now its debris looks more like other units' debris in the game).
- -Fanatics no longer uses their censored KW's Portrait and now using the TW's one instead.
- -Eradicator Hexapod now has its own decal instead of using the Sensor/Disruption Pod's one.
- -Beam Cannon's Charge Defenses ability now gives less 15% Rate of fire to an Obelisk when it charges it.
- -Some Portraits, Ability's buttons, And support power's buttons, got tiny bit of improvements compared to older mod's versions.
- -All of GDI's factions' tech labs now have an improved model for the Tungsten shells sub-object's upgrade.
- -MARV's Sniper turret clips decreased to 3 from 6, and damage been decreased to 400 from 500.
- -Purifiers and Avatars now have new flame effect for their flamethrowers.
- -Mammoth tank's missile pod models now shows actual missile's models over empty holes.
- -Some effects were added to Voice of Kane statue.
- -Orca's Sensor Pod now self-destruct again after 2 minutes even on ground.
- -GDI's and ZOCOM's Orcas now have a new ability to deploys Auto Turrets, Auto Turrets are weak turrets that can be placed everywhere around the map,
- They will self-destruct after their batteries will run out in three minutes and have no stealth detection however, but they can be combined with the Orca's Sensor pod,
- ZOCOM have their own version of the Turret which equipped with sonic shells but slightly bit more expensive.
- -All walker epic units types now shakes the ground when they're walking.
- -Corruptor's/Tiberium trooper's/Redeemer's Liquid Tibirum Cannon's/Liquid tank's healing rate been reduced by 50% again.
- -Railgun accelerator effect's color was changed from "Alienish" green to be more azure/light blue-like kind of color.
- -All of GDI's/ST's/ZOCOM's Missile squads now have the ability to switch between Manual and Locked laser modes,
- The Manual lanuch mode is the default mode they originally had, while the Locked laser mode let them attack more faster but has big pre-attack delay.
- -All of Nod's/MOK's/BH's Militant rocket squad and GDI's/ST's/ZOCOM's Missile squads, now have new Rocket/Missile projectile to make them look more unique,
- Militant rocket squad also shoot two rockets instead of one to fit to their respective rocket launcher, but the damage has been split between the two and generally stayed the same.
- -Nod's/MOK's/BH's Master Computer Countermeasures ability now also shows up in the support powers tab for an easy use.
- -Due to some critical bug, GDI's/ZOCOM's armory can no longer let ally's squads to go inside it to heal their missing squad members,
- Instead the armory can now heals squads who stand next to it but without restoring their squad's members back, The player who own the armory can use both types of healing methods regardless,
- Armory now takes once again 5s to heal squads instead of one millisecond.
- -All Epic units now shakes the ground a bit when their shell/laser hit something.
- -All types of Zone troopers now have improved house color.
- -Formations models for all new aircrafts units been improved compared to older mod's versions.
- -Explosion effects improved for all types of Mines.
- -Slingshots now shows new sub object when the Tungsten Shells upgrade has been purchased.
- -Giant C&C4's Vertigo that comes from Tiberium Vapor Bomb special power now has more effects and also its own 3D formation,
- Its name changed to Armageddon Vertigo, Its geometry improved, and it's selectable (though still uncontrollable).
- -Improved Veinhole monster was added to the game alongside with its tentacle cells,
- The tentacle cells and Veinhole monster deals area damage to any unit who moves over them, the Veinhole monster's mouth also kills most type of units who moves over it instantly,
- All tentacle cells in the entire map will die onces the monster head has been destroyed, moreover there are many varieties of the same monster which acts a bit differently for world builder's uses.
- -Wild Visceroids now have only 40% chance to spawn from dead human soldiers, they also have effect and animation when they spawns and makes some sound to let you know they are around.
- -Wild Tiberium Fiends now replaces the Wild Ironback, there are two type of fiends, green and blue, they both will attack the player if he will mess with them, they hides in Tiberium field (literally) so be vigilant,
- Blue Tiberium Fiends deals more damage and have more health than Green Tiberium Fiends so take it into account as well.
- -GDI's and Steel talon's Battlebases are now showing the same Railgun's cannon model that the Mammoth, Predator, and Guardian Cannon
- have when the Railgun upgrade has been purchased.
- -All faction's Hammerheads now shows new sub object models when AP ammos upgrade has been purchased.
- -Players can now build structures on ally's outposts once it's unpacked.
- -All Engineers now have an ability to repair neutral structures, it cost 400$ and has cooldown of 60s.
- -Wild Ironbacks now start with 2500 HP instead of 4000.
- -Prototype Liquifier Tank's and Prototype Flame Tank's sizes, crush level, health, speed, and armor, changed to be the same as normal Nod's flame tank.
- ------------------------------------------------------------------------------------------------------------------------------
- [GDI]:
- Special Powers:
- -Space Command Uplink now has a new special power to calls a drop pod which contains a new unit: The Field troopers,
- Field troopers are strong anti-infantry unit which have the same armor as normal Zone troopers but without the helmet and upgrades, therefore they can be exposed to tiberium's radiation and also can't detects stealth units,
- Field troopers also have grenade launchers which are attached to their rifles and can be used to clear structures and attack enemy's buildings,
- The Field troopers drop special power cost 3500$ and has 90s cooldown.
- -Space Command Uplink now has a new special power to deploys the Kodiak,
- The Kodiak was added only to the GDI's arsenal and cost 3800$, however just like the Scrin's Mothership only One Kodiak can be deployed via support power at a time and it also will announce to enemy players it was deployed,
- The Kodiak has 3 big main cannons for ground units and 3 smaller turrets against aircraft, it also has railgun upgrade and can use railgun accelerator if the player has it/has an ally which plays as Steel talon nearby,
- The Kodiak also has VLS ability which will allow it to launch 16 missiles on enemy ground units/structures and has two minutes cooldown,
- When a Kodiak goes down it will take 2 minutes to deploy a new one.
- Upgrades:
- -GDI's Harvester now has AP ammo upgrade which change its gun damage from 30 to 50.
- ------------------------------------------------------------------------------------------------------------------------------
- [Steel Talons]:
- Units:
- -Sandstrom now replace Steel Talons' Slingshot,
- It costs 1400$ and take 14s to be trained but not so good against airs nor has any upgrades unlike the Slingshot, But it can shots ground targets and has a Missile barrage ability which can deal some medium damage to anything it hits.
- -Mastodon's geometry, size, portrait, locomotor, and footprints improved,
- It now shoot big shells instead of sonic shells and can be upraded with railgun, its damage has been reduced to 1800 from 2000 without the railgun upgrade for balance sake, it also can't use railgun accelerators till the railgun upgrade has been researched.
- -Mastodon's Drop pod now has more effects.
- -Wolverine now has two new machine gun models instead of its normal cannons as well as new unit's portrait and an updated icon for the Bloodhound support power, there's a small bug that makes the machine guns shows up incorrectly when it on an Ox transport however.
- -Combat Engineer's health decreased to 85 and armor against guns been decreased by 20%, Pre attack delay increased from 0.7s to 1s for balance sake.
- -Garrison Hammerhead now has new green texture, new portrait, and four bunkers objects beneath its wings,
- (My original plan was that any squad that will be put into the Hammerhead will shoot from these new bunkers objects, but it caused some serious bug that prevent the Hammerhead from landing on some conditions when it load/unload squads,
- So the bunkers objects were just left for show).
- -Steel Talons Orca has been replaced with Orca A-16, Orca A-16 has a machine gun that can deals small damage to infantries and aircraft,
- Cost and build time been increased from 1100$ and 11s to 1200$ and 12s,
- The Orca A-16 can't be trained anymore from the Reinforcement Bay unlike in previous mod's versions.
- (Please note that the machine gun's mechanism is a bit buggy, so once the Orca is out of missiles it will go reload even if machine gun don't need any reloading,
- Currently there's no mod for both TW and KW that has that issue fixed, so don't blame me ;) ).
- Structures:
- -Steel Talons AA battery was replaced with Missile Turret, the turret deals a bit more damage than an unupgraded AA battery but just like the Sandstorm it has no upgrade or whatsoever, it costs 1000$ and takes 10s to be built.
- -Steel Talons can now build the Pulse Scanner for 1500$ and 15s, The Pulse Scanner has a radius of 600 detection range and also debuffs by 40% the armor, attack power, and speed, of any enemy's vehicles that is within 200 milimeter range from the Scanner,
- The Pulse Scanner also adds a new Threats Scan support power which scans for any enemy's vehicles on the map.
- Special Powers:
- -Steel Talons now have a new support power from the Tech Center, the Watchdogs,
- Watchdogs calls two Sandstorms and Bulldogs to join the battlefield.
- Upgrades:
- -Tungsten shells upgrade was removed from the Steel Talons Tech Center as there are no units or structures who uses it at the moment.
- ------------------------------------------------------------------------------------------------------------------------------
- [ZOCOM]:
- Units:
- -ZOCOM's Mammoth tank changed to Zone Mammoth tank, it has new textures and portrait and cost 2600$ and 26s to train,
- It has a new ability to switch between its normal missiles loadout to Sonic grenades loadout which good against structures and infantries but have longer reload time.
- -Talon was added to the ZOCOM's arsenal and replaced the Pitbull, It cost 800$ and 8s to train,
- Talon is a bit more faster than the Pitbull and has a Sonic Mortar Upgrade instead of the normal Mortar Upgrade (Which was replaced at the Teach Center as well).
- -Zone Shatterer changed back to how it was in patch 1.02 code-wise but with few small chances for balance's sake,
- Zone Shatterer been moved to tier 2 again and requires a Command post in order to be trained,
- Damage decreased to 1200, Health points decreased to 3400 instead of 10000,
- Its Overload Sweep ability damage decreased to 2500 damage instead of 3000,
- Its attack radius increased from 350 to 375, Movement speed changed back to 60,
- Cost now decreased to 1600 and build time to 16 seconds,
- Zone Shatterer can also use its Air Transport ability again, and its unit's description changed a bit accordingly.
- -The Condor has been added to the ZOCOM's arsenal, It's a tier 3 havocraft that's equipped with high end EMP tech turret which can stop any enemy's vehicle (aside epic units) in its tracks, and also shutting enemy's structures and epic units with its Nano emp grenade ability,
- The Condor also has a second ability which let it unpack into a fighter aircraft that shoots anti air missiles instead of EMP ray, and uses its sonic engines to fly faster, becoming the fastest aircraft in the ZOCOM's arsenal,
- The ability has a 30s cooldown however,
- And it cost 1900$ and take 19s to come out of the Airfield.
