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  1. Command & Conquer™ 3 Kane's Wrath
  2.  
  3. Unofficial Big Bang Patch 1.04
  4.  
  5. BETA 0.3
  6.  
  7.  
  8. ==================================================================
  9.  
  10. This Patch actually started it balances changes Not from EA's ver 1.02
  11. but rather from my Kane's Wrath Classic Mod which have it own balances changes.
  12. Kane's Wrath Classic changed ver1.02 balance back to how it was in ver1.00 while keeping the bugsfixes and the good stuff.
  13.  
  14.  
  15. ----Please note that this patch doesn't relate in any way to the Unofficial Patch 1.03----
  16. Unofficial Patch 1.04 just take some bugs fixes and really a few ideas from 1.03
  17. (which I didn't simply copy paste, but rather had to find and change manually... )
  18.  
  19. Unofficial Patch 1.03 Creator (CGF123) helped me out with some of the bugs he fixed,
  20. So in any bugs that I was able to fix thanks to him I will add "thank to CGF123" at the end.
  21.  
  22.  
  23.  
  24. So if you feel like it, see Kane's Wrath Classic v1.00 Mod Change log before you will see the Unofficial Patch 1.04 log for more information.
  25.  
  26.  
  27. *P.S
  28. The Patch/mod also have its own Fixed Map Pack which you can get here:
  29. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  30.  
  31.  
  32. *If anyone found a bug he/she would like to report, please do so here:
  33. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
  34.  
  35.  
  36. *If anyone notice unbalance or have new idea for the mod please report it here:
  37. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
  38.  
  39.  
  40. ==================================================================
  41.  
  42. [Bugsfixes]:
  43.  
  44.  
  45.  
  46.  
  47. Exploit fixes:
  48.  
  49.  
  50. -Scrin's/Reaper-17's units can't use Conversion Beam ability on their refineries after they have 10000$/15000$ funds anymore.
  51.  
  52.  
  53. -Fixed controllable Ox transport exploit (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
  54.  
  55.  
  56. -Fixed the Cultist's exploit (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
  57.  
  58.  
  59. -Fixed a exploit which let 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.
  60.  
  61.  
  62.  
  63.  
  64. My bugs:
  65.  
  66.  
  67. -Venom Interceptor can no longer deal friendly damage.
  68.  
  69.  
  70. -AI now uses Sniper team's air strike.
  71.  
  72.  
  73. -AI now trains the Mastodon more often.
  74.  
  75.  
  76. -Mastodon's landing zone now properly shows its description in World conquest mode.
  77.  
  78.  
  79. -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.
  80.  
  81.  
  82. -Travelers 59's AI now should unpack its Explorers.
  83.  
  84.  
  85. -Fixed a situation where the Mastodon won't always auto attack enemies when idle.
  86.  
  87.  
  88. -Mastodon's animations works better now.
  89.  
  90.  
  91. -Venom Interceptor no longer able to shoot missiles from the sides before it turns around to attack the target.
  92.  
  93.  
  94. -Steel trooper's and Supreme Commando's textures had improved and now looks better in some types of maps.
  95.  
  96.  
  97. -Some unit's quotes (Kane, Mutant Commando) were improved (a bit).
  98.  
  99.  
  100. -Pitbull's Mortar Bombard ability behavior improved, it won't randomly stop using it on moving targets anymore.
  101.  
  102.  
  103. -GDI's/ZOCOM's Commando now properly use AP ammo while garrison.
  104.  
  105.  
  106. -Kane's attacks no longer miss moving aircraft.
  107.  
  108.  
  109. -A issue that caused the game to crash from loading a save file that was created while using the mod/patch had been (hopefully) fixed.
  110.  
  111.  
  112. -All types of Mines now properly show effects.
  113.  
  114.  
  115. -Magnetic Mines now explode and disappears when they kill infantry units.
  116.  
  117.  
  118. -Catalyst missile that emits blue tiberium's clouds now also make sounds.
  119.  
  120.  
  121. -Many bugs were fixed for Tamed Visceroids, they also not pop out from the buildings they garrison anymore.
  122.  
  123.  
  124. -Cyborg Commando, Mutant Commando, and Steel troopers, now have their own rifle models for garrisons, they shows it only when garrisons in structures.
  125.  
  126.  
  127. -Cloned Ironback no longer deal damage to enemies.
  128.  
  129.  
  130. -Cloned Infantries can't trun into Visceroids anymore.
  131.  
  132.  
  133. -Saboteurs animation when repairing vehicle had been fixed.
  134.  
  135.  
  136. -Enlighteneds now shows similar animation like the one the Awakened uses when they being revived via Redemption support power.
  137.  
  138.  
  139. -Zone Rig was tweaked to shoot better, it now shoot more slowly but have more hit radius.
  140.  
  141.  
  142. -Fixed a bug that didn't allowed Zocom's and GDI's Veteran Sniper teams to spot for Juggernauts from within the Mastadon.
  143.  
  144.  
  145. -Fixed a bug that caused Zocom's Hammerheads to not show some smoke effects properly when the Ceramic armour upgrade had been purchased.
  146.  
  147.  
  148. -ZOCOM's Predators now automatically attacks enemies with their missile launchers when they set on default, aggressive, and guard stances
  149. (Previously they didn't uses their missiles unless the player manually order them to)
  150. (See here for more info:
  151. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/zocom-predators-missiles-wont-fire-without-command#1058884 ).
  152.  
  153.  
  154. -Mutant Commando's now show animations properly when he attacks air units.
  155.  
  156.  
  157. -World conquest's map now show Tiberium effect again.
  158.  
  159.  
  160. -Railgun Accelerators support power no longer work on ZOCOM's Zone Battlebase.
  161.  
  162.  
  163. -Bulldog's turret rotation had improved.
  164.  
  165.  
  166. -Mirage Tank no longer crush tier 4, 3, 2 units (oopsi...).
  167.  
  168.  
  169.  
  170.  
  171. EA's Bugs:
  172.  
  173.  
  174. -Scrin's Tiberium Hive no longer leaves some green gas effect on the map after it dies.
  175.  
  176.  
  177. -Scrin's AIs now summons their Motherships.
  178.  
  179.  
  180. -AI now properly uses RIGs.
  181.  
  182.  
  183. -Nod's factions SAM turrets no longer shows upgrade's sub objects in thier structures previews (The preview that players sees when they're about to put the structures in the battlefield).
  184.  
  185.  
  186. -AI's uses of Redemption had been improved.
  187.  
  188.  
  189. -An attempt had been made to stop the AI from using Tiberium Vein Detonation support power outside of Tiberium field had been applied, the result still uncertain.
  190.  
  191.  
  192. -Confessor's throwing animation now plays properly.
  193.  
  194.  
  195. -Enemy AI uses of Ravagers been improved, Ravagers no longer use their Tiberium Agitation on husks.
  196.  
  197.  
  198. -Marked Of Kane's Avatar's husk no longer spawn a Nod's Avatar upon being recovered.
  199.  
  200.  
  201. -Nuke Transport no longer shows Nod's MCV's description
  202.  
  203.  
  204. -Quad Shredder's broken model and animation were fixed.
  205.  
  206.  
  207. -Scrin's Life Form Plant no longer becomes invisible when it damaged.
  208.  
  209.  
  210. -GDI's Sky Sentry ability button in World conquest mode is now pressable and working properly.
  211.  
  212.  
  213. -Slingshot now have EMP animation and don't show dust effect when EMPed.
  214.  
  215.  
  216. -Description improved for Nod's BlackHand (Previously it didn't mentioned they can calls for Transports).
  217.  
  218.  
  219. -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 the BH rather than one type that can be train twice).
  220.  
  221.  
  222. -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).
  223.  
  224.  
  225. -All of the GDI's and ST's units now properly shows their Railgun accelerator sub objects (EA really messed this one up).
  226.  
  227.  
  228. -Mammoth tanks no longer shows their treads in a funny way after their Adaptive Armor ability been trun off.
  229.  
  230.  
  231. -Titans and Mammoths now properly shows damage skin when they uses the Adaptive Armor ability and now also properly plays their railgun upgrade's sound (Also fixed it for the RIG on the way).
  232.  
  233.  
  234. -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 skin which appeared no matter what HC the player chose).
  235.  
  236.  
  237. -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).
  238.  
  239.  
  240. -Orca bombers won't show effect when they displays their formations anymore (bug).
  241.  
  242.  
  243. -Ox transports won't show effect when they displays their formations anymore (bug).
  244.  
  245.  
  246. -All of the faction's Harvesters can now pass through obstacles when they about to docks in their refineries to prevent them from getting stuck on the way,
  247. 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 ;) .
  248.  
  249.  
  250. -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) on the right moments
  251. (Previously the Harvesters showed them all the time when they entered the Refineries, and the Refineries showed them right after they were built or damaged).
  252.  
  253.  
  254. -Attack bikes and Pitbulls now properly uses both of their launchers (They previously used only one).
  255.  
  256.  
  257. -Space Command Uplinks now properly shows smoke effect which comes out from the missile sub object.
  258.  
  259.  
  260. -Squads that been upgraded with the Tiberium Field Suits upgrade, will now properly play their upgrade's sound.
  261.  
  262.  
  263. -Fixed a bug that caused all of GDI's factions to not show heroic tracers with AP ammo upgrade on some situations.
  264.  
  265.  
  266. -MARV no longer stand idle when the player order it to attack while garrisoned by a sniper team, to solve this bug however the MARV's Sniper weapon's range had to be decreased from 470 to 350.
  267.  
  268.  
  269. -GDI's Sniper team no longer select ZOCOM's Sniper team with the "select all of the same unit type" (W) key.
  270.  
  271.  
  272. -Fixed some random issues with the AI that EA left behind, as result the AI should work much more smoother now.
  273.  
  274.  
  275. -ZOCOM's Raider Drop special power now properly use its own button image.
  276.  
  277.  
  278. -Purifier's/Avatar's husks now properly shows damaged skin/texture for the flame thrower sub object.
  279.  
  280.  
  281. -Nod's factions ConYards no longer recovered from EMP attack faster than any other faction's Yards.
  282.  
  283.  
  284. -Fixed a potential voice issues for the Purifier.
  285.  
  286.  
  287. -GDI's and ZOCOM's armories no longer shows the wrong sub objects when their armor's upgrades been purchased.
  288.  
  289.  
  290. -Civilian Transport's and Liquid Tiberium Transport's house colors now show up correctly.
  291.  
  292.  
  293. -Mutant Hovel now spawns train infantries the same way any other barracks/factory spawn units (take 1s instead of 10), spawn direction was also improved,
  294. 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:
  295. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  296.  
  297.  
  298. -Changed inconsistence description in regard to all engineers repair ability.
  299.  
  300.  
  301. -Marked of Kane's Shadow Strike Team support power now spawn Marked of Kane's veteran Shadow Teams instead of Nod's.
  302.  
  303.  
  304. -All of GDI's factions Airfields, Nod's factions Air Towers, Tech labs, and Operation Centers, no longer shows upgrade's sub objects in thier structures previews (The preview that players sees when they about to put the structures in the battlefield).
  305.  
  306.  
  307. -Fixed some small bug that was related to the Mutant Marauders.
  308.  
  309.  
  310. -Firehawk's Anti-Air Loadout can no longer deal friendly damage, their Anti-Air missiles had radius damaged that caused them to damage themselves if they were too close to each other on the process.
  311.  
  312.  
  313. -Reinforcement Bay's door no longer disappears when it heavily damaged.
  314.  
  315.  
  316. -Traveler 59's Devastator Warship and Planetary Assault Carrier No longer shows their engine's effect on random occasions and now also shows it on ion storms (Now it fully fixed).
  317.  
  318.  
  319. -All units experience bugs are now fixed.
  320.  
  321.  
  322. -Enlighteneds now properly shows their sub objects when both Cybernetic legs and Supercharged Particle Beams upgrades been purchased.
  323.  
  324.  
  325. -Decoy Army support power can't clone husks anymore.
  326.  
  327.  
  328. -The map "Wrecktropolis" now include the Neutral Tiberium Silo in the middle just like it was in Tiberium wars version of the map,
  329. It was only added in my own Fixed Maps Pack which you can get here:
  330. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  331.  
  332.  
  333. -All Nod's factions now properly shows house colors when being garrison in structures,
  334. 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:
  335. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  336.  
  337.  
  338. -Combat Engineer now properly show attacking animations when he attacks while under cover.
  339.  
  340.  
  341. -Behemoth's leg model is now fixed (All thanks to Stygs)
  342.  
  343.  
  344. -Enemy AI now should use the Zone Shatterer's Overload Sweep ability better.
  345.  
  346.  
  347. -Fixed Zone Shatterer's Overload Sweep ability range bug and improved its behavior.
  348.  
  349.  
  350. -Fixed a bug that caused Shatterer and Zone Shatterer to not show some effects when being used by none GDI's faction.
  351.  
  352.  
  353. -GDI's, ST's, and ZOCOM's Tech Center now show it animations properly.
  354.  
  355.  
  356. -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.
  357.  
  358.  
  359. -All Epic unit's facilities now have bigger repair radius (similar to the RIG's) because it was nearly impossible to repair any Epic unit with the former radius size.
  360.  
  361.  
  362. -All Faction's repair drones now properly detects units within the War factories and Air fields radius.
  363.  
  364.  
  365. -All Faction's RIGs not get veterancies anymore (as it was reset each time they will unpack/repack).
  366.  
  367.  
  368. -Description improved for the Rouse Militants support power in World conquest mod (EA forgot to mention that only one Rouse Militants Strike Force may be used at any time).
  369.  
  370.  
  371. -All GDI's factions now properly shows their Crane's house color (Yea EA forgot about it!).
  372.  
  373.  
  374. -All faction's Explorers now shows their textures correctly when being unpacked.
