The Cincinnati Reds are a Major League Baseball team. Originally named the Cincinnati Red Stockings, the name was shortened to the Cincinnati Reds in the 1890s.
- 71970–1976: The Big Red Machine era
- 81977–1984: The end of the Machine
- 91990–2002: A world title and the end of an era
- 102003–present day: The Great American Ball Park opens
1869–1896: The original 'Red Stockings' and the pre-NL days[edit]
The 1869 Cincinnati Red Stockings team photograph.
The original Cincinnati Red Stockings, baseball's first openly all-professional team, was founded in 1866, and became fully professional in 1869. The Red Stockings won 130 straight games throughout 1869 and 1870, before being defeated by the Brooklyn Atlantics. Star players included brothers Harry and George Wright, Fred Waterman, and pitcher Asa Brainard. The 1869 Red Stockings made an eastern swing of 21 games and went undefeated. According to Walter Camp, the team received a banquet and a 'champion bat..this rather remarkable testimonial was twenty-seven feet long and nine inches in diameter.' The following year, the team lost only one game. They were defeated at the Brooklyn Athletic's Capitoline grounds park. According to Camp, the Red Stockings lost 8–7 in 11 innings. The game apparently served as a precursor to today's unruly crowds because he wrote: 'A crowd of ten thousand people assembled to witness this match, and so lost their heads in the excitement as to give the Western men a very unfair reception.' [See: 'Base-Ball For The Spectator' Walter Camp, Century Magazine October 1889]
The Red Stockings lost many players and their namesake in 1870, when the team decided to dissolve. The name went to Boston where, in 1871, a new team featuring some of Cincinnati's former stars began play as the Boston Red Stockings. This franchise would eventually become the Atlanta Braves. A new Cincinnati Red Stockings team became a charter member of the National League in 1876, five years after the first Red Stockings team. The second Red Stockings team was expelled from the league after the 1880 season, for 'violating' rules which had not yet gone into effect: namely, serving beer at games and allowing their park to be used on Sundays.
A third Cincinnati team of the same name was founded in 1881, becoming a founding member of the American Association, a rival league that began play in 1882. That team (which is the same franchise of today) played for nine seasons in the American Association and won the Association pennant in 1882. The pennant winning club still holds the record for the highest winning percentage of any Reds club to date (.688). In November 1889, the Cincinnati Red Stockings and the Brooklyn Dodgers both left the Association for the National League. In the move, the Red Stockings dropped 'Stockings' from their name.
1890–1911: In the National League for good[edit]
The Cincinnati Red Stockings left the American Association in 1890 to play in the National League.[1] One of the main reasons had absolutely nothing to do with the team directly—the upstart Player's League, an early, failed attempt to break the reserve clause in baseball. The league's impending presence severely weakened both previously existing leagues, and, because the National League decided to expand and the American Association was weakening, the team decided to accept the invitation to become members of the stronger National League. It was also at this time that the team first shortened their nickname from 'Red Stockings' to 'Reds.' The Reds wandered through the 1890s signing local stars & aging veterans. During this time, the team never finished above third place (1897) and never closer than 10½ games (1890).
At the start of the 20th century, the Reds had hitting stars such as Sam Crawford and Cy Seymour. Seymour's .377 average in 1905 was the first individual batting crown won by a Red. In 1911, Bob Bescher stole 81 bases which is still a team record. Like the previous decade, the 1900s (decade) were not kind to the Reds, as much of the decade was spent in the league's second division.
1912–1932: Redland Field to the Great Depression[edit]
In 1912, Redland Field, later to be known as Crosley Field, built on the corner of Findlay and Western Avenues on the city's west side opened for the Reds. The Reds had actually been playing baseball on that site for the last 20 years. By the late 1910s the Reds began to come out of the second division. The 1918 team finished 4th, and then new manager Pat Moran led the Reds to an NL pennant in 1919. The 1919 team had hitting stars led by Edd Roush and Heinie Groh while the pitching staff was led by Hod Eller and Harry 'Slim' Sallee, a left-hander. The Reds finished ahead of John McGraw'sNew York Giants, and then won the world championship in 8 games over the Chicago White Sox.
By 1920, the 'Black Sox' scandal had brought a taint to the Reds' first championship. In the remainder of the 1920s and early 1930s the Reds were second division dwellers for most of those years. Eppa Rixey, Dolf Luque and Pete Donohue were pitching stars; the offense never quite lived up to the pitching. By 1931 the team was bankrupt, thanks to the Great Depression, and Redland Field was in a state of disrepair.
1933–1940: Revival of 1930s[edit]
Powel Crosley, Jr., an electronics magnate who, with his brother Lewis M. Crosley, produced radios, refrigerators, and other household items, bought the Reds out of bankruptcy in 1933, and hired Larry MacPhail to be the General Manager. Powel Crosley Jr. had also started WLW radio and the Crosley Broadcasting Corporation in Cincinnati and was doing quite well as a civic leader. (WLW has been the Reds' radio flagship for decades.) MacPhail began to develop the Reds' minor league system and expanded the Reds' base. The Reds, throughout the 1930s, became a team of 'firsts'. Crosley Field, (formerly Redland Field), became the host of the first night game in 1935. Johnny Vander Meer became the only pitcher in major league history to throw back-to-back no-hitters in 1938. Thanks to Vander Meer, Paul Derringer, and infielder-turned-pitcherBucky Walters, the Reds had a solid pitching staff. The offense came around in the late 1930s. Ernie Lombardi was named the National League's Most Valuable Player in 1938, First basemanFrank McCormick was the 1940 NL MVP. Other position players included Harry Craft, Lonny Frey, Ival Goodman and Lew Riggs. By 1938 the Reds, now led by manager Bill McKechnie, were out of the second division finishing fourth. By 1939 they were National League champions. The Reds were swept by the New York Yankees in four straight. In 1940, they repeated as NL Champions, and for the first time in 21 years, the Reds captured a World championship, beating the Detroit Tigers 4 games to 3.
1941–1969: Kluszewski, Robinson, and the beginnings of a machine[edit]
World War II and age finally caught up with the Reds. Throughout the remainder of the 1940s and the early 1950s, Cincinnati finished mostly in the second division. In 1944, Joe Nuxhall, (who was later to become part of the radio broadcasting team), at age 15, pitching for the Reds on loan from a Hamilton, Ohio Junior High School, became the youngest person ever to play in a major league game—a record that still stands today. Ewell 'The Whip' Blackwell was the main pitching stalwart before arm problems cut short his career. Ted Kluszewski was the NL home run leader in 1954. The rest of the offense was a collection of over-the-hill players and not-ready-for-prime-time youngsters.
During 1954, the Reds changed their name to the Redlegs in response to the Second Red Scare and the height of the Communism movement. The name change never really caught on, and was reversed prior to the 1959 season.