- -Zone Juggernaut has been added to the ZOCOM's arsenal, it can only be trained from the Reclamator Hub,
- Zone Juggernaut shoots sonic grenades that have an area effect but a bit weaker than the other faction's Juggernauts,
- Zone Juggernaut can also launchs an Emp shell as a second ability that will paralyze all units and structures for a short period of time at the selected location,
- Unlike C&C4, the Zone Juggernaut Will leave an husk when it been defeated on the battlefield,
- It cost 2600$ and 26s to be trained,
- It can't be trained from the Reinforcement Bay anymore unlike in previous mod's versions.
- -Zone Orca now has 9 clips when hardpoint upgrade has been purchased from other GDI's functions' Airfields
- (The GDI's functions' Airfields needs to be belonged to the ZOCOM's player in order for it to work though).
- Structures:
- -ZOCOM's Guardian Cannon now changed to Zone Guardian Cannon,
- Zone Guardian Cannon equipped with sonic shells which deals 550 damage and have a small area of effect damage,
- Its costs and build time increased to 1300$ and 13s however.
- Special Powers:
- -ZOCOM's Bloodhounds now calls Talons instead of Pitbulls to the battlefield.
- Upgrades:
- -Mortar Upgrade was replaced with Sonic Mortar Upgrade which is thiny bit more stronger than the normal mortar but cost 1250$ and takes 35s to be researched.
- -Engineers now also have Tiberium Field Suits upgrade.
- -ZOCOM's Command Center now shows a new sub object model when the Missile Launcher upgrade been purchased.
- -Ceramic armour upgrade's textures for all ZOCOM's aircrafts are now showing ZOCOM's logo on them instead of GDI's.
- ------------------------------------------------------------------------------------------------------------------------------
- [Nod]:
- Units:
- -Nod's Commando now once again only stealthed while standing still (not moving) unlike in previous mod's versions, But instead she's now got an new Overcloak ability,
- The Overcloak ability will set her belt into overclock mode which will allows her be stealthed while moving for 15 seconds.
- -Banshee was added to the Nod's arsenal as Tier 4 anti tank aircraft (though it can also be good against structures to some degree) and can be trained from the Air tower,
- It requires a Tiberium Chemical Plant and cost 1800$ and 8s, For balance reasons despite the Banshee not has the need to reload it will still take one slot in the Air tower per aircraft.
- Special Powers:
- -Tech lab now has a new Tunnel Network support power which let the player places a Tunnel on the battlefield that allows infantries and medium vehicles to travel between one Tunnel to another and also connects to any owned Subways,
- Tunnel Network was added only to the Nod's arsenal and costs 1200$ and has two and half minutes cooldown,
- Additionally it also allows Vehicles to exits through normal Subways but not to enter through them (due to code limitations I can't do much about it...).
- -Tiberium chemical plant now has a new special power to deploys the Skolex,
- The Skolex is a Nod's crawling drone that is somewhat based on its predecessor the Montauk,
- The Skolex was added only to the Nod's arsenal and cost 4000$, and just like the Scrin's Mothership only one Skolex can be deployed at a time and it also will announces its arrival to the enemy when deployed,
- In fighting power the Skolex is basically a base's wrecker, deploying it will deal some damage to the surrounding area and its three saw blades and tail deals some decent melee damage despite the fact it can't move,
- Skolex can use its Incarnation ability after three minutes of cooldown to deal some massive damage against infantries and structures and can also use its Burrow Crawl ability after minute and half of cooldown to burrow to nearby area while dealing some damage when resurfacing,
- When a Skolex goes down it will take 3 minutes to deploy a new one.
- Upgrades:
- -Laser Capacitor upgrade will now retextures the Laser Turrets, Raider Buggies, and Venoms, with a new texture after the upgrade been researched.
- ------------------------------------------------------------------------------------------------------------------------------
- [Black Hand]:
- Units:
- -BH's Reckoner is replaced with Subterranean Reckoner, Subterranean Reckoner cost 1500$ and take 15s to be trained and has a front drill which allows it to use two new abilities:
- Burrow Strike which allows the Subterranean Reckoner to digs and resurfaces at distant location while also dealing some small damage upon resurfacing (The Reck won't be able to pull out the squads that inside it or Unpack right away into a bunker upon resurfacing due to balance reasons),
- And Drill Ram ability which will causes the Subterranean Reckoner to rams into a selected target and deals some heavy damage to it if the hit succeed,
- Any uses of Drill related abilities will causes the other abilities to reset their countdown since the engine will need to cool down for a bit.
- -BH's Commando can no longer be trained twice, instead now there are two types of different commandos, One is the normal BH's commando we all know and love which now has a different portrait and her model no longer has a belt anymore to differentiate her from Nod's Commando,
- While the other one is the BH's Sniper Commando,
- Sniper Commando has longer range than the ordinary Commando and shoots laser instead of normal sniper's clips, She doesn't has C4s however but she has a Subterranean strike ability which calls for few small drills that deals area damage and can also damages structures which are near them,
- Her cost and build time are identical to the normal BH's commando and so her pre-requirements,
- Both Commandos (Normal and Sniper) can increases the combat effectiveness of each other as well if they're within the right range.
- -Flame tank now shows blue explosion effect when it been destroyed while haveing the Purifying Flame upgrade researched.
- -Purifier now got two flame throwers on its back, it's only a cosmetic change though and not gives it x2 damage or any of the sort,
- It also has now Black hand's emblems on its flame throwers and an updated portrait and 3D formation to fit its new look.
- -Detector Raider Buggy now has two new antennas sub objects models and a small change to its portrait accordingly.
- Structures:
- -Black hand can now build the Statue of Brother Marcion for 1500$ and 15s, The Statue of Brother Marcion increases the fire rate of any nearby vehicles by 40%,
- Only one Statue of Brother Marcion can be built at a time.
- Upgrades:
- -Charged Particle Beam upgrade will now retexture BH's Shredder Turrets with a new texture after the upgrade been researched.
- ------------------------------------------------------------------------------------------------------------------------------
- [Marked of Kane]:
- Units:
- -War Reckoner's cost and build time reduced to 1400$ and 14s from 1800$ and 18s.
- -Hijacker was added to the Marked of Kane's arsenal,
- It can repairs and hijacks most type of vehicles aside few high tech ones (Ranks and upgrades won't be carried away due to engine's limitations though),
- And also has thrusters boost ability which will make it faster for 10 seconds, Only one Hijacker can be trained at a time though.
- -Cyberntric engineer was added to MoK's arsenal, It can be trained from the Air tower and requires Operations Center and Hand of Nod,
- It costs 800$ and takes 8s to train, It can repairs allied aircraft as well as attacks enemy's aircraft, but it only deals 50 gun's damage type and is more of a supportive than assault unit.
- (And yes it will follows your units when it's set to repairs them similar to the Scrin's Corruptor).
- -Cyborg Commando now has a new texture.
- -Reaper now has an ability to throws gas grenades which deals some massive damage to infantries and structures alike.
- -Cyborg Commando can now enters into Marked of Kane's Redeemer and upgrades it with Laser turrets.
- -Slave was added to the MoK's arsenal, it takes 900$ and s9 to be trained and can place stealthed explosive barrels as well as repairs vehicles,
- Slave can also upgrades itself to one of two forms: Defender (Defensive Mode) or Liquid tank (Offensive Mode),
- While in Defensive mode the Slave can attacks with a laser turret and build 4 types of mobile defensive structures,
- And when it's in Offensive mode it can clears structures and slows enemy's vehicles, it also has the Advanced Formula ability which will upgrades its tanks to deals more damage and also turns infantries into viscroids,
- Each upgrade/ability cost a certain amount of money and requires a certain tech structure in order to be used though.
- Special Powers:
- -Marked Of Kane's Burrowed Ambush now leaves new cracks decal on the ground.
- Upgrades:
- -Supercharged Particle Beams upgrade now retextures MoK's Shredder Turrets with a new texture after the upgrade been researched.
- ------------------------------------------------------------------------------------------------------------------------------
- [Reaper 17]:
- Units:
- -Reaper 17's Mechapedes now spawns blue shard segments instead of the green ones, which deals extra damage.
- -Reaper 17's Drone Ship now has different textures and portrait, and emits gas that can heals allied Tiberium's lifeforms, and damages enemy's infantries.
- -Reaper Devourer Tank's damage against infantries been reduced by 30%.
- -Reaper 17's Seeker now can be upgraded with a Blue shard upgrade instead of the Shard launchers upgrade.
- Special Powers:
- -Reaper 17 now have their own version of Overlord's Wrath which is called Overlord's Fury,
- Overlord's Fury is nearly identical to Overlord's Wrath but it calls for blue tiberium meteors which deals a bit more damage.
- Structures:
- -Photon Cannon been replaced with Shard Cannon,
- It starts with the Shard Launchers upgrade form the get-go and can be upgraded with the Blue shard upgrade instead,
- As result it costs 1400$ and takes 14s to be built instead of 1200$ and 12s.
- -Plasma Missile Battery been replaced with Shard Missile Battery,
- It starts with the Shard Launchers upgrade form the get-go and can be upgraded with the Blue shard upgrade instead.
- As result it costs 1000$ and takes 10s to be built instead of 800$ and 8s.
- Upgrades:
- -Reaper 17's structures now starts with the Shard Launchers upgrade for all Photon Cannons (Now called Shard Cannon) and Plasma Missile Batteries (Now called Shard Missile Battery) from the get-go,
- And Blue shard upgrade will now upgrades all of them included the Seeker with blue shards,
- For balance reasons however the Seeker won't start with Shard Launchers upgrade but can be upgraded with the Blue shard upgrade instead,
- Since the Shard Launchers upgrade got no actual use anymore it been removed from the Reaper 17's Technology Assembler since the Blue Shards upgrade took its place,
- Blue Shards now costs 5000$ however and will takes 90s to be researched.
- ------------------------------------------------------------------------------------------------------------------------------
- [Travelers 59]:
- Units:
- -Travelers 59's Eradicator now has Lightning Dischargers instead of Disc Turrets.
- -Travelers 59's Mechapedes now spawns lightning segments instead of discs.
- -Travelers 59's Drone Ship now has different textures and portrait, and discharges Ion thunders which can deflects enemy's missiles to some degree,
- Its speed also changed from 40 to 50, which make it the most evasive MCV in the game.
- -Travelers 59's Shock troopers now have Lightning Dischargers upgrade instead of Plasma disk launchers,
- The dischargers mostly does the same thing as the disks but deals more damage.
- -Assaultrider now got boost from Ion Storms, and also has Ion Storms effect when it's near one.
- -Traveler Explorer now has new texture to fit Travelers 59's MCVs/Drones.
- -Travelers 59's Buzzers now have new texture and portrait,
- Their name changed to "Mending Buzzers" and as it suggests they now can heals any Scrin's vehicles they combines with.
- Structures:
- -Travelers 59's Buzzer Hive now spawns Mending Buzzers and was renamed to Mending Buzzer Hive.
