Rise Of The Reds
Sign in to like videos, comment, and subscribe. Watch Queue Queue. The Red Scare led to a range of actions that had a profound and enduring effect on U.S. Government and society. Federal employees were analyzed to determine whether they were sufficiently loyal to.
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Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics.
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Rise Of The Reds 2.0
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Version 1.86
- ****** Bug Fixes ******
-Using USA Paradrop will no longer cause the game to crash into a serious error if both veteran company and chem suits are purchased
-Missile defenders no longer crash the game when they were produced when they had both the chemsuits and veteran company applied to them
-Missile defenders will no longer get stuck in their laser lock mode while garrisoned in a Firebase
-Rangers no longer crash the game when they were produced when they had both the chemsuits and veteran company applied to them
-Vanguards no longer crash the game when they were produced when they had both the chemsuits and veteran company applied to them
-Artillery units that need to deploy should no longer get stuck in an attack pattern preventing them from moving/undeploying
-Jumpjet experience levels edited to more reasonable levels
-Humvee door animation now properly closes the doors after occupants exit the vehicle
-Tremor no longer has a shadow bleed bug on its 2 warning siren towers
-Recycler now properly uses all its voice recordings
-Recycler recovery animation no longer resets when the vehicle becomes severely damaged mid animation
-Solar reactor addons no longer become more expansive after building a Deployment Zone
-Solar reactor addons will now properly get stealthed by GPS Scramblers
-Marauders and Scorpion tanks now correctly get their health decreased with the hover upgrade instead of it getting increased
-SEAL C4 Bombs will no longer permanently destroy Oil Derricks
-Exploit that allowed ECA players to gain the benefits from all 3 protocols fixed
-Mole minelayers no longer causes severe stacks of mines to appear when used multiple times on the same location
-VDV RPG Troopers now correctly receive their range bonus when upgraded with compressed missile engines
-Hellion will now correctly gain red rocket trails when heroic
-Tank Hunter flak cannon smoke trails are no longer visible through the fog of war
-Sneak Attack tunnels will no longer transform themselves in to either a Armsdealer, Hideout or Barracks when upgrading recyclers on top of them
-Igla Troopers standard missiles can now be properly intercepted by PDL or blocked by counter measures from the US faction.
-AT Drones no longer cause severe frame rate drops burrowed
-Propaganda icons will no be way to large on infantry units
-Black Market merchants will now properly get stealthed by GPS Scramblers
-Black Market merchants can no longer be thrown away by large weapon blasts
-Topols can no longer be exploited to arm multiple of them by placing them close to each other
-Guard Dog Will no longer have its healthbar, propaganda icon and veterancy icons hover much higher above the unit then other infantry units
-Minigun Team Will no longer have its healthbar, propaganda icon and veterancy icons hover much higher above the unit then other infantry units
-Disruptor Team Will no longer have its healthbar, propaganda icon and veterancy icons hover much higher above the unit then other infantry units
-Javelin Team Will no longer have its healthbar, propaganda icon and veterancy icons hover much higher above the unit then other infantry units
-Grumble Head Lights now work properly
-Crusader tanks will now properly display damaged models on snow maps
-Crusader tanks are no longer immune to the effects of Nerve gas
-Chemical lab will no longer unstealth its self when garrisoning it with a command truck while its in range of a GPS scrambler
-Hind will no longer lose its air guard mode button when upgraded with Goliath
-Made the 'Invisible Conscript' unable to interact with other players (this only happened AI Skirmish)
-Blackout nodes now correctly show their timers in the tooltip
-Marauder now properly receive its armour bonus when upgraded with stolen tech ERA
-Marauders no longer lose their mine immunity when upgrades with Recycler ERA armour
-Pandora Neutron explosions will now properly topple trees in the direct vicinity to the explosion
-Chinese Cluster mines will no longer get drop inside a buildings collision box and thus becoming impossible to clear by dozers
-European Mine Drop mines will no longer get drop inside a buildings collision box and thus becoming impossible to clear by dozers
-VDV Infantry (both regular and RPG) will now properly use a parachuting animation when being airdropped
-Tech Repairbay will now properly render its model on a snow night map
-Reinforcements Pad will now properly show transparency on its fence texture on the night and snow night conditions
-Pandora upgraded solar burst now properly sets trees ablaze like the none upgraded one does
-Chinese structure mines will no longer disappear when a building scaffold is placed on top of them by a construction unit
-Chinese structure mines now properly display a explosion effect when triggered
-Large supply piles no longer cause collectors to drive(or fly) off to the most south western corner of the map at random
-Fixed issue where a demo truck variant was using the wrong damaged model (which also created a texture error)
-Hunchback can now properly force fire when reaching its heroic rank
-Rubble bunkers will no longer shoot through buildings
-Gepard no longer loses its air guard button when the Manticore protocol is researched
-Scorpions will now correctly fire their GLA recycler stolen tech rocket when heroicly ranked
-Rocket Buggies will now properly reveal themselves form the fog of war when using mortars
-Shenlong now properly gains damage bonuses when achieving Veteran, Elite and Heroic ranks
-Interceptors now correctly gain red smoke trails for their rockets when heroicly ranked
-Scorpion will no longer elevate its gun barrel to ridiculous heights when ordered to attack targets over a great distance
-Marauder will no longer elevate its gun barrel to ridiculous heights when ordered to attack targets over a great distance
-Paladin will no longer elevate its gun barrel to ridiculous heights when ordered to attack targets over a great distance
-Recycler with USA T2 salvage now correctly becomes stealthed when in a GPS scrambler field
-Mole Minelayer will no longer cause serious lag issues when deploying its mines
-Crushing a Leopard will no longer leave a indestructible hulk
-Crushing a Jagd Mammut will no longer leave a indestructible
-Frank Jaeger can now properly sabotage a solar reactor which has been upgraded with defences
-BMD-4 Sprut upgrade will now properly use its damage model when attacking
-Pandora now properly gains experience from its kills
-Stinger Missile sites now properly gain 25% damage against air targets when upgraded with AP Rockets
-Rocket buggies no longer show a shadow bleed glitch when destroyed
-Claymore will no longer fire 5 shots instead of 6 when manually deployed
-American Supply Center now give back the correct amount of refund value when sold
-ECA Supply Yard now give back the correct amount of refund value when sold
-Russian Supply Warehouse now give back the correct amount of refund value when sold
-Shilka no longer shows a shadow bleed glitch when being airdropped
-BMD-4 no longer shows a shadow bleed glitch when being airdropped
-Cyclops no longer gains a 20% range bonus from the Search and destroy battleplan
-SEAL can now properly destroy Industrial Plants, Solar Reactors and Region Commands instantly with a C4 Charge
-Troop Crawlers can no longer grant permanent propaganda to friendly units by putting them into tunnel networks
-Scrambler station can no longer be destroyed by toxin based weapons
-Scrambler Station Jamming pulse no longer effects aircraft
-Scrambler Track Jamming pulse no longer effects aircraft
-Fenris now properly spawns a ECA tier 2 salvage crate when killed by a GLA enemy
-Pandora now properly spawns a ECA tier 2 salvage crate when killed by a GLA enemy
-Manticore now properly spawns a ECA tier 2 salvage crate when killed by a GLA enemy
-Fortifications no longer block certain anti-garrison weapons from clearing them
-Machinegun Boris no longer gains permanent garrison bonuses when the 'Compressed Missile Engine' upgrade is purchased
-WASP drones now attack properly with their missiles and machineguns all the time
-Russian radar should now remain functional when loading previously saved games
-Engineers no longer show an odd blinking effect on their repair aura when effected by propaganda and other weapon boosting auras
-Command Centers can now be properly repaired using the Emergency aid power
-Shmel Trooper no longer reveals its self on the minimap when firing smoke rockets
-Shmel Trooper smoke rockets now properly gain red smoke trails when Heroic
-Solar Burst can now properly damage flame immune units
-Black Market Arms merchants will now disappear when the black market is captured
-Rank 3 frenzy now correctly last 100 seconds rather than 60
-Fixed several code errors that could have caused mismatches
-Supply stash will no longer be automatically targeted
-Hideout will no longer be automatically targeted
-Terrorists will now properly detonate all the time when crushed and not simply die at random
-Rebel Boobytraps will now properly destroy whatever structure the enemy is trying to capture or take
-Attack Dogs can now properly gain experience
-Gazelle now properly receives red smoke trails when Heroic
-Gazelle can now properly target Jumpjet Infantry
-Redguard can no longer be exploited to melee infantry at a long distance
-Combat Medic will no longer provide a healing aura when inside a transport
-Commando Medic will no longer provide a healing aura when inside a transport
-MTP will no longer provide a healing aura when inside a transport
-Repair Drone will no longer provide a healing aura when inside a transport
-Manticore Drone will no longer provide a healing aura when inside a transport
-Mercenary Runner can now be properly detected by stealth detectors
-Partisans will now properly reveal themselves when firing at all times
-Fallen Empire walls can no longer be garrisoned by the AI
****** Program Changes ******
-Launcher updated to fix some crash issue that made people unable to start the game properly
-Launcher Software updated (this should fix some unexpected crashes)
-SWR.Net is now windows 10 compatible
-SWR.Net should no longer have any IP Conflict issues
***** Map Changes ******
-Supply Docks and other supply sources no longer obscure the line of sight for units (this means that any unit can fire over/through them)
-Dark Mountain (ZH) map replaced by its (Gen) counter part (with ROTR supply setup)
-Forgotten Forest Supplies moved closer to the first player location bringing it in line with the opposite start position
***** Global Changes ******
-All Helicopters that can engage aircraft now also have an air guard function
-Infantry emerging from a destroyed transport are now untargetable for 0.5 seconds
-Supply dock now has one additional visual variant
-Canister cannon weapons effects improved
-Shotgun weapon effects improved
-Build times for all tier 1 technology buildings equalized to 30 seconds
-Build times for all tier 2 technology buildings equalized to 55 seconds
-Russian EVA now has an audio queue when a building is being captured
-European EVA now has an audio queue when a building is being captured
-Detection range for traps, mines and other explosives detection units increased from 100 to 130
-Detection rate for traps, mines and other explosives standardised to 100 ms for all viable detectors
-Dozers/construction vehicles damage resistance from 'INFANTRY_MISSILE' weapons decreased from 60% to 30%
-All tech buildings now provide a small amount of experience when destroyed (only after they have been captured by an enemy)
-When the Superweapon limit is turned on you can now build one of each type of Superweapon of all 5 factions
***** USA Faction Changes ******
-Added New Recon Drone (New T0 US Scout unit)
-Added Point Defence Laser upgrade (Grants Avengers and Repair drones point defence lasers)
-B1 Lancer carpet bomber Model and Cameo updated
-Supply lines upgrade now available from the Detention Camp instead of the Strategy Center