In 1956, led by National League Rookie of the YearFrank Robinson, the Reds hit 221 HR to tie the NL record. The 1957 season brought two tough moments. The first caught Reds fans stuffing ballot boxes by having seven Reds in the All-Star Game. As a result, voting was banned until the 1970s. Around this time, the Dodgers and Giants left New York in favor of California. There were talks of moving the Reds or another National League club to New York. The maturation of Robinson and other players, along with increasing attendance in Cincinnati halted those talks.
By 1961, Robinson was joined by Vada Pinson, Wally Post, Gordy Coleman and Gene Freese. Pitchers Joey Jay, Jim O'Toole, and Bob Purkey led the staff. The newly renamed Reds captured the 1961 National League pennant, holding off the Los Angeles Dodgers and the San Francisco Giants, only to be defeated by the perennially powerful New York Yankees in the World Series. The Reds had many successful teams during the rest of the 1960s, but did not produce any championships. They won 98 games in 1962 (paced by Purkey's 23), but finished third. In 1964, they lost the pennant by one game, having taken 1st place when the Phillies collapsed in September but then losing out to the Cardinals. In that 1964 season, the beloved leader of the Reds, manager Fred Hutchinson, died of cancer, succumbing just weeks after the end of the 1964 season, one of baseball's most exciting pennant races ever. The failure of the Reds to win the 1964 pennant led to owner Bill DeWitt's selling off key components of the team, in anticipation of relocating the franchise. After the 1965 season he executed what may be the most lopsided trade in baseball history, sending former Most-Valuable Player Frank Robinson to the Baltimore Orioles for pitchers Milt Pappas, Jack Baldschun, and outfielder Dick Simpson. Robinson went on to win the MVP in the American league for 1966, win the 'triple crown', and lead Baltimore to its first ever World Series title in a four-game sweep of the Los Angeles Dodgers. The Reds did not recover from this trade until the rise of the 'Big Red Machine' of the 1970s.
Starting in the early 1960s, the Reds' farm system began producing a series of future stars, such as Jim Maloney (the Reds pitching ace of the 1960s), Pete Rose, Tony Pérez, Johnny Bench (a great catcher and the backbone of the Reds for years to come), Lee May, Tommy Helms, Bernie Carbo, Hal McRae, Dave Concepción, and Gary Nolan. The tipping point came in 1967 with the appointment of Bob Howsam as general manager. Howsam pulled two key trades to complement the Reds' bats. The first brought in outfielder Alex Johnson who would return to form after some years with the Phillies. The second traded veteran Vada Pinson to St. Louis for the speedy Bobby Tolan. Around this time, the Reds avoided an all but certain move to San Diego when the city of Cincinnati and Hamilton County agreed to build a new, state of the art, downtown stadium on the edge of the Ohio River. The Reds entered into a 30-year lease in exchange for the stadium commitment keeping the franchise in its original home city. In a series of strategic moves, Howsam nurtured the homegrown talent and brought in key personnel, allowing the team to finally reach its potential during the 1970s. The Reds' final game at Crosley Field, home to more than 4,500 baseball games, were played on June 24, 1970, a 5–4 victory over the San Francisco Giants. In its place, a new stadium, and a new Reds dynasty.
How to groom the Big Red Machine[edit]
Under Bob Howsam's administration starting in the late 1960s, the Reds instituted a strict rule barring the team's players from wearing mustaches, beards, and long hair. (This rule, with a mustache exemption, is also enforced to this day by the New York Yankees.) The clean cut look was meant to present the team as wholesome and traditional in an era of turmoil. Over the years, the rule was controversial, but persisted under the ownership of Marge Schott. All players coming to the Reds were required to shave and cut their hair for the next three decades or more. On at least one occasion, in the early 1980s, when the Reds were hurting for pitching, strict enforcement of this rule lost them the services of star reliever Rollie Fingers, who would not shave his trademark handlebar moustache in order to join the team. The Reds thus took a pass on Fingers. [1] When Pete Rose became player-manager in the mid-1980s, he grew a 'rat's tail', fashionable among the youth of the time, but the rule was not officially rescinded until 1999 when the Reds traded for slugger Greg Vaughn who had a goatee.
The Reds' grooming rules also included guidelines for wearing the uniform. In major league baseball, a club generally provides most of the equipment and clothing needed for play. However, players are required to supply their gloves and shoes themselves. Many players take advantage of this rule by entering into sponsorship arrangements with shoe manufacturers. Through the mid-1980s, the Reds had a strict rule that players were to wear only plain black shoes with no prominent logo. Reds players decried the boring color choice as well as the denial of the opportunity to earn more money through shoe contracts. A compromise was struck in which players were given the opportunity to wear red shoes.
For years, club management and players throughout Major League Baseball have been involved in a struggle over how uniform pants and stockings are to be worn. Generally, baseball players wear a double layer of socks—underneath, the regular socks or 'sanitaries' (traditionally plain white) and over that, a stirrup-type stocking (traditionally bearing team colors). Some clubs, such as the Reds, require that the pants and socks be worn so that the team colors on the stirrup are visible. However, since the 1990s, players have generally preferred to pull down the cuffs of their trousers all the way to the ankle, thus covering up the colored stockings.
1970–1976: The Big Red Machine era[edit]
1970–71: 102 victories and two big trades[edit]
In 1970, little known George 'Sparky' Anderson was hired as manager, and the Reds embarked upon a decade of excellence, with a team that came to be known as 'The Big Red Machine'. Playing at Crosley Field until June 30, 1970, when they moved into brand-new Riverfront Stadium, a 52,000 seat multi-purpose venue on the shores of the Ohio River, the Reds began the 1970s with a bang by winning 70 of their first 100 games. Johnny Bench, Tony Pérez, Pete Rose, Lee May and Bobby Tolan were the early Red Machine offensive leaders; Gary Nolan, Jim Merritt Jim Maloney and Jim McGlothlin led a pitching staff which also contained veterans Tony Cloninger and Clay Carroll and youngsters Wayne Simpson and Don Gullett. The Reds breezed through the 1970 season, won the NL West and captured the NL pennant by sweeping the Pittsburgh Pirates in three games. By time the club got to the World Series, however, the Reds pitching staff had run out of gas and the veteran Baltimore Orioles beat the Reds in five games.
After the disastrous 1971 season (the second season between 1961 and 1981 during which the Reds finished with a losing record) the Reds reloaded by trading veterans Jimmy Stewart, May, and Tommy Helms for Joe Morgan, César Gerónimo, Jack Billingham, Ed Armbrister, and Denis Menke. Meanwhile, Dave Concepción blossomed at shortstop. 1971 was also the year a key component of the future world championships was acquired in George Foster from the San Francisco Giants in a trade for shortstop Frank Duffy.
1972–1974: Enter Joe Morgan[edit]
The 1972 Reds won the NL West in a baseball first ever strike-shortened season and defeated the Pittsburgh Pirates in an exciting five-game playoff series—that fifth game in Cincinnati was the last major league game Pittsburgh's great Roberto Clemente ever played—then faced the Oakland Athletics in the World Series. Six of the seven games were won by one run. With powerful slugger Reggie Jackson sidelined due to an injury incurred during Oakland's playoff series against Detroit, Ohio native Gene Tenace got a chance to play in the series for manager Dick Williams, delivering four home runs that tied the World Series record for homers, propelling Oakland to a dramatic seventh game series win. This was the first World Series in which no starting pitcher for either side pitched a complete game.