  375.  
  376.  
  377. -Fixed a bug where Behemoth shows its "out of war factory" animation after being recovered as an husk.
  378.  
  379.  
  380. -All Scrin's factions MCVs now properly show their damaged skin when they unpack/repack.
  381.  
  382.  
  383. -All Scrin's factions MCVs now properly show formation when the MCV in the middle of unpacking/repacking.
  384.  
  385.  
  386. -Fixed (Finally) a bug where all faction's Firehawks won't always shows their engine's effect after the Stratofighter Booster upgrade had been purchased (or will show it on random conditions).
  387.  
  388.  
  389. -Zocom's Zone Orca Skin and Portrait now shows ZOCOM's symbol instead of GDI's.
  390.  
  391.  
  392. -Zocom's Zone Orca now have it own formation 3D model.
  393.  
  394.  
  395. -Zocom's Zone Orca, Hammerheads, and Firehawks, now have and properly shows damaged and NRM skins when the Ceramic armour upgrade had been purchased.
  396.  
  397.  
  398. -All Nod's factions Quad Shredder Turrets now shows their build-up animation properly, they also won't show anymore their shooting effect when they under damage status (Yellow health bar),
  399. However there's a rare glitch that have 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),
  400. I have no clue what trigger it and how to fix it.
  401.  
  402.  
  403. -GDI's and Steel talon's Battlebases/Rigs description now properly show they have Railgun upgrade
  404.  
  405.  
  406. -Vertigo's description now mention that it can attack aircrafts.
  407.  
  408.  
  409. -Fixed GDI's and ZOCOM's Guardian Cannon descriptions,
  410. GDI's Guardian Cannon now properly show its railgun upgrade icon when selected
  411. (See here for more info:
  412. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/gdis-guardian-cannon-missing-description-of-an-upgrade#1067119 ).
  413.  
  414.  
  415. -ZOCOM's Zone Orca no longer shows missile sub objects when hardpoint upgrade had been purchased by other GDI's and Steel Talon's functions.
  416.  
  417.  
  418. -ZOCOM's Zone Battlebase no longer switch its Sonic grenades to Railguns after the ZOCOM player get GDI's/Steel talon's Tech lab and purchase Railgun upgrade.
  419.  
  420.  
  421. -Marcion's Transport tire's trails bug had beed fixed.
  422.  
  423.  
  424. ------------------------------------------------------------------------------------------------------------------------------
  425.  
  426. [Game Changes]:
  427.  
  428.  
  429.  
  430.  
  431. -Announcers now also warns the player about enemy's engineers and Epic units.
  432.  
  433.  
  434. -Mod's title logo in the main menu had been improved a bit ;).
  435.  
  436.  
  437. -Some more nice C&C4's Easter eggs were added to the game.
  438.  
  439.  
  440. ------------------------------------------------------------------------------------------------------------------------------
  441.  
  442. [Global changes]:
  443.  
  444.  
  445.  
  446.  
  447. -All walker epic units types now shake the ground when they're walking (May be changed in the next update :P).
  448.  
  449.  
  450. -Corruptor's/Tiberium trooper's/Redeemer's Liquid Tibirum Cannon's/Liquid tank's healing rate been reduced by 50% again.
  451.  
  452.  
  453. -Railgun accelerator effect's color was changed from "Alienish" green to be more azure/light blue-like kind of color.
  454.  
  455.  
  456. -All of GDI's/ST's/ZOCOM's Missile squads now have the ability to switch between Manual and Locked laser modes,
  457. The Manual lanuch mode is the default mode they originally have, while the Locked laser mode let them attack more faster but have big pre attack delay.
  458.  
  459.  
  460. -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,
  461. Militant rocket squad also shoot two rockets instead of one to fit to their respective rocket launcher, but the damage had been split between the two and generally stayed the same.
  462.  
  463.  
  464. -Nod's/MOK's/BH's Master Computer Countermeasures ability now also shows up in the support powers tab for easy use.
  465.  
  466.  
  467. -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,
  468. Instead the armory can now heal squads who stand next to it but without giving their squad's member back, The player who own the armory can use both types of healing methods regardless,
  469. Armory now take once again 5s to heal squads instead of one millisecond.
  470.  
  471.  
  472. -All Epic units now shake the ground a bit when their shell/laser hit something.
  473.  
  474.  
  475. -All types of Zone troopers now have improved house color.
  476.  
  477.  
  478. -Formations models for all new aircrafts units been improved compared to older versions.
  479.  
  480.  
  481. -Explosions improved for all types of Mines.
  482.  
  483.  
  484. -Slingshots now shows new sub object when the Tungsten Shells Upgrade has been purchased.
  485.  
  486.  
  487. -Giant C&C4's Vertigo that comes from Tiberium Vapor Bomb Special power now have more effects and its own 3d formation,
  488. Its name changed to Armageddon Vertigo, Its geometry improved, and it selectable (though still uncontrollable).
  489.  
  490.  
  491. -Improved Veinhole monster was added to the game alongside with its tentacle cells,
  492. The tentacle cells and Veinhole monster deal area damage to any unit who move over them, the Veinhole monster's mouth also kill most type of units who move over it instantly,
  493. All tentacle cells in the entire map will die onces the monster head had been destroyed, moreover there are many types of the same monster which act a bit differently for world builder uses.
  494.  
  495.  
  496. -Wild Visceroids now have only 40% chance to spawn from dead human soldiers, they also have effect and animation when they spawn, and also make some sound to let you know they are around.
  497.  
  498.  
  499. -Wild Tiberium Fiends now replace 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 hide in Tiberium field so be vigilant.
  500. Blue Tiberium Fiends deal more damaged and have more health than Green Tiberium Fiends so take it into account as well.
  501.  
  502.  
  503. -GDI's and Steel talon's Battlebases are now showing the same Railgun's cannon model that the Mammoth, Predator, and Guardian cannon
  504. have when the Railgun upgrade had been purchased.
  505.  
  506.  
  507. -All faction's hammerheads now show new sub object when AP AMMOs upgrade had been purchased.
  508.  
  509.  
  510. -Players can now build structures on ally's outpost once it unpacked.
  511.  
  512.  
  513. -All Engineers now have an ability to repair neutral structures, it cost 400$ and have cooldown of 60s.
  514.  
  515.  
  516. -Wild Ironbacks now start with 2500 HP instead of 4000.
  517.  
  518.  
  519. -Prototype Liquifier Tank's and Prototype Flame Tank's sizes, crush level, health, speed, and armor, changed to be the same as normal flame tank.
  520.  
  521.  
  522. ------------------------------------------------------------------------------------------------------------------------------
  523.  
  524. [GDI]:
  525.  
  526.  
  527. Special Powers:
  528.  
  529. -Space Command Uplink now have new special power to call a drop pod which contain a new unit: The Field troopers,
  530. Field troopers are strong anti infantry which have the same armor as normal Zone troopers but without the helmet and upgrades therefore they can be exposed to tibirum's radiation and also can't detect stealth units,
  531. Field troopers also have grenade launchers which are attach to their rifles and can be use to clear structures and attack enemy's building,
  532. The new Field troopers drop special power cost 3500$ and have 90s cooldown.
  533.  
  534.  
  535. -Space Command Uplink now have new special power to deploy the Kodiak,
  536. 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 the enemy it was deployed,
  537. The Kodiak have 3 big main cannons for ground units and 3 smaller turrets against aircrafts, it also have railgun upgrade and can use railgun accelerator if the player have ally Steel talon nearby,
  538. The Kodiak also have VLS ability which will allow it to launch 16 missiles on enemy ground units/structures but have two minutes cooldown,
  539. When a Kodiak goes down it will take 2 minute to deploy a new one.
  540.  
  541.  
  542.  
  543. Upgrades:
  544.  
  545. -GDI's Harvester now have AP ammo upgrade which change the damage from 30 to 50.
  546.  
  547.  
  548. ------------------------------------------------------------------------------------------------------------------------------
  549.  
  550. [Steel Talons]:
  551.  
  552.  
  553. Units:
  554.  
  555. -Mastodon's geometry, size, portrait, locomotor, and footprints improved,
  556. It now shoot big shells instead of sonic shells and can be uprade with railgun, its damage had been reduced to 1800 from 2000 without the railgun upgrade for balance sake, it also can't use railgun accelerators till the railgun upgrade had been researched.
  557.  
  558.  
  559. -Mastodon's Drop pod now have more effects.
  560.  
  561.  
  562. -Wolverine now have two new machine gun models instead of its normal cannons as well as new unit's portrait and updated icon for the Bloodhound support power, there's a small bug that make the machine guns to show up incorrectly when it on Ox transport however.
  563.  
  564.  
  565. -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.
  566.  
  567.  
  568. -Garrison Hammerhead now have new green skin, new portrait, and four bunkers objects beneath its wings,
  569. 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,
  570. So the bunkers objects were just left for show (But it look almost the same when Flame/Liquid Tiberium throwers shoot from inside it so I can live with it).
  571.  
  572.  
  573. -Steel Talons Orca had been replaced with Orca A-16, Orca A-16 have machine gun that can deal small damage to infantries and aircrafts,
  574. Cost and build time been increased from 1100$ and 11s to 1200$ and 12s,
  575. The Orca A-16 is also available at the world conquest mod and can't be trained anymore from the Reinforcement Bay.
  576. (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,
  577. Currently there's no one mod for both TW and KW that have that issue fixed, so don't blame me ;) ).
  578.  
  579.  
  580.  
  581. Structures:
  582.  
  583. -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 range from the Scanner,
  584. The Pulse Scanner also add new a Threats Scan support power which scan for any enemy's vehicles on the map.
  585.  
  586.  
  587. ------------------------------------------------------------------------------------------------------------------------------
  588.  
  589. [ZOCOM]:
  590.  
  591.  
  592. Units:
  593.  
  594. -Zone Shatterer changed back to how it was in patch 1.02 but with few small chances for balance reasons,
  595. Zone Shatterer been moved to tier 2 again and required Command post in order to be build,
  596. Damage decreased to 1200, Health points decreased to 3400 instead of 10000,
  597. its Overload Sweep ability damage decreased to 2500 damage instead of 3000,
  598. Its attacking radius increased from 350 to 375, Movement speed change back to 60,
  599. Cost now decreased to 1600 and build time to 16 seconds,
  600. Zone Shatterer can use Air Transport ability again, and its unit description changed a bit.
  601.  
  602.  
  603. -The Condor had been added to the ZOCOM's arsenal, It's a tier 3 havocraft that equipped with high end EMP tech turret which can stop any enemy's vehicle (aside epic units) in it tracks, or shutting enemy's structures and epic units with its Nano emp grenade ability,
  604. The Condor also have second ability which let it unpack into a fighter aircraft that shoot anti air missiles instead of EMP ray and use its sonic engine to fly faster, becoming the fastest aircraft in the ZOCOM's arsenal,
  605. The ability have 30s cooldown however,
  606. It cost 1900$ and take 19s to come out of the air tower.
  607.  
  608.  
  609. -Zone Juggernaut had been added to the ZOCOM's arsenal, it can only be trained from the Reclamator Hub,
  610. Zone Juggernaut shoots sonic grenades that have area effect but a bit weaker than the other faction's Juggernauts,
  611. Zone Juggernaut also can launch Emp shell as second ability that will paralyze all units and structures for a short period of time at the selected location,
  612. Unlike C&C4, the Zone Juggernaut Will leave an husk when it been defeated on the battlefield,
  613. It cost 2600$ and 26s and also available at the world conquest mod,
  614. It can't be trained from the Reinforcement Bay anymore.
  615.  
  616.  
  617. -Zone Orca will now have 9 clips when hardpoint upgrade had been purchased by other GDI's and Steel Talon's functions.
  618. (The GDI's and Steel Talon's functions need to be belong to the ZOCOM's player in order for it to work though).
  619.  
  620.  
  621.  
  622. Upgrades:
  623.  
  624. -Engineers now also have Tiberium Field Suits upgrade.
  625.  
  626.  
  627. -ZOCOM's Command Center now show new sub object when the Missile Launcher upgrade been purchased.
  628.  
  629.  
  630. -Ceramic armour upgrade's skins for all ZOCOM's aircrafts are now shows ZOCOM's icon on them over GDI's.
  631.  
  632.  
  633. ------------------------------------------------------------------------------------------------------------------------------
  634.  
  635. [Nod]:
  636.  
  637.  
  638. Units:
  639.  
  640. -Nod's Commando now once again only stealthed while standing still (not moving), Instead of that however, she now got an new Overcloak ability,
  641. The Overcloak ability will set her belt into overclock mode which will allows her be stealthed while moving for 15 seconds.
  642.  
  643.  
  644. -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,
  645. It required Tiberium Chemical Plant and cost 1800$ and 8s, For balance reasons despite not have the need to reload the Banshee will still take one slot in the Air tower per aircraft.
  646.  
  647.  
  648.  
  649. Upgrades:
  650.  
  651. -Laser Capacitor upgrade will now reskin the Laser Turrets, Raider Buggies, and Venoms with new skin after the upgrade been researched.
  652.  
  653.  
  654. ------------------------------------------------------------------------------------------------------------------------------
  655.  
  656. [Black Hand]:
  657.  
  658.  
  659. Units:
  660.  
  661. -BH's Commando can no longer be train twice, instead there are now two types of different commandos, One is the normal BH's commando we all know and love, while the other is the BH's Sniper Commando,
  662. Sniper Commando have longer range than the ordinary Commando and shoot lazer instead of normal sniper's clips, She don't have C4 however but she have a Subterranean strike ability which call for few small drills that does area damage and can also damage structures which are near them,
  663. Her cost and build time are identical to the normal BH's commando and so her requirements, And her ability have 10s cool-down,
  664. Both Commandos (Normal and Sniper) can increases the combat effectiveness of each other as well.
  665.  