-Vanguard now requires either Drone Assembly or a Warfactory before they can be trained
-Burton Model and Cameo updated
-Tomahawk Model and Cameo updated
-Chemical Suit decal texture updated
-Flashbangs are no longer granted automatically with the detention camp and now has to be purchased at the Barracks
-Green Berets no longer require a detention camp for their Grenade Launcher and can use them by default
-Cyclops now has a very small amount of splash damage for its anti-air laser
-Viper missiles now gain 25% damage increase from the laser guided missile upgrade
-Pathfinder can now instantly detach or attach his silencer but won't be able to attack for 4 seconds when switching
-Ambulance receives 30% of the total damage from toxin weapons rather than being immune them
-Little Birds can now perform combat drops
-Sentry Drone no longer gains a detection pulse ability from the 'Advanced Drone Warfare' upgrade
-AT Drone maximum movement speed increased from 70 to 100
-Battle drone cost decrease from 300 to 200
-Targeteer cost decreased from 200 to 150
-Advanced Training upgrade cost increased from 1500 to 1800
-Advanced Training production time increased from 45 to 50
-Hunter Killer Drone now has a unique vissual effect when activating its stealth mode
-Hunter Killer drones will now re-stealth after 0.5 seconds instead of 2.0 seconds
-Hunter Killer no longer requires Drone Assembly before it can be build
-Hunter Killer Drone maximum Health decreased from 180 to 150
-Hunter Killer Drone hitpoints gained from the 'Drone Armour' upgrade increased from 80 to 110
-Predator Drone no longer requires Drone Assembly before it can be build
-Predator Drone Cost increased from 400 to 500
-Predator Drone maximum health increased from 50 to 90
-Predator Drone sight range decreased from 300 to 250
-Predator Drone now build from Airfield
-Predator Drone now requires a Strategy Center before construction
-Predator Drone now has its stealth detection ability by default
-Predator Drone now gains a detection pulse ability from the 'Advanced Drone Warfare' upgrade
-WASP Hive no longer requires Drone Assembly before it can be build
-WASP Hive cost increased from 1200 to 1400
-WASP Hive maximum Health decreased from 250 to 220
-WASP Hive weapon range decreased from 350 to 300
-WASP Hive Gains a 15% range bonus from the 'Drone Warfare' upgrade
-WASP Drones model updated
-WASP Drones no longer have their missile launchers by default
-WASP Drones now gain missile launchers from the 'Drone Warfare' upgrade
-SEAL cost decreased from 800 to 700
-SEAL can now attack vehicles with its primary weapon
-Crusader cost increased from 900 to 1000
-Crusader Now has a coaxial Machinegun like the Paladin and Acolyte
-Crusader health increased from 480 to 550
-Crusader Hover Drive cost decreased from 300 to 200
-Crusader Hover Drive health penalty increased from -15% to -25%
-Crusader Hover Drive production time decreased from 10.0 to 6.0 seconds
-Crusader Hover Drive is now compatible with composite armour and no longer removes its benefits
-Crusader Hover Drive now provides a 70% damage resistance against Land Mines
-ATV Humvee model and cameo updated
-ATV now has a turret
-ATV can now deploy a temporary point defence drone
-ATV Humvee damage per shot decreased from 5.0 to 4.0
-ATV Humvee firing sound updated
-ATV Humvee no longer has to pause between bursts and now fires constantly
-Humvee cost decreased from 700 to 600
-Humvee Tow increased from 300 to 400
-Humvee Tow missile upgrade cameo updated
-Humvee Tow Missile damage decreased from 65 to 60
-Nighthawk health increased from 150 to 160
-Nighthawk Bomb trajectory improved (mainly cosmetic)
-Nighthawk Primary damage decreased from 300 to 200
-Nighthawk Secondary damage decreased from 100 to 75
-Nighthawk now does 100% extra damage if it manages to directly hit a unit or structure
-Nighthawk bomb drop range decreased from 250 to 200
-Javelin ASCAT primary damage radius increased from 25 to 35
-Javelin ASCAT secondary damage radius increased from 40 to 65
-Javelin Team cost decreased from 900 to 800
-Pilot can now traverse cliffs (this will also prevent them from dying when they land on them with a chute)
-Pilot can now swim in the water (this will also prevent them from dying when they land in the water with a chute)
-Pilot is now completely immune to all types of damage while dropping down from a parachute
-Avenger movement speed increased from 40 to 60
-Avenger no longer has point defence lasers (needs upgrade for this instead)
-Repair Drone Cost increased from 500 to 600
-Repair Drone no longer immune to mines (Recon Drones now do this)
-Repair Drone can no longer disarm mines (Recon Drones now do this)
-Blackhawk damage resistance from 'GATTLING' weapons increased from 30% to 40%
-Blackhawk damage resistance from 'SMALL_ARMS' weapons increased from 30% to 40%
-Comanche Missile speed increased from 300 to 500
-Comanche Weapon range increased from 210 to 220
***** Chinese Faction Changes ******
-Tank Hunter TNT Charge Removed
-Tank Hunter can now throw a short range Satchel TNT Charge
-Black Lotus capturing building Hack time required to capture a building increased from 4.0 to 6.0 seconds
-Black Lotus Disable vehicle Hack time require to disable a vehicle increased from 1.0 to 2.0 seconds
-Black Lotus Cash Hack time require to steal cash increased from 3.0 to 4.0 seconds
-Black Lotus Cameo updated
-Black Lotus will now show a decal when her Com-Channel Hack is active
-Black Lotus Com-Channel Hack is now a toggle rather than a timed ability
-Minigun Team Deploy time decreased from 4.6 to 2.0 seconds
-Minigun Team Cost decreased from 600 to 500
-Minigun Team Build time decreased from 10.0 to 7.0 seconds
-Minigun Team now required a Warfactory before they can be build
-Minigun Team weapon range decreased from 250 to 220
-Hellfire MiG minimum weapon range decreased from 80 to 50
-Nuke Cannon holdfire more removed
-Overlord Tank Model and Cameo updated
-Overlord cost decreased from 2000 to 1800
-Shenlong cost decreased from 2200 to 1900
-Shenlong is now immune to mines
-ECM Tank Communication Jammer ability renamed to 'Overcharge Jammer'
-ECM Tank Overcharge Jammer ability area effect range decreased from 210 to 180
-ECM Tank Overcharge Jammer ability will no longer make units unselectable
-ECM Tank Overcharge Jammer ability will no longer disable the ECM Tank's ability to deflect missiles
-ECM Tank Overcharge Jammer ability will now render enemy units unable to attack within the area effect
-ECM Tank Overcharge Jammer ability will now damage the ECM Tank while active
-ECM Tank Overcharge Jammer ability will become unable to use this ability when it has 33% or less health remaining
-ECM Tank Overcharge Jammer ability can now move when activated
-ECM Tank Overcharge Jammer ability visual effects updated
-Spy Plane now flies at a much higher altitude
-Spy Plane can no longer be attacked by any form of anti air
-Disruptor team flak missile primary damage increased from 80 to 100
-Disruptor team flak missile now has a secondary damage of 20 at a radius of 15
-Troop Crawler Recon kit scan radius increased from 100 to 150
-Troop Crawler Recon kit health bonus increased from 100 to 135 hitpoints
***** GLA Faction Changes ******
-Added New Stinger Soldiers (Trained from the Barracks after constructing a Black Market)
-Added Scrambler Track (Mobile GPS Scrambler, buildable from Hideout)
-Added Mercenary Runner (rained from the Barracks, Unlocked by the Mercenary Contracts generals power)
-Anti Garrison Weapons Upgrade removed
-Improvised explosives upgrade removed
-Escalation Upgrade removed
-Terrorist now shows its reveal range with an aura
-Battle Bus can now be disguised as an enemy vehicle
-Bounty upgrades no longer require a Chemical lab
-Disguise abilities now have a 5 second cooldown after their use
-Informant movement speed increased from 15 to 20
-Dushka Gunner health regeneration rate with the Fortified upgrade decreased from 40 to 20
-Chemical lab can now be build without requirement of the escalation upgrade
-Command Truck can now be upgraded from the chemical lab to gain stealth and scan abilities
-Gazelle Upgrade icons updated (to give greater contrast between them)
-Interceptor will now become stealthed when landed on an airfield and within range of a scrambler
-Marauder tank shell speed equalized from 300, 400, 500 to be 400, 400, 400 for all salvage levels
-Technical can now effectively fire on the move
-Hideout model and cameo updated
-Toxin Tractor maximum movement speed increased from 36 to 40 (same as quads and scorpion tanks)
-Toxin Tractor can now drive in reverse
-Oil Sabotage now in addition to the standard effects also disables enemy vehicles for 4, 8 and 16 seconds for each respective rank of the power
-Oil Sabotage renamed Sabotage Enemy (individual ranks are now called Crippling, Chaotic and Anarchic Sabotage)
-Combat Bike RPG range decreased from 220.0 to 200.0
-Combat Bike RPG delay between shots increased from 1.0 seconds to 1.5 seconds
-Combat Bike RPG damage increased from 40 to 55
-Mercenary Gunner texture updated to differentiate them more from the Mercenary Grenadier
-Mercenary Gunner can no longer dig foxholes
-Mercenary Gunner can no longer use machete
-Mercenary Gunner can now switch to a prone stance which will increase their rate of fire and damage resistance
-Mercenary Gunner now has 3 different visual variants
-Mercenary Grenadier can no longer use machete
-Mercenary Grenadier now uses their Grenade Launcher as default weapon
-Mercenary Grenadier now has 3 different vissual variants
-Mercenary Grenadier now only has a grenade launcher as primary weapon
-Mercenary Grenadier now switch between arc and direct fire modes
-Demo Truck now available without generals point requirement
-Demo Truck health decreased from 180 to 120
-Hijacker maximum health increased from 100 to 130
-Hijacker now shows its reveal range with an aura
-High explosive caches now grants Rebels their boobytrap ability
-High explosive caches now makes Rebels trigger a suicide explosion when crushed by vehicles
-High explosive caches now grants Tunnel Defenders a TNT Charge ability
-High explosive caches now makes Tunnel Defenders trigger a suicide explosion when crushed by vehicles
-Rebel movement speed increased from 20 to 25
-Rebel cost decrease from 75 to 65
-Rebel Molotov can now be used by default
-Rebel Molotov damagetype changed from 'MOLOTOV_COCKTAIL' to 'FLAME'
-Anthrax Bomb initial explosion damage type changed from 'EXPLOSION' to 'AURORA_BOMB'
-Anthrax Bomb initial explosion damage now increases from 200 to 300 with the 'Anthrax Beta' upgrade
-Observation van health increased from 200 to 300
-Observation van Junk repair rate increased from 2 hitpoints 1.0 seconds to 3 hit points per 0.5 seconds
-Observation Van can now disguise its self like a Bomb Truck does
-Observation van can no longer be upgraded with GPS Scrambler
-Barracks model and cameo updated
-Barracks Health and armour values equalized to that of other Barracks type structures
-Armsdealer model and cameo updated
-Armsdealer Health and armour values equalized to that of other Warfactory type structures
-Supply Stash model and cameo updated
-Supply Stash Health and armour values equalized to that of other Supply Center type structures
-Supply Stash no longer functions as a tunnel network
-Supply Stash can now provide shelter for 6 workers
-Stinger Site missile damage against ballistic missiles increased from 30 to 50
-Stinger Site missile pre-ignition delay decreased from 0.55 to 0.3 seconds
-Rocket Buggy Mortar Secondary damage radius decreased from 25 to 15
-Rocket Buggy Mortar reload time decreased from 6.0 to 5.7 seconds
-Rocket Buggy Mortar now has a pre-firing delay of 0.3 seconds per each fired shot
-Ural Truck minimum weapon range decreased from 130 to 100
-Ural Truck weapon range increased from 450 to 500
-Ural Truck Stinger missile pre-ignition delay decreased from 0.55 to 0.4 seconds
-Ural Truck with Recycler SA-3 Missile upgrade now removes its stealth ability
-Ural Truck with Recycler SA-3 range decreased from 600 to 500
-Ural Truck with Recycler SA-3 secondary damage decreased from 155 to 75
-Recycler price increased from 1200 to 1400
-Recycler with Flamethrower can now clear garrisons
-Recycler with Flamethrower weapon range increased from 160 to 190
-Recycler Flame thrower initial impact primary damage increased from 4.0 to 35.0
-Recycler Flame thrower initial impact primary damage radius increased from 8.0 to 15.0