The Reds won a third NL West crown in 1973 after a dramatic second half comeback, that saw them make up 10½ games on the Los Angeles Dodgers after the All-Star break. However, they lost the NL pennant to the New York Mets in five games. In game one, Tom Seaver faced Jack Billingham in a classic pitching duo, with all three runs of the 2–1 margin being scored on home runs. John Milner provided New York's run off Billingham, while Pete Rose tied the game in the seventh inning off Seaver, setting the stage for a dramatic game ending home run by Johnny Bench in the bottom of the ninth inning. The New York series provided plenty of controversy with the riotous behavior of Shea Stadium fans towards Pete Rose when he and Bud Harrelson scuffled after a hard slide by Rose into Harrelson at second base during the fifth inning of Game 3. A bench-clearing fight resulted. The resulting on-field tension led to two separate incidents in which play was stopped. The Reds trailed 9–3 and New York's manager, Yogi Berra, and legendary outfielder Willie Mays at the request of National League president Warren Giles appealed to fans in left field to restrain themselves. The next day the series was extended to a fifth game when Rose homered in the 12th inning to tie the series at two games each.
The 1974 season started off with much excitement, as the Atlanta Braves were in town to open the season with the Reds. Hank Aaron entered opening day with 713 home runs, one shy of tying Babe Ruth's record of 714. On a three ball one strike count, the first pitch Aaron swung at in the 74 season was the record tying home run off Jack Billingham. The next day the Braves benched Aaron, hoping to save him for his record-breaking home run on their season opening homestand. The commissioner of baseball, Bowie Kuhn, ordered Braves management to play Aaron the next day, where he narrowly missed the historic home run in the fifth inning. Aaron went on to set the record in Atlanta two nights later off Al Downing and the Los Angeles Dodgers. 1974 also was the debut of Marty Brennaman, who replaced Al Michaels, after Michaels left the Reds to broadcast for the San Francisco Giants. However, the Reds would win 98 games in 1974, finishing second to MVP Steve Garvey and the Los Angeles Dodgers.
1975–76: The Great Eight win back-to-back titles[edit]
With 1975, the Big Red Machine lineup solidified with the starting team of Johnny Bench (c), Tony Pérez (1b), Joe Morgan (2b), Dave Concepción (ss), Pete Rose (3b), Ken Griffey (rf), César Gerónimo (cf), and George Foster (lf). The starting pitchers included Don Gullett, Fred Norman, Gary Nolan, Jack Billingham, Pat Darcy, and Clay Kirby. However, it was the bullpen that was the key to the Reds' pitching (and Anderson's reputation as 'Captain Hook') with Rawly Eastwick and Will McEnaney as the key closers with a combined 37 saves. Pedro Borbón and Clay Carroll filled in as stretchers between the starters and the finishers. However, this was not the lineup on Opening Day. At that time, Rose still played in left field and Foster was not a starter, while John Vukovich, an off-season acquisition from the Milwaukee Brewers was the starting third baseman, replacing Dan Driessen, who was a decent hitter, but whose defensive skills were considered a weakness. While Vuckovich was a superb defensive shortstop, he was a weak hitter, as was the declining Denis Menke. In May, with the team off to a slow start and trailing the Dodgers, Sparky Anderson made a bold move by moving Rose to third base (a position where he had very little experience) and inserting Foster in left field to bat cleanup. This was the jolt that the Reds needed to propel them into first place, with Rose proving to be reliable on defense, while adding Foster to the outfield gave the offense some added punch. During the season, the Reds compiled two notable streaks: (1) by winning 41 out of 50 games in one stretch, and (2) by going a month without committing any errors on defense.
In the 1975 season, Cincinnati clinched the NL West with 108 victories, 20 games ahead of the Los Angeles Dodgers, then swept the Pittsburgh Pirates in three games to win the NL pennant. In the World Series, the Boston Red Sox were the opponents. After splitting the first four games, the Reds took Game 5. After a three-day rain delay, the two teams met in Game 6, one of the most memorable baseball games ever played and considered by many to be the best World Series game ever. The Reds were ahead 6–3 with 5 outs left, when the Red Sox tied the game on former Red Bernie Carbo's three-run home run. It was Carbo's second pinch-hit three-run homer in the series. After a few close-calls either way, Carlton Fisk hit a dramatic 12th inning home run off the foul pole in left field (which is considered to be one of the greatest TV sports moments of all time) to give the Red Sox a 7–6 win and force a deciding Game 7. Cincinnati prevailed the next day when Morgan's RBIsingle won Game 7 and gave the Reds their first championship in 35 years.
Guia de ingles summit pdf gratis. 1976 saw a return of the same starting eight in the field. The starting rotation was led by Gary Nolan. The remaining starters, Don Gullett, Jack Billingham, Pat Zachry, Santo Alcala, and Fred Norman comprised an underrated staff in which four of the six had ERAs below 3.10. Rawly Eastwick, Pedro Borbón, and Will McEnaney shared closer duties, recording 26, 8, and 7 saves respectively.
In 1976, the Reds won the NL West by ten games over the archrival Dodgers. They went undefeated in the postseason, sweeping the Philadelphia Phillies (winning Game 3 in their final at-bat) to return to the World Series. They continued to dominate by sweeping the Yankees in the newly renovated Yankee Stadium, the first World Series games played in Yankee Stadium since 1964. This was only the second ever sweep of the proud Yankees in the World Series. In winning the Series, the Reds became the first NL team since the 1921–22 New York Giants to win back-to-back World Series championships.
The Big Red Machine was also part of the rivalry between the Philadelphia Phillies and the Pittsburgh Pirates. The Reds won all their four pennants in the 1970s against both teams. Pete Rose would add further fuel to The Big Red Machine being part of the rivalry when he signed with the Phillies in 1979 and helped them win their first ever World Series in 1980.
1977–1984: The end of the Machine[edit]
1977–1981[edit]
Personnel changes were in the offing. Popular Tony Pérez was sent to Montreal after the 1976 season, breaking up the Big Red Machine's starting lineup. Starting pitcher Don Gullett left via free agency and signed with the New York Yankees. In an effort to fill that gap, a trade with the Oakland A's for starting ace Vida Blue was arranged during the '76–'77 off-season. However, Bowie Kuhn, the Commissioner of Baseball at the time, vetoed this trade in an effort to maintain the competitive balance in baseball. On June 15, 1977, the Reds entered the trading market with a vengeance. New York was heartbroken by the news that the Mets' franchise pitcher Tom Seaver was being traded to the Reds in a multiple-player deal for Pat Zachry, Doug Flynn, Steve Henderson, and Dan Norman. In less successful deals, the Reds also traded Gary Nolan to the Angels for Craig Hendrickson, Rawly Eastwick to St. Louis for Doug Capilla and Mike Caldwell to Milwaukee for Dick O'Keefe and Garry Pyka, and got Rick Auerbach from Texas. The end of the Big Red Machine era was heralded by the replacement of General Manager Bob Howsam with Dick Wagner. After the 1978 season, Cincinnati hero Pete Rose, who since 1963 had played almost every position for the team except pitcher and catcher, signed with Philadelphia as a free agent. In Rose's last season as a Red, he gave baseball a thrill as he challenged Joe DiMaggio's 56-game hitting streak, tying for the second longest streak ever at 44 games. The streak came to an end in Atlanta after striking out in his 5th at bat in the game against Gene Garber. Rose also earned his 3000th hit that season, on his way to becoming baseball's all-time hits leader when he rejoined the Reds in the mid-1980s. The year also witnessed the only no-hitter of pitcher Tom Seaver's career, coming against the St. Louis Cardinals on June 16, 1978.