  666.  
  667. -Flame tank now shows blue explosion effect when it being destroyed while haveing the Purifying Flame upgrade researched.
  668.  
  669.  
  670. -Purifier now got two flame throwers on its back, it only cosmetic change though and not give it x2 of the damage or any of the sort,
  671. It also now have Black hand's emblems on its flame throwers and updated portrait and 3D formation to fit its new look.
  672.  
  673.  
  674. -Detector Raider Buggy now have two new antennas sub objects.
  675.  
  676.  
  677.  
  678. Structures:
  679.  
  680. -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%,
  681. Only one Statue of Brother Marcion can be built at a time.
  682.  
  683.  
  684.  
  685. Upgrades:
  686.  
  687. -Charged Particle Beam upgrade will now reskin BH's Shredder Turrets with new skin after the upgrade been researched.
  688.  
  689.  
  690. ------------------------------------------------------------------------------------------------------------------------------
  691.  
  692. [Marked of Kane]:
  693.  
  694.  
  695. Units:
  696.  
  697. -Cyberntric engineer was added to MOK's arsenal, It can be trained from the Air tower and required Command Center and Hand of Nod,
  698. It cose 800$ and take 8s, It can repair allied aircrafts as well as attack enemy's aircrafts, but it's only deal 50 Gun damage type and more of a supportive than assault unit.
  699. (And yes it follow your units when it set to repair them similar to the Scrin's corruptor).
  700.  
  701.  
  702. -Cyborg Commando now have new skin.
  703.  
  704.  
  705. -Reaper now have an ability to throws Gas grenades which deals some massive damage to infantries and structures alike.
  706.  
  707.  
  708.  
  709. Special Powers:
  710.  
  711. -Marked Of Kane's Burrowed Ambush now leaves new cracks decal on the ground.
  712.  
  713.  
  714.  
  715. Upgrades:
  716.  
  717. -Supercharged Particle Beams upgrade will now reskin MOK's Shredder Turrets with new skin after the upgrade been researched.
  718.  
  719.  
  720. ------------------------------------------------------------------------------------------------------------------------------
  721.  
  722. [Scrin's armies global]:
  723.  
  724.  
  725. -Travelers 59's and Reaper 17's MCVs/Drones now have their own skins.
  726.  
  727.  
  728. ------------------------------------------------------------------------------------------------------------------------------
  729.  
  730. [Reaper17]:
  731.  
  732.  
  733. Units:
  734.  
  735. -Reaper Devourer Tank's damage against infantries been reduced by 30%.
  736.  
  737.  
  738.  
  739. Special Powers:
  740.  
  741. -Reapers 17 now have their own version of Overlord's Wrath which is called Overlord's Fury,
  742. Overlord's Fury is nearly identical to Overlord's Wrath but it calls for blue tiberium meteors which deals a bit more damage.
  743.  
  744.  
  745. ------------------------------------------------------------------------------------------------------------------------------
  746.  
  747. [Travelers 59]:
  748.  
  749.  
  750. Units:
  751.  
  752. -Assaultrider now got boost from Ion Storms, and also have Ion Storms effect when it near one.
  753.  
  754.  
  755. -Traveler Explorer now have new skin to fit Travelers 59's MCVs/Drones.
  756.  
  757.  
  758. -Travelers 59's Buzzers now have new skin and portrait,
  759. Their name changed to "Mending Buzzers" and as it suggests they now can heal any Scrin's vehicles they combines with.
  760.  
  761.  
  762. ------------------------------------------------------------------------------------------------------------------------------
  763.  
  764. [Neutral Changes]:
  765.  
  766.  
  767. Units:
  768.  
  769. -Tamed Visceroids now can clear structures the same way buzzers does.
  770.  
  771.  
  772. -Tiberium Fiends pack were added to the Mutant Hovel as trainable Tier 3 unit,
  773. they good against heavy vehicles and a bit against structures, Immune to mind control, can regenerate from Tiberium, and become stealth when inside Tiberium field.
  774.  
  775.  
  776. -Mutant Marksman was added to the Mutant Hovel as trainable Tier 2 unit,
  777. It deals sniper damage, can regenerate from Tiberium, become stealth when inside Tiberium field, and have Explosive Charge abiliy that is similar to the Nod's Shadow team.
  778.  
  779.  
  780. -Mutant Marauder's armor improved against cannon damage type by 25%.
  781.  
  782.  
  783. -Mutant's Scrapbus damage increased from 12 to 15.
  784.  
  785.  
  786.  
  787. Structures:
  788.  
  789. -GDI Administration Building now no longer required in order to train Prototype Zone troopers,
  790. Instead it will heal ally's infantries in the entire map when captured, it can also be used to add back squad's members if the player tells them to go inside it.
  791.  
  792.  
  793. -Mutant Facility was added to the game, it can construct all of the mutant's vehicles without the need for Tier 2/3 upgrades,
  794. Scrapbus and Ironback can now only be trained from the Facility.
  795.  
  796.  
  797. -Subway Hub's health increased from 3000 to 15000 and armor changed to the same armor Tiberium Spikes uses because it now a bit more useful
  798. (It will work only with Custom maps though! for the official maps I changed it in my own Fixed Map Pack which you can get here:
  799. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack )
  800.  
  801.  
  802. ------------------------------------------------------------------------------------------------------------------------------
  803.  
  804. [World Builder]:
  805.  
  806.  
  807. -Red Tiberium field was added to the world builder, its value is 1050$ per crystal and 4200$ in total for full harvester's round,
  808. it also have two versions, one with Veinhole monster in the middle of it, and one without it.
  809.  
  810.  
  811. -Red Zone Blue Tiberium field was added to the world builder,
  812. it have two versions, one with Blue Tiberium Fiends, and one without them.
  813.  
  814.  
  815. -Few snowfalls and snow clouds effects were added.
  816.  
  817.  
  818. -Sky boxes were added to the world build!
  819.  
  820.  
  821. -Mutant Facility was added to the world build!
  822.  
  823.  
  824. ==================================================================
  825. Command & Conquer™ 3 Kane's Wrath
  826.  
  827. Unofficial Big Bang Patch 1.04
  828.  
  829. BETA 0.2
  830.  
  831.  
  832. ==================================================================
  833.  
  834. This Patch actually started it balances changes Not from EA's ver 1.02
  835. but rather from my Kane's Wrath Classic Mod which have it own balances changes.
  836. Kane's Wrath Classic changed ver1.02 balance back to how it was in ver1.00 while keeping the bugsfixes and the good stuff.
  837.  
  838.  
  839. ----Please note that this patch doesn't relate in any way to the Unofficial Patch 1.03----
  840. Unofficial Patch 1.04 just take some bugs fixes and really a few ideas from 1.03
  841. (which I didn't simply copy paste, but rather had to find and change manually... )
  842.  
  843. Only recently Unofficial Patch 1.03 Creator (CGF123) helped me out with some of the bugs he fixed,
  844. So in any bugs that I was able to fix thanks to him I will add "thank to CGF123" at the end.
  845.  
  846.  
  847.  
  848. So please see Kane's Wrath Classic v1.00 Mod Change log before you will see the Unofficial Patch 1.04 log.
  849.  
  850.  
  851. *P.S
  852. The Patch/mod also have its own Fixed Map Pack which you can get here:
  853. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  854.  
  855.  
  856. *If anyone found a bug he/she would like to report, please do so here:
  857. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/board/bug-report
  858.  
  859.  
  860. *If anyone notice unbalance or have new idea for the mod please report it here:
  861. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum
  862.  
  863.  
  864. ==================================================================
  865.  
  866. [Bugsfixes]:
  867.  
  868.  
  869.  
  870.  
  871. My bugs:
  872.  
  873.  
  874. -Ironback's and Wild Ironback's death animations been improved (before their body disappeared too fast).
  875.  
  876.  
  877. -Cyborg Commando's Lazer effect been improved, number of clips changed from 4 to 7.
  878.  
  879.  
  880. -Fixed a bug that caused Cyborg Commando to show its buff decal texture to enemies
  881. (See more info here:
  882. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/cyborg-commando ).
  883.  
  884.  
  885.  
  886.  
  887. EA's Bugs:
  888.  
  889.  
  890. -Fixed a bug that made Voice of Kane to show its buff decal texture to enemies on rare occasions.
  891.  
  892.  
  893. -Fixed a bug that caused Reaper17's and Traveler 59's Motherships to self-destruct upon fire.
  894. (See more info here:
  895. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/forum/thread/reapers-shielded-mothership-self-destructed-after-destroying-the-enemy-base ).
  896.  
  897.  
  898. ==================================================================
  899. Command & Conquer™ 3 Kane's Wrath
  900.  
  901. Unofficial Big Bang Patch 1.04
  902.  
  903. BETA 0.1
  904.  
  905.  
  906. ==================================================================
  907.  
  908. This Patch actually started it balances changes Not from EA's ver 1.02
  909. but rather from my Kane's Wrath Classic Mod which have it own balances changes.
  910. Kane's Wrath Classic changed ver1.02 balance back to how it was in ver1.00 while keeping the bugsfixes and the good stuff.
  911.  
  912.  
  913. ----Please note that this patch doesn't relate in any way to the Unofficial Patch 1.03----
  914. Unofficial Patch 1.04 just take some bugs fixes and really a few ideas from 1.03
  915. (which I didn't simply copy paste, but rather had to find and change manually... )
  916.  
  917. Only recently Unofficial Patch 1.03 Creator (CGF123) helped me out with some of the bugs he fixed,
  918. So in any bugs that I was able to fix thanks to him I will add "thank to CGF123" at the end.
  919.  
  920.  
  921.  
  922. So please see Kane's Wrath Classic v1.00 Mod Change log before you will see the Unofficial Patch 1.04 log.
  923.  
  924.  
  925. P.S
  926. The Patch/mod also have its own Fixed Map Pack which you can get here:
  927. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  928.  
  929.  
  930. ==================================================================
  931.  
  932. [Bugsfixes (EA's Bugs Only)]:
  933.  
  934.  
  935.  
  936. -A new fix that will hopefully solve the Quad Turrets upgrade Out of Sync issue but had been applied, the result still uncertain.
  937.  
  938.  
  939. -Fixed rare bug which caused Reaper 17's Shielded Harvester to not show his shield.
  940.  
  941.  
  942. -GDI's and ZOCOM's Harvesters now properly shoot enemies.
  943.  
  944.  
  945. -MRT's repair drone no longer fix engineers.
  946.  
  947.  
  948. -Scrin's factions Harvesters now properly warn the player when they under attack.
  949.  
  950.  
  951. -Harvesters vision improved.
  952.  
  953.  
  954. -Fixed NOD's laser cannon inconstant upgrades order.
  955.  
  956.  
  957. -Black Hand's Shredder turrets shows Quad Turrets upgrade icon properly.
  958.  
  959.  
  960. -Fixed a rare bug which allowed Prodigy/Mastermind to mind control husks.
  961.  
  962.  
  963. -Fix Specter's stealth model (in stealth model he didn't move his turret on idle animation).
  964.  
  965.  
  966. -Invincible Ox transport exploit fixed (Hopefully) Thank to CGF123's (UOP 1.03 creator) help.
  967.  
  968.  
  969. -RIG/Battle Base properly shows damage skin during pack/unpack.
  970.  
  971.  
  972. -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.
  973.  
  974.  
  975. -Tiberium Forge House Colors fixed.
  976.  
  977.  
  978. -Subawy Hub House colors improved.
  979.  
  980.  
  981. -GDI Administration Building House colors and destruction animations fixed.
  982.  
  983.  
  984. -Steel Talons Pulse Scanner House colors and destruction animations fixed, idle animation are also working now.
  985.  
  986.  
  987. -GDI Treasury's, GDI Covert Research Laboratory's, Tiberium Research Facility's, House colors and destruction animations fixed.
  988.  
  989.  
  990. -Neutral Tiberium Silo description improved (EA's didn't mentioned it can store Tiberium)
  991.  
  992.  
  993. -Fixed Zone Shatterer's portrait wrong (Portrait showed GDI's symbol, and now shows ZOCOM's symbol).
  994.  
  995.  
  996. -Civilian Transport, Liquid Tiberium Transport, Nuke Transport, Super Sonic aircraft, Marcion's Transport, Ironside Experimental Troop Transport, Nod Hovercraft, Hovercraft, now have formations.
  997.  
  998.  
  999. -Wild Visceroids no longer auto healed outside tiberium field.
  1000.  
  1001.  
  1002. -Fixed Reaper 17's Explorer speed.
  1003.  
  1004.  
  1005. -Repair Drones now have name and description (for World builder use).
  1006.  
  1007.  
  1008. -Fixed experience bug for Disintegrators.
  1009.  
  1010.  
  1011. -Traveler 59's Disintegrator speed now properly match Scrin's/Reaper17's Disintegrators.
  1012.  
  1013.  
  1014. -CaptureFlag (from world builder) no longer stays after being destroyed and show house color.
  1015.  
  1016.  
  1017. -Zocom's Sharpshooter Team support power No longer uses GDI's Sharpshooter Team and now have their own Zone Sharpshooter Team button.
  1018.  
  1019.  
  1020. -Some unit's descriptions improved.
  1021.  
  1022.  
  1023. -Zone Shatterer Overload Sweep ability range been fixed.
  1024.  
  1025.  
  1026. -Fixed the required experience of Purifiers to gain a new level.
  1027.  
  1028.  
  1029. -Wolverine now properly show formation's effect.
  1030.  
  1031.  
  1032. -Shard Walker and Rocket Harvester now have their own formations.
  1033.  
  1034.  
  1035. -Behemoth's and Purifier's formations no longer shows animations (bug).
  1036.  
  1037.  
  1038. -Fixed a bug that didn't allowed Veteran Sniper teams to spot for Juggernauts from within transports.