-Recycler Flame thrower initial impact secondary damage added of 20.0 at a radius of 40
-Recycler Flame thrower will no longer damage its self and other friendly Recyclers with the Flame thrower upgrade
***** Russian Faction Changes ******
-Blackout Outpost upgrade removed
-Grizzly added (Build from Warfactory)
-Vehicles can no longer be recovered if they are destroyed after their initial recovery
-Smoke Grenades smoke screen duration decreased from 6.5 to 3.5 seconds
-Advanced Infantry Munitions upgrade cost increased from 750 to 1000
-Arena Defence System decal colour changed to have greater contrast towards the MTP Repair aura
-Hellion maximum health decreased from 170 to 150
-Hellion maximum movement speed increased from 90 to 120
-Hellion maximum acceleration speed decreased from 60 to 50
-MTP can now use smoke grenades
-Early Warning Outpost now costs 300 instead of being free
-Observation Outpost now costs 200 instead of being free
-Shock Trooper health increased from 200 to 250
-Field Quarters can now build RPG Conscripts
-Component Tower experience value decreased from 200 to 80 (only when not upgraded with add-ons)
-Armour Reserves Drop countdown timer decreased from 4:00 to 3:30 minutes
-BMD-1 Model and Cameo Updated
-BMD-4 will when attacking infantry it will only use its coaxial machinegun and not its cannon
-BMD-4 Model and Cameo Updated
-BMD-4 will when attacking infantry it will only use its auto-cannon and not its cannon
-Kashtan now has a spin up delay for their Chainguns
-Kashtan build time increased from 12.0 to 16.0 seconds
-Kodiak cost increased from 1200 to 1400
-Kodiak health increased from 600 to 700
-Kodiak now has 3 different visual variants
-BMP cost increased from 750 to 850
-BMP production time increased from 7 to 8.5 seconds
-BMP Model and Cameo Updated
-BMP when attacking infantry it will only use its auto-cannon and not any of its other weapons
-Shmel Trooper Texture updated to give it greater colour contrasts to the RPG Conscript
-Shmel Trooper scatter radius vs infantry removed
-Shmel Trooper primary damage decreased from 50 to 40
-Shmel Trooper primary damage radius decreased from 10 to 5
-Shmel Trooper secondary damage decreased from 30 to 10
-Shmel Trooper secondary damage radius decreased from 30 to 20
-Shmel Trooper weapon range decreased from 175 to 160
-Shmel Trooper rocket no longer leaves a lingering fire after the initial detonation
-Shmel Trooper now gains a new rocket launcher model from the infantry munition upgrade
-Shmel Trooper now gains increased damage from the 'Advanced Infantry Munitions' upgrade
-Shmel Trooper now leaves a lingering fire on detonation if the 'Advanced Infantry Munitions' upgrade is purchased
-Shmel Trooper rocket trailed updated to differentiate it more from regular RPG rockets (also used on Buratino and Hellion thermobaric rockets)
-Shmel Trooper can now fire anti-toxin rockets after the 'Advanced Infantry Munitions' upgrade
-Igla trooper now require the Advanced Infantry Munitions unlock for their lockon mode
-Igla Trooper now gain a visual update when upgraded with Advanced Infantry Munitions
-Golem Shtora sensor and glow texture updated
-Golem Machinegun damage per shot against ground targets decreased from 5.5 to 3.5
-Golem Tank cost increased from 1800 to 2000
-Golem Tank production time increased from 15.0 to 18.0 seconds
-Koalition Gun system upgrade cameo updated
-Koalition Gun system upgrade renamed to 'Advanced Artillery System'
-Msta cost increased from 1700 to 1800
-Msta now gains a visually different looking turret when upgraded with the 'Advanced Artillery Systems Upgrade'
-Msta Scatter Radius decreased from 30 to 15 for the default fire mode (scatter fire mode remains unchanged)
-Msta Secondary damage radius decreased from 45 to 35
-Msta maximum movement speed decreased from 24 to 22
-Msta Shell projectile updated to use the same mechanics as other shell based weapons and not Missiles
-Msta now weapon range now increases from 400 to 440 when upgraded with 'Advanced Artillery Systems Upgrade'
-Mishka transport slots gained by 'Assault Armaments' upgrade increased from 2 to 4
-Mishka now gains Smoke Grenades with the 'Assault Armaments' Upgrade
-Mishka cost increased from 300 to 400
-Mishka acceleration increased from 20 to 30
-Mishka turn rate increased from 90 to 120
-Mishka now gains 100 additional hitpoints from the 'Explosive Reactive Armour' Upgrade
-Topol can now be armed if multiple of them are selected at the same time
-Topol maximum health decreased from 750 to 600
-Topol now uses 'HeavyArtilleryArmor' armour instead of 'TankArmor' (this makes it more vulnerable to bullet,poison and flame based weapons)
-Topol Cost increased from 1000 to 2400
-Topol MIRV Warhead cost increased from 2500 to 1500
-Topol Experience value when killed changed from 70, 70, 70, 70 to 150, 150, 150, 150
-Blackout node cooldown timer increased from 2:00 Minutes to 3:00 Minutes
-Blackout node moved from rank 3 to rank 1
-ICBM Clearance moved from rank 1 to rank 3 (this is a temporarily change and will be reverted in version 2.0)
-ICBM Clearance Cameo updated
-ICBM Clearance renamed to Nuclear Warfare
-Missile Silo now has unlimited range
-Missile Silo no longer has a minimum range
-Missile Silo is now limited to 1 if Limited Superweapons is active
-Missile Silo Cost increased from 1500 to 2500
-Missile Silo MIRV Warhead cost decreased from 3000 to 2000
-Hunchback cost increased from 1300 to 1400
-Hunchback Gun will now pivot downwards towards the target its shooting at
-Hunchback maximum health decreased from 300 to 240
-Hunchback Bombs primary damage changed from 165 to 140
-Hind maximum health decreased from 300 to 240
-Hind cost increased from 2300 to 2800
-Hind production time increased from 20 to 25 seconds
-Hind Experience value when killed changed from 100, 100, 200, 300 to 150, 200, 300, 400
-Backfire strike TU-22M model and texture updated
-Backfire strike countdown timer increased from 4:00 to 5:00 minutes
-Backfire strike damage type changed 'EXPLOSION' to AURORA_BOMB
-Backfire strike primary damage decreased from 500 to 300
-Backfire strike primary damage radius decreased from 60 to 40
-Backfire strike secondary damage decreased from 250 to 150
-Backfire strike secondary damage radius decreased from 80 to 60
-Backfire strike Missile weapon range decreased from 1000 to 800
-Buratino now has a ground attack button
-Buratino damage received from 'INFANTRY_MISSILE' weapons decreased from 100% to 50%
-Tesla Tank movement speed decreased from 35 to 30
-Tesla Tank damage received from 'INFANTRY_MISSILE' weapons decreased from 100% to 50%
-Sentinel build time increased from 20.0 to 30.0 seconds
-Sentinel can now use smoke grenades
-Sentinel is now immune to mines
-Rubble Bunker weapon range decreased from 185 to 135
-Rubble Bunker primary damage decreased from 25 to 10
-Rubble Bunker now spawns 2 conscripts upon destruction instead of 3
-Rubble Bunker now gains a damage boost from the 'Advanced Infantry Munitions' upgrade
-Rubble Bunker will now detect stealthed units with the 'Infrared Goggles' upgrade
-Rubble bunkers now have varying amount of health depending from which structure it was spawned
-Supply Truck cost decrease from 1000 to 900
-Supply Truck no longer have their machine gun
-Supply Truck now gains an auto-cannon turret from the 'Assault Armaments' Upgrade
-Supply Truck now gains Smoke Grenades from the 'Assault Armaments' Upgrade
-Supply Truck now only drops salvage after the 'Assault Armaments' upgrade
-Arena Component Cost increased from 700 to 900
-Arena Component Power requirement increased from 3 to 5
-Boris now has a new 'Stimpack' ability which will instantly heal him up to full health
-Boris with machinegun now gains a 25% damage increase from the 'Advanced Infantry Munitions' upgrade
-Boris with Machinegun range against ground targets increased from 190 to 220
-Surveillance missile can no longer be attacked by any form of anti air
-Surveillance missile reveal duration on impact decreased from 20.0 to 5.0 seconds
-Surveillance missile vision range when in flight decreased to 250 to 180
-Surveillance missile will now scatter randomly and is no longer pinpoint accurate
-Sokol now damage per missile reduced from 150 to 115
-Sokol will now fire 2 burst of 2 missiles per attack
-Sokol total ammo increased from 6 to 8
-Sokol maximum health increased from 180.0 to 240.0
-Goliath system upgrade now increases the health of all applicable helicopters by 25%
-Goliath Flare life time decreased from 6 to 5 seconds
-Goliath flares now only draw fire for 2 seconds instead of 5 (they are ignored by Anti-Air afterwards)
-Goliath System upgrade cost increased from 1500 to 2000
-Goliath System production time increased from 45.0 to 60.0 seconds
***** ECA Faction Changes ******
-Supply Yard cost decreased from 2000 to 1500
-Vehicle assembly cost increased from 2000 to 2500
-Guard dogs now have a show range button for their Mine and Infantry stealth detection
-Anti Garrison Weapons Upgrade removed
-Starstreak Missile upgrade renamed to 'Armory Expansion'
-Panzerfaust now requires the 'Armory Expansion' Upgrade to be able to use vacuum warheads
-Barracks now gains a vissual change when the 'Armory Expansion' upgrade is purchased
-Fennek now has its own unique voice set
-Radar Helicopter Must be out of combat for at least 2 seconds before it can start repairing its self
-Pandur will now let their occupying infantry survive with 50% of its initial health when destroyed
-Grandslam total damage increased from 750 to 1000
-Wotan Array now gains 20%, 40% or 60% additional damage when Veteran, Elite or Heroicly ranked
-Commando with Gustav will now visually carry the launcher all the time when active
-Artillery Decal flares optimized for both the Howitzer Position and Claymore (this should hopefully also reduce or fix the missmatch errors entirely)
-Pandora Experience required to gain veterancy changed400 600 800 to 600 900 1200
-Attack Dog now requires a Supply Yard before they can be trained
-Teargas strike arrival time decreased from 9 to 6 seconds
-Bomblet run arrival time decreased from 9 to 6 seconds
-Howitzer initial prep time decreased from 60.0 to 25.0 seconds
-Combat Medic Weapon range is now increased by 43% after the Venom Protocol upgrade
-ECA Infantry textures updated (different shade of blue to differentiate them from US infantry)
-Cheetah Must be out of combat for at least 2 seconds before it can start repairing its self
-Cheetah Experience granted by killing it increased from 10 to 200
-Cheetah Helicopter will no longer fire missiles against infantry units
-Cheetah missile damage decreased from 60 to 50
-Cheetah now has a Machinegun
-Excavators no longer show a glowing spinning icon above themselves to show which construction mode they using
-Excavators now show a decal for which construction mode they are using (these are not visible to the enemy)
-Leopard maximum movement speed increased from 25 to 32
-Leopard cost increased from 1000 to 1100
-Leopard targeted canister round targeted ability removed
-Leopard switch to canister rounds after the 'Canister round' upgrade is purchased
-Gepard minimum range removed
-Gepard cannons damage type changed from 'SMALL_ARMS' to 'GATTLING' (only applies to Gepards without the 'Revolver Cannons' upgrade)
-Gepard rate of fire when moving decreased from 4 shots per second to 1.25
-Lynx Machinegun shots per burst increased from 10 to 12 (this also applies to mounted machineguns of other vehicles)
-Lynx Machinegun damage per shot increased from 7 to 8 (this also applies to mounted machineguns of other vehicles)
-Lynx Machinegun delay between bursts decreased from 1.0 to 0.8 seconds (this also applies to mounted machineguns of other vehicles)
-Lynx Build decreased from 8 to 6 seconds
-Lynx can now also be build from the Field Command but at an increased price and production time
-Heavy Sniper now becomes stealthed when deployed
-Heavy Sniper maximum health decreased from 120.0 to 100.0
-Warhound now benefits from the Armour skirt upgrade
-Warhound can now deploy/digin while moving
-Harrier damage per missile increased from 50 to 60
-Harrier now have a vissual indicator showing how long the chaff protects them from missile locks
-Tiger now has an ammo counter as most other attack helicopters do
-Tiger Cost increased from 1300 to 1400
-Tiger rockets per barrage decreased from 12 to 10
-Tiger damage per rocket increased from 35 to 40
-Tele-com towers no longer require a Tele-com relay in order to be constructed.