The later years of the 1970s brought turmoil and change. After two consecutive runner-up seasons, Wagner fired manager Anderson. By 1979, players Gullett, Nolan, Pérez, and Rose, among others, had left the club. By 1979, the starters included Bench (c), Dan Driessen (1b), Morgan (2b), Concepción (ss), and Ray Knight (3b), with Griffey, Foster, and Geronimo again in the outfield. The pitching staff had experienced an almost complete turnover. The ace starter was now Seaver. Only Norman was left from 1975–76; the remaining starters were Mike La Coss, Bill Bonham, and Paul Moskau. In the bullpen, only Borbon had remained. Dave Tomlin and Mario Soto worked mid-innings with Tom Hume and Doug Bair closing.
The Reds did manage to win the 1979 NL West behind the pitching of Tom Seaver but were dispatched in the NL playoffs by Pittsburgh, after a controversial play in Game 2 in which a ball hit by Pittsburgh's Phil Garner was caught by Cincinnati outfielder Dave Collins but was ruled a trap, setting the Pirates up to take a 2–1 lead. The Pirates swept the series 3 games to 0. After the season ended, Joe Morgan returned to the Astros. Ironically, the Reds would lose the NL West to those Astros in 1980, despite Dave Collins stealing 79 bases.
The 1981 team fielded a strong lineup, with only Concepción, Foster, and Griffey retaining their spots from the 1975–76 heyday. Johnny Bench broke his ankle and so Joe Nolan played the majority of games behind the plate. Driessen and Knight still played the corners, but Morgan and Geronimo had been replaced at second base and center field by Ron Oester and Dave Collins. Mario Soto posted a banner year starting on the mound, even surpassing the performance of Seaver. La Coss, Bruce Berenyi, and Frank Pastore rounded out the starting rotation. Hume again led the bullpen as closer, joined by Bair, Moskau, Joe Price, and Geoff Combe.
In 1981, Cincinnati had the best overall record in baseball, but they finished second in the division in both of the half-seasons that were created after a mid-season players' strike. To commemorate this, a team photo was taken, accompanied by a banner that read 'Baseball's Best Record 1981.' By 1982, the Reds were a shell of the original Red Machine; they lost 100 games that year. Johnny Bench retired a year later. Outraged Reds fans proclaimed, 'We Wuz Robbed!'
The 1980s[edit]
After the heartbreak of 1981, General Manager Dick Wagner pursued the strategy of ridding the team of pricey veterans, stars, and proven winners, ridding the roster of catcher Nolan, third-baseman Knight (who had adequately replaced the unreplaceable Pete Rose) and the entire starting outfield of Griffey, Foster, and Collins. Johnny Bench decided to give up catching entirely and was made the starting third baseman; Alex Treviño became the regular starting catcher. The outfield was staffed with Paul Householder, César Cedeño, and the untried Eddie Milner. The starting rotation still featured the strong Seaver and Soto, joined by Pastore and Bruce Berenyi, but their efforts were wasted without a strong offensive lineup backing them. Tom Hume still led the bullpen, but he had no support from the dismal relieving of Ben Hayes, Brad 'The Animal' Lesley, Joe Price, and Jim Kern.
The Reds fell to the absolute bottom of the Western Division for the next few years, losing Seaver after the 1982 season. A series of desultory changes were made -- Dann Bilardello behind the plate, Nick Esasky taking over after Bench's failed experiment in the hot corner, and Gary Redus taking over from Cedeno. Tom Hume had pitched himself out and there was not a body in the bullpen worth naming. Dave Concepción was the sole remaining starter from the Big Red Machine era.
Wagner's control of the Reds ended in 1983, when Howsam, the architect of the Big Red Machine was brought back and he began his return by acquiring Cincinnati native Dave Parker from Pittsburgh. In 1984 the Reds began to move up, depending on trades and some minor leaguers. In that season Dave Parker, Dave Concepción and Tony Pérez were in Cincinnati uniforms. By the end of 1984, Pete Rose was hired to be the Reds player-manager. After raising the franchise from the grave, Howsam gave way to the administration of Bill Bergesch, who was principally known for holding on tightly to perennial future stars like Kurt Stillwell, Tracy Jones, Kal Daniels, and others, refusing to risk these 'crown jewels' for pitching help.
Under Bergesch, from 1985-89 the Reds finished second four times. Among the highlights, Rose became the all-time hits leader, Tom Browning threw a perfect game, and Chris Sabo was the 1988 National League Rookie of the Year. The Reds also had a bullpen star in John Franco, who was with the team from 1984 to 1989. In 1989, Rose was banned from baseball by CommissionerBart Giamatti, who declared Rose guilty of 'conduct detrimental to baseball.' Controversy also swirled around Reds owner Marge Schott, who was accused several times of ethnic and racial slurs.
1990–2002: A world title and the end of an era[edit]
Eric Davis in 1990
1990: A wire-to-wire World Championship season[edit]
In 1987, General Manager Bill Bergesch was replaced by Murray Cook, who initiated a series of deals that would finally bring the Reds back to the championship. First, knowing that Barry Larkin was already the full-time shortstop, the Reds traded Kurt Stillwell to the Kansas City Royals for pitcher Danny Jackson. Jackson would respond by winning 23 games in 1988. Next, reliever John Franco was traded to the New York Mets for reliever Randy Myers. Also, another Bergesch favorite, veteran Dave Parker was traded to the Oakland Athletics for young pitcher José Rijo. After the 1989 season, another trade brought in first baseman Hal Morris from the New York Yankees. The Reds also hired former Yankee player and manager Lou Piniella to manage the Reds.
In 1990, the Reds under Piniella shocked baseball by leading the NL West from wire-to-wire. They started off 33–12, winning their first 9 games, and maintained their lead throughout the year. Led by Chris Sabo, Barry Larkin, Eric Davis, Paul O'Neill and Billy Hatcher in the field, and by José Rijo, Tom Browning and the 'Nasty Boys' of Rob Dibble, Norm Charlton and Randy Myers on the mound, the Reds took out the Pirates in the NLCS and swept the heavily favored Oakland Athletics in four straight. The sweep of the Athletics extended the Reds winning streak in the World Series to 9 consecutive games. The World Series, however, cost the team Eric Davis, who severely bruised a kidney diving for a fly ball in the first inning of Game 4.