- Upgrades:
- -Travelers 59's Plasma disk launchers got replaced with Lightning Dischargers upgrade,
- Lightning Dischargers allows Shock troopers to uses lightings instead of plasma disks and cost 1500$ and takes 45s to be researched.
- ------------------------------------------------------------------------------------------------------------------------------
- [Neutral Changes]:
- Units:
- -Tamed Visceroids now can clear structures the same way buzzers does.
- -Tiberium Fiends pack were added to the Mutant Hovel as trainable Tier 3 unit,
- They're good against heavy vehicles and a bit against structures, Immune to mind control, Can regenerate from Tiberium, And becomes stealth when inside a Tiberium field.
- -Mutant Marksman was added to the Mutant Hovel as trainable Tier 2 unit,
- It deals sniper damage, can regenerate from Tiberium, becomes stealth when inside a Tiberium field, and has Explosive Charge abiliy that is similar to the Nod's Shadow team's.
- -Mutant Marauder's armor improved against cannon damage type by 25%.
- -Mutant's Scrapbus damage increased from 12 to 15.
- Structures:
- -GDI Administration Building now no longer required in order to train Prototype Zone troopers,
- Instead it will heals ally's infantries in the entire map when captured, it can also be used to add back squad's members in a similar way to the GDI's armory.
- -Mutant Facility was added to the game, it can constructs all of the mutant's vehicles without the need for Tier 2/3 upgrades,
- Scrapbus and Ironback can now only be trained from the Mutant Facility.
- -Subway Hub's health increased from 3000 to 15000 and armor changed to the same armor Tiberium Spikes uses because now it's a bit more useful.
- It will work only with Custom maps though, for the official maps I've fixed it in Version 2 of my Fixed Map Pack but didn't released it yet aside few maps in the mod's discord server.
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- ------------------------------------------------------------------------------------------------------------------------------
- [World Builder]:
- -Red Tiberium field was added to the world builder, its value is 1050$ per crystal and 4200$ in total for full harvester's round,
- It also has two versions, one with Veinhole monster in the middle of it, and one without it.
- -Red Zone's Blue Tiberium field was added to the world builder,
- It has two versions, one with Blue Tiberium Fiends, and one without them.
- -Few snowfalls and snow clouds effects were added to the world builder.
- -More sky boxes were added to the world builder.
- -Mutant Facility was added to the world builder.
- -Some key campaign structures from TW such as the White house, Scrin's Phase Generator, and Scrin's Control Node, were added back to the WB.
- ==================================================================
- Command & Conquer™ 3 Kane's Wrath
- Unofficial Big Bang Patch 1.04
- BETA 0.2
- ==================================================================
- Note that this patch/mod didn't used EA's last official patch version 1.02's balance for its core gamplay, but rather started its balances' changes from Kane's Wrath Classic (which is another mod I've made before 1.04) which has its own balance's changes.
- For short Kane's Wrath Classic basically changed official patch version 1.02's balance back to how it was in base version 1.00 while keeping the bugsfixes and the good stuff from version 1.02.
- ----Please also note that this patch/mod isn't relate in any way to the Unofficial Patch 1.03----
- Unofficial Patch 1.04 just tooks some bugs fixes and really few ideas from 1.03
- (which I didn't simply copy pasted, but rather had to find and change things manually... )
- Unofficial Patch 1.03's creator (CGF123) helped me out with some of the bugs he fixed by giving me an access to his files,
- So with any bugs that I was able to fixed thanks to him I will add "thank to CGF123" next to it.
- If you feel like it, see Kane's Wrath Classic's change log (which is included in the download) before you peek on Unofficial Patch 1.04's log for more information.
- *P.S
- The Patch/mod also has its own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, this map pack is outdated, I'm working on an improved map pack and may make it so you won't need the fixed map pack separately in a future version anymore).
- *If anyone found a bug he/she would like to report, please do so in this discord server:
- https://discord.com/invite/GRM2uB8
- Or in the mod's forum:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
- *If anyone noticed any balance issues or have a new idea for the mod please report it via one of these links:
- https://discord.com/invite/GRM2uB8
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
- ==================================================================
- [Bugsfixes]:
- Bugs on my end:
- -Ironback's and Wild Ironback's death animations been improved (previously their bodies disappeared too fast before they finished sinking).
- -Cyborg Commando's laser effect been improved, number of clips changed from 4 to 7.
- -Fixed a bug that caused Cyborg Commando to show its buff decal texture to enemies,
- (See more info here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/cyborg-commando ).
- EA's Bugs:
- -Fixed a bug that made Voice of Kane to show its buff decal texture to enemies on rare occasions.
- -Fixed a bug that caused Reaper 17's and Traveler 59's Motherships to self-destruct upon fire.
- (See more info here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/reapers-shielded-mothership-self-destructed-after-destroying-the-enemy-base ).
- ==================================================================
- Command & Conquer™ 3 Kane's Wrath
- Unofficial Big Bang Patch 1.04
- BETA 0.1
- ==================================================================
- Note that this patch/mod didn't used EA's last official patch version 1.02's balance for its core gamplay, but rather started its balances' changes from Kane's Wrath Classic (which is another mod I've made before 1.04) which has its own balance's changes.
- For short Kane's Wrath Classic basically changed official patch version 1.02's balance back to how it was in base version 1.00 while keeping the bugsfixes and the good stuff from version 1.02.
- ----Please also note that this patch/mod isn't relate in any way to the Unofficial Patch 1.03----
- Unofficial Patch 1.04 just tooks some bugs fixes and really few ideas from 1.03
- (which I didn't simply copy pasted, but rather had to find and change things manually... )
- Unofficial Patch 1.03's creator (CGF123) helped me out with some of the bugs he fixed by giving me an access to his files,
- So with any bugs that I was able to fixed thanks to him I will add "thank to CGF123" next to it.
- If you feel like it, see Kane's Wrath Classic's change log (which is included in the download) before you peek on Unofficial Patch 1.04's log for more information.
- *P.S
- The Patch/mod also has its own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, this map pack is outdated, I'm working on an improved map pack and may make it so you won't need the fixed map pack separately in a future version anymore).
- *If anyone found a bug he/she would like to report, please do so in this discord server:
- https://discord.com/invite/GRM2uB8
- Or in the mod's forum:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
- *If anyone noticed any balance issues or have a new idea for the mod please report it via one of these links:
- https://discord.com/invite/GRM2uB8
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
- ==================================================================
- [Bugsfixes (EA's Bugs Only)]:
- -A new fix that will hopefully solve the Quad Turrets upgrade Out of Sync issue has been applied, the result still uncertain.
- -Fixed rare bug which caused Reaper 17's Shielded Harvester to not show its shield.
- -GDI's and ZOCOM's Harvesters now properly shoot enemies.
- -MRT's repair drone no longer fixes infantries.
- -Scrin's factions Harvesters now properly warn the player when they're under attack.
- -Harvesters vision improved.
- -Nod's laser cannon upgrades order is now constant.
- -Black Hand's Shredder turrets now properly shows Quad Turrets upgrade icon.
- -Fixed a rare bug which allowed Prodigy/Mastermind to mind control husks.
- -Fix Specter's stealth model (in stealth model he didn't move its turret on idle animation).
- -Invincible Ox transport exploit fixed (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
- -RIG/Battle Base now properly shows damage texture during pack/unpack.
- -Zone Riders/Zone Troopers/Steel Troopers no longer crushable by T3 units while using the jump jet ability (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
- -Tiberium Forge House Colors fixed.
- -Subawy Hub House colors improved.
- -GDI Administration Building House colors and destruction animations fixed.
- -Steel Talons Pulse Scanner House colors and destruction animations fixed, idle animation are also working now.
- -GDI Treasury's, GDI Covert Research Laboratory's, Tiberium Research Facility's, House colors and destruction animations fixed.
- -Neutral Tiberium Silo description improved (EA's didn't mentioned it can store Tiberium).
- -Fixed Zone Shatterer's portrait (Portrait showed GDI's symbol despite being a ZOCOM's unit).
- -Civilian Transport, Liquid Tiberium Transport, Nuke Transport, Super Sonic aircraft, Marcion's Transport, Ironside Experimental Troop Transport, Nod Hovercraft, Hovercraft, now have formations.
- -Wild Visceroids no longer auto healed outside tiberium field.
- -Fixed Reaper 17's Explorer speed.
- -Repair Drones now have name and description (for World builder use).
- -Fixed experience gain bug for Disintegrators.
- -Traveler 59's Disintegrator speed now properly match Scrin's/Reaper17's Disintegrators.
- -CaptureFlag (from world builder) no longer stays after being destroyed and show house color.
- -ZOCOM's Sharpshooter Team support power No longer uses GDI's Sharpshooter Team and now have their own Zone Sharpshooter Team button.
- -Some unit's descriptions improved.
- -Zone Shatterer Overload Sweep ability range been fixed.
- -Fixed the required experience for Purifiers to gain a new level.
- -Wolverine now properly show formation's effect.
- -Shard Walker and Rocket Harvester now have their own formations.
- -Behemoth's and Purifier's formations no longer plays animations (bug).
- -Fixed a bug that didn't allowed Veteran Sniper teams to spot for Juggernauts from within transports.
- -Reaper Tripod's Conversion Beam no longer deal improper damage after Conversion Reserves upgrade.
- -Nod's Catalyst missile now emits blue tiberium's clouds when it hit blue tiberium crystals.
- -Fixed (Hopefully) Slingshots's Tungsten impact particles not appear at lowest graphic detail settings.
- Heroic Tungsten Slingshots now have red shell tracers, Slingshots's geometry been improved, Thank to CGF123's (UOP 1.03 creator) help.
- -GDI's and Black hand's Bunker Exit (in World builder) no longer have construct and repair abilities (bug).
- -GDI's Fuel Depot now properly shows House colors, and no longer show field of view after it been destroyed (bug).
- -Civilian Bunker's debris now properly disappears after period of time (before the fix the debris stayed forever) And it's now also spots for ZOCOM's Sniper teams (Bug).
- It will work only with Custom maps though! for the normal map I fixed it in my own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -Mantis's Animations (when selected, unselected, moving, attacking, turning, Emp'd) are fixed.
- -Fixed a bug that caused Orcas and Hammerheads to not show some smoke effects if they are played by None-GDI factions.
- -Players no longer able to pack up GDI's and Nod's factions ConYards while they are unpacking from MCVs (to prevent double clicking the ability button).
- -Redeemer with Liquid Tibirum Cannon now properly show liquid tiberium spray effect when it clear garrison structures (bug).
- -Hammerhead No longer able to spot for Beam Cannon's Reflector Beam.
- -Mechapede No longer make sound each time the player place it in formation.
- -Slingshots won't show smoke effect when they displays their formations anymore (bug).