-Tele-com Relay Cost decreased from 2500 to 1500
-Tele-com Relay no longer needs to be upgraded with the satellite uplink and now has this by default
-Tele-com Relay now shows countdown timer when a map reveal is going to be activated
-Tele-com Relay no longer produces money income
-Tele-com Relay renamed to 'Satellite Uplink'
-Claymore icon which is displayed when firing has been updated
-Claymore pre-fire delay and delay between shots decreased from 2.0 to 1.5 seconds
-Claymore now fires 20%,30% and 40% faster with the veterancy ranks of VETERAN, ELITE and HEROIC respectively
-Claymore Experience value when killed changed from 50, 100, 200, 400 to 100, 150, 300, 600
-Claymore Experience required to gain veterancy changed from 150, 300, 600 to 200, 400, 800
-Claymore now uses 'HeavyArtilleryArmor' armour instead of 'TankArmor' (this makes it more vulnerable to bullet,poison and flame based weapons)
-Grenadier now requires 'Canister Rounds' upgrade before airburst grenades can be used
-Grenadier airburst grenades no longer clear garrisons
-Grenadier production cost increased from 550 to 600
-Grenadier now requires a Research Center instead of a Solar Reactor
-Grenadier damage received from 'FLAME' weapons Increased from 75% to 80%
-Canister Rounds upgrade cost increased from 1000 to 1500
-Canister Rounds upgrade production time increased from 30.0 to 45.0 seconds
-Gas Ignition Gun upgrade cost decreased from 2000 to 1500
-Gas Ignition Gun production time decreased from 60.0 to 45.0 seconds
-Armour Skirt upgrade cost increased from 1000 to 1500
-Armour Skirt upgrade production time increased from 30.0 to 45.0 seconds
-Vehicle Digout will now let their occupying vehicle survive with 33% of its initial health when destroyed
-Vehicle Digout cost decreased from 400 to 300
-Vehicle Digout production time decreased from 8.0 to 6.0
-Mole Minelayer minefield mines now detonate instantly and aren't popup mines anymore
-Mole Minelayer minefield mines model updated
-Mole Minelayer minefield warning sign is now immune to any form of damage
-Mole Minelayer minefield warning sign will now disappear after 20 seconds
-Pioneer Model and Cameo updated
-Pioneer can no longer dig mortar positions
-Pioneer can no longer garrison buildings or enter fire ported transports
-Pioneer can now switch between Mortar and Submachine Gun (Switching to the mortar allows you to switch to the various types of mortar shells)
-Pioneer can now place anti-personnel mines
-Pioneer anti-tank mines will now damage mine immune vehicles
-Mechanised Battlegroup infantry now arrive inside the Lynx APC's
-Mechanised Battlegroup now has 14 Felins instead of 10 (price increased accordingly)
-Howitzer Position cooldown increased from 1:45 to 2:00
-Howitzer Position now has an initial cooldown and can't fire its barrage right away
-Marksman Designator Laser minimum range removed
-Marksman Artillery Marker laser minimum range removed
-Marksman Artillery Marker duration increased from 15 to 25 seconds
-Solar Burst damage increased from 3000 to 4000
-Solar Burst icon and button tooltips now change when the Pandora protocol is purchased
-Research center health increased from 2000 to 2500 (equalizing it with other tier tech 2 structures)
-Research center armour set changes to 'PropagandaStructureArmor' (equalizing it with other tier 2 tech structures)
- ****** Bug Fixes ******
Version 1.85
- **********************************************
******* General Gameplay and Bug Fixes *******
**********************************************
-------Tweaks and adjustments--------
-All heavy anti-air units now have a minimum attack range (this will make them less effective on their own in countering helicopters and give tier 1 anti-air more importance late game)
-All super-heavy tanks in the game now have their own unique armor values that makes them more resistant to flame weapons (Manticore, Sentinel and Overlord)
-All Construction units (with exception of Workers) will now auto repair themselves slowly (except when under attack)
-All Construction units made from captured command structures (or similar) can no longer build new command centers
-All Construction units can no longer be unmanned by pilot clearing weapons and are destroyed instead
-Stealth Detection capable units and structures now have an ability that will show you their exact detection range
-Units with capabilities to attack aircraft and ground targets now also have air guard functions
-Units which need to deploy before attacking will now have a visual indicator so that players can see when they are deployed or not
-All factions now have their own unique rallypoint markers
-Experience levels for all units and structures have been optimized and tweaked to be more balanced
-Supply Docks at the starting locations of players replaced by new supply warehouses
-Supply Docks now store $60000 instead of $30000
-Reinforcements drop zone health increased by 150%
-Reinforcements drop zone now drops 1 Battlemaster every 50 Seconds
-Reinforcements drop zone now drops 1 Crusader every 50 Seconds
-Reinforcements drop zone now drops 1 Leopard every 50 Seconds
-Reinforcements drop zone now drops 1 Scorpion every 45 Seconds
-Reinforcements drop zone now drops 1 Kodiak every 60 Seconds
-Radio Station now periodically reveals all enemy troop movement instead of permanently
-Adjusted the volume of the Generals Power call in voices to be heard easier (dropping a bomb, paratroopers etc.)
-Oil Derrick now leaves a burning oil well after being destroyed (these can be captured to rebuild the Oil Derrick)
-Repair bay max health increased by 100%
-Salvage crates now remain for 1 minute on the battlefield rather than 30 seconds
-Several new voice overs added for both new and old units as well as for certain in game events such as generals powers
-Damage type 'STEALTHJET_MISSILES' has been modified to be a purely anti vehicle type of damage
-Infantry now take 50% less damage from 'JET_MISSILES' damage weapons (Raptors, Comanche missiles basicly any aircraft fired missile or rocket.)
-------Bug Fixes-------
-Supply Truck holding bars no longer disappear after unloading units from it
-ECA Medic now properly gains 25% extra health from the Ceramic Armor upgrade instead of 17%
-Twin Fang now correctly displays lights on night maps
-Sensor Array now correctly displays lights on night maps
-WASP Hive now correctly displays lights on night maps
-Several hotkey conflicts resolved
-Engineering Outpost will no longer explode violently
-Black Lotus signal transmitter now properly disables structures
-Grenadier airburst grenades now properly kill garrisoned troops
-Solar Reactor add-ons no longer display their busy/selling icon constantly on snow maps
-Sentinel can no longer purchase both upgrades if bought in a certain order
-War Factory and Industrial Plant will no longer show odd glowing windows before construction begins
-Component Tower will no longer reset its health to full after upgrading
-AI-controlled Jarmen Kell will can no longer attack ECA and Russian gen power aircraft
-Crusaders, Combat Bikes, Rocket Buggies and Pandurs will no longer leave a indestructible hull when hit by neutron or nerve gas weapons
-Felins, Grenadiers, Frank Jaeger, Shock Troopers and Igla Troopers will no longer remain indestructible on the battlefield at random
-Pandora Neutron Mine will no longer disappear when directly hitting a structure
-Leopard machine gunner will no longer clip through the hatch
-ECA commando drop will no longer trigger a 'unit under attack' alert whenever it is successfully dropped
-Jarmen Kell will no longer be able to use suppressive fire on aircraft (had no effect anyway)
-Jarmen Kell will no longer attempt to target automatically target ground vehicles with his suppressive fire ability and get stuck in a never ending loop of attempting so
-Armor Reserve parachute now properly releases the cargo the moment it hits the ground (not shortly after)
-Gepard now properly gains a higher DPS after the Revolver Cannon upgrade
-Boris can now properly target Supply Drop Zones with airstrikes
-Rocket Buggy will no longer fire its rockets or mortar at random enemy units within range when ordered to attack
-Globemaster cargo plane will no longer turn invisible when shot down
-Attack Dog can no longer attack GLA defence structures while they are still being constructed
-Tech Airport now properly shows damaged models on snow maps
-Rebel assault rifle tooltip fixed
-Wotan Array can no longer be used in groups to force fire on the ground to do massive area damage
-Arms Supplier can no longer enter the Chinese Internet Center
-Battlebus no longer gets destroyed near instantly by nerve gas
-Tesla coil will no longer trigger the charge up sound effect when under-powered or when attempting to attack a unit outside of their line of sight
-BMDs from the VDV airdrop no longer cause significant lag when attacking moving targets
-Ural Truck’s Stinger Soldier animations fixed (now has properly smooth transitions between deploying and packing up)
-Ural Truck will no longer show headlights on night maps when deployed
-Crusader hover animation will no longer glitch out on night maps
-Wasp Drones no longer grant cash bounty when the drones get shot down
-Osprey now properly gets tougher armor from the Countermeasures upgrade
-Pandur now properly leaves salvage when destroyed
-Guard Tower will now properly engage targets when giving a stop command after using secondary abilities
-Chinese War Factory roof railings now properly use their alpha channels
-Wasp Drones will no longer fly far beyond their supposed attack/deployment range
-MTP Recovery Vehicle repair auras can no longer be stacked for near invulnerability
-Surveillance Missile will now properly explode when shot down by point defence lasers
-Pandur grenade launcher offset corrected
-Several units and structures with weapon switches will no longer switch back to their default weapon when promoted or upgraded
-Armor Reserve Drop vehicles no longer clear your own vehicles if they land on top of them or close to them
-Russian vehicle husks will no longer damage each other when being recovered closely to each other
-Russian vehicles recovered from husks will now properly display their purchased upgrades visually
-Cargo planes dropping supplies at the USA Supply Drop Zone will no longer fall to the ground when changing battle plans
-GLA Interceptor now correctly benefits from AP Bullets
-Igla, Tunguska, Starstreak and many other types of anti-air missiles no longer suffer from a damage penalty against USA aircraft upgraded with Counter Measures
-Units near a GLA Observation Van will no longer trigger a 'unit under attack' warning
-GLA Diverted Supply Drop planes can no longer be targeted or shot down
-GLA infantry units will no longer have a larger sight range than they were supposed to have
-Deployment Zone animation glitch when being sold no longer happens
-Dushka machine gunner can no longer be captured by Hijackers
-Dragon Tank flames will no longer show a healing symbol when the Emergency Aid power is used on them
-Cluster Munition upgrade can now be queued properly when other upgrades are already being build
-Logistics Center now gives the correct refund value when sold
-Toxin Tractor will now correctly leave blue anthrax when killed with Anthrax Beta upgrade purchased
-Scud Storm will now correctly leave blue anthrax when killed with Anthrax Beta upgrade purchased
-Firebase will no longer crash the game when upgraded on night maps
-Tech Powerplant will no longer provide power even after being destroyed
-Fennek Sensor Pod can now properly deploy Sentry Turrets on bridges
-Boris will no longer attempt to attack garrisoned Fortifications and civilian structures with his pistol
-SEAL will no longer attempt to attack garrisoned Fortifications and civilian structures with his machine gun
-Guard Dog will no longer attempt to attack garrisoned Fortifications and civilian structures
-Howitzer Position will no longer keep creating flares and warning decals when not actually firing
-Combat Cycle will no longer destroy itself when ordering promoted units to exit
-Booby Traps will now correctly destroy civilian buildings that are rigged
-Interceptor missiles will no longer have trouble hitting targets on elevated terrain
-Component Tower missiles are now properly affected by ECM
-Listening Outpost will no longer be selected when triggering the 'select all combat units' button
-Several types of land mines no longer get disabled when switching Battle plans on the Strategy Center
-Gazelle now correctly creates salvage crates from enemy kills