1991–92: The end of the classic uniforms[edit]
The 1991 season was disappointing to Cincinnati, only winning 74 games and losing 88, the most losses by a reigning Series champion until the dismantled 1998 Florida Marlins lost 108. In 1992, Quinn was replaced in the front office by Jim Bowden. Bowden would trade outfielder Eric Davis to the Los Angeles Dodgers for pitcher Tim Belcher. On the field, manager Lou Piniella wanted outfielder Paul O'Neill to be his premier power-hitter to fill the void left by Eric Davis after he was traded to the Los Angeles Dodgers. Despite O'Neill's poor performance in his new role (he only hit .246 with 14 home runs), the Reds won 90 games in 1992. The 90 wins were good enough for second place in the National League West as the Atlanta Braves charged their way to the division title and a second consecutive National League Pennant. One of the low points of the season came when Piniella got into an altercation with 'Nasty Boy' Rob Dibble. That coupled with O'Neill's trade to the New York Yankees for outfielder Roberto Kelly put a huge damper on the Reds season. The long-term effects of the O'Neill/Kelly trade were even worse as Kelly would only be in a Reds uniform for a few years, while O'Neill wound up being a leader for the great New York Yankee teams from the mid-to-late 1990s. The Reds would also replace their 'Big Red Machine' era uniforms after 1992 season for a sleeveless look, reminiscing the Reds' days in the 1960s.
1993–1999: The return of the vests[edit]
Before 1993 season manager Lou Piniella was replaced by fan favorite Tony Pérez. Pérez's reign would be short-lived though as he only lasted only 44 games at the helm. Pérez was replaced by Davey Johnson, who had led the New York Mets to a World Championship in 1986. With Johnson steering the team, the Reds made steady progress upward. In 1994, the Reds were in the newly created National League Central Division with the Chicago Cubs, St. Louis Cardinals, Pittsburgh Pirates and Houston Astros. By the time the 1994 strike hit, the Reds were a half-game ahead of the Astros for first place in the division.
1995 saw the Reds win the National League Central led by shortstop and NL MVPBarry Larkin. After defeating the Western Division ChampionLos Angeles Dodgers in the first NLDS since 1981, they were demolished in 4 games by the Eastern Division ChampionAtlanta Braves in the NLCS.
That season also saw one of the most bizarre moves in team history, as eccentric team owner Marge Schott announced in the middle of the season that Johnson would be gone by the end of the year, regardless of outcome, to be replaced by former Reds third baseman Ray Knight. Schott did not approve of Johnson living with his fiancée before they were married.[2][3] Knight, along with his wife, professional golfer Nancy Lopez, were personal friends of Schott's. The team took a dive under Knight as he was unable to complete two full seasons as manager. Ironically Knight was the starting third baseman for the World Champion 1986 Mets; whom were managed by Johnson.
Knight was replaced by Jack McKeon and by 1999 the Reds won 96 games and were contending for a playoff spot. After the season ended the Reds found themselves tied with the New York Mets for the National League Wild Card. The Mets, led by a brilliant pitching performance by Al Leiter won a one-game playoff at Cinergy Field and ended the Reds' season. The end of this game will be remembered by many as former Reds closer John Franco, who was traded to the Mets for Randy Myers before the 1990 season, ran wildly around the field celebrating the first playoff berth of his career.
2003–present day: The Great American Ball Park opens[edit]
After the 2002 season Cinergy Field was demolished to make way for the new Great American Ball Park. The demolition of the Reds' most successful home field severed the last tie to the team's 'Big Red Machine' era.
Great American Ball Park opened in 2003, with high expectations for a team led by local favorites, including outfielderKen Griffey, Jr., shortstopBarry Larkin, relieverDanny Graves and first basemanSean Casey. Although attendance improved considerably with the new ballpark, the team continued to lose. After years of promises that the club was rebuilding toward the opening of the new ballpark, General Manager Jim Bowden and manager Bob Boone were fired on July 28. This broke up the father-son combo of manager Bob Boone and third basemanAaron Boone. Aaron was soon traded to the New York Yankees, where he would hit the series-winning home run of the 2003 ALCS over the Boston Red Sox. Following the season Dan O'Brien was hired as the Reds' 16th General Manager.
2004–05[edit]
The 2004 and 2005 seasons continued the trend of big hitting, poor pitching, and ultimately poor records for the Reds. Ken Griffey, Jr. joined the 500-home run club in 2004, giving Reds fans one of the few highlights of his injury-plagued stay in Cincinnati. Adam Dunn emerged as formidable home run hitter, hitting a 535-foot home run against José Lima. Dunn's power was offset by his inconsistency at times also as he broke the single-season major league record for strikeouts in 2004. The Reds were quickly in last place to begin the 2005 season, costing manager Dave Miley his job. Miley was replaced by Jerry Narron. Like many other small market clubs, the Reds dispatched some of their veteran players and began entrusting their future to a young nucleus that included Dunn, Ryan Freel, and Aaron Harang.
2006–present: Enter Bob Castellini[edit]
In 2006, a new era in Reds baseball began as Robert Castellini took over as owner, assuming control of the team from Carl Lindner. Castinelli promptly fired general manager Dan O'Brien. Wayne Krivsky, previously an assistant General Manager with the Minnesota Twins, and a candidate for the job when O'Brien was hired, was appointed as the General Manager of the Reds after a protracted search. The first move Krivsky made was to trade young outfielder Wily Mo Peña to the Boston Red Sox for pitcher Bronson Arroyo. Arroyo made his first start in a Reds uniform on April 5, 2006. He not only earned the win, but also led off the third inning with his first career home run. Krivsky also gave fans hope with mid-season trades that bolstered the 'non-existent' bullpen, trading for Eddie Guardado and then trading outfielder Austin Kearns, shortstop Felipe López, and 2004 first-round draft pick Ryan Wagner to the Washington Nationals for relievers Gary Majewski and Bill Bray, shortstop Royce Clayton, and two prospects. This move was controversial, as not only did it seem as if the Reds did not receive much in return for two starting position players and a former first-round draft pick, but also it was later discovered that the Nationals may have hidden Majewski's health problems.
For Opening Day 2006, President George W. Bush threw out the ceremonial first pitch, becoming the first sitting president to throw out the first pitch at a Reds game.
The 2007 season was a great disappointment for the Reds when they finished in fifth place (72–90). One of the bright spots of the season was the emergence of young second baseman Brandon Phillips. Despite many fans' perception that interim manager Pete Mackanin might be a good fit as manager, the Reds made a bold move toward winning and hired three-time National League Manager of the YearDusty Baker to guide the Reds in the 2008 season.
The 2008 season had high expectations since Dusty Baker usually turned teams around during their first years (evident with the 1993 San Francisco Giants who went 103–59 after going 72–90 the previous season, and the 2003 Chicago Cubs when they won the Central Division after finishing under .500 in 2002). However, the Reds would fall short by going 74–88 and finishing in fifth once again. There were some bright spots in the season despite the bad finish. In his first start, pitcher Johnny Cueto would strike out ten Arizona Diamondbacks. The next month, rookie outfielder Jay Bruce would make his debut by delivering several walk-off victories for the Reds.