  1039.  
  1040.  
  1041. -Reaper Tripod's Conversion Beam no longer deal improper damage after Conversion Reserves upgrade.
  1042.  
  1043.  
  1044. -NOD's Catalyst missile now emits blue tiberium's clouds when it hit blue tiberium crystals.
  1045.  
  1046.  
  1047. -Fixed (Hopefully) Slingshots's Tungsten impact particles not appear at lowest graphic detail settings.
  1048. Heroic Tungsten Slingshots now have red shell tracers, Slingshots's geometry been improved, Thank to CGF123's (UOP 1.03 creator) help.
  1049.  
  1050.  
  1051. -GDI's and Black hand's Bunker Exit no longer have construct and repair abilities (bug).
  1052.  
  1053.  
  1054. -GDI's Fuel Depot now properly shows House colors, and no longer show field of view after it been destroyed (bug).
  1055.  
  1056.  
  1057. -Civilian Bunker's debris now properly disappears after period of time (before the fix the debris stayed forever).
  1058. 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:
  1059. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  1060.  
  1061.  
  1062. -Mantis's Animations (when selected, unselected, moving, attacking, turning, Emp'd) fixed.
  1063.  
  1064.  
  1065. -Fixed a bug that caused Orcas and Hammerheads to not show some smoke effects if they are played by None-GDI factions.
  1066.  
  1067.  
  1068. -Players no longer able to pack up GDI's factions and NOD's factions ConYards while they are unpacking from MCVs (to prevent double click).
  1069.  
  1070.  
  1071. -Redeemer with Liquid Tibirum Cannon now properly show liquid tiberium spray effect when it clear garrison structures (bug).
  1072.  
  1073.  
  1074. -Hammerhead No longer able to spot for Beam Cannon's Reflector Beam.
  1075.  
  1076.  
  1077. -Mechapede No longer make sound each time the player place it in formation.
  1078.  
  1079.  
  1080. -Slingshots won't show smoke effect when they displays their formations anymore (bug).
  1081.  
  1082.  
  1083. -Combat Support Airfields for all factions had been adjusted and Hopefully won't cause desync issues anymore (or at least in low frequency) thank to CGF123 (UOP 1.03 creator) help,
  1084. that however resulted in the "Recall all Aircraft" ability of the building to stop working and therefore it has been removed.
  1085.  
  1086.  
  1087. -Fixed Tiberium Spike collision box to prevent shoot-through bug (For World Builder Only), thank to CGF123 (UOP 1.03 creator) help
  1088. 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:
  1089. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack
  1090.  
  1091.  
  1092. -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]
  1093. In other words Stormrider had a bug where it dealt 25% more damage only to sub faction units, and now it fixed.
  1094.  
  1095.  
  1096. -Infantry and Mechapede got slight tweaks to some movement behaviors for better response thank to CGF123 (UOP 1.03 creator) help.
  1097.  
  1098.  
  1099. -Mechapede segment mixing bugs (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
  1100.  
  1101.  
  1102. -Disproportionate money gained from Hexapod killing a Mechapede segment bug was (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
  1103.  
  1104.  
  1105. -Mechapedes not using rallypoints bug was (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
  1106.  
  1107.  
  1108. -Most of the Shadows team's glider, attack, and cursor radius bugs were (Hopefully) fixed thank to CGF123 (UOP 1.03 creator) help.
  1109.  
  1110.  
  1111. -NOD's Tiberium Vein Detonation Special Power price bug was fixed (Hopefully) thank to CGF123 (UOP 1.03 creator) help
  1112.  
  1113.  
  1114. -MOK's Venom now properly shows damage skin and effects after the Supercharged Beam upgrade purchased
  1115.  
  1116.  
  1117. -Fixed a bug that caused any Corrupters to not be detected as Tiberium based unit if the player that has them is playing as non-Srcrin faction.
  1118.  
  1119.  
  1120. -Sonic Repulsion Field and Laser Fencing no more 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 of Laser Fencing even if thay are damaged.
  1121.  
  1122.  
  1123. -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.
  1124.  
  1125.  
  1126. -Wolverines and Titans now properly show their EMP animations when they are EMP'd.
  1127.  
  1128.  
  1129. -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.
  1130.  
  1131.  
  1132. -Fixed a bug that caused Black Hand's Flame tank to not show his flame effect and to not get Veteran in certain circumstances.
  1133.  
  1134.  
  1135. -Fixed a bug that caused Black Hand's Commando and Black Hand Squad to not get Heroic/Veteran in certain circumstances.
  1136.  
  1137.  
  1138. -APCs/MRTs no longer uses NOD's cursor for their Mines Field ability, instead they now have their own cursor.
  1139.  
  1140.  
  1141. -GDI no longer uses NOD's mines skin and now have their own mines with orange skin.
  1142.  
  1143.  
  1144. -Fixed a bug which didn't let Scrin faction's Drones/MCVs to pass above certain walls.
  1145.  
  1146.  
  1147. -Fixed a bug which caused Supersonic Air attack to not damage any Scrin faction's Drones/MCVs.
  1148.  
  1149.  
  1150. -All of Scrin faction's Drones/MCVs now properly healed/fixed by the Gravity Stabilizer's Repair Drones.
  1151.  
  1152.  
  1153. -Traveler 59's Devastator Warship and Planetary Assault Carrier No longer shows their engine's effect on random occasions.
  1154. But I still didn't was able to solve it when they under Ion storm effect, at least they not have buggy effects on normal status.
  1155.  
  1156.  
  1157. -All Mutant's units now shows rank icon next to their health-bar, Mutant Marauders now properly show their promotion effect when they level up.
  1158.  
  1159.  
  1160. -Fixed Visceroid's animation bug that made it show his attacking animation while chasing after enemy's unit.
  1161.  
  1162.  
  1163. -Ion Storms no longer prevent placing of buildings underneath it.
  1164.  
  1165.  
  1166. -Units teleported via Mastermind to an Ion Storm are no longer killed.
  1167.  
  1168.  
  1169. -Sonic weapons now don't deal friendly damage anymore,
  1170. 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.
  1171.  
  1172.  
  1173. -Corrupter and Tiberium Troopers can now heal Viseroids and Mutants (Mutant Marauders, Mutant Commando). (bug)
  1174.  
  1175.  
  1176. -Prodigy's Area mind control no longer mistakenly take over Epic units, Husks, Defence structures, and Aircrafts.
  1177.  
  1178.  
  1179. -Zone Raiders no longer garrison Foxholes. (Bug)
  1180.  
  1181.  
  1182. -Fixed a bug that caused Zone Troopers/Zone Raiders ungarrisoned weapon range to remain unchanged after the player bought the Scannerpacks upgrade.
  1183.  
  1184.  
  1185. -Added better description about the NOD's Radar Jamming Missile Time limit.
  1186.  
  1187.  
  1188. -Added better description about the Venom's Signature Generators.
  1189.  
  1190.  
  1191. -Corrupter spawn Visceroids again Only when his weapon kill Human based enemy.
  1192.  
  1193.  
  1194. -Fixed a bug that prevented some Epic units from Crushing other units in rare occasions.
  1195.  
  1196.  
  1197. -Fixed reload sounds for Hardpoints upgraded GDI Orca, ZoneOrca , Firehawks.
  1198.  
  1199.  
  1200. -Fixed a bug that prevented GDI's Zone Troopers to use Steel Talons Railgun Accelerators special power in a certain circumstances.
  1201.  
  1202.  
  1203. -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.
  1204.  
  1205.  
  1206. -Purifier's / Avatar's Flame thrower will now properly show damage skin when he is damaged.
  1207.  
  1208.  
  1209. -Purifier's Blue Flame effect is now properly consistent.
  1210.  
  1211.  
  1212. -Eradicators will now properly show their damage skin when they are damaged.
  1213.  
  1214.  
  1215. -Fixed Scrin's/Reaper17/Travelers59 Victory music (They used the NOD's Victory music instead of their own).
  1216.  
  1217.  
  1218. -Mechapede no longer shows Shock Trooper's formation icon when the player order it to get into formation.
  1219.  
  1220.  
  1221. -Grenadier Squad's formation icon no longer shows Missile squad's formation icon.
  1222.  
  1223.  
  1224. -Visceroids now properly show their description and House Color.
  1225.  
  1226.  
  1227. -Fixed a bug that caused Redeemer getting stuck when you attempt to garrison it with a lone NOD's Confessor or Black Hand's Disciple from an upgraded squad.
  1228.  
  1229.  
  1230. -Awakened's formation icon no longer shows Black hand's formation icon.
  1231.  
  1232.  
  1233. -Fixed the Vertigo's Disruption Pod and the Orca's Sensor Pods descriptions.
  1234.  
  1235.  
  1236. -Orca Sensor Pods attached to friendly vehicles are no longer removed by friendly repair drones.
  1237.  
  1238.  
  1239. -Crates now properly display their names instead of just display the word "Crate".
  1240.  
  1241.  
  1242. -Marked of Kane's Fanatics now properly gain health and speed effect when they Upgraded with Tiberium Infusion. (EA's bug)
  1243.  
  1244.  
  1245. -Tiberium Troopers and Redeemer with Liquid Tiberium Cannon can now slow down NOD's, MOK's, BH, Avatars and Purifiers. (Bug)
  1246.  
  1247.  
  1248. -Removed the GDI/ZOCOM Armory's option to add Rally point because it didn't worked most of the times.
  1249.  
  1250.  
  1251. -Unit's order in World Conquest mod now matches skirmish/campaign units order.
  1252.  
  1253.  
  1254. -Steel Talon's and ZOCOM's Surveyor now properly spawn their own Outpost (they spawned GDI Outpost before).
  1255.  
  1256.  
  1257. -Fixed a bug with NOD's and Marked of Kane's Buggy's description.
  1258.  
  1259.  
  1260. -NOD's Raider Buggy now able to detect stealth like the rest of the Buggies.
  1261.  
  1262.  
  1263. -Scrin's, Traveler59's and Reaper17's Shock troopers and Cultist icons swapped with the Ravager icon at the Portal to mirror Nod's Barracks.
  1264.  
  1265.  
  1266. -GDI's and ZOCOM's Commando icon swapped with Zone Troopers/Zone Raiders at the Barracks to mirror Nod's and Scrin's Barracks.
  1267.  
  1268.  
  1269. -Vertigo's Disruption Pod will now properly show it own picture (Not Orca's Pod picture).
  1270.  
  1271.  
  1272. -Fixed a bug that caused ZOCOM's Predators to give far too much experience when destroyed and it also caused them to need more exp in order to level up.
  1273.  
  1274.  
  1275. -Fixed a bug that caused the Ion cannon to show buggy antenna animation at the time of launch.
  1276.  
  1277.  
  1278. -Ravager's Tiberium Agitation now also work on Devourers,Corrupters, Reaper 17's Shard Walker and Liquid Tiberium Transport.
  1279.  
  1280.  
  1281. -Added more information in different descriptions to make things more easier for players (Scrin's Warp Sphere and Hive, Tiberium Vibration Scan, and Power Signature Scan support powers).
  1282.  
  1283.  
  1284. -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).
  1285.  
  1286.  
  1287. -Fixed a small bug with Reaper 17's Tripod husk description.
  1288.  
  1289.  
  1290. -Fixed a small bug with Travelers 59's Tripod husk description.
  1291.  
  1292.  
  1293. -Fixed the Tripod's and Reaper Tripod's descriptions.
  1294.  
  1295.  
  1296. -Fixed a bug that caused Specter's bombarding kills friendly Shadow's beacons.
  1297.  
  1298.  
  1299. -Fixed a bug that caused Marked of Kane's Attack Bikes cannot be commandeered by Marked of Kane's and Nod's Avatars.
  1300.  
  1301.  
  1302. -Fixed a bug where Marked of Kane's Avatar don't spawn MoK Avatars husks correctly (It spawned Nod's Avatars husks instead).
  1303.  
  1304.  
  1305. -Fixed a bug that made all Epic unit's factories to randomly and globally show their repair circle (even to the enemies).
  1306.  
  1307.  
  1308. -Fixed health and speed inconsistencies for some faction's transport.
  1309.  
  1310.  
  1311. -Steel Talons Slingshot and Wolverine icons swapped at the Reclamator Hub to mirror the War Factory.
  1312.  
  1313.  
  1314. -Scrin's faction MCVs/Drones No longer able to crash Motherships.
  1315.  
  1316.  
  1317. -Zocom's RIG won't show anymore that it have Railgun upgrade when it unpacked into Battle Base (it happened since it spawned GDI's RIG and GDI's Battle Base instead of ZOCOM's).
  1318.  
  1319.  
  1320. -Steel Talon's RIG/Battle Base no longer spawn GDI's RIG/Battle Base.
  1321.  
  1322.  
  1323. -Fixed a small bug with the Corrupter's healing ability.
  1324.  
  1325.  
  1326. -ZOCOM's Conyard now properly spawns ZOCOM's Riflemen and Engineer when sold (It spawned GDI's Riflemen and Engineer instead).
  1327.  
  1328.  
  1329. -Nuke Transport Truck No longer shows Nod's nuclear missile when destroyed (EA Bug).
  1330.  
  1331.  
  1332. -Shadow team's bombardment beacon is now selectable (rather than a bug it new feature, But it to prevent buggy situations).
  1333.  
  1334.  
  1335. -Sonic weapons can now destory friendly husks via force-fire.
  1336.  
  1337.  
  1338. -Blue Flames are no longer able to damage allies via force-fire.
  1339.  
  1340.  
  1341. -Liquid Tiberium based weapons can now destory friendly husks via force-fire.
  1342.  
  1343.  
  1344. -Flame weapons can now destory friendly husks via force-fire.
  1345.  
  1346.  
  1347. -Changed the order of upgrade buttons on ZOCOM and Steel Talons Command Posts to match GDI's.