-Interceptor now correctly creates salvage crates from enemy kills
-Solaris Reactor Defence Add-ons will now simply destroy themselves if a reactor is captured
-Solaris Reactor no longer gets destroyed instantly by a Grand Slam if it has Defence Add-ons installed
-Excavator will now properly show the damaged model shortly before exploding when killed
-Mole Bombs no longer detonate when they are half way towards a collapsing building
-Paladin now properly gets stealthed by GPS scramblers
***********************************************************
******* United States Faction Additions and Changes *******
***********************************************************
-------New units, structures and additions-------
-Drone Assembly (produces ground drones)
-Guardian Drone (anti-tank drone)
-Hunter Killer Drone (flying anti-ground drone)
-Mule Drone (MG drone, gives boost to non-drone allies, can launch countermeasures)
-Termite Drone (trap drone that kills infantry and disables vehicles)
-AT Drone (anti-vehicle close combat drone, may bury into the ground to become stealth)
-Vanguard Drone Operator (shotgun infantry, can place MG turret, launch rocket drone and clear structures)
-Advanced Drone Warfare upgrade (adds drone self-repair and unlocks additional abilities)
-ATV Humvee (replaces Airborne Humvee from the paradrop)
-Green Beret (replaces Ranger from the paradrop)
-Delta Force Operator (replaces Missile Defender from the paradrop)
-Javelin Team (tier 1 anti-tank artillery unit)
-Acolyte Tank drop (Rank-3 unlock for USA)
-Acolyte Tank (light tank, similar to non-hovering Crusader)
-Cyclops Tactical Laser (Tier 2 heavy anti-air/ballistic-missile laser)
-Repair Drone (tier 1 repair drone, can also disarm explosives such as land mines)
-Guardian Angel T.M.D. (USA rank 5 unlock)
-Veteran Company - gives all new USA Tier 0 infantry (Rangers, Missile Defenders and Vanguards) Veteran status (available at rank 1)
-Little Bird re-added (requires Air Mobility unlock)
-------Tweaks and adjustments--------
-Ranger Cost decreased from 225 to 110 (Blackhawk cost changed accordingly)
-Ranger now has new idle, move and attack animations (when using assault rifle)
-Ranger Flashbang Grenades are now thrown rather than fired
-Ranger Flashbang Grenades will now make most low tier infantry surrender allowing them to be captured (surrendered infantry can only be captured/collected by Rangers and Green Berets)
-Ranger collected POWs provide a single use of the CIA Intelligence power (the more POWs are collected the more often the power can be used)
-Missile Defender model and cameo updated
-Missile Defender production cost decreased from 300 to 250
-Missile Defender no longer has an initial delay between switching from regular to Laserlock Mode (the delay is triggered after activation instead)
-Missile Defender no longer has to stop moving in order to switch to Laserlock Mode
-Missile Defender Laserlock assist radius decreased by 55%
-Missile Defender Laserlock targeting range increased by 10%
-Missile Defender Laserlock targets now show a floating icon above them when they are being targeted
-Missile Defender Laserlock no longer gets a range boost when garrisoned
-Pathfinder model updated
-Pathfinder now uses unique snow model on snow maps
-Pathfinder now visually shows silencer being attached to rifle when selected
-Pathfinder production cost decreased from 600 to 400
-Pathfinder weapon range decreased by 16.6%
-Pathfinder binoculars no longer work as a targeted ability but rather reveal a large area around the Pathfinder when activated
-SEAL weapon range increased by 35%
-SEAL weapon damage increased by 45%
-SEAL can now gain Veterancy from kills made using C4
-Predator Recon Drone can now perform a scanner sweep after the 'Advanced Drone Warfare' upgrade has been purchased (stealth detection pulse)
-Construction Dozer can no longer clear mines or other explosives
-Sentry Drone Model and Texture updated
-Sentry Drone cost increased from 400 to 650
-Sentry Drone damage splash damage drastically reduced
-Sentry Drone becomes 50% more resistant to SMALL_ARMS and GATTLING damage after the Drone Armor upgrade
-Sentry Drone now built at Drone Assembly
-Sentry Drone now requires power to operate (as do all other controllable drones except for those that fly)
-Sentry Drone no longer auto repairs (it can regain this passive ability after the 'Advanced Drone Warfare' upgrade)
-Sentry Drone will no longer leave salvage crates when destroyed (also applicable to all other new drones)
-Humvee now has a proper exhaust effect (also applies to other vehicles using the Humvee chassis)
-Avenger now has a radius decal to show the missile interception range
-Avenger cost increased from 1100 to 1200
-Avenger can no longer target ballistic missiles using their PDL
-Avenger can now target missiles directly using their laser turret
-Avenger now has a radius decal to show PDL interception range
-Ambulance Detox Ability cameo updated
-Ambulance now heals infantry 100% faster
-Ambulance will now show a decal for its healing aura rather than a model-based ring
-Ambulance can no longer heal infantry by ordering them inside the Ambulance (healing them by deploying is faster anyway)
-Ambulance damage resistance to 'GATTLING' increased by 25%
-Ambulance damage resistance to 'SMALL_ARMS' increased by 25%
-Ambulance damage resistance to 'JET_MISSILES' increased by 30%
-Bradley removed (will be re-added in version 2.0)
-Crusader now moves 20% faster in hover mode
-Crusader Hover mode reworked; it’s now a permanent upgrade to a single Crusader (main gun no longer gets disabled when upgraded obviously)
-Microwave Tank now has a radius decal for the area of effect
-Microwave Tank now receives 100% more damage from 'INFANTRY_MISSILE' damage (which is still less than regular tanks)
-Microwave Tank max health decreased from 450 to 350
-Microwave Tank can now properly shut down all Tech Buildings
-WASP Hive requires Drone Assembly for construction
-WASP Hive no longer requires to deploy before attacking
-WASP Hive attack range decreased by 30%
-Wasp Hive max health decreased from 300 to 250
-Wasp Hive build time increased from 18 to 20 seconds
-WASP Hive now benefits from the “Search and Destroy” battleplan
-WASP Hive top speed decreased by 20%
-WASP Hive turn speed decreased by 20%
-WASP Hive now moves and turns a lot slower when critically damaged
-WASP Hive Drones spawn rate slowed down from 7.5 to 10.0 seconds
-WASP Hive Drones can now be targeted by basic anti-air weapons but not heavy anti-air weapons
-WASP Hive Drones health increase from Drone Armor upgrade reduced by 33%
-WASP Hive Drones machine gun damage type changed from 'GATTLING' to 'COMANCHE_VULCAN'
-WASP Hive Drones missile damage type changed from 'INFANTRY_MISSILE' to 'EXPLOSION'
-WASP Hive Drones missile damage increased by 100%
-WASP Hive Drones machine gun damage increased by 200%
-Tomahawk missiles in High-speed Mode health increased by 35% (Cruise Mode missiles remain unaltered)
-Tomahawk primary damage increased by 33%
-Tomahawk cost increased from 1200 to 1600
-Tomahawk will now reset their reload time when switching between Cruise Mode and High-speed Mode
-Tomahawk Cruise Mode missiles now look visually different from the default ones
-Tomahawk build time increased from 20 to 22 seconds
-Paladin model and cameo updated
-Paladin weapon range increased by 9.3%
-Paladin base health increased by 5.2%, total health after Composite Armor upgrade remains unchanged
-Paladin now has a coaxial machine gun in addition to its main cannon
-Paladin Point Defence Laser rate of fire decreased 1.5 to 2.0 seconds per shot
-Paladin Point Defence Laser can no longer target infantry
-Paladin now has a radius decal to show PDL interception range
-Chapparal will now properly attack units as soon as they come within its max weapon range
-Chaparral can now effectively engage targets while moving
-Chaparral now requires “Armored Company” unlock
-Chaparral missiles will no longer be targeted by base defences
-Viper cost increased from 1000 to 1200
-Viper max health increased by 10%
-Viper top speed reduced by 9%
-Viper can now strafe (like the Comanche and Hellion already can)
-Viper anti-air missile reload time reduced from 6.0 seconds to 2.5
-Viper anti-air missile damage reduced by 40%
-Blackhawk cost decreased from 2200 to 1600 (due to Ranger price reduction)
-Blackhawk minigun weapon damage increased by 20%
-Blackhawk minigun weapon range increased by 25%
-Blackhawk damage type changed from 'COMANCHE_VULCAN' to 'GATTLING'
-Blackhawk minigun weapon scatter increased by 100% (effectively doubling the area effect of this weapon)
-Blackhawk now gets 40% more damage from 'SMALL_ARMS' and 'GATTLING' type weapons before the Countermeasure upgrade
-Blackhawk now gets 20% more damage from 'SMALL_ARMS' and 'GATTLING' type weapons after the Countermeasure upgrade
-Raptor Ammo Upgrade removed
-Raptor base ammo increased from 2 to 4
-Raptor now requires a Detention Center
-Raptor cost increased from 1200 to 1400
-Raptor missile damage increased by 5%
-Nighthawk remains stealthed permanently unless it’s under fire or detected
-Nighthawk cost increased from 1800 to 2000
-Nighthawk Bunker Buster upgrade removed (Nighthawk simply starts with Bunker Busters now)
-Nighthawk damage type changed from 'STEALTHJET_MISSILES' to 'AURORA_BOMB'
-Protector Missile System now has a indicator ability for its weapon relay range
-Protector Missile System no longer obscures the line of sight allowing other units to fire over/through it
-Protector Missile System no longer spawns 3 rangers upon destruction
-Fire Base cannon damage decreased by 16%
-Fire Base cannon dead zone decreased by 10%
-Fire Base Guided Howitzer Upgrade removed
-Fire Base now gets damage and range upgrades from the 'Advanced Drone Warfare' upgrade
-Fire Base now gains a small drone after being upgraded with 'Advanced Drone Warfare' (purely visual)
-Fire Base upgraded cannon damage decreased by 20%
-Fire Base upgraded cannon rate of fire decreased 3.0 to 4.0 seconds per shot
-Fire Base upgraded cannon projectile speed decreased by 22%
-Fire Base no longer obscures the line of sight allowing other units to fire over/through it
-Barracks model updated (now has a USA flag on it rather than a team-colored flag)
-War Factory cameo updated
-Detention Camp’s Prisoners can no longer be killed
-Detention Camp cost increased from 1000 to 1500
-Strategy Center bombardment cannon rate of fire decreased 3.0 to 6.0 seconds per shot
-Strategy Center bombardment cannon projectile speed decreased by 30%
-Strategy Center stealth detection capabilities removed
-Strategy Center “Hold the Line” battle plan now gives 25% increased health for units and defence structures instead of 20%
-Strategy Center “Hold the Line” battle plan now increases health by 100% instead of 50%
-Strategy Center can now buy a CIA Priority Report (grants a single charge for the CIA Intelligence power), can be repurchased as needed
-Supply Dropzone model and cameo updated
-Flashbang Grenades upgrade removed (Rangers and Green Berets can use Flashbang Grenades the moment a Detention Camp has been constructed)
-Drone Armor upgrade cost increased from 500 to 1000
-Composite Armor now requires “Armored Company” unlock
-Composite Armor now adds a visual change to the side armor of the Crusader, Paladin and Microwave
-Chem Suits upgrade cameo updated
-Advanced Training cameo updated
-Support Aircraft Armor now requires “Strategic Airlift” unlock and no longer unlocks by default at rank 3
-Laser Guided Missiles cost decreased from 1500 to 1000
-Supply Lines cost increased from 800 to 1000
-Rocket Pods cost increased from 800 to 1000
-Counter Measures cost increased from 1500 to 2000
-Targeteer Drone cost increased from 100 to 200
-Targeteer Drone model and cameo updated
-Ammo Dump generals power removed
-Spy satellite Scan now available without unlock
-Spy Satellite Scan is now deployed from the Strategy Center
-Spy satellite Scan no longer detects stealth
-Spy satellite Scan recharge time increased from 1 to 2 minutes
-Spy Satellite Scan cameo updated
-A-10 Thunderbolt model, texture and cameo updated
-A-10 Thunderbolt Strike rank 1 cameo updated
-B-52 Bomber model updated
-Carpet Bombing recharge time increased from 4:00 to 5:00
-Spectre Gunship recharge time increased from 4:00 to 5:00
-Leaflet Drop recharge time increased from 3:00 to 4:00
-Leaflet Drop is now performed by 3 smaller cargo planes which have 40% less health each
-Leaflet Drop effect radius decreased by 32%
*****************************************************
******* Chinese Faction Additions and Changes *******
*****************************************************
-------New units, structures and additions-------