- -Combat Support Airfields for all factions has been adjusted and Hopefully won't cause desync issues anymore (or at least in low frequency) thank to CGF123 (UOP 1.03 creator) help,
- that however resulted in the "Recall all Aircraft" ability of the building to stop working and therefore it has been removed.
- -Fixed Tiberium Spike collision box to prevent shoot-through bug (For World Builder Only), thank to CGF123 (UOP 1.03 creator) help
- It will work only with Custom maps though! for the normal map I fixed it in my own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -Stormrider damage vs certain subfaction units (Pitbulls, APCs, MRTs, Wolverines, Bikes, Stealth Tanks, Gunwalkers, Seekers) matched to respective vanilla faction units. [25% damage decrease vs these subfaction units]
- In other words Stormrider has a bug where it dealt 25% more damage only to sub faction units, and now it fixed.
- -Infantry and Mechapede got slight tweaks to some movement behaviors for better response thank to CGF123 (UOP 1.03 creator) help.
- -Mechapede segment mixing bugs (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
- -Disproportionate money gained from Hexapod killing a Mechapede segment bug was (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
- -Mechapedes not using rallypoints bug was (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
- -Most of the Shadows team's glider, attack, and cursor radius bugs were (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
- -Nod's Tiberium Vein Detonation Special Power price bug was fixed (Hopefully) thank to CGF123 (UOP 1.03 creator) help
- -MOK's Venom now properly shows damage skin and effects after the Supercharged Beam upgrade purchased
- -Fixed a bug that caused any Corrupters to not be detected as Tiberium based unit if the player that use them is playing as non-Srcrin faction.
- -Sonic Repulsion Field and Laser Fencing no longer works on damaged structures (structures with yellow or red Health bar) because it caused a bug that didn't let players to capture/repair any building with Repulsion Field or Laser Fencing even if thay are damaged.
- -Fixed a bug that caused All GDI's factions Reclamator Hub to not show green gas effect if they are controled by other Non-GDI factions.
- -Wolverines and Titans now properly shows their EMP animations when they are EMP'd.
- -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.
- -Fixed a bug that caused Black Hand's Flame tank to not show its flame effect and not get veterancy in certain circumstances.
- -Fixed a bug that caused Black Hand's Commando and Black Hand Squad to not get their Heroic/Veteran veterancies in certain circumstances.
- -APCs/MRTs no longer uses Nod's cursor decal for their Mines Field ability, instead they now have their own decal.
- -GDI no longer uses Nod's mines texture and now have their own mines with orange texture.
- -Fixed a bug which didn't let Scrin faction's Drones/MCVs to pass above certain walls.
- -Fixed a bug which caused Supersonic Air attack to not damage any Scrin faction's Drones/MCVs.
- -All of Scrin factions' Drones/MCVs now properly healed/fixed by the Gravity Stabilizer's/Air Field's/Air Tower's Repair Drones.
- -Traveler 59's Devastator Warship and Planetary Assault Carrier No longer shows their engine's effect on random occasions.
- But I still didn't was able to solve it when they're under Ion storm effect, at least they not have buggy effects on normal status
- (P.S. was properly fixed in one of the later patches above).
- -All Mutant's units now shows veterancy icons next to their health-bar, Mutant Marauders now properly show their promotion effect when they level up.
- -Fixed Visceroid's animation bug which made it show its attacking animation while chasing after an enemy's unit.
- -Ion Storms no longer prevent placing of buildings underneath it.
- -Units teleported via Mastermind to an Ion Storm are no longer killed.
- -Sonic weapons now don't deals friendly damage anymore,
- The friendly fire caused Shatterers and Zone Shatterers to kill each other in matter of minutes if the player didn't put them in the right formation.
- -Corrupter and Tiberium Troopers can now heal Viseroids and Mutants (Mutant Marauders, Mutant Commando) (bug).
- -Prodigy's Area mind control no longer mistakenly take over Epic units, Husks, Defence structures, and Aircrafts.
- -Zone Raiders no longer garrison Foxholes (Bug).
- -Fixed a bug that caused Zone Trooper's/Zone Raider's ungarrisoned weapon range to remain unchanged after the player bought the Scannerpacks upgrade.
- -Added better description about the Nod's Radar Jamming Missile Time limit.
- -Added better description about the Venom's Signature Generators.
- -Corrupter spawn Visceroids again but Only when its weapon kill Human based enemy.
- -Fixed a bug that prevented some Epic units from Crushing other units in rare occasions.
- -Reload sounds for Orca/Zone Orca and Firehawks which were upgraded with the Hardpoints upgrade now works.
- -Fixed a bug that prevented GDI's Zone Troopers to use Steel Talons Railgun Accelerators special power in a certain circumstances.
- -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.
- -Purifier's/Avatar's Flame thrower will now properly show damage skin when he is damaged.
- -Purifier's Blue Flame effect is now properly consistent.
- -Eradicators will now properly show their damage skin when they are damaged.
- -Fixed Scrin's/Reaper17/Travelers59 Victory music (Previously they used the Nod's Victory music instead of their own).
- -Mechapede no longer shows Shock Trooper's formation icon when the player order it to get into formation.
- -Grenadier Squad's formation icon no longer shows Missile squad's formation icon.
- -Visceroids now properly show their description and House Color.
- -Fixed a bug that caused Redeemer to stuck when the player attempt to garrison in it a lone Nod's Confessor or Black Hand's Disciple from an upgraded Nod's or Black Hand's squads.
- -Awakened's formation icon no longer shows Black hand's formation icon.
- -Fixed the Vertigo's Disruption Pod and the Orca's Sensor Pods descriptions.
- -Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly repair drones.
- -Crates now properly display their names instead of just display the word "Crate".
- -Marked of Kane's Fanatics now properly gain health and speed effect when they're upgraded with Tiberium Infusion (Bug).
- -Tiberium Troopers and Redeemer with Liquid Tiberium Cannon can now slow down Nod's, MOK's, BH, Avatars and Purifiers (Bug).
- -Removed the GDI/ZOCOM Armory's option to add Rally point because it didn't worked most of the times.
- -Unit's order in World Conquest mod now matches skirmish/campaign units order.
- -Steel Talon's and ZOCOM's Surveyor now properly spawn their own Outpost (they spawned GDI Outpost before).
- -MoK's Raider Buggy now can't detect stealth anymore (bug).
- -Scrin's, Traveler59's, Reaper17's Portal train buttons order was changed to mirror Hand of Nod's
- (Shock troopers and Cultists train buttons were swapped with the Ravager's train button).
- -GDI's and ZOCOM's Barracks train buttons order was changed to mirror Hand of Nod's
- (Commando icon swapped with Zone Troopers/Zone Raiders).
- -Vertigo's Disruption Pod will now properly show its own picture (Not Orca's Pod picture).
- -Fixed a bug that caused ZOCOM's Rocket Harvester to not be able to level up in some circumstances.
- -Fixed a bug that caused ZOCOM's Predator to give far too much experience when destroyed which also caused it to require far more exp in order to level up.
- -Fixed a bug that caused the Ion cannon to show buggy antenna animation at the time of the launch.
- -Ravager's Tiberium Agitation now also work on Devourers,Corrupters, Reaper 17's Shard Walkers and Liquid Tiberium Transport.
- -Added more information in various descriptions to make things more easier for players (Scrin's Warp Sphere and Hive, Tiberium Vibration Scan, and Power Signature Scan support powers).
- -GDI's, Steel Talon's, and ZOCOM's, MARVs now requires Tech Center as prerequisite (Because all the rest of the Epic units requires their Tech lab).
- -Fixed a small bug with Reaper 17's Tripod husk description.
- -Fixed a small bug with Travelers 59's Tripod husk description.
- -Fixed the Tripod's and Reaper Tripod's descriptions.
- -Fixed a bug that caused Specter's bombarding to kills friendly Shadow's beacons.
- -Fixed a bug that caused Marked of Kane's Attack Bikes to be unable to be commandeered by Marked of Kane's and Nod's Avatars.
- -Fixed a bug where Marked of Kane's Avatar didn't spawn MoK Avatars husks correctly (It spawned Nod's Avatars husks instead).
- -Fixed a bug that made all Epic unit's factories to randomly and globally show their repair circle decals (even to the enemies).
- -Fixed health and speed inconsistencies for some faction's transport.
- -Steel Talons' Slingshot and Wolverine train button order was swapped at the Reclamator Hub to mirror the War Factory's.
- -Scrin's faction MCVs/Drones No longer able to crash Motherships.
- -ZOCOM's RIG won't show anymore that it has a Railgun upgrade when it unpacked into Battle Base (it happened since it spawned GDI's Battle Base and from there GDI's RIG instead of ZOCOM's).
- -Steel Talon's RIG/Battle Base no longer spawn GDI's RIG/Battle Base.
- -Fixed a small bug with the Corrupter's healing ability.
- -ZOCOM's Conyard now properly spawns ZOCOM's Riflemen and Engineer when sold (Previously it spawned GDI's Riflemen and Engineer instead).
- -Nuke Transport Truck No longer shows Nod's nuclear missile when destroyed (Bug).
- -Shadow team's bombardment beacon is now selectable (rather than a bug it's a new feature, But it's also to prevent buggy situations).
- -Sonic weapons can now destroy friendly husks via force-fire.
- -Liquid Tiberium based weapons can now destroy friendly husks via force-fire.
- -Flame weapons can now destroy friendly husks via force-fire.
- -Blue Flames are no longer able to damage allies via force-fire.
- -Changed the order of upgrade buttons on ZOCOM's and Steel Talons' Command Posts to match GDI's.
- ------------------------------------------------------------------------------------------------------------------------------
- [Game Changes]:
- -Each faction now have their own Load Screen music
- (Nod's factions loading music was left unchanged, just GDI's and Scrin's factions now have different music at the load screen),
- Observer and Commentator also have their own load music.
- -New Units were added to the World Conquest mod.
- -Few new colors were added for all factions in the Skirmish menu:
- Black, Burgundy, Dark Green, Lime Green, Grey, and White
- (After testinng, Only Dark Green, and Lime Green, were left since the other colors didn't fit the game, they still in the core files though)
- -Some nice C&C4's Easter eggs were added to the game.
- -EA's logo from the game's startup was replaced with a new video.
- -EA's Kane's Wrath Logo in the main menu was replaced with the Mod's logo.
- -Skirmish menu picture (the Black Hand's soldier) has been replaced with other picture.
- -Players now have additional option to start with 50,000$ in the Skirmish menu.
- -Extreme units were added to the game, each faction have one Extreme unit at it disposal,
- Some conditions are needed to be met before any faction could call its Extreme unit, and games can be played without use them at all if the crates box option is unchecked.
- ------------------------------------------------------------------------------------------------------------------------------
- [Global changes]:
- -All factions now can build Subway Entrance as long as they have control over the Subway Hub.