References[edit]
- ^Palmer, Peter & Gillette, Gary, editors, The Baseball Encyclopedia. New York: Barnes & Noble Books, 2004, pp 1370 & 1387.
- ^Tim Keown (June 5, 1996). 'Love her, hate her'. San Francisco Chronicle.
- ^'Poor Communication at Heart of Feud'. The Washington Post. May 12, 1998. Retrieved May 12, 2010.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=History_of_the_Cincinnati_Reds&oldid=885169887'
Rise of the Reds (1.5)- 20 Apr 2016, 2:24PM
- 141.9MB
- 74
- 87
- 1
Description:
The latest mod released by SWR Prodcutions. Rise of the Reds unleashes new content for ROTR 1.5 to set up the foundation of what the game will be like for the last version Rise of the Reds 2.0.
This version includes the new Tech Building tier system as well as some General specific unit's unveiled for your enjoyment for this version. Be Warned! The factions as they are now will no longer resemble what they once were in the next version as we finally move units, structures, upgrades and all to their respective Generals for the last and final version of Rise of the Reds 2.0.
Enjoy 1.5 and all it's goodness!
Readme:The latest mod released by SWR Prodcutions. Rise of the Reds unleashes new content for ROTR 1.5 to set up the foundation of what the game will be like for the last version Rise of the Reds 2.0.
This version includes the new Tech Building tier system as well as some General specific unit's unveiled for your enjoyment for this version. Be Warned! The factions as they are now will no longer resemble what they once were in the next version as we finally move units, structures, upgrades and all to their respective Generals for the last and final version of Rise of the Reds 2.0.
Enjoy 1.5 and all it's goodness!
********** Command & Conquer Generals: Rise of the Reds Beta Release 1.5 *********
***********************************
*****Introduction and Features*****
***********************************
***Introduction***
Hello and thank you for downloading Rise of the Reds 1.5
This is our second release of Rise of the Red we have brought you alot of new vissual goodies aswell as new units and
upgrades and other gameplay improvements.
*****************************************
*****List of Content in this Package*****
*****************************************
ROTR_Beta_15.exe- Installation file
Readme.txt- The file your reading right now
******************************************************
*****Installing, Uninstalling and playing the Mod*****
Rise Of The Reds Reddit
******************************************************
***Installing***
Below is a step by step instruction on how to install ROTR Properly onto your zero hour installation.
-Double click on the ROTR_Beta EXE file in this archive a installation procedure should begin
-Follow the instructions carefully in the installation and make sure you have patched your ZH installation to the latest version (1.04)
***Uninstalling***
Below is a step by step instruction on how to uninstall ROTR Properly.
-Go to your start menu.
-In the programs area look for a folder called ROTR Public Beta
-Click on the uninstall ROTR Beta icon and rise of the reds will begin uninstalling the mod
***Playing the Mod***
Below is a step by step instruction on how to play the mod.
-Go to your start menu.
-In the programs area look for a folder called ROTR Public Beta
-Click on any of the Start ROTR icons there are 2 different ones one which starts the game in a window and one full screen you may pick either one of these.
***********************************
*****Changes Since Version 1.0*****
***********************************
We have added alot of new content and changes since our previous version here is a completly compiled list of all of them.
*****************
****Bug Fixes****
*****************
-Fixed Issue Where Inferno cannons would get their range reduced after Black Napalm
-Fixed Issue Where occasionaly a Surveillance Missile would 'miss' the target and travel halfway across the map
-Fixed Issue Where ECM Tanks attempted to attack air targets with their jammer abillity weapon
-Fixed Issue Where Players could cancel building constructions just before finnishing them and get a total refund and free structure
-Fixed Issue Where Conscripts with IR Goggles would prevent a dozer from building in that area
-Fixed Issue Where Nighthawks had flash bang effects when clearing a building
-Fixed Issue where Stationary Kodiaks and Sentinels had rotating treads on the shellmap
-Fixed Issue Where gattling tanks would push the sandbags into the defending conscripts on the shellmap
-Fixed Issue Where a enter building sound could be heard multiple times at the start of the shellmap
-Fixed Issue Where Gattling Tanks would attempt to crush russian infantry behind the sandbags on the shellmap
**************************
****Maps Added/Removed****
**************************
-Added New 2 Player map Forgoten Freedom
-Added New 2 Player map Harbor 3
-Added New 4 Player Map Tournament Park
-Added New 5 Player Map Supply Lines
-Added New 6 Player Map Lone Star State
-Removed Map Dockwar
-Removed Map Kampf Um Karls Ruhe
-Removed Map Swampwood
*******************************
****Comon Changes/Additions****
*******************************
-Added New Win/Lose images
-Added New Waterfall objects to make waterfalls in custom maps
-Added New Geyser objects to add natural geyser in custom maps
-Added New custom civilian tank Traps in a concrete and metal varriant
-Added New custom civilian ammo stockpiles as alternative to exploding barrels
-Modified Shellmap The landed Werewolf at the defence line now has landing gear and slowly rotating rotors
-Modified Shellmap It now uses custom made tank traps
-Modified Shellmap the russian backdoor defence now has a rubble bunker to help defending
-Modified Shellmap the russian backdoor defence sandbags no longer get destroy by artillery
-Modified Shellmap russian infantry no longer give each other bonuses when killed on the shellmap
-Modified Shellmap Chinese camp it now has several ammo stockpiles to make the camp destroy itself faster
-Modified Shellmap the backdoor barracks defence now has a rubble bunker added to the defence line
-Modified all generals power aircraft none of them reveal shroud now (The direct area around the targeted location is still revealed as previously)
-Modified Locomotors for all buildable vehicles to react more realisticly to acceleration, deacceleration and recoil
-Removed 'Captured Screen' message when taking screenshots
*******************
****USA Changes****
*******************
-Added New Detention Camp for USA
-Addew New Sentry Drone Model & Cameo
-Added New Ammo Dump Generals Power for America
-Added New Spectre Gunship Model
-Added New Armor Reserves 3 Star Generals power
-Added New Crusader Model & Cameo
-Added New Paladin Model & Cameo
-Added New Firebase Howitzer Gun Upgrade (it now starts without a cannon)
-Added New Tomahawk Model + Cameo
-Added New Tomahawk long cruise mode (weapon switch)
-Added New Blackhawk Helicopter for America
-Added New Nighthawk Model + Cameo
-Added New Raptor Ammo Upgrade (increases payload from 2 to 4)
-Added New Osprey Transport (replaces chinook)
-Added New Raptor Model & Cameo
-Modified American Tech tree it now it now needs a Detention Camp for most basic units and structures and a Strategy Center for the advanced tech
-Modified Firebase it now starts out without a gun
-Modified Firebase it now has 7% less range
-Modified Firebase it now has a 50% larger deadzone
-Modified Firebase Reload time increased from 2700 miliseconds to 3000
-Modified Firebase costs decreased from 1000 to 800
-Modified Firebase Buildtime decreased from 25 seconds to 20