-Shenlong Flame Tank (super-heavy tank with twin flame cannons)
-Minigun Team (3-man team with portable anti-ground gattling cannon)
-Disruptor Team (3-man team with portable anti-ground missile launcher, can choose FLAK and EMP)
-Breakthrough Strategy (1 Star unlock required for Overlord and Shenlong)
-Volatile Incendiaries upgrade (required for Inferno Cannons and Hellfire MiGs to create firestorms)
-------Tweaks and adjustments--------
-Red Guard cost decreased from 300 to 150 (75 per Red Guard)
-Red Guard model updated
-Tank Hunter cost decreased from 280 to 250
-Tank Hunter firing FX updated
-Pyro Technician cost increased from 300 to 350
-Pyro Technician flamethrower damage decreased by 50%
-Pyro Technician fire wall ability damage removed entirely (only the actual flames created by the ability now do damage)
-Pyro Technician now requires a War Factory
-Volunteer Squad movement speed increased by 40%
-Volunteer Squad cost decreased from 1200 to 1000
-Nukeneer now has a deploy button
-Nukeneer now uses 2 transport slots rather than 1
-Nukeneer cannot be crushed by vehicles anymore
-Black Lotus “Cash Hack” time required to complete the hack decreased from 6 to 3 seconds
-Black Lotus “Cash Hack” now steals 1500 cash instead of 1000
-Black Lotus “Vehicle Hack” time required to complete the hack decreased from 2 to 1 second
-Black Lotus “Capture Building” hack time required to complete the hack decreased from 6 to 4 seconds
-Listening Outpost cameo updated
-Listening Outpost now needs to deploy before becoming stealthed
-Listening Outpost will now kill all Hackers occupying the vehicle when destroyed
-Supply Truck movement speed increased by 50%
-Supply Truck can now drive in reverse
-Supply Truck now has engine exhaust effects
-Gattling Tank damage against ground targets reduced by 13%
-Gattling Tank cost increased from 600 to 700
-Gattling Tank now has 4 visually different variants
-Battlemaster cameo updated
-Battlemaster damage reduced by 15%
-Battlemaster rate of fire decreased by 5%
-Battlemaster cost increased from 700 to 750
-Troop Crawler’s Red Guards have been removed (pricing and production speed adjusted accordingly)
-Troop Crawler now has a indicator ability for its stealth detection range
-Troop Crawler health increased by 16.6 %
-Troop Crawler Recon Kit is now a global upgrade purchased for $1000 at the Propaganda Center
-Troop Crawler recon scan range increased by 20%
-Troop Crawler recon scan area of effect increased by 100%
-Troop Crawler Recon Kit health upgrade increased from 25% to 33%
-Troop Crawler Recon Kit makes Troop Crawler 30% more resistant to 'JET_MISSILES' Damage
-Dragon Tank armor damage taken from 'GATTLING' damage decreased from 25% to 10%
-Dragon Tank cost increased from 700 to 800
-Dragon Tank max health increased from 290 to 350
-Inferno Cannon cost increased from 800 to 1000
-Inferno Cannon no longer creates firestorms by default (requires new 'Volatile Incendiaries' upgrade)
-ECM Tank now shows jamming radius with a decal
-ECM Tank jammer ability vehicle disabled rate decreased by 50%
-ECM Tank jammer sphere effect optimized
-ECM Tank jammer ability no longer affects airborne targets
-Twin Fang cameo updated
-Twin Fang firing FX updated
-Overlord Bunker add-on no longer gives the overlord 10% additional damage resistance
-Overlord Bunker add-on now gives all occupied infantry garrison weapon bonuses (33%+ range and 25%+ damage)
-Overlord weapon rate of fire increased by 40%
-Overlord Horde Bonus no longer just helps to stack with other units, instead Overlord now benefits from it
-Nuke Cannon now has a deploy button
-Nuke Cannon EMP Shells removed
-Nuke Cannon explosions will now cause trees near the impacts to fall down
-Nuke Cannon movement speed increased by 25%
-Nuke Cannon rate of fire decreased by 25%
-Nuke Cannon now properly benefits from Horde Bonus
-MiG Fighter model and cameo updated
-MiG Fighter cost increased from 1000 to 1100
-MiG Fighter max health decreased from 160 to 120
-MiG Fighter health gained from Aircraft Armor increased from 50 to 90
-Hellfire MiG cost increased from 1300 to 1400
-Hellfire Mig build time decreased from 16 to 14
-Hellfire MiG bombs will now only 'home' in on slow moving vehicles but not fast moving vehicles
-Hellfire MiG bombs no longer create firestorms by default (requires new 'Volatile Incendiaries' upgrade)
-Hellfire MiG bombs can now create firestorms in groups of 2
-Hellfire MiG now requires a Breeder Reactor
-Hellfire MiG damage per bomb reduced by 15%
-Hellfire MiG damage type changed from “EXPLOSION” to “JET_MISSILE”
-Hellfire MiG attack range reduced by 12.5%
-Han Gunship cameo updated
-Han Gunship upgrade cameos updated
-Han Gunship max health decreased by 20%
-Han Gunship now benefits from the Aircraft Armor upgrade
-Han Gunship Nuclear Loadout upgrade cost increased from 800 to 1100
-Han Gunship Nuclear Loadout upgrade production time increased from 15 to 18 seconds
-Han Gunship Nuclear Loadout rocket’s radiation field changed from medium to small
-Han Gunship Nuclear Loadout rocket splash damage radius reduced by 25%
-Propaganda Airship now requires a Breeder Reactor instead of a Propaganda Center
-Propaganda Airship max health decreased by 20%
-Propaganda Airship now benefits from the Aircraft Armor upgrade
-Propaganda Airship cameo updated
-Propaganda Airship Battlecry duration increased by 2 seconds
-Propaganda Airship Battlecry effects improved
-Propaganda Airship Battlecry now has a proper cooldown time effect on its ability button
-Speaker Tower model and cameo updated
-Speaker Tower max health increased from 450 to 600
-Speaker Tower jammer upgrade can now be purchased per Speaker Tower
-Speaker Tower jammer upgrade cost decreased from 1000 to 300
-Speaker Tower jammer upgrade production time decreased from 30 to 10 seconds
-Speaker Tower with jammer upgrade now shows its ECM radius with a decal
-Speaker Tower can no longer be upgraded with mines
-Speaker Tower can now be upgraded into Sensor Tower (detects stealth over a long range)
-Speaker Tower now has a radius decal indicating its area of effect (also includes other types of units that have propaganda speakers)
-Patriotism Upgrade removed
-Propaganda Center reduces cost of all infantry units by 20% by default (no longer requires Patriotism upgrade)
-Propaganda Center cost increased from 1000 to 1500
-Land Mines upgrade cost decreased from 600 to 400
-Land Mines upgrade production time decreased from 20 to 12 seconds
-MiG Armor upgrade costs increased from 1000 to 1500
-MiG Armor upgrade renamed to Aircraft Armor
-Subliminal Messaging upgrade cost increased from 1000 to 1500
-Mass Mobilisation now required to produce Hopper Tanks
-Mass Mobilisation now also unlocks Optimized Vehicle Production for Chinese War Factories
-War Factory can now choose Optimized Vehicle Production (doubles production of all T0 vehicles, disables T1 and T2 from being build unless normal production is chosen again)
-Radio Intercepts duration decreased from 18 seconds to 2.5 seconds
-Radio Intercepts recharge time decreased from 3:00 minutes to 2:00 minutes
-Radio Intercepts cameo updated
-ECM Burst Bomb now distracts missile/rocket based anti-air weapons for a much longer time in the second and third rank
-ECM Burst radius cursor has been updated
-ECM Burst recharge time decreased from 4:00 to 3:30
-Spy Plane now makes a single sweep instead of multiple
-Spy Plane no longer reveals stealthed units with its sweep
-Spy Plane sweeped area now remains revealed for a much longer time
-Spy Plane max health decreased from 2000 to 1000
-Spy Plane no longer has any ECM effects
-Spy Plane model and cameo updated
-Spy Plane recharge time decreased from 2:30 to 2:00 minutes
-Napalm Strike bomber max health decreased from 1000 to 700
-Napalm Strike now changes button when Black Napalm upgrade has been purchased
-EMP Pulse Bomb recharge time decreased from 5:00 to 4:00
-Frenzy trigger effect improved (purely visual)
-Propaganda pulse effects optimized
-Propaganda effect icons updated (changed from a healing cross to a red star)
*************************************************
******* GLA Faction Additions and Changes *******
*************************************************
-------New units, structures and additions-------
-Demo Truck added (replaces Demo Track)
-Partisan (stealth detector/spotter and sniper infantry)
-Mercenary Contracts 1 star unlock (allows training of mercenary units)
-Mercenary Gunner (tier 1 special infantry with machete and MG, can dig fox hole to place himself inside)
-Mercenary Grenadier (tier 2 special infantry with machete, MP and grenade launcher)
-Recycler Truck (tier 1 special vehicle, repairs vehicles and recycles salvage to unlock new technologies)
-------Tweaks and adjustments--------
-Rebel production cost decreased from 150 to 75
-Tunnel Defender production cost decreased from 300 to 250
-Tunnel Defender rocket warhead now changes visually when upgraded with AP rockets
-Terrorist Car Bomb ability removed entirely
-Terrorist now becomes permanently stealthed after the Camouflage upgrade
-Terrorist with camouflage will reveal himself when in close proximity to an enemy vehicle
-Hijacker is no longer stealthed when stationary
-Hijacker now becomes permanently stealthed after the Camouflage upgrade
-Hijacker with Camouflage will reveal himself when in close proximity to an enemy vehicle
-Angry Mob pistol damage increased by 20%
-Angry Mob production cost decreased from 1000 to 800
-Angry Mobs can no longer be crushed
-Jarmen Kell Stinger Missiles are now completely immune to ECM, PDL and other missile/rocket counters (including Countermeasures)
-Jarmen Kell Stinger Missile attack now shows an ammo icon next to the health bar
-Jarmen Kell Suppressive Fire can no longer be used on structures and drones
-Jarmen Kell Suppressive Fire deadzone removed
-Insurrection Mob is now unique and no longer a larger standard mob
-Insurrection Mob no longer benefits from the Arm the Mob upgrade
-Insurrection Mob damage slightly increased (still less than the previous AK upgraded mob)
-Insurrection Mob can no longer be crushed
-Informant recharge time decreased from 3:00 to 2:30
-Informant will now stealth in 0.5 seconds instead of 2.0
-Informant now has a 'Report Situation' ability which doubles his sight radius for a short amount of time
-Informant can no longer be transported or garrison structures
-Informant vision range increased from 220 to 250
-Informant will only reveal himself when taking damage or when coming in close proximity with enemy units
-Command Truck now instantly dies when struck by a pilot-killing weapon
-Command Truck can now transport up to 2 Workers
-Command Truck will now act as if it’s deployed when within a Chemical Lab (radar and generals powers can be used)
-Command Truck now has engine exhaust effects
-Command Truck can now perform radar scans after the Escalation upgrade
-Observation Van model and cameo updated
-Observation Van now has engine exhaust effects
-Observation Van can no longer gain Observation Scan ability when upgraded with Observation Scanners
-Observation Scanner upgrade cost decreased from 600 to 300
-Technical model and cameo updated
-Technical now has 7 visually different variants
-Technical salvage upgrade 1 now gives it a more powerful machine gun
-Technical salvage upgrade 2 now gives it a hitscan cannon
-Quad Cannon model and cameo updated
-Quad Cannon now has 3 visually different variants
-Scorpion Tank model and cameo updated (small visual updates from the original ZH/Generals scorpion)
-Scorpion Tank now has 5 visually different variants
-Scorpion Tank cost decreased from 700 to 600
-Scorpion Tank health decreased by 5%
-Scorpion Tank top speed increased by 15%
-Scorpion Tank main gun damage increased by 8% (only affects non-salvage upgraded version of the gun)
-Scorpion Tank now gains upgrades for its cannon in all salvage upgraded states and not just the first one (rocket upgrades remain the same)
-Scorpion Tank now receives a visual update when equipped with Toxin Shells
-Scorpion Tank no longer requires Black Market
-Scorpion Tank will no longer automatically use its rockets on infantry units
-Scorpion Tank Rocket upgrade cost increased from 1000 to 1500
-Scorpion Tank Rocket upgrade moved to Chemical Lab
-Toxin Tractor model and cameo updated
-Toxin Tractor now has 3 visually different variants
-Toxin Tractor cost increased from 600 to 800
-Toxin Tractor weapon range increased by 25%
-Toxin Tractor max health increased by 8%
-Toxin Tractor movement speed increased by 20%