  1348.  
  1349.  
  1350. ------------------------------------------------------------------------------------------------------------------------------
  1351.  
  1352. [Game Changes]:
  1353.  
  1354.  
  1355.  
  1356.  
  1357. -Each faction now have their own Load Screen music
  1358. (Nod's factions loading music was left unchanged, just GDI's and Scrin's factions now have different music at the load screen),
  1359. Observer and Commentator also have their own load music.
  1360.  
  1361.  
  1362. -New Units added to the World Conquest mod.
  1363.  
  1364.  
  1365. -Few new colors were added for all factions in the Skirmish menu:
  1366. Black, Burgundy, Dark Green, Lime Green, Grey, and White
  1367. (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)
  1368.  
  1369.  
  1370. -Some nice C&C4's Easter eggs were added to the game.
  1371.  
  1372.  
  1373. -EA's logo from the game's startup Replaced with new picture.
  1374.  
  1375.  
  1376. -EA's logo Kane's Wrath Logo in the main menu changed a bit.
  1377.  
  1378.  
  1379. -Skirmish menu picture (the Black Hand's soldier) had been replaced with other picture.
  1380.  
  1381.  
  1382. -Players now have additional option to start with 50,000$ in the Skirmish menu.
  1383.  
  1384.  
  1385. -Extreme units were added to the game, each faction have one Extreme unit at it disposal,
  1386. Some conditions need 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.
  1387.  
  1388.  
  1389. ------------------------------------------------------------------------------------------------------------------------------
  1390.  
  1391. [Global changes]:
  1392.  
  1393.  
  1394.  
  1395.  
  1396. -All factions now can build Subway Entrance as long as they controll Subway Hub.
  1397.  
  1398.  
  1399. -A few Unpack/Repack icons had been changed to the following units:
  1400. Rig's unpack button,
  1401. Battle Base's repack button
  1402. All Nod's Reckoner unpack buttons
  1403. All Scrin's MCVs and ConYards unpack and repack buttons,
  1404. All Nod's MCVs and ConYards unpack and repack buttons,
  1405. All GDI's MCVs and ConYards unpack and repack buttons.
  1406.  
  1407.  
  1408. -MARV's Shooting effect has been improved (now shake the ground where it hit)
  1409.  
  1410.  
  1411. -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.
  1412.  
  1413.  
  1414. -Fanatics and Adult Visceroid now have different explosion effect when they are in Heroic rank.
  1415.  
  1416.  
  1417. -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
  1418. Will transform most infantries type (Aside from Armed tier 2-3 infantries or Cyborgs) into Visceroids.
  1419. 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
  1420. therefore it cause Slow down effect on vehicles instead.
  1421.  
  1422.  
  1423. -Ravagers from all factions can now shot aircrafts
  1424.  
  1425.  
  1426. -Space Command Uplink, Tiberium Chemical Plant, and Signal Transmitter, Now can only be built once, and they provides additional income
  1427. 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.
  1428.  
  1429.  
  1430. -Laser Fencing Can now work with ally NOD/Black Hand/Marked of Kane structures.
  1431.  
  1432.  
  1433. -Sonic Repulsion Field Can now work with ally GDI/ZOCOM/Steel Talons structures.
  1434.  
  1435.  
  1436. -Behemoth's Husk, Reaper Tripod's Husk, and Purifire's Husk, Now have new picture to each of them.
  1437.  
  1438.  
  1439. -Jumpjets start-up and post landing delay time has been reduced.
  1440.  
  1441.  
  1442. -Delay times of Mantis preattack and Orca Sensor Pod deploy delay have been reduced.
  1443.  
  1444.  
  1445. -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".
  1446.  
  1447.  
  1448. -All NOD and GDI MCVs can now crash tier1 and tier2 units and all Scrin MCVs can crush tier3 units only when the player unpack them directly above these units,
  1449. All MCVs have 25% more armor against cannons and 20% more armor against rockets, Health increased from 5000 to 8000 (To the MCVs in unit mod and not in building mod)
  1450. This may give a small escape chances for runners.
  1451. Also Marked of Kane, Black Hand, Steel Talons, and ZOCOM now have new skins to each of their MCVs.
  1452.  
  1453.  
  1454. -All factions now have buildable Walls.
  1455.  
  1456.  
  1457. -All Air Transport's speed has been increased to 250,
  1458. they now can also carry allies and have 40% more armor.
  1459. All Air Transports Health changed to 2500, This also include the Air Transports of all GDI, Zocom, Steel Talons Special powers (Sharpshooter Team, Airborne, Bloodhound).
  1460. "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,
  1461. And Take Off And Landing Speed been increased from 6 to 40, Cost has been increased from 200$ back to 500$.
  1462. *
  1463. *
  1464. *
  1465. In short all of these changes make the tarnsports more faster when load and drop infantries/vehicles and give them more armor and health,
  1466. It will hopefully going to give Air transport more chances to deploy, load, and evacuate units without being destroyed and make players more reason to use them
  1467. They also have new pictures to each vehicles and infantry Transports.
  1468.  
  1469.  
  1470. -Tiberium's Silos capacity has been increased from 2000 to 5000.
  1471.  
  1472.  
  1473. -All Harvesters health increased from 4000 to 5200 again for all factions except Reaper 17 since their harvester already had 6000 HP.
  1474.  
  1475.  
  1476. -All War Factories/Warp Sphere, Air Fields/Air Towers/Gravity Stabilizer, Combat Support Airfields, MRTs, and RIGs can now repair allies.
  1477.  
  1478.  
  1479. -All Crates will now have new skins so that players will be able to quickly recognize them.
  1480.  
  1481.  
  1482. -Unit Crate was added to the game, it will spawn random tier-1 units from the three factions (GDI, NOD, Scrin)
  1483. A RA3's easter egg was added to the Unit Crates.
  1484.  
  1485.  
  1486. ------------------------------------------------------------------------------------------------------------------------------
  1487.  
  1488. [Stealth Detection changes]:
  1489.  
  1490.  
  1491.  
  1492.  
  1493. -Most infantries units don't detect stealth anymore, just several were left or changed in order to have more strategic uses.
  1494.  
  1495.  
  1496. -GDI: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  1497.  
  1498. Commando's Stealth Detection increased from 100 to 250
  1499.  
  1500.  
  1501.  
  1502. -Steel Talons: Rifleman Squad, Missile Squad, Grenadier Squad, are no longer able to detect stealth
  1503.  
  1504. Combat Engineer's Stealth Detection increased from 100 to 400
  1505.  
  1506. Steel Troopers Stealth Detection range is 400
  1507.  
  1508.  
  1509.  
  1510. -ZOCOM: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad, are no longer able to detect stealth
  1511.  
  1512. Commando's Stealth Detection increased from 100 to 250
  1513.  
  1514.  
  1515.  
  1516. -NOD: Militant Squad, Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth
  1517.  
  1518. Commando's Stealth Detection increased from 100 to 250, She is now permanently Stealth unless attacking or placing C4.
  1519.  
  1520.  
  1521.  
  1522. -Black Hand: Militant Rocket Squad, Saboteur, Fanatic, Black Hand Squad, are no longer able to detect stealth.
  1523.  
  1524. Commando's Stealth Detection increased from 100 to 250.
  1525.  
  1526. 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)
  1527.  
  1528.  
  1529.  
  1530. -Marked of Kane: Awakened, Militant Rocket Squad, Saboteur, Fanatics, Tiberium Trooper, Enlightened, are no longer able to detect stealth.
  1531.  
  1532. Commando's Stealth Detection increased from 100 to 250, She now permanently Stealth unless attacking or placing C4.
  1533.  
  1534.  
  1535.  
  1536. -Scrin: Buzzers, Disintegrators, are no longer able to detect stealth.
  1537.  
  1538. Assimilator, Stealth Detection increased from 100 to 250.
  1539.  
  1540. Shock Troopers, Ravagers, are now able to detect stealth in 400 range.
  1541.  
  1542. Mastermind's Stealth Detection increased from 100 to 250.
  1543.  
  1544.  
  1545.  
  1546. -Reaper 17: Buzzers, Disintegrators, are no longer able to detect stealth.
  1547.  
  1548. Assimilator, Stealth Detection increased from 100 to 250.
  1549.  
  1550. Shock Troopers, Ravagers, are now able to detect stealth to 400 range.
  1551.  
  1552.  
  1553.  
  1554. -Traveler 59: Buzzers, Disintegrators, are no longer able to detect stealth.
  1555.  
  1556. Assimilator, Stealth Detection increased from 100 to 250.
  1557.  
  1558. Shock Troopers, Ravagers, are now able to detect stealth to 400 range.
  1559.  
  1560. Cultist was not able to detect stealth to begin with so it left untouched.
  1561.  
  1562. Prodigy's Stealth Detection increased from 100 to 400.
  1563.  
  1564.  
  1565. ------------------------------------------------------------------------------------------------------------------------------
  1566.  
  1567. [GDI's armies global]:
  1568.  
  1569.  
  1570.  
  1571.  
  1572. -GDI's Sniper Team Squad now have second ability to call for Air strike, it will required GDI's Air Field and have 180s cooldown.
  1573. ZOCOM's Sniper Team Squad Now cost 1200$ and take 12s build time, Name changed to Zone Sniper Team, Zone Sniper Team now have second ability to call for Zone Air strike which shoot sonic grenades, it will required ZOCOM's Air Field and have 180s cooldown.
  1574. Both air strikes are weaker version of the normal air strike and the bombers have lower HP and can get killed, The Snipers won't place any Beacon to surprise the enemy.
  1575.  
  1576.  
  1577. -MARV's Sniper weapon's attack range increased from 450 to 470 to fit the Sniper team range, Clip size had been increased from 2 to 6 to make this weapon more useful since most players rarely have reason to use it at all.
  1578. It now can also attack buildings and vehicles.
  1579.  
  1580.  
  1581. -GDI's MARV now have Call for Airstrike ability that require at least one Sniper team in order to be use.
  1582. ZOCOM's MARV now have Call for Zone Airstrike ability that require at least one Zone Sniper team in order to be use.
  1583. The MARVs won't place any Beacon to surprise the enemy.
  1584.  
  1585.  
  1586. -Orca's Sensor Pod now don't have self-destruct time limit and last until it destroyed by enemy's unit on the ground But it does have self-destruct time limit if it attached to a unit, Now it also show Detect circle when it attached to unit,
  1587. it also have 60s cooldown now.
  1588. Added better description about the time limit.
  1589.  
  1590.  
  1591. -GDI and Zocom Commandos now have AP AMMOs, Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow.
  1592.  
  1593.  
  1594. -Armories can now heal ally's units.
  1595.  
  1596.  
  1597. -GDI and Steel Talons Guardian Cannon damage with Railgun has been increased from 500 and 525 to 900 and 925.
  1598.  
  1599.  
  1600. -Orbial Strike Special Power clip size had been changed from 15 to 20, weapon speed changed from 500 to 850, damage increased from 800 to 1200, Radius increased from 40 to 75.
  1601.  
  1602.  
  1603. -Harvest time has been normalized to all GDI's subfactions.
  1604.  
  1605.  
  1606. -Pitbull mortar upgrade now also give the Pitbulls Mortar Bombard second ability which work like the Juggernaut artillery but without requesting Sniper teams nearby, Suppression and Radius increased from 50 to 65, Damage increased from 300 to 600
  1607. Pitbull will now reveal itself when it shoot mortar or uses Mortar Bombard ability since it like mini artillery now.
  1608.  
  1609.  
  1610. -EMP Grenades Weapon speed increased from 100 to 180 and it now has less pre attack delay.
  1611.  
  1612.  
  1613.  
  1614. Special Powers:
  1615.  
  1616. -Ion Cannon attack range increased from 10000 to 15000, Radius increased from 250 to 300,
  1617. The Ion Cannon's rays now also causes small emp to anything that touch them so that units won't be able to escape,
  1618. 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.
  1619.  
  1620.  
  1621. Upgrades:
  1622.  
  1623. -Slingshots will now have new skin when the Tungsten Shells Upgrade has been purchased.
  1624.  
  1625.  
  1626. ------------------------------------------------------------------------------------------------------------------------------
  1627.  
  1628. [GDI]:
  1629.  
  1630.  
  1631. Units:
  1632.  
  1633.  
  1634. -GDI's APC can now crush tier one infantry.
  1635.  
  1636.  
  1637. -GDI's Shatterer cost increased to 1500 and build time to 15s again.
  1638.  
  1639.  
  1640. Special Powers:
  1641.  
  1642. -GDI's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s.
  1643.  
  1644.  
  1645. -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.
  1646.  
  1647.  
  1648. -GDI's Sharpshooter Team now cost 2500$ instead of 3500$.
  1649.  
  1650.  
  1651. ------------------------------------------------------------------------------------------------------------------------------
  1652.  
  1653. [Steel Talons]:
  1654.  
  1655.  
  1656. Units:
  1657.  
  1658.  
  1659. -Steel Talon's MARV was replaced by the Mastodon, the Mastodon has more speed, more health, and a bit more fire power then the MARV.
  1660. It can also garrison 4 squads which is fit for Steel Talons because they all about railguns and garrison,
  1661. It cost 6000$ and take 60s to land,
  1662. 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)
  1663.  
  1664.  
  1665. -Steel Talon's Rifleman Squad's name, description, and skin, changed to Steel Rifleman Squad, Dig in ability changed to Steel Dig in ability,
  1666. Steel Rifleman Squad's Dig in ability will spawn a Steel Foxhole which have 4 slots for garrison instead of 2, Steel Dig in ability now cost 300$ instead of 100$.
  1667.  
  1668.  
  1669. -Titan's Un-upgrade Cannon damage increased from 450 to 500, and RailGun damage increased from 625 to 675.
  1670.  
  1671.  