- -A few Unpack/Repack icons has been changed to the following units:
- *Rig's unpack button,
- *Battle Base's repack button,
- *All Nod's Reckoner unpack buttons,
- *All Scrin's MCVs and ConYards unpack and repack buttons,
- *All Nod's MCVs and ConYards unpack and repack buttons,
- *All GDI's MCVs and ConYards unpack and repack buttons.
- -MARV's Shooting effect has been improved (now shake the ground at the place the shell hits)
- -Wild Ironbacks will be nearby Red zones Tiberium Fields and will randomlly crush units or can even end up chasing after them if you too close.
- (Was replaced with a Fiend packs on a later version of the patch).
- -Fanatics and Adult Visceroid now have different explosion effect when they are in Heroic rank.
- -Any Alien's Liquid Tiberium based Weapon (Include Visceroids even though they don't belong to the Scrin) and Green/Blue Tibirum Crystal's Damage will now transforms most infantries type (Aside from armored tier 2-3 infantries or Cyborgs) into Visceroids.
- Tibirum Trooper's weapon and the Redeemer's Liquid Tibirum Cannon won't trigger Visceroids transformation effect Because their Liquid Tibirum weapon is made from other method and it is not the original Tiberium Liquid that the Scrin uses
- therefore it cause Slow down effect on vehicles instead.
- -Ravagers from all factions can now shot aircrafts.
- -Space Command Uplink, Tiberium Chemical Plant, and Signal Transmitter, Now can only be built once, and they provides additional income,
- This may help in the end-game or in situations that players are locked up in their bases and when they are against MARV that harvested all the tiberium in the map.
- -Laser Fencing now also works with ally Nod/Black Hand/Marked of Kane structures.
- -Sonic Repulsion Field now also works with ally GDI/ZOCOM/Steel Talons structures.
- -Behemoth's Husk, Reaper Tripod's Husk, and Purifire's Husk, Now have new portrait to each of them.
- -Jumpjets start-up and post landing delay time has been reduced.
- -Delay times of Mantis' preattack and Orca's Sensor Pod deploy's delay have been reduced.
- -Repair rate has been doubled for all Combat Support Airfields, they also spawn 4 drones instead of 2, Their description has been fixed and now show sub factions names and not just "GDI" and "Nod".
- -All Nod and GDI MCVs can now crushes tier 1 and tier 2 units while all of Scrin's MCVs can crush tier 3 units only when the player unpack them directly above the units,
- All MCVs have 25% more armor against cannons and 20% more armor against rockets, Health increased from 5000 to 8000 (To the MCVs in the mobile unit mode, not in building/Conyard mode)
- This may give a small escape chances for runners.
- Also Marked of Kane, Black Hand, Steel Talons, and ZOCOM now have new textures to each of their MCVs.
- -All factions now have buildable Walls.
- -All Air Transport's speed has been increased to 250,
- they now can also carry allies and have 40% more armor.
- All Air Transports' Health changed to 2500, This is include the Air Transports of all GDI's, ZOCOM's, and Steel Talons' Support powers (Sharpshooter Team, Airborne, Bloodhound),
- Cost has been increased from 200$ back to 500$ and many adjustments to the transports' flying, take off, and landing speed has been made.
- ("Take Off And Landing Slow Down" time reduced from 1.5s to 0.5s, "Take Off And Landing Slow Down Delta" been increased from 35 to 50,
- And Take Off And Landing Speed been increased from 6 to 40),
- [In short all of these changes makes the tarnsports more faster when load and drop infantries/vehicles and give them more armor and health,
- It will hopefully going to give Air transport more chances to deploy, load, and evacuate units without being destroyed and give players more reason to use them,
- They also have new portrait to each vehicles and infantry Transports.]
- -Tiberium's Silos capacity has been increased from 2000 to 5000.
- -All Harvesters health increased from 4000 to 5200 again for all factions except Reaper 17 since their harvester already has 6000 HP.
- -All War Factories/Warp Sphere, Air Fields/Air Towers/Gravity Stabilizer, Combat Support Airfields, MRTs, and RIGs can now repair allies.
- -All Crates now have new textures so that players will be able to quickly recognize them.
- -Unit Crate was added to the game, it will spawn random tier-1 units from the three factions (GDI, Nod, Scrin)
- A RA3's easter egg was added to the Unit Crates.
- ------------------------------------------------------------------------------------------------------------------------------
- [Stealth Detection changes]:
- -Most infantries units don't detect stealth anymore, just several were left or changed in order to have more strategic uses.
- -GDI: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth,
- Commando's Stealth Detection increased from 100 to 250.
- -Steel Talons: Rifleman Squad, Missile Squad, Grenadier Squad, are no longer able to detect stealth,
- Combat Engineer's Stealth Detection increased from 100 to 400,
- Steel Troopers Stealth Detection range is 400.
- -ZOCOM: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth,
- Commando's Stealth Detection increased from 100 to 250.
- -Nod: Militant Squad, Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth,
- Commando's Stealth Detection increased from 100 to 250, She is now permanently Stealth unless attacking or placing C4.
- -Black Hand: Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth,
- Commando's Stealth Detection increased from 100 to 250,
- 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).
- -Marked of Kane: Awakened, Militant Rocket Squad, Saboteur, Fanatics, Tiberium Trooper, Enlightened, are no longer able to detect stealth,
- Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4.
- -Scrin: Buzzers, Disintegrators, are no longer able to detect stealth,
- Assimilator, Stealth Detection increased from 100 to 250,
- Shock Troopers, Ravagers, are now able to detect stealth in 400 range,
- Mastermind's Stealth Detection increased from 100 to 250.
- -Reaper 17: Buzzers, Disintegrators, are no longer able to detect stealth,
- Assimilator, Stealth Detection increased from 100 to 250,
- Shock Troopers, Ravagers, are now able to detect stealth to 400 range.
- -Traveler 59: Buzzers, Disintegrators, are no longer able to detect stealth,
- Assimilator, Stealth Detection increased from 100 to 250,
- Shock Troopers, Ravagers, are now able to detect stealth to 400 range,
- Cultist was not able to detect stealth to begin with so it left untouched,
- Prodigy's Stealth Detection increased from 100 to 400.
- ------------------------------------------------------------------------------------------------------------------------------
- [GDI's armies global]:
- -GDI's Sniper Team Squad now have a second ability to call for Air strike, it requires GDI's Air Field and has 180s cooldown,
- ZOCOM's Sniper Team Squad now cost 1200$ and take 12s build time, Name changed to Zone Sniper Team,
- Zone Sniper Team now also have a second ability to call for Zone Air strike which shoot sonic grenades, it requires ZOCOM's Air Field and has 180s cooldown,
- Both air strikes are weaker versions of the normal Air Strike support power and the bombers the ability calls for have lower HP and can be killed, The Snipers won't place any beacon though (to surprise the enemy).
- -MARV's Sniper weapon's attack range increased from 450 to 470 to fit the Sniper team range, Clip size has been increased from 2 to 6 to make this weapon more useful since most players rarely had reasons to use it at all,
- It now can also attack buildings and vehicles
- (Range was change again in a later patch).
- -GDI's MARV now has a Call for Airstrike ability that require at least one Sniper team in order to be use,
- ZOCOM's MARV now also has a Call for Zone Airstrike ability that require at least one Zone Sniper team in order to be use.
- The MARVs won't place any Beacon as well.
- -Orca's Sensor Pod now don't has self-destruct time limit and last until it destroyed by enemy's unit on the ground, But does has self-destruct timer if it attached to a unit to prevent free stealth detection,
- Now it also shows Detection circle when it attached to a unit, and has 60s cooldown.
- Added better description about the time limit
- (Was changed again in a later patch for balance reasons).
- -GDI and ZOCOM Commandos now have AP ammos, and now use Discharged bombs on tanks but can't kill tier 3 units aside walkers in one blow.
- -Armories can now heal ally's units.
- -GDI's and Steel Talons' Guardian Cannon damage with Railgun has been increased from 500 (For normal shell) and 525 (for railgun) to 900 and 925.
- -Orbial Strike Special Power clip size has 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.
- -Harvest time has been normalized to all GDI's subfactions.
- -Pitbull mortar upgrade now also give the Pitbulls Mortar Bombard a second ability which works like the Juggernaut's artillery but without requesting Sniper teams nearby, Suppression and Radius increased from 50 to 65, Damage increased from 300 to 600,
- Pitbull will now reveal itself when it shoot mortar or uses Mortar Bombard ability since it like a mini artillery unit now.
- -EMP Grenades Weapon speed increased from 100 to 180 and it now has less pre-attack delay.
- Special Powers:
- -Ion Cannon attack range increased from 10000 to 15000, Radius increased from 250 to 300,
- The Ion Cannon's rays now also causes small emp effect to anything that touch them so that units won't be able to escape,
- Small Aircrafts will be destroyed right away if the EMP rays will touch them however Bigger Aircrafts have chance to survive but will be heavily damaged.
- Upgrades:
- -Slingshots will now has new texture when the Tungsten Shells upgrade has been purchased.
- ------------------------------------------------------------------------------------------------------------------------------
- [GDI]:
- Units:
- -GDI's APC can now crushes tier-1 infantry.
- -GDI's Shatterer cost increased to 1500 and build time to 15s again.
- Special Powers:
- -GDI's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s.
- -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.
- -GDI's Sharpshooter Team now cost 2500$ instead of 3500$.
- ------------------------------------------------------------------------------------------------------------------------------
- [Steel Talons]:
- Units:
- -Steel Talon's MARV was replaced by the Mastodon, the Mastodon has more speed, more health, and a bit more fire power than the MARV.
- It can also garrison 4 squads which fit for Steel Talons' style because they all about railguns and garrison,
- It cost 6000$ and take 60s to be trained,
- 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).
- -Steel Talon's Rifleman Squad's name, description, and texture, changed to Steel Rifleman Squad, Dig in ability changed to Steel Dig in ability,
- Steel Rifleman Squad's Dig in ability will spawn a Steel Foxhole which has 4 slots for garrison instead of 2, Steel Dig in ability now cost 300$ instead of 100$.
- -Titan's Un-upgraded Cannon damage increased from 450 to 500, and Railgun's damage increased from 625 to 675.
- -Combat Engineer's attack range and vision range changed to 200, Pre attack delay reduced to 0.7s from 2s, Health has been increased to 100 and Damage increased to 75, Armor against guns has been increased by 20%
- This will make him a bit more useful from a normal Engineer.
- -Steel Talon's Hammerhead Name, description, texture, and pic has been changed to Garrison Hammerhead, Garrison Hammerhead has Two garrison slots, Speed has been reduced by 16%.
- Build cost increased to 1600 and build time to 16s.
- -Behemoth has two garrison slots to encourage players to use its garrison ability.
- Minimal attack range decreased from 100 to 80.