-Toxin Tractor salvage upgrades now give a much greater increase of damage
-Toxin Tractor splash damage for the main weapon increased by 100%
-Toxin Tractor can now effectively move and attack at the same time
-Toxin Tractor Contaminate Ability can now be activated on the spot or at a location with 2 independent buttons
-Toxin Tractor contaminated poison field damage increased by 100%
-Marauder Tank model and cameo updated
-Marauder Tank now has 4 visually different variants
-Marauder Tank cost increased from 800 to 1200
-Marauder Tank max health decreased by 11%
-Marauder Tank no-salvage damage increased by 16%
-Marauder Tank no-salvage rate of fire increased by 30%
-Marauder Tank Junk Repair heal rate increased by 100%
-Marauder Tank can now plow through mine fields unharmed (demo traps and specialist mines not included)
-Marauder Tank now receives a visual update when equipped with Toxin Shells
-Rocket Buggy mortar rate of fire decreased by 16%
-Rocket Buggy now has 3 visually different variants
-Rocket Buggy mortar pre-firing delay removed
-Rocket Buggy now gains a 50% improved rate of fire for its mortar from the Buggy Ammo upgrade
-Rocket Buggy is no longer required to stop before alternating between weapon modes
-Rocket Buggy mortar now benefits from the Toxin Shells upgrade
-Bm-21 Grad available without the “Assault Tactics” unlock
-Bm-21 Grad now has 3 visually different variants
-Bm-21 Grad now shows a pair of headlights
-BM-21 Grad pre-firing delay increased from 0.5 to 1.5 seconds
-Bm-21 Grad pre-firing delay from single rocket mode removed entirely
-BM-21 Grad single shot rate of fire increased by 10%
-Ural Truck now has 3 visually different variants
-Bomb Truck now has 3 visually different variants
-Bomb Truck now has exhaust particle effects
-Bomb Truck now benefits from a unique salvage mechanic which allows it to recover nuclear material (and warheads) to use as payload
-Bomb Truck default damage increased by 50%
-Bomb Truck can now drive in reverse
-Battle Bus model and cameo updated
-Battle Bus now has 3 visually different variants
-Battle Bus cost decreased from 1000 to 750
-Battle Bus now requires “Assault Tactics” unlock
-Battle Bus turn speed increased by 10%
-Gazelle damage per rocket decreased by 33%
-Gazelle now fires bursts of 6 rockets instead of 2
-Gazelle scatter radius increased by 66%
-Gazelle anti-tank missile damage increased by 25%
-Gazelle cost increased from 800 to 1000
-Gazelle Toxin Sprinker now properly shows a cooldown on its ability button
-Interceptor model and cameo updated
-Interceptor cost increased from 800 to 1000
-Interceptor now has rockets in addition to its machine guns
-Interceptor machine guns will no longer be replaced by weapon upgrades (the rockets are replaced instead)
-Interceptor RPG upgrade replaced by Missile upgrade
-Interceptor can now alternatively upgrade to carry bombs
-Demo Trap cost decreased from 400 to 200
-Demo Trap production time increased 4 from to 5 seconds
-Demo Trap will now properly be detected at the same range as other mines and explosives (previously was detected at the same range as regulair structures)
-Dushka Nest gunner is now much harder to kill when Dushka Nest has been fortified
-Dushka Nest with camo netting will now always reveal itself as long as something is within weapon range (even when the gunner is killed)
-Tunnel Network cost decreased from 800 to 700
-Tunnel Network with Camo Netting will now reveal itself when enemy infantry come in close proximity
-Barracks model and cameo updated (now has a GLA flag on it rather than a team-colored flag)
-Captured Supply Stash Tunnels can no longer train Workers
-Black Market cost decreased from 2000 to 1500
-Black Market no longer produces money when build
-Black Market Cash Bounty upgrades will no longer increase the income of the black market
-Black Market Cash Bounty 3 cost decreased from 3000 to 2000
-Black Market can purchase up to 3 weapon merchants in tier 2 (each merchant generates an income of $35 every 2 seconds)
-Chemical Lab cost decreased from 2500 to 2000
-Scud Storm model and cameo updated
-Scud Storm missile explosion effect updated
-Junk Repair cameo updated
-Junk Repair upgrade cost decreased from 2000 to 1000
-Junk Repair research time decreased from 60.0 seconds to 30.0
-AP Rockets cameo updated
-AP Rockets upgrade cost decreased from 2000 to 1500
-AP Rockets research time decreased from 60.0 seconds to 45.0
-AP Bullets upgrade moved to Black Market
-AP Bullets research time decreased from 60.0 seconds to 45.0
-Camouflage upgrade costs decreased from 2000 to 1500
-Anthrax Beta cost decreased from 2500 to 2000
-Assault Tactics cameo updated
-High Explosive Caches cameo updated
-Ambush cooldown decreased from 4:00 to 3:30 minutes
-Ambush Rank 1 Infantry changed from 4 Rebels, 1 Tunnel Defender to 6 Rebels, 2 Tunnel Defenders
-Ambush Rank 2 Infantry changed from 8 Rebels, 2 Tunnel Defender to 12 Rebels, 4 Tunnel Defenders
-Ambush Rank 3 Infantry changed from 16 Rebels, 4 Tunnel Defender to 24 Rebels, 8 Tunnel Defenders
-Oil Sabotage can now only be activated upon an enemy unit
-Oil Sabotage can no longer be accidentally activated on the ground without effect
-Oil Sabotage cost increase percentages increased from 10,20,40 to 15,30,45
-Diverted Supply Drop is now automatically dropped onto the airfield and can no longer be manually used as an ability
-GPS Scrambler now also works on non-GLA buildings
*****************************************************
******* Russian Faction Additions and Changes *******
*****************************************************
-------New units, structures and additions-------
-Topol-M (mobile nuclear missile launcher, high range, missiles cost money)
-Missile Silo (nuclear missile silo, very high range, missiles cost money)
-ICBM Clearance Rank 1 unlock (required to field the Topol-M and build the Missile Silo)
-Radar outpost (replaces Radar Station, can be upgraded with different functions like an air-raid warning system)
-Arena Component Tower add-on (replaces Air Raid Component)
-Construction Crane (replaces Dozer)
-Hellion Gunship (replaces Hokum, functions similarly)
-Thermobaric Ordnance upgrade (Gives Hunchback bombs and the Hellion thermobaric rockets)
-Sokol (stealthed ground-attack aircraft)
-Goliath Active defence system upgrade (tier 2 upgrade for helicopters)
-Assault Armaments Upgrade
-Shmel Trooper (tier 0 anti-garrison/infantry unit)
-Field Quarters Truck (requires new Conscript Reserves unlock)
-BMD-1 (replaces first BMD-4 in VDV Paradrop)
-Shilka (anti-personnel/air vehicle added to Armored Reserves)
-------Tweaks and adjustments--------
-Anti-garrison upgrade removed
-Camaraderie effect now triggers a particle effect upon death of an infantry showing its effective range
-Conscript production cost decreased from 100 to 50
-Conscript 'Larger Rifle Magazines' upgrade renamed to 'Advanced Infantry Munitions'
-Conscript will now display a slightly larger and differently colored magazine when upgraded with Advanced Infantry Munitions
-Conscript upgraded with goggles will now detects mines and explosive traps at double the range
-RPG Conscript production cost decreased from 350 to 250
-RPG Conscript damage reduced by 9%
-RPG Conscript now fires his weapon 25% faster
-RPG Conscript gains a secondary distraction rocket from the Advanced Infantry Munitions upgrade (this warhead will trigger PDL and Arena systems while the real warhead hits the target)
-Igla Trooper cost decreased from 175 to 150
-Igla Trooper will now automatically alternate between launcher or MP depending on what target he is ordered to attack
-Igla Trooper can now switch to lock-on mode (firing in this mode ignores all types of countermeasures but requires a short lock-on delay)
-Shock Trooper production cost decreased from 600 to 500
-Shock Trooper resistance to 'SMALL_ARMS' damage increased by 20%
-Shock Trooper resistance to 'COMANCHE_VULCAN' damage increased by 20%
-Shock Trooper resistance to 'EXPLOSION' damage increased by 20%
-Shock Troopers can now switch between weapons properly if multiple of them are selected with different weapon setups
-Shock Trooper Tesla Gun no longer creates additional arcs of electricity upon killing an infantry
-Shock Trooper Tesla Gun now requires the Tesla Tech unlock
-Shock Trooper no longer passes on the Camaraderie damage bonus to friendly troops upon death
-Shock Trooper no longer gains the Camaraderie damage bonus if friendly Russian infantry die near him
-Boris machine gun damage against aircraft increased by 50%
-Boris RPG rockets are now completely immune to ECM, PDL and other missile/rocket counters
-Boris RPG rockets now have a secondary splash damage (it does less damage than from a direct hit but allows him to damage multiple units with each shot)
-Boris RPG rockets now have a unique model and visually enhanced detonation effect
-Boris Airstrike will now show a flare shortly before the MiG bombers arrive
-Boris Airstrike can no longer be intercepted (they now make a similar diving sweep as Euro Fighters)
-Boris Airstrike MiGs now drop a single bomb instead of two
-Boris Airstrike MiGs bomb damage increased by 15%
-Boris Airstrike starts of with two bombers but gains one additional bomber which each Veterancy level (total of 5 on Heroic rank)
-Boris Airstrike now gives him Veterancy from the kills made by the MiGs
-VDV Paratrooper model updated
-VDV Paratrooper now has 2 additional model variants
-VDV Paratrooper can now capture buildings (if Capture Building upgrade is purchased)
-VDV Paratrooper can no longer be crushed
-VDV RPG Trooper model updated
-VDV RPG Trooper now has 2 additional model variants
-VDV RPG Trooper can switch between regular and thermobaric warheads
-VDV RPG Trooper can no longer be crushed
-Smoke Grenade created smoke screens will now only remain 6.5 seconds (was 10)
-Smoke Grenade ability will make enemy units stop attacking the unit who activated them (if not in close proximity)
-Smoke Grenade ability now has a proper cooldown time effect on the ability button
-Supply Truck cost decreased from 1100 to 1000
-Supply Truck Health increased by 33%
-Supply Truck can now be revived using Emergency Recovery or recovery from the MTP
-Supply Truck can now be upgraded into a Field Quarters Truck after unlocking the 'Conscript Reserves' Generals point
-Mishka movement speed decreased by 16%
-Mishka can no longer carry a single passenger by default
-Mishka now gains fireports and 2 passenger slots after Assault Armaments has been purchased
-Mishka now has guard mode and attack move available after the Assault Armaments upgrade
-Mishka now benefits from the ERA armor upgrade
-BMP texture and cameo updated
-BMP autocannon damage increased by 100%
-BMP cost decreased from 800 to 750
-Tunguska model, texture and cameo updated
-Tunguska can now launch smoke grenades
-Tunguska top speed reduced by 12.5%
-Tunguska health increased by 20%
-Tunguska damage against ground targets increased by 16.6%
-Tunguska range against ground targets increased by 6.6%
-Tunguska now gains 25% more damage on its cannons and 66% more damage on its missiles after the Assault Armaments upgrade (cannon damage only applies to the cannons when targeting aircraft)
-Kodiak model, texture and cameo updated
-Kodiak turret-mounted machine gun now fires in bursts instead of constantly (DPS and overall damage values remain unchanged)
-Kodiak health increased from 550 to 600
-Kodiak cannon damage increased by 15%
-Kodiak cost decreased from 1300 to 1200
-Kodiak can now switch between ATGM and Normal Shell attacks after being upgraded with Assault Armaments
-MTP texture and cameo updated
-MTP damage resistance to 'JET_MISSILES' increased by 20%
-MTP can now be ordered to recover on a location or at a target location
-Buratino model, texture and cameo updated
-Buratino can now launch smoke grenades
-Buratino rockets now do 10 additional 'INFANTRY_MISSILE' damage
-Tesla Tank model, texture and cameo updated
-Tesla Tank can now launch smoke grenades
-Msta Smoke Round ability removed
-Msta cost decreased from 1800 to 1700
-Msta top speed increased from 20 to 24
-Msta can now launch smoke grenades
-Msta can now be set to precision or scatter fire modes
-Koalition Gun System upgrade cost decreased from 2000 to 1500
-Grumble model, texture and cameo updated
-Grumble missiles will no longer be targeted by base defences
-Grumble missiles can no longer be targeted anti missile systems such as PDL or Arena (Cyclops is the only exception to this)
-Golem model, texture and cameo updated
-Golem no longer gains bonus damage against structures
-Golem no longer has an anti-personnel machine gun turret