  1672. -Combat Engineer's attack range and vision range changed to 200, Pre attack delay reduced to 0.7s from 2s, Health had been increased to 100 and Damage increased to 75, Armor against guns has been increased by 20%
  1673. This will make him a bit more useful from normal Engineer.
  1674.  
  1675.  
  1676. -Steel Talon's Hammerhead Name, description, skin, and pic had been changed to Garrison Hammerhead, Garrison Hammerhead have Two garrison slots, Speed has been reduced by 16%.
  1677. Build cost increased to 1600 and build time to 16s.
  1678.  
  1679.  
  1680. -Behemoth have two garrison slots to encourage players to use its garrison ability.
  1681. Minimum Attack Range decrease from 100 to 80
  1682.  
  1683.  
  1684. -MRT's Repair ability has been increased from 87 to 150, MRT can now also crush tier one infantry and has attack cursor to make aiming more easier
  1685. Move and Drop Off button replaced with Evacuate button for quick evacuation,
  1686. MRT's repair drone replaced with GDI's war factory drone since the MRT's drone was buggy as hell, now it can also heal allies and the drones aren't limit to repair one target at a time anymore.
  1687.  
  1688.  
  1689. -Steel Talon's Surveyor Now changed to Garrison Surveyor and it now unpack into Garrison Outpost which can garrison two infantry squads.
  1690.  
  1691.  
  1692. -Steel Talon's Now have their own Zone troopers, Their name, Description, And picture, changed to Steel Troopers, their cost and build time is 1200$ and 12s
  1693. Steel Troopers have MG rifles instead of Rail guns, they deal 65 Damage, have 6 clips, and take way less time to reload than normal Zone troopers and they also come in squad of three members and each have 350 HP,
  1694. They mostly good against Infantries and Light Vehicles But they can handle tier 2-3 Vehicles and Structures once they are in large numbers,
  1695. Steel Troopers have Bombardment jump-jets instead of normal jump-jets, letting them deal 1333 Damage to anything that they jump on or anything that in 50 radius of the land zone Include Structures.
  1696. They don't hit allies, And their Bombardment jump-jets are a bit faster and can fly a bit more distant than normal jump-jets.
  1697.  
  1698.  
  1699. Structures:
  1700.  
  1701. -Steel Talon's Reclamator Hub now changed to Mastodon Landing Zone, it have different skin and can call the Mastodon.
  1702.  
  1703.  
  1704. Special Powers:
  1705.  
  1706. -Railgun Accelerators cooldown reduced 210s to 40s.
  1707. Damage penalty reduced 75 to 60.
  1708. Rate of fire increased by 100%.
  1709.  
  1710.  
  1711. -Steel Talon's Bloodhound now spawn 3 Pitbulls and Wolverines instead of 2, it Now cost 2500$ instead of 3000$, Cooldown increased from 180s to 250s.
  1712.  
  1713.  
  1714. Upgrades:
  1715.  
  1716. -Adaptive Armor no longer reduces rate of fire by 25%.
  1717.  
  1718.  
  1719. ------------------------------------------------------------------------------------------------------------------------------
  1720.  
  1721. [Zocom]:
  1722.  
  1723.  
  1724. Units:
  1725.  
  1726.  
  1727. -Zocom's Predators now have Missile Launcher Upgrade that can be purchased in Zocom's Command Post,
  1728. It deal 200 damage and can shoot aircrafts, it cost 1000$ and take 60s to be researched.
  1729.  
  1730.  
  1731. -Zocom's Rocket Harvester Missiles now deal 400 damage instead of 200.
  1732.  
  1733.  
  1734. -Zocom's APC can now crush tier one infantry.
  1735.  
  1736.  
  1737. -ZOCOM's Orca name changed to "Zone Orca" in order to fit better to the Zone series
  1738. Zone Orca cost and build time increased to 1300/13, Damage increased from 750 to 765.
  1739.  
  1740.  
  1741. -ZOCOM's Rig name, description, skin and portrait changed to Zone Rig, Zone Rig can unpack into Zone Battlebase and it equipped with grenades that shot sonic grenades
  1742. Zone Rig cost increased to 2200$ and build time to 22s.
  1743.  
  1744.  
  1745. -Zocom Can now build normal Shatterer tank for tier 2 and Zone Shatterer has been moved to tier 3 as a heavy unit.
  1746. Zone Shatterer Now have 10000 health points instead of 3400,
  1747. its radius has been decreased from 375 to 350,
  1748. Damage has been increased to 2300 and the Sonic's wave color had been changed to purple from the ordinary blue and the sound it makes when shooting changed as well
  1749. Speed had been reduced from 60 to 35,
  1750. Cost now increased to 2800 and build cost to 28,
  1751. Zone Shatterer now required Tech lab in order to be build and no longer have Air Transport ability,
  1752. its Overload Sweep ability now deal 3000 damage instead of 1600 and take 30s to cooldown instead of 10s,
  1753. Clip reload time had been increased from 0.3s to 1.03s
  1754. Description changed.
  1755.  
  1756.  
  1757. -Zocom's (Normal) Shatterer cost and build time had been reduced to 1300$ and 13s
  1758. It can now be picked up by transports as well. (bug fix)
  1759.  
  1760.  
  1761. -Zocom's Orca Bombers (Orca's Strike and Zone Sniper's Air strike) Now have new metal/white Skin with Zocom icon on them
  1762. They also have their own unit's picture.
  1763.  
  1764.  
  1765. Special Powers:
  1766.  
  1767. -Zocom's Orca Strike now have 4 clips instead of 2, Orca Strike's name and description changed to "Zone Orca Strike"
  1768. Zone Orca Strike's Special power button now have it own icon.
  1769.  
  1770.  
  1771. -Zocom's Bloodhound now spawn 3 Pitbulls and APCs instead of 2, Cooldown increased from 180s to 250s.
  1772.  
  1773.  
  1774. -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.
  1775.  
  1776.  
  1777. -Zocom's Sharpshooter Team now cost 2500$ instead of 3500$
  1778. Zocom now have their own Zone Sharpshooter Team which call Zone Sniper team.
  1779.  
  1780.  
  1781. -Zone Raider Drop Pod: Zocom now have their own icon on their Drop Pod.
  1782.  
  1783.  
  1784. Upgrades:
  1785.  
  1786. -Missile Launcher Upgrade for Zocom's Predator tanks can be purchase in Zocom's Command Post,
  1787. It deal 200 damage, and give Predators the ability to shoot aircrafts, it cost 1000$ and take 60s to be researched.
  1788.  
  1789.  
  1790. ------------------------------------------------------------------------------------------------------------------------------
  1791.  
  1792. [Nod's armies global]:
  1793.  
  1794.  
  1795.  
  1796.  
  1797. -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,
  1798. Clocking Field Can kill it so be careful.
  1799.  
  1800.  
  1801. -All Fanatic Squads from all factions can reach to Rank 3 now, So be sure to let them grab veterancy crates .
  1802.  
  1803.  
  1804. -Fanatics now have 15% more speed when they Upgraded with Tiberium Infusion.
  1805.  
  1806.  
  1807. -Cyborgs (Awakeneds and Enlighteneds) Now have resistant to Tiberium Crystals and uncrushable by tier 1 units
  1808.  
  1809.  
  1810. -Saboteurs can now repair allie's vehicles in close range, The healing rate is extremely low though.
  1811.  
  1812.  
  1813. -Added more info in the description of the Dozer blades upgrade.
  1814.  
  1815.  
  1816. -Nod's and Marked of Kane's Specters name now changed to "Stealth Specter"
  1817.  
  1818.  
  1819. -Nod's and Marked of Kane's Harvesters names now changed to "Stealth Harvester"
  1820. They also have new Stealth effect similar to the Stealth tank, They will trun off their Stealth once they really damaged.
  1821.  
  1822.  
  1823. -Vertigo Disruption Pod now also show disruption circle when it attached to unit, Added better description about the time limit.
  1824.  
  1825.  
  1826. -Raider buggy's Emp Burst duration seconds has been increased from 10s to 12s, Radius Changed from 100 to 250.
  1827.  
  1828.  
  1829. -Beam Cannon's Charge Defenses ability now also works on friendly Obelisks.
  1830.  
  1831.  
  1832. -Obelisks have more 15% Shroud clearing, Rate of fire, and Vision when Charge Defenses ability is on, and 20% more Range.
  1833. This will let it fire on artilleries when it have 4 Beam Cannons support it, Added better description about Beams limit.
  1834.  
  1835.  
  1836. -Nod's Seed Tiberium Special power have more radius and bring more Tiberium, its Air carrier now have 2500 HP instead of 600.
  1837.  
  1838.  
  1839. -Nod Commando Can now use Discharged bombs on tanks but can't kill tier 3 units beside walkers in one blow.
  1840.  
  1841.  
  1842. -Redeemer Tiberium trooper's turrets attack range increased from 250 to 370, It now can heal friendly Scrin units as well just like the Scrin's Corruptor (though it may be meaningless since it also use its lazers).
  1843.  
  1844.  
  1845. -Redeemer's Rage generator radius increased from 500 to 700, Duration increased from 06s to 10s.
  1846. The Redeemer will no longer reveal itself when using the Rage generator ability, CoolDown increased to 90s from 60s.
  1847.  
  1848.  
  1849. -Redeemer's Rocket launcher turrets's ranged increased from 300 to 350, Clip size increased from 2 to 3.
  1850.  
  1851.  
  1852. -Each faction's Redeemer now have different skin to its flame thrower.
  1853.  
  1854.  
  1855. -Marked of Kane's Redeemer machinegun turrets now shows the Marked of Kane's icon on them.
  1856.  
  1857.  
  1858. -Black Hand's Redeemer machinegun turrets now shows the Black Hand's icon on them.
  1859.  
  1860.  
  1861. -Specter cost and build time increased to 1500$/15s again only for Nod and Marked of Kane, Black Hand Specter cost and build time left 1200$ and 12s since it doesn't have stealth.
  1862.  
  1863.  
  1864. Special Powers:
  1865.  
  1866. -Shadow Strike Team will now spawn 3 Shadow teams instead of 2.
  1867.  
  1868.  
  1869. -Tiberium Vein Detonation Now deal 4500 damage instead of 1000.
  1870.  
  1871.  
  1872. -Tiberium Vapor Bomb is now carried by giant C&C4's Vertigo rather than the Armageddon,
  1873. The C&C4's Vertigo have more health points than the Armageddon.
  1874.  
  1875.  
  1876. -Nuclear Missile now spawn radiation that effect vehicles and infantries after it explode.
  1877.  
  1878.  
  1879. Upgrades:
  1880.  
  1881. -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.
  1882.  
  1883.  
  1884. ------------------------------------------------------------------------------------------------------------------------------
  1885.  
  1886. [Nod]:
  1887.  
  1888.  
  1889.  
  1890. Special Powers:
  1891.  
  1892. -Nod Redemption Now Also works on allies and will spawn The Awakened Hoard which is a squad that build of 9 Awakeneds instead of the standard Awakeneds, it will also spawn Normal Enlightened squads And Reaper at random
  1893. 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).
  1894.  
  1895.  
  1896.  
  1897. Upgrades:
  1898.  
  1899. -Confessor Upgrade, NOD's Confessor Cabal Grenades are now faster and have less pre-attack delay, Their Hallucinogenic effect no longer works on allies
  1900. NOD's Confessor Minigun clips increased from 3 to 6, Damage increased from 6 to 15.
  1901.  
  1902.  
  1903. -Laser Capacitor cost increased to 3000
  1904. Laser's effect for the Laser turrets changed to Dark Purple when the upgrade is purchased (not the same effect as MOK's Super Charged laser since theirs is light blue).
  1905.  
  1906.  
  1907. ------------------------------------------------------------------------------------------------------------------------------
  1908.  
  1909. [Black Hand]:
  1910.  
  1911.  
  1912. Units:
  1913.  
  1914.  
  1915. -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).
  1916.  
  1917.  
  1918. -Black Hand's Saboteur now have Call for transport ability since he the only engineer in the game that can't reach some neutral structures in certain maps.
  1919.  
  1920.  
  1921. -Confessor Cabal Now Shot Charged particle beam from the Redeemer's machinegun turrets Their damage has been increased from 27 to 55,
  1922. The turret's name has changed to Charged particle beam turret.
  1923.  
  1924.  
  1925. -Black Hand's Redeemer will now have Blue flame turrets when Black hand unit are inside it, Added description about the blue flame.
  1926.  
  1927.  
  1928. -Black Hand's Confessor Cabal Grenades are now faster and have less delay time.
  1929.  
  1930.  
  1931. -Confessor Cabal's Cost and Build time increased back to be 400$ and 4s.
  1932.  
  1933.  
  1934. -Black Hand's raider buggy Name, description, skin, and pic had been changed to Detector Raider Buggy, build cost and build time had been increased to 600$ and 6s
  1935. It also now have Super Pulse Scan ability that can detect stealth in 850 range and it have 30s cool down and, detected unit will take 8s to move back to stealth mod,
  1936. Since EA gave to Black Hand's Raider buggy a bit more stealth detection range than the other buggies I thought we should take it through the end and make it a detector unit.
  1937. It make more sense that the only faction that gave up on stealth will have good anti stealth measures.
  1938.  
  1939.  
  1940. -Mantis Cost and build time reduced from 1600$ and 16s to 900$ and 9s
  1941. Mantis Now uses the C&C4's Mantis voice, Mantis Original voice moved to Marked of Kane's Liquifier Tank and NOD's Banshee.
  1942.  
  1943.  
  1944. -Black Hand's Venom was replaced with Venom Interceptor which is Anti air only and don't have any upgrades, it cost 1800, and have 18s build time,
  1945. Its Speed was decreased from 180 to 140.
  1946.  
  1947.  
  1948. Structures:
  1949.  