- -MRT's Repair ability range has been increased from 87 to 150, MRT can now also crushes tier-1 infantry and has attack cursor to make aiming more easier,
- Move and Drop Off button was replaced with Evacuate button for quick evacuation,
- MRT's repair drone was replaced with GDI's war factory drone since the MRT's drone was buggy and hardcoded as hell, now it can also heal allies and the drones aren't limit to repair one target at a time anymore.
- -Steel Talon's Surveyor Now changed to Garrison Surveyor and it now unpack into Garrison Outpost which can garrison two infantry squads.
- -Steel Talon's now have their own Zone troopers, Their name, Description, And portrait, changed to Steel Troopers, their cost and build time is 1200$ and 12s,
- Steel Troopers equipped with MG rifles instead of Rail guns, they deals 65 damage, have 6 clips, and take way less time to reload than normal Zone troopers and they also come in a squad of three members and each has 350 HP,
- They're mostly good against Infantries and Light Vehicles But they can handle tier 2-3 Vehicles and Structures once they are in large numbers,
- Steel Troopers have Bombardment jump-jets instead of normal jump-jets ability, letting them deal 1333 Damage to anything that they jump on or anything that in 50 radius of the land zone Include Structures.
- 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.
- Structures:
- -Steel Talon's Reclamator Hub now changed to Mastodon Landing Zone, it has different texture and can calls the Mastodon from the skies over the MARV.
- Special Powers:
- -Railgun Accelerators cooldown reduced from 210s to 40s,
- Damage penalty reduced 75 to 60,
- Rate of fire increased by 100%.
- -Steel Talon's Bloodhound now spawn 3 Pitbulls and Wolverines instead of 2, it now cost 2500$ instead of 3000$, Cooldown increased from 180s to 250s.
- Upgrades:
- -Adaptive Armor no longer reduces rate of fire by 25%.
- ------------------------------------------------------------------------------------------------------------------------------
- [ZOCOM]:
- Units:
- -ZOCOM's Predators now have Missile Launcher upgrade that can be purchased in the ZOCOM's Command Post,
- It deal 200 damage and can shoot aircrafts, it cost 1000$ and take 60s to be researched.
- -ZOCOM's Rocket Harvester Missiles now deal 400 damage instead of 200.
- -ZOCOM's APC can now crushes tier-1 infantry.
- -ZOCOM's Orca name changed to "Zone Orca" in order to fit better to the Zone series,
- Zone Orca cost and build time increased to 1300/13, Damage increased from 750 to 765.
- -ZOCOM's RIG's name, description, texture and portrait changed to Zone RIG, Zone RIG can unpack into Zone Battlebase and it equipped with cannons that shots small area of effect sonic shells,
- Zone RIG cost increased to 2200$ and build time to 22s.
- -ZOCOM can now build normal Shatterer tank as tier 2 unit and Zone Shatterer has been moved to be a tier 3 unit.
- Zone Shatterer now has 10000 health points instead of 3400,
- its radius has been decreased from 375 to 350,
- Damage has been increased to 2300 and the Sonic's wave color has been changed to purple from the ordinary blue and the sound it makes when shooting changed as well,
- Speed has been reduced from 60 to 35,
- Cost now increased to 2800 and build cost to 28,
- Zone Shatterer now required Tech lab in order to be built and no longer has a Air Transport ability,
- its Overload Sweep ability now deal 3000 damage instead of 1600 and take 30s to cooldown instead of 10s,
- Clip reload time has been increased from 0.3s to 1.03s
- Description changed
- (Was nerfed and moved back to be a tier 2 units and replaced the normal Shatterer tank again in a later patch version).
- -ZOCOM's (Normal) Shatterer's cost and build time has been reduced to 1300$ and 13s,
- It can now be picked up by transports as well (bug fix).
- -ZOCOM's Orca Bombers (Comes from Orca's Strike and Zone Sniper's Air strike) now have new metal/white texture with ZOCOM's icon on them,
- They also have their own unit's portrait.
- Special Powers:
- -ZOCOM's Orca Strike now has 4 clips instead of 2, Orca Strike's name and description changed to "Zone Orca Strike",
- Zone Orca Strike's Special power button now has its own icon.
- -ZOCOM's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s.
- -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.
- -ZOCOM's Sharpshooter Team now cost 2500$ instead of 3500$,
- ZOCOM now have their own Zone Sharpshooter Team which call Zone Sniper team.
- -Zone Raider's Drop Pod now has its own icon instead of GDI's.
- Upgrades:
- -Missile Launcher upgrade for ZOCOM's Predator tanks can be purchase in ZOCOM's Command Post,
- It deal 200 damage, and give Predators the ability to shoot aircrafts, it cost 1000$ and take 60s to be researched.
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- [Nod's armies global]:
- -Cyborg Reaper was added to the game, however it only available though Support powers, it hybrid unit so it can be repaired in war factories,
- Clocking Field Can kill it so be careful.
- -All Fanatic Squads from all factions can reach to Rank 3 now, So be sure to let them grab veterancy crates .
- -Fanatics now have 15% more speed when they're upgraded with Tiberium Infusion.
- -Cyborgs (Awakeneds and Enlighteneds) now have resistant to Tiberium Crystals and are uncrushable by tier 1 units
- -Saboteurs can now repair allie's vehicles in close range, The healing rate is extremely low though.
- -Added more info in the description of the Dozer blades upgrade.
- -Nod's and Marked of Kane's Specters name now changed to "Stealth Specter".
- -Nod's and Marked of Kane's Harvesters names now changed to "Stealth Harvester",
- They're also have new Stealth effect similar to the Stealth tank, They will trun off their Stealth once they're really damaged.
- -Vertigo Disruption Pod now also shows disruption circle decal when it attached to a unit, Better description about the time limit was added.
- -Raider buggy's Emp Burst duration seconds has been increased from 10s to 12s, Radius Changed from 100 to 250.
- -Beam Cannon's Charge Defenses ability now also works on friendly Obelisks.
- -Obelisk has more 15% Shroud clearing, Rate of fire, and Vision when Charge Defenses ability is on, and 20% more Range.
- This will let it fire on artilleries when it has 4 Beam Cannons support it, Added better description about Beams limit.
- -Nod's Seed Tiberium Special power has more radius and bring more Tiberium, its Air carrier now has 2500 HP instead of 600.
- -Nod Commando Can now use Discharged bombs on tanks but can't kill tier-3 units aside walkers in one blow.
- -Redeemer's Liquid Tiberium 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 the Redeemer also uses its lasers).
- -Redeemer's Rage generator radius increased from 500 to 700, Duration increased from 06s to 10s.
- The Redeemer will no longer reveal itself when using the Rage generator ability, CoolDown increased to 90s from 60s.
- -Redeemer's Rocket launcher turrets's ranged increased from 300 to 350, Clip size increased from 2 to 3.
- -Each faction's Redeemer now have different texture to its flame thrower.
- -Marked of Kane's Redeemer machinegun turrets now shows the Marked of Kane's icon on them.
- -Black Hand's Redeemer machinegun turrets now shows the Black Hand's icon on them.
- -Specter cost and build time increased to 1500$/15s again only for Nod and Marked of Kane, Black Hand's Specter's cost and build time were left with 1200$ and 12s since it doesn't stealth.
- Special Powers:
- -Shadow Strike Team will now spawn 3 Shadow teams instead of 2.
- -Tiberium Vein Detonation Now deal 4500 damage instead of 1000.
- -Tiberium Vapor Bomb is now carried by giant C&C4's Vertigo rather than the Armageddon,
- The C&C4's Vertigo has more health points than the Armageddon.
- -Nuclear Missile now spawn radiation that effects vehicles and infantries after it explode.
- Upgrades:
- -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 (or annoy the hell out of him).
- ------------------------------------------------------------------------------------------------------------------------------
- [Nod]:
- Special Powers:
- -Nod Redemption now also works on allies and will spawn The Awakened Hoard which is a squad that is built from 9 Awakeneds instead of the standard Awakeneds, it will also spawn Normal Enlightened squads And Reaper at random rates,
- It now works with Any Human squad in the game (include MOK, BH, GDI, ST, ZOCOM) aside of Inhuman beings, Engineers, and certain high tech units (Commandos, Zone troopers/Riders).
- Upgrades:
- -Nod's Confessor Cabal's Grenades are now faster and have less pre-attack delay, Their Hallucinogenic effect no longer works on allies,
- Nod's Confessor Minigun clips increased from 3 to 6, Damage increased from 6 to 15.
- -Laser Capacitor cost increased to 3000,
- 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 as theirs is light blue).
- ------------------------------------------------------------------------------------------------------------------------------
- [Black Hand]:
- Units:
- -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).
- -Black Hand's Saboteur now has a Call for transport ability since he the only engineer in the game that can't reach some neutral structures in certain maps.
- -Confessor Cabal Now Shot Charged particle beam from the Redeemer's machinegun turrets,
- Their damage has been increased from 27 to 55,
- The turret's name has changed to Charged particle beam turret.
- -Black Hand's Redeemer now has Blue flame turrets when Black hand squad are inside it, Added description about the blue flame.
- -Black Hand's Confessor Cabal's Grenades are now faster and have less delay time.
- -Confessor Cabal's Cost and Build time increased back to be 400$ and 4s.
- -Black Hand's raider buggy Name, description, texture, and portrait has been changed to Detector Raider Buggy, build cost and build time has been increased to 600$ and 6s,
- It also now has a Super Pulse Scan ability that can detect stealth in 850 range and it has a 30s cool down, detected units will also takes 8s to move back to their stealth mode,
- 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 to the next level and make it as a detector based unit,
- As it make more sense that the only faction that gave up on stealth will have good anti stealth measures.
- -Mantis Cost and build time reduced from 1600$ and 16s to 900$ and 9s,
- Mantis Now uses the C&C4's Mantis voice, Mantis Original voice moved to Marked of Kane's Liquifier Tank and Nod's Banshee.
- -Black Hand's Venom was replaced with Venom Interceptor which is an Anti air only plane and doesn't has any upgrades, it cost 1800, and has 18s build time,
- Its Speed was decreased from 180 to 140.
- Structures:
- -Black Hand now have Air tower as well to prevent situations such as when they're up against Scrin players that place their MCV above sea in a certain maps, in this situations Black hand players can't do anything since they don't have planes who can attack it,
- However their Air tower can only build Venom Interceptors which are Anti air only and doesn't has any upgrades, cost 1800, and take 18s build time, Black Hand 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 any other factions, the air tower also not bring any special powers.
- I'm aware that it risky decision that may ruin Black Hand's uniqueness but if you want to have fair fight... this is the only option that left.
- -Black Hand Secret Shrine's name changed to Flame Shrine.
- Upgrades:
- -Charged particle beam cost increased to 3500 and build time to 60s,
- Charged Shredder Turrets damage decreased from 100 to 75.