-Modified Nighthawk it now does 25% less damage
-Modified Nighthawk Bomb projectile it now uses the same model as a carpet bomber bomb
-Modified Nighthawk Bomb projectile it changes art to a new bomb after the Bunker Buster upgrade
-Modified Nighthawk it now uses a model based laser that shows droping a bomb instead of a dummy weapon
-Modified Raptor it now uses a model based laser that shows when firing laser guided missiles instead of a dummy weapon
-Modified Raptor it now starts with 2 missiles
-Modified Raptor it's missiles now do 100% more damage by default (restoring the old value)
-Modified Bunker Buster Upgrade it now increases the damage of the bomb by 25%
-Modified Bunker Buster Upgrade it no longer clears out chinese bunkers
-Modified Targeteer drone it no longer shoots a laser targeting beam
-Modified Targeteer drone it now provides a permanent 25% rate of fire boost to the parent vehicle
-Modified Sentry Drone costs to 400 (was 500)
-Modified Sentry Drone Health reduced by 50%
-Modified Sentry Drone it now fires it's gun at a constant rate and not bursts
-Modified Sentry Drone it now inflicts 20% less damage as before
-Modified Sentry Drone it now fires it's gun it now uses GATTLING damage instead of SMALL_ARMS
-Modified Humvee health increased by 20%
-Modified Chaparral It now has active lights shown on night maps
-Modified Laser Lock for missile defenders it's now a switchable function
-Modified Laser Lock it will no longer work as a support wepon for other missile defenders
-Modified Laser Lock it will now fire much more damaging missiles after a short delay
-Modified Pathfinders costs to 900 (Was 600)
-Modified Crusader it can now switch between tracked and hover propulsion
-Modified Protector Missile Systems they now have a small deadzone on ground targets
-Modified Flashbang it once again requires a upgrade from the barracks
-Removed Crusader Sabot Shells
*********************
****China Changes****
*********************
-Added New Breeder Reactor for China
-Added New Patriotism upgrade for China (reduces cost of infantry by 20%)
-Added New Flame Thrower upgrade for the Han Gunship
-Added New Cash hack 3 Star Generals power (same as the level 2 cash hack requires only one point)
-Added New Modified Battle Master Model & Cameo
-Added New Distant explosion sound for nucler missile explosions (chinese super weapon)
-Added New Rifle Grenade Upgrade for Redguards (allows them to clear garrisoned buildings)
-Added New Nuke Cannon EMP Shells
-Added New Nuke Cannon Model & Cameo
-Added New Battle Master Model & Cameo
-Added New Overlord Model & Cameo
-Added New Chinese Bunker Model & Cameo
-Added New Gattling Cannon Model & Cameo
-Modified Chinese Tech tree it now it now needs a propaganda center for most basic units and structures and a breeder reactor for the advanced tech
-Modified Chinese AI Scripts they will now use all new additions and weapons added in ROTR
-Modified Overlord it now has a unique damage impact sounds when hit by enemy weapons
-Modified Overlord it now gains a visual upgrade when Nuclear Reactors or Depleted Uranium Shells are researched
-Modified Battle Master it now gains a visual upgrade when Nuclear Reactors or Depleted Uranium Shells are researched
-Modified Battle Master It now has active lights shown on night maps
-Modified Nuke Cannon it will now auto fire on enemy targets within range
-Modified Nuke Cannon it can now be set in hold fire mode
-Modified Nuke Cannon it now only needs 2 seconds to deploy (was 3)
-Modified Nuke Cannon costs to 2000 (was 1600)
-Modified Nuke Cannon Outer blast radius increased by 33%
-Modified Nuke Cannon Outer blast damage increased by 300%
-Modified Nuke Cannon Radiation field radius increased by 33%
-Modified Nuke Cannon Shell Detonation it is now much larger and displays a actual mushroom explosion
-Modified Gattling Cannon it now required more shots to spin up to the maximum rate of fire (only affect pre chaingun upgraded cannons)
-Modified Gattling Cannon it rate of fire increased from 240 miliseconds to 360 (only affect pre chaingun upgraded cannons)
-Modified Gattling Tank it now required more shots to spin up to the maximum rate of fire (only affect pre chaingun upgraded Tanks)
-Modified Gattling Tank it rate of fire after the chaingun upgrade increased from 400 miliseconds to 300
-Modified ECM Bomb power it now makes anti air units target the flares randomly for a short peroid
-Modified ECM Tank it's jammer ability will now slowly shutdown enemy vehicles within the target area
-Modified Inferno Cannon It now has active lights shown on night maps
-Modified Troop Crawler It now has active lights shown on night maps
**********************
****Russia Changes****
**********************
-Added New Weapons Bunker for Russia
-Added New Shmell Rocket Upgrade for RPG Conscripts (allows them to clear garrisoned buildings)
-Added New RPG VDV Soldier to the VDV Drop
-Added New Russian barracks Model & cameo
-Added New Sentinel Model & Cameo
-Added New TU 160 Blackjack Skin
-Added New VVS Fighter Support 1 Star Generals power (unlocks airfields)
-Added New Russian Helipad (all russian helicopters are build and repaired here)
-Added New Blackout Node 5 Star Generals power
-Added New Unique Turret Rotation Sound for the Sentinel
-Added New Werewolf Model & Cameo
-Modified Russian Tech tree it now it now needs a Weapons Bunker for most basic units and structures and a Industrial Plant for the advanced tech
-Modified Shock Trooper their projectiles are no longer affected by ECM
-Modified Shock Trooper their projectiles are no longer targeted by point defence laser
-Modified Shock Trooper Electric Weapon infantry will now die with the tesla death from this weapon
-Modified Sentinel it now has a unique damage impact sounds when hit by enemy weapons
-Modified Russian Targeting Satellite it now has a small satelite icon above the actual scan object to indicate the owner of the scan power
-Modified Russian Targeting Satellite it can now be moved from it's original location
-Modified Conscript paradrop they are now paradropped by a MI26 Cargo Helicopter
-Modified BMP it is now affected by the ERA Upgrade
-Modified BMP & BMD autocannon it now fires in bursts rather than at a constant rate
-Modified VDV Drop the BDM Vehicles are now dropped much closer to the actual drop zone
-Modified VDV Soldier they now do GATTLING damage instead of SMALL_ARMS
-Modified Surveillance Missile it can no longer be shoot by point defence lasers
-Modified Surveillance Missile it can now be engaged and destroyed by any AA weapon
-Modified Kashtan Ground Weapon damage decreased by 25%
-Modified Kodiak MG it's now a seperated turret that works the same as a overlord gattling cannon
-Modified Golem it now has a small MG turret like the Kodiak
-Modified Rubble Bunker it will now fire on it's own and spawn 2 conscripts on destruction rather than acting as am firebase
-Modified Rubble Bunker Detonation button it will now kill the bunker instead of 'sell' it
-Modified Russian Dozer It now has active lights shown on night maps
-Modified Russian Airfield it now requires a 1 star unlock
-Modified Russian Airfield it now only has place for 3 aircraft
-Modified Russian Airfield it now has 3 runways instead of 2
-Modified Russian Airfield it now has a new unique model
-Modified Russian Helipad it now has a unique selection sound
-Removed Helicopter production from Russian airfield
-Removed Werewolf generals power unlock
-Removed Satellite Blackout
**************
***Features***
**************
For those of you who are new to ROTR here is a nice list of it's main features and gameplay changes compared to the original Zerohour Game.