  1950. -Black Hand Now have Air tower as well to prevent situations such as they up against Scrin players that place their MCV above sea in certain maps, in this situations Black hand players can't do anything since they don't have planes who can attack it
  1951. However their Air tower can only build Venom Interceptors which are Anti air only and don't have any upgrades, cost 1800, and have 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 the other factions, the air tower also not bring any special powers.
  1952. 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 left.
  1953.  
  1954.  
  1955. -Black Hand Secret Shrine's name changed to Flame Shrine.
  1956.  
  1957.  
  1958. Upgrades:
  1959.  
  1960. -Charged particle beam cost increased to 3500 and build time to 60s
  1961. Charged Shredder Turrets damage decreased from 100 to 75.
  1962.  
  1963.  
  1964. -Purifying Flame cost increased to 2500
  1965. 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.
  1966. Purifiers Will now have new skin on the front face and on the flame thrower when they have the Blue flame upgrade.
  1967.  
  1968.  
  1969. ------------------------------------------------------------------------------------------------------------------------------
  1970.  
  1971. [Marked of Kane]:
  1972.  
  1973.  
  1974. Units:
  1975.  
  1976.  
  1977. -Marked Of Kane's Emissary name, description, portrait, and skin, been changed to Stealth Emissary, Stealth Emissary can be stealthed as long as it stand still (not moving)
  1978. It reveal itself when it unpacked and while unpacking, and when it become outpost it no longer stealth at all.
  1979.  
  1980.  
  1981. -The Awakened's Minigun damage increased from 18 to 28.
  1982.  
  1983.  
  1984. -Tibirum trooper's fire range increased significantly so they will be more supportive unit that can slow down tanks while shoot from the middle/end of the line instead of getting crashed.
  1985. they now can heal friendly Scrin units as well just like the Scrin's Corruptor
  1986. and also now have Tiberium Infusion upgrade, Tiberium trooper will now reveal itself when it firing on enemy's units.
  1987.  
  1988.  
  1989. -Marked of Kane's Reckoner Name, description, skin, and pic had been changed to War Reckoner, War Reckoner can garrison two squads and they can attack from inside it without the need to deploy as a bunker,
  1990. When it do deployed it have 3 garrison slots, Built cost has increased to 1800 and build time to 18.
  1991.  
  1992.  
  1993. -Marked of Kane's Redeemer machinegun turrets will now make the Awakening's sound when they shoot and have red effect, Their damage has been increased from 27 to 30, Damage type has been changed from Gun to Grenade
  1994. Their name has been changed to Heavy gun turret.
  1995.  
  1996.  
  1997. -Enlighteneds Can now enter into Marked of Kane's Redeemer, it will add it Supercharged Beam turrets.
  1998.  
  1999.  
  2000. -Marked Of Kane's Stealth Tank Cost and build time have beed reduced to 1600$ and 16s.
  2001.  
  2002.  
  2003. -Marked Of Kane's Shadow Team Cost and build time have beed reduced to 700$ and 7s
  2004.  
  2005.  
  2006. -Marked Of Kane Will now have the Cyborg Commando instead of the normal Commando
  2007. It will cost 2500$ and take 25s to train, it have EMP Shock as second ability (which is smaller version of the buggy's EMP burst),
  2008. It permanently Stealthed and Detect Stealth in close range, it also Immune to Suppression ,Immune to Tiberium, Can't Be Crushed
  2009. have Call for Transport ability, And Increases combat effectiveness of nearby infantries units, The Cyborg Commando is really strong against Vehicles and structures,
  2010. and can even give hard time to Epic units one on one,
  2011. Its great weakness however is infantries and anti infantries defenses which can spill its HP it a matter of minutes.
  2012. The A.I know how to use the Cyborg Commando and do so frequently.
  2013.  
  2014.  
  2015. Structures:
  2016.  
  2017. -Marked Of Kane Secret Shrine's name changed to Cybernetic Shrine
  2018. It also can build the Cyborg Commando.
  2019.  
  2020.  
  2021. Special Powers:
  2022.  
  2023. -Marked Of Kane's Now have new Special Power which call Burrowed Ambush, it cost 4500$ and have 180s cooldown..
  2024. Burrowed Ambush will spawn medium drill that will deal small damage to units and structures that are near it,
  2025. It will also spawn 4 Reapers before it goes back to the ground.
  2026.  
  2027.  
  2028. -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 skin, more speed, and more health to give them better chances to be deployed.
  2029. They also can now kill infantry units, It will hopefully going to make them superior or on even terms with normal mines and to act alot like the terror drone from RA3,
  2030. Improved EA description about the Magnetic Mines.
  2031.  
  2032.  
  2033. -Marked Of Kane's Cloaking Field will now cost 2500$ instead of 3000$.
  2034.  
  2035.  
  2036. Upgrades:
  2037.  
  2038. -Super charged particle beam cost increased to 5000 build time increased to 90s
  2039. Super Charged Shredder Turrets damage decreased from 125 to 90.
  2040.  
  2041.  
  2042. ------------------------------------------------------------------------------------------------------------------------------
  2043.  
  2044. [Scrin's armies global]:
  2045.  
  2046.  
  2047.  
  2048.  
  2049. -Assimilator now have Teleport ability for really small radius in order to let it capture a few stuff that were out of it hand in some maps
  2050. The Teleport ability have 90s cooldown.
  2051.  
  2052.  
  2053. -Prodigy's, Mastermind's, and Cultist's Mind control ability now ready to use right away instead of having starting cooldown.
  2054.  
  2055.  
  2056. -Eradicator's teleport time has been decreased significant, teleport range increased from 750 to 950.
  2057. Eradicator now will also gain additional speed and armor for each Prodigy / Mastermind that will be put in it (Each one will add 10% armor and 50% speed).
  2058.  
  2059.  
  2060. -Buzzers Can now combine with the Eradicator.
  2061.  
  2062.  
  2063. -Ichor seed Special power have more radius and bring more Tiberium.
  2064.  
  2065.  
  2066. -Devastator Warship's damage type changed from cannon to grenade again.
  2067.  
  2068.  
  2069. -Reconstruction Drones Special Power Can now heal structures, aircrafts, And Allies,
  2070. Cost reduced from 1500$ to 500$, Cooldown increased from 90s to 150s
  2071. The Drones now heals 750 health points instead of 150.
  2072.  
  2073.  
  2074. -Stormriders health, cost, and build time normalized to base Scrin across all subfactions again.
  2075.  
  2076.  
  2077. -All Scrin's factions MCVs can now be teleported by Mastermind and Prodigy.
  2078.  
  2079.  
  2080. -Shock Troopers Teleport range increased from 750 to 950, Their Proton Cannon's damage increased from 75 to 125, and the Plasma Disk's damage increased from 260 to 300
  2081. Shock Troopers are not crushable anymore by tier 1 units.
  2082.  
  2083.  
  2084. -Shock Troopers and Ravager cost and build time swapped, Shock Troopers will now cost 1200$ and 12s,
  2085. And Ravager cost 800$ and 8s build time.
  2086.  
  2087.  
  2088. Special Powers:
  2089.  
  2090. -Rift Generator will now spawn Ion Storm when it finish attacking, the Ion Storm will attack Anyone nearby and will disappear after 25-30s.
  2091.  
  2092.  
  2093. ------------------------------------------------------------------------------------------------------------------------------
  2094.  
  2095. [Scrin]:
  2096.  
  2097.  
  2098. Units:
  2099.  
  2100.  
  2101. -Scrin's Mastermind now have Forcefield Generator upgrade.
  2102.  
  2103.  
  2104. -Scrin's Stormrider now have Forcefield Generator upgrade.
  2105.  
  2106.  
  2107. Structures:
  2108.  
  2109. -Growth Accelerator's Green and Blue Tiberium multiplier has been increased from 1.5 to 2.
  2110.  
  2111.  
  2112. Upgrades:
  2113.  
  2114. -Scrin's Forcefield Generator upgrade now also add shields to Stormrider, and Mastermind.
  2115.  
  2116.  
  2117. ------------------------------------------------------------------------------------------------------------------------------
  2118.  
  2119. [Reaper17]:
  2120.  
  2121.  
  2122. Units:
  2123.  
  2124.  
  2125. -Reaper17's Devourer Tank Attack Range increased to 500, Name, description, Skin, model, and picture had been changed to "Reaper Devourer Tank"
  2126. Cost changed to 1800$ and build time to 18s.
  2127. It will now reveal itself when it firing on enemy's units
  2128. That will give the Reaper17 some sort of artillery unit since they lack the Scrin's big ships,
  2129. Reaper Devourer Tank now also have Forcefield Generator upgrade.
  2130.  
  2131.  
  2132. -Shard Walker cost and build time moved back to be 800$ and 8s
  2133. Blue Shard upgrade damage increased from 160 to 450.
  2134.  
  2135.  
  2136. -Reaper17's Ravager Health increased from 300 to 500
  2137. Name, Description, Skin, and Picture had been changed to "Reaper Ravager"
  2138. Reaper Ravagers come with squad of 4 Ravagers
  2139. Build Cost changed to 1000 and build time to 10s
  2140. Blue Shard upgrade damage increased from 180 to 300, Weapon speed increased from 500 to 650.
  2141.  
  2142.  
  2143. -Reaper17's Eradicator now shoot Blue Shards from its Shard turrets when Ravagers are garrisoned in it.
  2144. Eradicator's Blue Shard damage increased from 150 to 350, speed changed from 500 to 650 to match Reaper Ravager's speed..
  2145. Eradicator's Shard turrets now shows blue shard skin.
  2146.  
  2147.  
  2148. -Reaper17's Mechapede now have Forcefield Generator upgrade (Really weak compared to other Reaper's units).
  2149.  
  2150.  
  2151. -Reaper17's Mothership now have Forcefield Generator upgrade.
  2152.  
  2153.  
  2154. -Reaper17's Corrupter now have Forcefield Generator upgrade.
  2155.  
  2156.  
  2157. Structures:
  2158.  
  2159. -Growth Stimulator's Green and Blue Tiberium multiplier has been increased from 1.5 to 2.
  2160.  
  2161.  
  2162. Upgrades:
  2163.  
  2164. -Reaper17's Forcefield Generator upgrade now also add shields to Reaper Devourer Tank, Corrupter, Mechapede, and Mothership.
  2165.  
  2166.  
  2167. ------------------------------------------------------------------------------------------------------------------------------
  2168.  
  2169. [Travelers 59]:
  2170.  
  2171.  
  2172. Units:
  2173.  
  2174.  
  2175. -Travelers 59's Stormrider was replaced with Assaultrider, Assaultrider don't get boost from Ion Storms but instead have two weapons:
  2176. Stormrider normal weapon, And Tiberium Shards which it uses only on close range (Like a shotgun), Needless to say it uses both weapons together.
  2177.  
  2178.  
  2179. -Travelers 59's Shock troopers name and picture have been changed to Traveler Shock troopers
  2180. Traveler Shock troopers Teleport range increased from 750 to 1050 (unlike normal Shock troopers which only have range of 950)
  2181. Cost changed to 1300$ and build time to 13s.
  2182.  
  2183.  
  2184. -Traveler 59's Explorer now have teleport ability with 750 range and 60s Cooldown, Name and dec changed to Traveler Explorer.
  2185.  
  2186.  
  2187. -Travelers 59 Ravager's speed has been increased from 185% to 250% when Advanced articulator upgrade has been purchased.
  2188.  
  2189.  
  2190. -Prodigy now also have Advanced articulator upgrade
  2191. Area mind control's Cooldown increased from 30s to 180s
  2192. Area mind control now take permanently control over the enemy's units even after the Prodigy dies,
  2193. Area mind control now cannot be used right away after the Prodigy come out of the portal, it will start with cooldown,
  2194. Prodigy's Teleport ability button now have new icon.
  2195.  
  2196.  
  2197. -Cultist's speed increased from 45 to 65.
  2198.  
  2199.  
  2200. Structures:
  2201.  
  2202. -Growth Accelerator's Green and Blue Tiberium multiplier had been increased from 1.5 to 2.
  2203.  
  2204.  
  2205. Upgrades:
  2206.  
  2207. -Advanced articulators upgrade cost increased to 1500 and build time increased to 45s.
  2208.  
  2209.  
  2210. Special Powers:
  2211.  
  2212. -Traveler59's WormHole cost reduced from 2000$ to 1500$.
  2213.  
  2214.  
  2215. -Temporal Wormhole cost reduced from 1200$ to 750$.
  2216.  
  2217.  
  2218. ------------------------------------------------------------------------------------------------------------------------------
  2219.  
  2220. [Neutral Changes]:
  2221.  
  2222.  
  2223. Units:
  2224.  
  2225.  
  2226. -Normal wild Visceroid's damage increased from 75 to 350
  2227. They now has better description and picture to fit their brown skin.
  2228.  
  2229.  
  2230. -Adult Visceroid added to the Mutant Hovel as trainable Tier 2 unit,
  2231. The Adult Visceroid is a suicide unit that do more damage than the NOD's Fanatics
  2232. It medium Visceroid that is sort of mix between infantry and vehicle, it can crush enemy infantry and can be crushed by enemie's tier 2 vehicles
  2233. And can be repaired in war factories (the drones repair the bomb on its head)
  2234. Clocking Field Can kill it so be careful.
  2235.  
  2236.  
  2237. -Tamed Visceroids added to the Mutant Hovel as trainable unit, They have pink skin unlike wild Visceroids,
  2238. they come in squad of 3, they immune to mind control and can detects stealth in close range,
  2239. Tamed Visceroids only attack in really close range when garrison inside units, They close combattant anyway so it make sense for them to act like that,
  2240. just be sure to move Hammerhead that garrison them above the building you want to attck because they can shoot from highs,
  2241. in APCs and War Reckoners case try to crash enemy's infantry, the Visceroids will shoot from the windows and kill most infantry that stand next to your vehicle.