-Golem smoke grenade ability removed
-Golem is now equipped with 2 turret mounted anti-air/personnel machine guns
-Golem now has Shtora Active Defence ability which renders the tank untargetable for 5 seconds (note this does not mean invulnerable, just that attack orders cannot be performed on it for that time)
-Golem is no longer immune to microwave disable beams or EMP fields altho highly resistant to them
-Sentinel model, texture and cameo updated
-Sentinel Warden Missiles are now fired in bursts of 4 instead of 2 (damage changed to do the same as before)
-Sentinel Warden Missiles now additionally do 15 'ARMOR_PIERCING' damage (only applicable to the ground attack)
-Sentinel Arena now has a decal indicating the range it covers
-Sentinel can now drive in reverse
-Sentinel self repair rate increased by 100%
-Arms Supplier deploy time decreased from 1.8 to 1.5 seconds
-Arms Supplier will no longer get destroyed when the Industrial Plant it resides in is destroyed
-Arms Supplier cost decreased from 1900 to 1800
-Arms Supplier production time decreased from 20.0 to 18.0 seconds
-BMD-4 Sprut SD Upgrade now does 90% less damage to structures
-BMD-4 Sprut SD Upgrade weapon range increased by 20%
-BRDM model, texture and cameo updated
-BRDM Max health increased by 33%
-BRDM movement speed decreased by 25%
-BRDM can now transport up to 4 infantry
-BRDM damage type changed from 'EXPLOSION' to 'INFANTRY_MISSILE'
-BRDM missile splash damage reduced
-BRDM now has smoke grenades
-Rhino Tank now requires Assault Armaments to use its ATGM attack
-Rhino Tank ATGM damage type changed from 'ARMOR_PIERCING' to 'STEALTHJET_MISSILES' (this makes it only effective against vehicles)
-Rhino Tank can now switch between missile and shell attacks (missile attacks have been adjusted for more optimal use as primary weapon)
-Rhino Tank model and cameo updated
-Rhino Tank now benefits from the ERA upgrade
-Rhino Tank max health increased by 25%
-Hunchback cost decreased from 1400 to 1300
-Hunchback will no longer survive with 1% HP if hit by a fully upgraded raptor (unless it’s promoted to Veteran status or higher)
-Hunchback will now drop bombs twice as fast as before
-Hunchback bomb damage decreased by 25%
-Hunchback rate of fire increased by 17%
-Hind cameo updated
-Hind cost decreased from 2500 to 2300
-Hind nose gun scatter radius increased by 80%
-Hind nose gun damage increased by 50%
-Hind minigun turret rotation speed increased by 125%
-Hind will no longer survive with 1% HP if hit by a fully upgraded raptor (unless it’s promoted to Veteran status or higher)
-Frogfoot replaced by Sokol
-Berkut can no longer target ground units with its missiles (can still use the machine guns for this however)
-Berkut machine gun damage type against ground targets changed from 'GATTLING' to 'COMANCHE_VULCAN'
-Berkut machine gun damage against ground targets increased by 20%
-Berkut machine gun now scatters a lot more when used on ground targets (making it a lot more effective against grouped infantry)
-Berkut Evasive Manoeuvres animation now looks a lot smoother
-Berkut Evasive Manoeuvres now has a proper cooldown time effect on its ability button
-Kashtan model, texture and cameo updated
-Kashtan cost decreased from 1200 to 1000
-Kashtan weapon range against aircraft increased by 22%
-RPG Component Tower model, texture and cameo updated
-RPG Component Tower missile speed increased by 20%
-RPG Component Tower rate of fire increased by 10%
-RPG Component no longer benefits from Compressed Missile Engines upgrade
-RPG Component Tower range increased by 19%
-Tesla Component Tower model, texture and cameo updated
-Command Bunker model and cameo updated
-Industrial Plant model, texture and cameo updated
-Industrial Plant now provides 15% cost reduction on vehicles by default
-War Factory model, texture and cameo updated
-Helipad model, texture and cameo updated
-Barracks model updated (now has a Russian flag on it rather than a team-colored flag)
-Infantry Medkits upgrade cost decreased from 1500 to 1000
-Thermobaric Ordnance upgrade cost decreased from 2000 to 1500
-Coal Plant Expansion upgrade cost decreased from 1500 to 1000
-Weapon Bunker cost increased from 1000 to 1500
-Advanced Infantry Munition upgrade cost decreased from 1000 to 750
-Compressed Missile Engines upgrade no longer provides its bonuses to Helicopters and Aircraft
-Tu-22 Backfire Missile Strike damage increased by 25%
-Tu-22 Backfire Missile Strike scatter radius decreased from 60 to 30
-Tu-22 Backfire Missile collision removed (they will now always hit the intended target area regardless of obstructions)
-VDV Paradrop at rank 1 now drops 1 BMD-1 instead of 1 BMD-4
-VDV Paradrop at rank 2 now drops 1 BMD-1 and 1 BMD-4 instead of 2 BMD-4's
-VDV Paradrop at rank 3 now drops 1 BMD-1 and 2 BMD-4 instead of 3 BMD-4's
-VDV Drop BDM-4 can no longer upgrade to a mortar (the newly added BMD-1 however can)
-Blackjack model and texture updated
-Surveillance Missile now reveals 25% more shroud during its flight
-Surveillance Missile recharge time decreased from 3:00 to 2:00 minutes
-Surveillance Missile revealed terrain at its impact side will remain visible much longer
-Surveillance Missile health increased by 100%
-Conscript Drop unlock renamed to 'Conscript Reserves”
-Conscript Paradrop ability now drops 18 conscripts, instead of 12.
-Targeting Satellite radius cursor updated
-Blackout Node unlock now available at rank 3 instead of rank 5
-Armor Reserves now drops 3 Rhinos, 3 BRDM and 3 Shilkas
-Armor Reserves now available at rank 5 instead of rank 3
*************************************************
******* ECA Faction Additions and Changes *******
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-------New units, structures and additions-------
-Claymore Howitzer (long-range howitzer vehicle)
-Cheetah Attack Helicopter for Region command (can be chosen as upgrade instead of a Radar Heli)
-Venom Protocol (unlocks Viking Venom, Valkyrie Venom, Jumpjet Troops and upgrades all ECA infantry except Frank Jaeger and Commandos with exoskeletons, improving their performance)
-Viking Venom (powered armor with heavy sniper cannon and missiles, may take flight, max 1)
-Valkyrie Venom (powered armor with canister cannon, grenade launcher and missiles, may take flight, max 1)
-Jumpjet Troop (infantry with small cannons, may take flight, cannot be targeted by heavy anti-air)
-Combat Pioneer (tier 1 mortar infantry unit, requires “Artillery Support” unlock)
-Anvil Bot (unique ECA unit unlocked by Manticore Protocol, makes friendly units untargetable)
-Fenris Cryo Tank (unique ECA unit unlocked by Pandora Protocol, shoots freeze ray, may clear enemy vehicles)
-Bloodhound (spotter helicopter)
-Danger Close Barrage ability (usable on almost all buildings for the ECA, launches artillery shells)
-Non-lethal Chemicals upgrade (grants access to tear gas rounds for Mortar Pits and Pioneers, requires “Non-lethal Agents” generals power unlock)
-Warhound AVRE (mobile defence vehicle with MG and mortar cannon, may place C4 charge)
-Repair Specialists upgrade (various ECA units can repair structures with this)
-Heavy Sniper (sniper infantry with anti-material rifle, attacks infantry and vehicles, must deploy)
-Ammunition Reserves generals power (unlocks Ammo Bunker and Munition Track upgrade for Supply Track)
-Munition Track (build at Field Command or upgraded from Supply Track, provides boost to defences, can fire Chaff)
-Vehicle Digout (tank bunker for Leopard, Gepard and Mortar Track that requires “Prepared Defences” unlock)
-Research Facility (replaces R&D Compound and has the same functions)
-------Tweaks and adjustments--------
-Dog Kennel Removed
-Guard Dog is now also be trained from the Barracks
-Guard Dog cost decreased from 200 to 100
-Guard Dog production time increased from 5 to 8 seconds
-Felin Rifleman production cost decreased from 200 to 110
-Felin Rifleman will now automatically alternate between Starstreak missiles or assault rifle depending on what target he is ordered to attack
-Starstreak Missiles upgrade cost increased from 1000 to 1500
-Felin Rifleman Starstreak missile rate of fire increased from 1.5 seconds to 2.0
-Felin Rifleman Starstreak missile weapon range decreased by 31%
-Panzerfaust Soldier production cost decreased from 300 to 250
-Panzerfaust Soldier can now switch to vacuum rockets instead of manually targeting them
-Panzerfaust Soldier vacuum rocket damage reduced by 55%
-Panzerfaust Soldier projectiles can now be intercepted by PDL or Arena systems
-Panzerfaust Soldier projectiles can track slow moving vehicles (tanks and such but not fast movers like technicals)
-Panzerfaust Soldier vacuum rockets now clear 3 infantry from a garrison per rocket instead of 5 (Panzerfaust Pandur unaffected by this change)
-Panzerfaust Soldier no longer takes up 2 spaces in transports
-Engineer building repair rate increased by 100% (bringing it on pair with Engineer Pandur)
-Engineer repair aura decal has been made visually unique
-Combat Medic now shows a clear decal on the ground indicating the healing radius
-Combat Medic now heals infantry 100% faster and also herself
-Combat Medic cost decreased from 500 to 300
-Combat Medic now recovers wounded infantry in the same radius as her healing aura
-Combat Medic will only show a healing effect on infantry being healed within the area of effect rather than a static healing effect around the Medic
-Combat Medic Recover Wounded ability now returns a full refund instead of random price between 25% and 50%
-Wounded infantry that have been recovered by a Medic or Medic Pandur will now be picked up by a Medivac helicopter (purely cosmetic)
-Grenadier cost reduced from 850 to 600
-Grenadier damage increased by 14% (only for the standard grenades)
-Grenadier Airburst Grenades explosion effect updated
-Grenadier Airburst Grenades now have a differently colored tracer
-Frank Jeager can now disable vehicles by using his Sabotage ability
-Frank Jaeger sniper rifle range decreased by 17%
-Frank Jaeger sniper rifle is now an anti-material rifle (can damage vehicles)
-Frank Jaeger sniper rifle will now show a tracer effect visible to all players when firing
-Frank Jaeger will now crawl twice as fast when using the sniper rifle
-Frank Jaeger weapon switching is now instant but weapons and abilities will be set on a 4 second cooldown when switching
-Frank Jaeger garrison kill effect updated
-Commando Infantry can no longer be crushed by vehicles
-Commando Infantry cameos updated to be more clear on what they do
-Commando Medic now shows a clear decal on the ground indicating the healing radius
-Commando Medic now heals infantry 100% faster
-Commando Demolition will now show a little animation while planting a bomb
-Commando Demolition ability cameos updated to be more clear on what they do
-Commando Demolition can now plant bombs on his current location (plant on target ability removed since it was rather glitched)
-Supply Track cost decreased from 600 to 450
-Lynx APC production time decreased from 12 seconds to 8 seconds
-Lynx APC now has a gunner by default and can gain Veterancy
-Lynx APC passengers will emerge with full health rather than with a 50% penalty when destroyed
-Gepard production time decreased from 12 to 10 seconds
-Leopard cost decreased from 1100 to 1000
-Pandur with Engineer healing rate increased by 66% (making it slightly better than deployed Engineers)
-Pandur with Engineer repair aura decal has been made visually unique
-Pandur can now carry Combat Pioneers to gain a mortar attack
-Pandur can now carry Heavy Snipers to gain an anti-material cannon
-Pandur damage resistance to 'JET_MISSILES' increased by 20%
-Mobile Sensor Array cost decreased from 800 to 600
-Mobile Sensor Array production time decreased from 20 seconds to 12 seconds
-Mobile Sensor Array is now build at the Field Command and no longer available at the Vehicle Assembly Depot
-Mobile Sensor Array now requires Research Facility instead of Solar Reactor
-Mobile Sensor Array deploys and undeploys almost instantly now
-Mobile Sensor Array now displays a special decal on the ground indicating when it’s deployed/scanning
-Mobile Sensor Array damage resistance to 'EXPLOSION' and 'JET_MISSILES' increased by 50%
-Mobile Sensor Array max health increased by 40%
-Mole Minelayer is now build at the Field Command and no longer available at the Vehicle Assembly Depot
-Mole Minelayer mine field now has a proper cooldown time effect on its ability button
-Mole Mines will now reactivate as mines when the target they are chasing is destroyed by something
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