- -Purifying Flame cost increased to 2500
- 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,
- Purifiers now have new texture on the front face and on the flame thrower when they have the Blue flame upgrade.
- ------------------------------------------------------------------------------------------------------------------------------
- [Marked of Kane]:
- Units:
- -Marked Of Kane's Emissary name, description, portrait, and texture, were changed to Stealth Emissary, Stealth Emissary can be stealthed as long as it stand still (not moving),
- It reveal itself when it unpacked and while unpacking, and when it become an outpost it no longer stealth at all.
- -The Awakened's Minigun damage increased from 18 to 28.
- -Tibirum trooper's fire range increased significantly so they will be more of supportive unit that can slow down tanks while shoot from the middle/end of the line instead of getting crushed at the front.
- They now can heal friendly Scrin units as well just like the Scrin's Corruptor,
- And also have a Tiberium Infusion upgrade, Tiberium trooper will now reveal itself when it firing on enemy's units as they act like mini artillery unit.
- -Marked of Kane's Reckoner's name, description, texture, and portrait been changed to War Reckoner, War Reckoner can garrison two squads and unlike the normal Reckoner they Can attack from inside it without the need to be deployed as a bunker,
- When it do deployed it has 3 garrison slots, Built cost has increased to 1800 and build time to 18.
- -Marked of Kane's Redeemer machinegun turrets will now make the Awakening's sound when they shoot and also has red effect, Their damage has been increased from 27 to 30, Damage type has been changed from Gun to Grenade
- Their name has been changed to Heavy gun turret.
- -Enlighteneds can now enter into Marked of Kane's Redeemer, it will add to it Supercharged Beam turrets.
- -Marked Of Kane's Stealth Tank cost and build time have beed reduced to 1600$ and 16s.
- -Marked Of Kane's Shadow Team cost and build time have beed reduced to 700$ and 7s.
- -Marked Of Kane now have the Cyborg Commando instead of the normal Commando,
- It cost 2500$ and take 25s to be "built",
- It has an EMP Shock as a second ability (which is smaller version of the buggy's EMP burst),
- It's permanently Stealthed and detects stealth in close range, it also immune to suppression ,immune to Tiberium, and can't Be Crushed,
- Has a Call for Transport ability, And increases combat effectiveness of nearby infantries units, The Cyborg Commando is really strong against Vehicles and structures, and can even give hard time to an Epic units one on one,
- Its great weakness however is infantries and anti infantries defenses which can spill its HP in a matter of minutes,
- The A.I know how to use the Cyborg Commando and do so frequently.
- Structures:
- -Marked Of Kane Secret Shrine's name changed to Cybernetic Shrine,
- It also can build the Cyborg Commando.
- Special Powers:
- -Marked Of Kane's now have new Special Power which is called Burrowed Ambush, it costs 4500$ and have 180s cooldown,
- Burrowed Ambush will spawn medium drill that deals small damage to units and structures that are near it,
- It will also spawns 4 Reapers before it goes back to the ground.
- -Magnetic Mines now have longer damage duration and a bit longer damage range, damage has 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 texture, more speed, and more health to give them better chances to be deployed,
- They also can kill infantry units now, It will hopefully going to make them superior or on even terms with normal mines and to act a lot like the terror drone from RA3,
- Improved EA description about the Magnetic Mines.
- -Marked Of Kane's Cloaking Field will now cost 2500$ instead of 3000$.
- Upgrades:
- -Super charged particle beam cost increased to 5000 and build time increased to 90s,
- Super Charged Shredder Turrets damage decreased from 125 to 90.
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- [Scrin's armies global]:
- -Assimilator now has a Teleport ability for really small radius in order to let it capture a few stuff that were out of its hand in some maps,
- The Teleport ability take 90s cooldown.
- -Prodigy's, Mastermind's, and Cultist's Mind control ability now ready to be used right away instead of starting with cooldown.
- -Eradicator's teleport time has been decreased significant, teleport range increased from 750 to 950,
- Eradicator now will also gain additional speed and armor for each Prodigy/Mastermind that will be put inside it (Each one will add 10% armor and 50% speed).
- -Buzzers now can be combined with the Eradicator.
- -Ichor seed Special power has more radius and bring more Tiberium (Was changed back in new patch version).
- -Devastator Warship's damage type changed from cannon to grenade again.
- -Reconstruction Drones Special Power Can now heal structures, aircrafts, And Allies,
- Cost reduced from 1500$ to 500$, Cooldown increased from 90s to 150s,
- The Drones now heals 750 health points instead of 150.
- -Stormriders health, cost, and build time normalized to base Scrin across all subfactions again.
- -All Scrin's factions MCVs can now be teleported by Mastermind and Prodigy.
- -Shock Troopers Teleport range increased from 750 to 950, Their Proton Cannon's damage increased from 75 to 125, and the Plasma Disk's damage increased from 260 to 300,
- Shock Troopers are not crushable anymore by tier-1 units.
- -Shock Troopers and Ravager cost and build time swapped, Shock Troopers will now cost 1200$ and 12s,
- And Ravager cost 800$ and 8s build time.
- Special Powers:
- -Rift Generator will now spawn Ion Storm when it finish attacking, the Ion Storm will attack Anyone nearby and will disappear after 25-30s.
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- [Scrin]:
- Units:
- -Scrin's Mastermind now has a Forcefield Generator upgrade.
- -Scrin's Stormrider now has a Forcefield Generator upgrade.
- Structures:
- -Growth Accelerator's Green and Blue Tiberium multiplier has been increased from 1.5 to 2.
- Upgrades:
- -Scrin's Forcefield Generator upgrade now also add shields to Stormrider, and Mastermind.
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- [Reaper 17]:
- Units:
- -Reaper 17's Devourer Tank Attack Range increased to 500, Name, description, texture, model, and portrait were changed to "Reaper Devourer Tank",
- Cost changed to 1800$ and build time to 18s,
- It will now reveal itself when it firing on enemy's units,
- That will give Reaper 17 some sort of artillery unit since they lack the Scrin's big ships,
- Reaper Devourer Tank now also has a Forcefield Generator upgrade.
- -Shard Walker cost and build time moved back to be 800$ and 8s,
- Blue Shard upgrade damage increased from 160 to 450.
- -Reaper 17's Ravager Health increased from 300 to 500,
- Name, description, texture, and portrait has been changed to "Reaper Ravager",
- Reaper Ravagers come with squad of 4 Ravagers and Build Cost changed to 1000 and build time to 10s,
- Blue Shard upgrade damage increased from 180 to 300, Weapon speed increased from 500 to 650.
- -Reaper 17's Eradicator now shoot Blue Shards from its Shard turrets when Reaper Ravagers are garrisoned inside it,
- Eradicator's Blue Shard damage increased from 150 to 350, speed changed from 500 to 650 to match Reaper Ravager's speed,
- Eradicator's Shard turrets now shows blue shard texture.
- -Reaper 17's Mechapede now has a Forcefield Generator upgrade (Really weak compared to other Reaper's units).
- -Reaper 17's Mothership now has a Forcefield Generator upgrade.
- -Reaper 17's Corrupter now has a Forcefield Generator upgrade.
- Structures:
- -Growth Stimulator's Green and Blue Tiberium multiplier has been increased from 1.5 to 2.
- Upgrades:
- -Reaper 17's Forcefield Generator upgrade now also add shields to Reaper Devourer Tank, Corrupter, Mechapede, and Mothership.
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- [Travelers 59]:
- Units:
- -Travelers 59's Stormrider was replaced with Assaultrider, Assaultrider don't get boost from Ion Storms but instead has two weapons:
- Stormrider normal weapon, And Tiberium Shards which being used only on a close range (Like a shotgun), Needless to say it uses both weapons together
- (Later patch version gave it Ion Storms boost).
- -Travelers 59's Shock troopers name and portrait were changed to Traveler Shock troopers,
- Traveler Shock troopers Teleport range increased from 750 to 1050 (unlike normal Shock troopers which only have range of 950),
- Cost changed to 1300$ and build time to 13s.
- -Traveler 59's Explorer now has a teleport ability with 750 range and 60s Cooldown, Name and dec changed to Traveler Explorer.
- -Travelers 59 Ravager's speed has been increased from 185% to 250% when Advanced articulator upgrade has been purchased.
- -Prodigy now also has an Advanced articulator upgrade,
- Area mind control's Cooldown increased from 30s to 180s,
- Area mind control now takes permanently control over the enemy's units even after the Prodigy dies,
- Area mind control now cannot be used right away after the Prodigy come out of the portal and will start with cooldown,
- Prodigy's Teleport ability button now has a new icon.
- -Cultist's speed increased from 45 to 65.
- Structures:
- -Growth Accelerator's Green and Blue Tiberium multiplier has been increased from 1.5 to 2.
- Upgrades:
- -Advanced articulators upgrade cost increased to 1500 and build time increased to 45s.
- Special Powers:
- -Traveler 59's WormHole cost reduced from 2000$ to 1500$.
- -Temporal Wormhole cost reduced from 1200$ to 750$.
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- [Neutral Changes]:
- Units:
- -Normal wild Visceroid's damage increased from 75 to 350,
- They now have better description and portrait to fit their brown skin.
- -Adult Visceroid was added to the Mutant Hovel as trainable Tier 2 unit,
- The Adult Visceroid is a suicide unit that does more damage than the Nod's Fanatics,
- It's a medium Visceroid that is sort of mix between infantry and vehicle, it can crush enemy infantry and can be crushed by enemy's tier-2 vehicles,
- And can be repaired in war factories (the drones repair the bomb on its head),
- Clocking Field Can kill it so be careful.
- -Tamed Visceroids added to the Mutant Hovel as trainable unit, They have pink skin unlike wild Visceroids,
- they comes in squad of 3, they immune to mind control and can detects stealth in close range,
- Tamed Visceroids only attack in really close range when garrison inside units, They're close combattant anyway so it make sense for them to act like that,
- Just be sure to move the Hammerhead that garrison them above the building you want to attck because they can shoot from highs,
- In APCs and War Reckoners case the Visceroids will shoot from the windows and kill most infantries that stand next to your vehicle.
- -Mutant Marauder Squad now have 400 Health instead of 200, Attack's damage has been increased from 9 to 20, Attack's range increased to 300, They now cost 900$ and take 9s to be trained,
- They no longer able to detect stealth units in close range,
- They also cannot be crushed anymore by tier-1 vehicles.
- -Mutant Commando was added to the Mutant Hovel as trainable Tier-3 unit,
- It will take 20s to get out and cost 2000$,
- He has 2550 Health, Shoot 6 fast clips of of Railgun, can attack aircrafts, has 300 range and deal 200 damage,
- It also detects stealth in close range and immune to mind control,
- Mutant Commando will announce to everyone it was trained once it came out of the Mutant Hovel.