  2242.  
  2243.  
  2244. -Mutant Marauder Squad Now have 400 Health instead of 200, Attack's damage has been increased from 9 to 20, Attack's range increased to 300, They now cost 900$ and take 9s to be trained.
  2245. They no longer able to detect stealth units in close range,
  2246. They also cannot be crushed anymore by tier 1 vehicles.
  2247.  
  2248.  
  2249. -Mutant Commando added to the Mutant Hovel as trainable Tier 3 unit
  2250. It will take 20s to get out and cost 2000$
  2251. He has 2550 Health, Shoot 6 fast clips of of Railgun, can attack aircrafts, have 300 range and deal 200 damage.
  2252. it also detect Stealth in close range and immune to mind control
  2253. Mutant Commando will announce to everyone it was trained once it came out of the Mutant Hovel.
  2254.  
  2255.  
  2256. -Ironback added to the Mutant Hovel as trainable Tier 3 unit (Still a at work though)
  2257. It have leap ability that can deal great damage to units and structures.
  2258.  
  2259.  
  2260. -Scrapbus added to the Mutant Hovel as trainable Tier 2 unit, it strong against infantry
  2261. And have Front Dozer which Provide armor bonus and allow it to clear mines and crush heavy infantries.
  2262.  
  2263.  
  2264. -Liquid Tiberium Transport will now spawn a few Tiberium crystals and Viceroid upon death.
  2265.  
  2266.  
  2267. -Civilian Transport will now spawn civilians upon death, and it No longer have Nod's MCV unpack ability (EA Bug).
  2268.  
  2269.  
  2270. -Corrupted Infantry was added to the game, they have new pic, description, and their weapon damage is 80
  2271. unfortunately I didn't found a real use for them so there's no way to build them at the moment, they in the game code though.
  2272.  
  2273.  
  2274. Structures:
  2275.  
  2276. -Mutant Hovel now have Tier 2 and Tier 3 upgrade buttons in order to balance the new mutant's units to Tier 2 and Tier 3.
  2277.  
  2278.  
  2279. -GDI's Fuel Depot is now a Neutral Structure that will bring 150 Energy Production (Power) to anyone who will capture it,
  2280. Its HP increased from 150 to 4000
  2281. When it destroyed it will release explosion with 300 radius and 3000 Cannon Damage.
  2282.  
  2283.  
  2284. -GDI's ASAT Defense is now a Neutral Structure and will reveal the entire map to anyone who will capture it.
  2285.  
  2286.  
  2287. -Control Point Now have picture and description and will give 1500 build radius to anyone who will capture it.
  2288.  
  2289.  
  2290. -Flag Now have picture and description and will give infantries buff effect that will increase their strength.
  2291.  
  2292.  
  2293. -Reinforcement Bay can now build some units when captured.
  2294.  
  2295.  
  2296. -Terraforming Nexus now provide 100$ each second and 1000$ upon being captured for any player who take control over it.
  2297.  
  2298.  
  2299. -Life Form Plant Now spawn 10 Ion storms and can attack enemies.
  2300.  
  2301.  
  2302. -Statue of Brother Marcion Now act like Voice of Kane and provide buff to squads, it also captureable and have selected voice now.
  2303.  
  2304.  
  2305. -GDI Tiberium Research Facility now provides a high constant flow of additional resources.
  2306.  
  2307.  
  2308. -GDI Covert Research Laboratory now Detect Stealth in the entire map.
  2309.  
  2310.  
  2311. -Steel Talons Pulse Scanner now captureable, have 600 stealth detection range instead of 400.
  2312.  
  2313.  
  2314. -GDI Treasury now captureable, and allowing greater maximum reserve of Tiberium stores.
  2315.  
  2316.  
  2317. -GDI Administration Building now required in order to train Prototype Zone troopers.
  2318.  
  2319.  
  2320. -Nod's Tiberium Forge now will Repairs ally's vehicles in the entire map when captured.
  2321.  
  2322.  
  2323. ------------------------------------------------------------------------------------------------------------------------------
  2324. ***************************************************************************************
  2325. ***************************************************************************************
  2326. ***************************************************************************************
  2327. :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD\(*0*)/DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD:
  2328. ***************************************************************************************
  2329. ***************************************************************************************
  2330. ***************************************************************************************
  2331. ------------------------------------------------------------------------------------------------------------------------------
  2332.  
  2333. [Known Bugs (EA's bugs) That I haven't fix]:
  2334. (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)
  2335.  
  2336.  
  2337.  
  2338. -Quad SAM have some visual issues.
  2339.  
  2340.  
  2341. -Mothership not always attacks in close range.
  2342.  
  2343.  
  2344. -Subway Node's destruction animation is buggy,
  2345. *Blame EA for not noticing....*
  2346.  
  2347.  
  2348. -All faction's House colors not always show the accurate color (mostly Nod's and GDI's units),
  2349. *That because EA made buggy shaders that don't display the house colors correctly.*
  2350.  
  2351.  
  2352. -All factions Outposts will have field of view ahead of time if they being repaired during unpacking,
  2353. they also won't refresh their textures properly and will show full health skin till being repaired even if they were damaged before the unpacking began,
  2354. Their animations also seem to be broken when they're damaged and finish unpacking
  2355. *(Was able to fix half of the bug... but it still there :/).*
  2356.  
  2357.  
  2358. -All faction's Outposts Aside Scrin's won't shows their textures correctly when being unpacked and under damage,
  2359. *(For whatever reason, the codes that supposed to prevent it are there and just ignore what EA and I order them to do, Aside the Scrin's outputs which didn't had one and were fixed by me)*
  2360.  
  2361.  
  2362. -Hammerhead's and Slingshot's formations height is incorrect
  2363. *(Don't think that anyone care though ;) ).*
  2364.  
  2365.  
  2366. -GDI's/ST's/ZOCOM's Rig will show its moving animation when it packed from battlebase even though it not moving.
  2367.  
  2368.  
  2369. -Quad Turrets upgrade may cause Out of Sync issues
  2370. *(Use it with your own risk).*
  2371.  
  2372.  
  2373. -In rare cases units suddenly shows other faction's ranks instead of their own faction.
  2374.  
  2375.  
  2376. -All of faction's Commandos shows their models when they garrison structure and the player froce them to fire, and then froce them to stop fire by pressing the "S" key.
  2377.  
  2378.  
  2379. -Game will crash if you have all of the faction's buildings in the same map
  2380. *It happens because the UI have no room for all of the support powers buttons.*
  2381.  
  2382.  
  2383. -All Faction's engineers exploit.
  2384.  
  2385.  
  2386. -Nod's factions laming exploit.
  2387.  
  2388.  
  2389. -Scrin's factions Stasis Shield laming exploit.
  2390.  
  2391.  
  2392. -Mechapede not become stealth after Clocking Field been used on it.
  2393.  
  2394.  
  2395. -Mechapede have some issues getting experience points when it gain them as head (i. e. not have any other body parts).
  2396.  
  2397.  
  2398. -Prodigy's / Mastermind's Teleport ability reset its cooldown even when players didn't Teleported their units yet.
  2399.  
  2400.  
  2401. -Crates doesn't appear on some Kane's Wrath official maps and Custom maps
  2402. *This is due to EA not properly placing "GenericCrateSpawner" on most of KW's new maps
  2403. Just for general information: GenericCrateSpawner is object that make crates appears on the map once the player check the random crate button in the skirmish menu, without it crate won't be spawn on the map,
  2404. --- I fixed it in my own Fixed Map Pack which you can get here:
  2405. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack. *
  2406.  
  2407.  
  2408. -GDI/ZOCOM Armory don't fully heal certain units (Mostly Nod's factions units),
  2409. *It seem that they Do get out when Fully healed but with yellow health box, I have no clue how to solve this bug.*
  2410.  
  2411.  
  2412. -Obelisk's range circle is way bigger than what it can actually target,
  2413. *This was EA's bug since TW, when I add more range in my mod to the Obelisk's charge defense, it became Way more bigger and visible, and it don't seem like I can fix it :(*
  2414.  
  2415.  
  2416. -Zocom's harvester death animation showed GDI's harvester body model,
  2417. *EA never made Zocom harvester death animation to begin with and I have no idea how to make one....
  2418. if there's a modder that can help me with it then feel free to contact me.*
  2419.  
  2420.  
  2421. ****************************************************************************************
  2422.  
  2423. [My Bugs Which I haven't fixed]:
  2424. (please note that there are probably more bugs that I forgot to mention or didn't mentioned since I failed to fix them)
  2425.  
  2426.  
  2427.  
  2428.  
  2429. -Kodiak anti air cannons can attack the ground when the player force-fire them to do so,
  2430. *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 exploit to damage enemy's units cause I coded the cannons to not be able to actually damages anything that in the ground :). *
  2431.  
  2432.  
  2433. -Wolverine's new machine gun models shows up incorrectly when the Wolverine is loaded to Ox transport.
  2434.  
  2435.  
  2436. -Infantries trying to garrison raged epic unit will have strange behavior.
  2437.  
  2438.  
  2439. -Orca A-16's Landing animation look a bit different than other planes,
  2440. *This is because EA never made proper landing animation for it,
  2441. (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,
  2442. Currently there's no one mod for both TW and KW that have that issue fixed, so don't blame me ;) ).*
  2443.  
  2444.  
  2445. -Many C&C4 units many have some random bugs because they are from other C&C game.
  2446.  
  2447.  
  2448. -The Mastodon may have some random bugs because it from other C&C game like the animations and the cannons.
  2449.  
  2450.  
  2451. -Mutant Commando's animation can break for a few seconds (Under work).
  2452.  
  2453.  
  2454. -Mastodon can't use rally points, with a giant pod you got giant issues :).
  2455.  
  2456.  
  2457. -Mastodon can crash Scrin's factions Drone Ship,
  2458. *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.*
  2459.  
  2460.  
  2461. -Garrison Surveyor can be repaired via engineer when all of its garrison slots are full,
  2462. *That's actually NOT a bug, I left it like that on purpose so that players could still be able to repair the Garrison Surveyor with more than one method.*
  2463.  
  2464.  
  2465. -Infantries can trun into Visceroids when they die on a bridge that have Tiberium crystals beneath it
  2466. *Not sure how to solve this bug at the moment.*
  2467.  
  2468.  
  2469. -The walls may have a few bugs,
  2470. *One of them is that the A.I also tend to focus on shooting your defense cannons while get stuck at the walls,
  2471. My patch is focuing on online play and not on single player (and KW SDK didn't let me touch the A.I till recently).*
  2472.  
  2473.  
  2474. -The Ironback's Leap ability have a few bugs to it which I have no clue how to fix, they rarely occur though.
  2475.  
  2476.  
  2477. -The Steel Trooper may have some animations bugs since it from other C&C game
  2478. *(Their shooting animation also look so-so, I tried to fix it but I'm not good with animations, and to simply cuts some parts from it won't look good in-game as well).*
  2479.  
  2480.  
  2481. -The Condor may have some random bugs because it from other C&C game,
  2482. *The Condor also don't gain veterancies,
  2483. That's not a bug but more of coding complexity in my side, I have no idea how to make transformer units to inherit veterancy as they change froms,
  2484. EA didn't done something similar as well so it may be nearly impossible, if you have any ideas feel free to contact me.
  2485.  
  2486.  
  2487. -There's a small chance you won't be able to load your save if you save while playing in the mod
  2488. *(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 ).*
  2489.  
  2490.  
  2491. -Tiberium Fiend pack not follow rally points in official maps,
  2492. *That because the mutant hovel don't get along with them, I fixed it for Custom maps and my own Fixed Map Pack which you can get here:
  2493. http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/addons/kanes-wrath-fixed-map-pack *
  2494.  
  2495.  
  2496. ****************************************************************************************
  2497.  
  2498. [Bugs that were fixed in Unofficial Patch 1.03 and still not fixed on my patch]:
  2499.  
  2500.  
  2501.  
  2502.  
  2503. -Foxhole exploit - (Not really an exploit in my opinion but rather just funny situation that can appear from the player's actions)
  2504.  
  2505.  
  2506. -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 tweaked it a bit to work fine more or less without it though)
  2507.  
  2508.  
  2509. -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)
  2510.  
  2511.  
  2512. -Specter bombard beacon placement and cursor radius bug - (Never really happened in my tests and therefore I have no clue how to fix it)
  2513.  
  2514.  
  2515. -Fixed target priorities for Hammerheads, Seekers, Devastators, Fanatics - (Will fix it eventually)
  2516.  
  2517.  
  2518. -ZT/ZR jumpjet ability now uses Commando/Blinkpack style cursor - (Don't see reason to "fix" it since their current decal cursor is more accurate than the Commando/Blinkpack style cursor)
  2519.  
  2520.  
  2521. -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)
  2522.  
  2523.  
  2524. -Fixed BH upgraded Flametank's inconsistent ('stop/shoot/stop') firing - (I fixed it for the Purifier and Flame tank, but the Flame tank seem to have habit of doing it with the normal flame as well (it shoot/stop on something second before it really start shooting on it))
  2525.  
  2526.  
  2527.  
  2528. I have CGF's files and now can look around and fix these bugs, but it will take me some time >.>
  2529. All what not listed here should be fixed by now
  2530.  
  2531.  
  2532. ------------------------------------------------------------------------------------------------------------------------------
  2533.  
  2534. [World Builder]:
  2535.  
  2536.  
  2537. -World Builder's support was added to the patch
  2538.  
  2539.  
  2540. -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)
  2541.  
  2542.  
  2543. -Giant EA's testing avatar was added
  2544.  
  2545.  
  2546. -Obama model was added
  2547.  
  2548.  
  2549.  
  2550. ------------------------------------------------------------------------------------------------------------------------------
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