New Faction: Russian Federation.
Fight the Russian Federation. A nation whose history has been beset by betrayal, upheaval and economic strife. In Rise of the Reds
the Russians will have some of the most expensive and powerful vehicles in the game. Infantry are cheaply trained and are
most effective in numbers, their versatility with their own specializations will help you and your forces to march onward to a
great victory! Upgrades are plentiful and will substantially reduce costs and increase firepower for your units and aircraft.
Close helicopter support and aircraft are available, while hard to utilise fully they are invaluable in your effort to control the
battlefield.
Use your tools wisely Commander, for if they are used correctly, a Russian player can and will streamroll any opponent no matter who
they may be.
Updated Factions: USA and China.
These 2 factions have been given new units, upgrades and gameplay tweaks to better prepare them for a battle with the Russian and
European foes (ECA and GLA will not be available for this initial release). New units like the Chinese Twin-Fang and AH6 Little
Bird will substantially enhance the gameplay elements for these factions. There are more units and upgrades to explore, learn
them and use them against your foes!
New Tier Based Techtree.
As of Version 1.5 we have added a new tech tree structure for all factions in which you have a primary and secondary 'tech' structure
such as the Weapons Bunker (russia) and Detention Camp (USA) as primary tech structures which unlock the more stadard vehicles like tanks
and better infantry and secondary tech structures are the Breeder Reactor (china) And industrial Plant (russia) which unlock the highest
and most advanced tech.
New Scout System.
We've made many gameplay tweaks but this is one of the more memorable and important changes. We've reduced the sight range
for a lot of ground units to encourage the use of Scout units. These units will be available from your Command Center for
minimal cost, each of them have their own unique features and will aid your advancements on the field. Use these scouts to
spot for your artillery and venture into unknown territory without risking more costly forces.
New Anti-Aircraft Tier System.
We've also changed a big deal on how aircraft should work in Rise of the Reds 1.0 SWR Edition. In this mod Jet Aircraft will
have better survivability due to this change. Allow us to explain:
Tier 1:
AA Infantry, Low Tier AA vehicle (Tunguska, Gattling Tank & Avenger). These units will be more effective against Helicopters
and Helicopter Gunships. They are able to hit Fighters and Jets but are not as effective.
Tier 2:
Heavy Anti-Air Vehicles. We've included new Anti Air units, these units are bigger and are able to take down aircraft quicker
than Tier 1 units can. Units of this caliber are the Grumble, Chapparal and Twin-Fang Flak Crawler. These units are meant to
take down Fighters and Bombers with ease, can take down helicopters but are not as effective due to the ammunition limits
these units carry. Each of these units have a limited amount of salvos, after each salvo is shot, the unit must spend time reloading.
With this a smart player would spam helicopters and send them towards your unit where it would not be able to take them out
effectively. They can however annihilate Fighters and Jets with one or two shots, they also have incredible splash damage.
Finally Tier 3:
Self explanatory, Fighter Jets that can engage other aircraft are your best counter against these units.
This sums up the new Anti-Aircraft Tier system. This will allow for more interesting gameplay from what you knew from Zero
Hour, making aircraft deadlier and helicopters a vital role in strategy.
New Maps: We have added a plentiful amount of maps to ROTR themed around the storyline. We will add more maps as patches will
become available shortly after the release. Stay tuned for more information.
AI:
We've included new AI for every faction in Rise of the Reds, the Russians included, so you can fight it out against the computer with a new challenging
level of difficulty. The new Hard Mode has been overhauled and will be a new threat to you with the new units and strategies added to the game.
Players expecting a quick fight against the hard AI are in for a nasty surprise!
This sums up this version of ROTR 1.5. We hope you will enjoy it as we have and stay tuned for more information
on the next version as we continue to develop it!
Thanks again and stay safe!
~SWR Team
*****************
*****Credits*****
*****************
**SWR/ROTR Production Team**
The_Hunter- Leader, Modeler, Texture Artist, 2D Artist, Sound Designer, Coder
Comr4de - Co-Leader, Modeler, Texture Artist, 2D Artist, Concept Artist, Mapper
AaronAsh - Co-Leader, Modeler, Texture Artist, 2D Artist, Concept Artist
Rade - Modeler, Texture Artist, AI Scripter
Mylo - Modeler, Texture Artist
Nem - Particle Coder, Mapper
Failure - Particle Coder
Overdose - Lore and Descriptions
mpsingleton - Concept Artist
Rayburn - Concept Artist
JJ - AI Scripter
Blck - Mapper
Nidmeister - Mapper
Revan - Mapper
NergiZed - Community/Public Relation Management
**SWR/ROTR Contributors, Former Staff and Beta Testers**
Mathias - Sound Designer
Freedom fighter - Modeler
ScreamingCricket - Modeler, Texture Artist
Alphaton - Modeler, Texture Artist
Chrizz - Modeler, Texture Artist
Coolfile - Modeler, Animator
Red Army - Original founder, Mod leader
Nipthecat - Mapper
Centric - Mapper
Liberator - Mod leader, Coder, AI Scripter
DDXT301 - Texture Artist
Krit - Modeler
Creator - Modeler, AI Scripter, Texture Artist
Grazor - Mod leader, Coder, Modeler, Animator
Liamh - Texture Artist, 2D Artists
Hostile - Website Coding, Web Master
Michael Mitchell - Voice Acting
Ibraham Taleb - Voice Acting
Thierry - Beta Testing, Website Coding
Alias - Beta Testing, Texture Artist
Thierry - Beta Testing, Modeler
Dauth - Beta Testing, Lore and Descriptions
NidMeister - Beta Testing, Mapper
Razven - Beta Testing
E.V.E. - Beta Testing
Stinger - Beta Testing
Vidar - Beta Testing
CommanderJB - Beta Testing, Community/Public Relation Management
Lizzie - Beta Testing
Pav3d - Beta Testing
wi-ta - Beta Testing
The Dr - Beta Testing
Waris - Beta Testing
Rayburn - Beta Testing
©onscr¡pt - Beta Testing
Dutchygamer - Beta Testing
(If I forgot to mention anybody contact us ASAP and you will be added in the list!)
And special thanks to all the other people that supported and helped this mod!
That will be all drop a line at our forums (http://forums.swr-productions.com/index.php?showforum=22) and enjoy the mod.
~SWR / ROTR Production Team
Credits and distribution permission
- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
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 *******
*************************************************
-------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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