- -Ironback was added to the Mutant Hovel as trainable Tier-3 unit,
- It has a leap ability that can deal great damage to units and structures.
- -Scrapbus was added to the Mutant Hovel as trainable Tier-2 unit,
- It strong against infantry and has a Front Dozer which provide armor bonus and allow it to clear mines and crushes heavy infantries.
- -Liquid Tiberium Transport will now spawn a few Tiberium crystals and Viceroid upon death.
- -Civilian Transport will now spawns civilians upon death, and it no longer has a Nod's MCV unpack ability (Bug).
- -Corrupted Infantries were added to the game, they have a new portrait, description, and their weapon damage is 80 gun damage,
- unfortunately I didn't found any real use for them so there's no way to build them at the moment, they're in the world builder though.
- Structures:
- -Mutant Hovel now has Tier 2 and Tier 3 upgrade buttons in order to balance the new mutant's units to Tier 2 and Tier 3.
- -GDI's Fuel Depot is now a Neutral structure that will bring 150 Energy Production (Power) to anyone who will capture it,
- Its HP increased from 150 to 4000,
- When it destroyed it will release explosion with 300 radius and 3000 Cannon Damage.
- -GDI's ASAT Defense is now a Neutral structure and will reveal the entire map to anyone who will capture it.
- -Control Point now has a portrait, description, and will give 1500 build radius to anyone who will capture it.
- -Flag now has portrait and description and will give infantries buff effect that will increase their strength.
- -Reinforcement Bay now can build some units when captured.
- -Terraforming Nexus now provide 100$ each second and 1000$ upon being captured for any player who take control over it.
- -Life Form Plant Now spawn 10 Ion storms and can attack enemies.
- -Statue of Brother Marcion now act like Voice of Kane and provide buff to squads, it also captureable and has a voice when being selected.
- -GDI Tiberium Research Facility now provides a high constant flow of additional resources.
- -GDI Covert Research Laboratory now detect stealth in the entire map.
- -Steel Talons Pulse Scanner now captureable, has a 600 stealth detection range instead of 400.
- -GDI Treasury now�captureable, and allowing greater maximum reserve of Tiberium stores.
- -GDI Administration Building now required in order to train Prototype Zone troopers
- (Was changed to act like an hospital in later patch version).
- -Nod's Tiberium Forge now will Repairs ally's vehicles in the entire map when captured.
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- [World Builder]:
- -World Builder's support was added to the patch.
- -A few objects that were only present in TW's and C&C4's World Builders were added to KW's World Builder (didn't list them here since they are more than few at this point).
- -Giant EA's testing avatar was added.
- -Obama model was added.
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- [Known Bugs (EA's bugs) That I haven't Fixed]:
- (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)
- -All of Nod's factions' Harvesters have a tendency to go to sleep,
- *Most of my tests hinted it's relates to the unique rear harvest code they're using which seem to be bugged, nothing I can do about it unfortunately since it's hardcoded :/*
- -Zone Shatterer's Overload Sweep ability only deals the the actual Overload Sweep's weapon damage to the selected target instead of the entire attacked area.
- *While there is some workaround for it, I've left it as it is for balance reasons since it would've been more easier for players to wipe out an entire base if it was changed*
- -Shock Trooper's attack animation tend to loop itself when it not upgraded with Plasma disks and has 3 ranks.
- *It probably happens since in 3 ranks it shoot faster, dk if I want to touch it since I might ruin something else on the way and it not look that bad anyway*
- -Nod's turrets not rebuild themselves upon getting hit by Super Weapons.
- *The only fix I know for that may trigger other bugs and will make the SWs to look less devastating when they hits the ground ;p*
- -GDI Foxhole exploit
- *An exploit exist where the infantry creating the structure can be crushed by a unit in formation move when garrisoned*
- -Mothership not always attacks in close range.
- -Subway Node's destruction animation is buggy,
- *Blame EA for not noticing....*
- -All faction's House colors not always show the accurate color (mostly Nod's and GDI's units),
- *That because EA made buggy shaders that don't display the house colors correctly.*
- -All factions Outposts won't properly shows their damage textures when they're in the middile of unpacking procedure,
- *Fixing this with the method I know will create another bug where the Outposts have field of view ahead of time if they being repaired during their unpacking,
- Their animations also seem to be broken when they're damaged and finish unpacking but that's not really a bug.*
- -Hammerhead's and Slingshot's formations height is incorrect
- *(Don't think that anyone care though ;) ).*
- -Quad Turrets upgrade may still causes an Out of Sync issues
- *(Use it with your own risk).*
- -All of faction's Commandos shows their models when they garrison a structure and the player froce them to fire, and then froce them to stop fire by pressing the "S" key.
- -Game will crash if you have all of the faction's buildings in the same map
- *It happens because the UI has no room for all of the support powers buttons.*
- -All Faction's engineers exploit.
- -Nod's factions laming exploit.
- -Scrin's factions Stasis Shield laming exploit.
- -Mechapede has some issues getting experience points when it gain them as head (i. e. not has any other body parts).
- -Prodigy's/Mastermind's Teleport Units ability resets its cooldown even when players didn't Teleported their units yet.
- -Crates doesn't appear on some Kane's Wrath official maps and Custom maps.
- *This is due to EA not properly placing "GenericCrateSpawner" on most of KW's new maps
- Just for general information: GenericCrateSpawner is an object that make crates appears on the map once the player checked the random crate button in the skirmish menu, without it crate won't be spawn on the map,
- --- I've fixed it in my own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack. *
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- -GDI/ZOCOM Armory don't fully heal certain units (Mostly Nod's factions units),
- *It seem that they Do get out when Fully healed but with a yellow health box, I have no clue how to solve this bug.*
- -Obelisk's range circle is way bigger than what it can actually target,
- *This was EA's bug since TW days, when I add more range in my mod to the Obelisk's charge defense ability, it became Way more bigger and visible, and it's not seem like I can fix it :(*
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- [Bugs On My End Which I Haven't Fixed]:
- (please note that there are probably more bugs that I forgot to mention or didn't mentioned since I failed to fix them)
- -Orca's Auto Turrets can be placed on top of each other when two more or Orcas are ordered to deploy them,
- *I'm not sure how to fix it yet but it's nothing critical thankfully*
- -Hammerhead that's garrisoned with Missile Squad won't use their missiles on force fire,
- *That's thanks to the new laser lock ability I gave the Missile Squad, it made them unable to force attack when they're inside transports, but they can still attacks enemies just fine, which is why I'm not that impatient about fixing that issue.*
- -Some Skolex's textures looks funny when EMP'd,
- *I've tried my best to find a way around it but unfortunately I didn't was able to find any workaround to pass that engine's limitation ;/*
- -Kodiak anti air cannons can attack the ground when the player force-fire them to do so,
- *This is actually known TW/KW bug that occurs if some unit have too many weapons, You don't have to worry about it being an exploit to damage enemy's units cause I've coded the cannons to not be able to actually damages anything that in the ground :). *
- -Wolverine's new machine gun models shows up incorrectly when the Wolverine is loaded to Ox transport.
- -Infantries trying to garrison raged epic unit will have strange behavior.
- -Orca A-16's Landing animation look a bit different than other planes,
- *This is because EA never made proper landing animation for it,
- (Also please note that the machine gun's mechanism is a bit buggy, so once the Orca is out of missiles it will go reload even if machine gun don't need any reloading,
- Currently there's no one mod for both TW and KW that have that issue fixed aside TE which separate the two, so don't blame me ;) ).*
- -Many C&C4 units may have some random bugs because they are from other C&C game.
- -The Mastodon might have some random bugs because it from other C&C game like the animations and the cannons.
- -Mutant Commando's animation can break for a few seconds (Under work).
- -Mastodon can't use rally points,
- (*with a giant pod you got a giant issue ;)*).
- -Mastodon can crash Scrin's factions Drone Ship,
- *That actually NOT a bug, I left it on purpose since the Mastodon's height is the same as the flying Drone Ship, so it make sense it can hit it.*
- -Garrison Surveyor can be repaired via engineer when all of its garrison slots are full,
- *That's actually NOT a bug, I've left it like that on purpose so that players could still be able to repair the Garrison Surveyor with more than one method.*
- -Infantries can trun into Visceroids when they dies on a bridge that has Tiberium crystals beneath it
- *Not sure how to solve this bug at the moment.*
- -The walls may have a few bugs,
- *One of them is that the A.I also tend to focus on shooting your defense cannons while get stuck at the walls,
- My patch is focuing on online play and not on single player (and KW SDK didn't let me touch the A.I at first at all).*
- -The Ironback's Leap ability has a few bugs to it which I have no clue how to fix, they rarely occur though.
- -The Steel Trooper may has some animations bugs since it from other C&C game ,
- *(Its shooting animation also look so-so, I tried to fix it but I'm not good with animations, and to cut some parts from it won't look good in-game).*
- -The Condor might have some random bugs because it from other C&C game,
- *The Condor also don't gain veterancies,
- That's not a bug but more of a coding complexity in my side, I have no idea how to make transformer units to inherit veterancy as they change froms,
- EA didn't done something similar as well so it may be nearly impossible, if you have any ideas feel free to contact me.
- -There's a small chance you won't be able to load your save if you save while playing in the mod
- *(I have no idea what cause it as I didn't even touch the save/load section of the game, it may be due to the SDK being buggy or because I changed so many stuff to the point the game can't take it anymore ;D ).*
- -Tiberium Fiend pack not follow rally points in official maps,
- *That because the mutant hovel don't get along with them, I've fixed it for Custom maps and my own Fixed Map Pack which you can get here:
- http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack *.
- (Note, I may work on the maps in a different way where you won't need the fixed map pack in a future version anymore).
- ****************************************************************************************
- [Bugs that were fixed in Unofficial Patch 1.03 and still not fixed on my patch]:
- -MoK Cyborg EMP bugs - (Fixing this bug using CGF's fix break the cyborg's animations, so I changed it back to Before the fix, I've tweaked it a bit to work fine more or less without it though).
- -Phase Field timer no longer freezes when the Phased unit is EMP'd - (CGF said to not fix it because the solution caused new desync issues).
- -Specter bombard beacon placement and cursor radius bug - (Never really happened in my tests and therefore I have no clue how to fix it).
- -Fixed target priorities Devastators, Fanatics - (Will fix it eventually).
- -ZT/ZR jumpjet ability now uses Commando/Blinkpack style cursor - (Don't see a reason to "fix" it since their current decal cursor is more accurate than the Commando/Blinkpack style cursor) .
- -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 creator of Patch 1.03 done to each unit).
- -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 has an habit of doing it with the normal flame as well (it shoot/stop on something second before it really start shooting on it)).
- I have CGF's files and now can look around and fix these bugs, but it will take me some time >.>
- All what not listed here shouldn't be fixed by now
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