_____ /\ __` \ \ \ \ \ ___ __ __ __ ___ \ \ \ \ \ / __`\ /\ \/\ \/\ \ / _ `\ \ \ \_\ \\ \_\.\_ \ \_\ \_\ \\ \/\ \ \ \____/ \__/.\_\ \________/ \_\ \_\ \/___/ \/__/\/_/\/_______/ \/_/\/_/ _____ __ __ ___ / ___\ /\ \__/\ \ ___ / __`\/\ \___/ /\¯_ _\ \ \___ / __`\ /\ \_\ \ \ _\ \/_ \ \/\ \ _ `\/\ __/ \ \____/\ \_\/ \ \__/\ \_\ \_\ \____\ \/___/ \/_/ \/_/ \/_/\/_/\/____/ ______ __ __ __ /\__ _\/\_\/\ \ /\_\ \/_/\ \/\/_/_ \ \___ ___ _ __\/_/_ __ __ _______ \ \ \ /\ \ \ __`\ / __`\/\`'__\/\ \/\ \/\ \ / __ __`\ \ \ \ \ \ \ \ \_\ \\ __/\ \ \/ \ \ \ \ \_\.\_/\ \/\ \/\ \ \ \_\ \ \_\ \____/ \____\\ \_\ \ \_\ \__/.\_\ \_\ \_\ \_\ \/_/ \/_/\/___/_\/____/ \/_/ \/_/\/__/\/_/\/_/\/_/\/_/ / __ `\ / __`\ ___ /\ \_\ \/\ \_\ \ / __`\ \ \ ___ \ \____ \/\ \_\ \ \ \ \ \`\ \/___/\ \ \ __/ \ \_\ \ \_\/\ \_\ \ \____\ \/_/ \/_/\ \_____\/____/ \/_____/ ------------------------------ -The Dawn of the Tiberium Age- ------------------------------ Content: 1. Latest changes 2. Credits 3. Maps 4. Site ----------------- 1. Latest changes ----------------- Version 14.5.4 (Dec 7) -Fixed: Bearing Straits: The game crashed right after the map finished loading. -Fixed: Shadow Reprisal: The game crashed right after closing the mission briefing screen. -Fixed: It Came From RA! 1&2: Discovery & Rescue!: Removed an out of place bridge piece. -Fixed: Dawn of Liberation: Medium difficulty enemy reinforcements appeared on hard instead and some text was also displayed twice in a row on hard (Credits: Mehdi860). Version 14.5.3 (Dec 2) -Added: Christmas props. -Fixed: The "Dawn of Liberation" and "Reclamation" missions didn't display all text lines. Version 14.5.2 (Nov 30) -Fixed: The mission completion notification displayed incorrect rank icons (Credits: Rampastring). -Fixed: Co-Op mission rank now match the singleplayer ranks (Credits: Rampastring). Version 14.5.1 (Nov 29) -Fixed: The game crashed when starting certain Co-Op missions with starting locations selected in the client (Credits: Rampastring). -Fixed: Units didn't properly consider themselves AA-capable when they only had a secondary AA weapon and their primary weapon wasn't AA-capable (Credits: Rampastring). -Fixed: Te AI did not target spies (Credits: Rampastring). -Fixed: Covert Revolt Bonus Mission (Credits: Rampastring): - Widened a bridge to make AI less likely to get stuck. - The player can no longer build the Spy. Version 14.5.0 (Nov 28) -Added: New singleplayer missions: - Covert Revolt Bonus Mission (Credits: Rampastring) - Dawn of Liberation (Credits: Mehdi860) - Reclamation (Credits: Mehdi860) -Added: New Co-Op missions: - Hybrid Warfare (Credits: ToasterCat) - Schematic Scramble (Credits: ToasterCat) -Added: New multiplayer maps: - Black Gold Bay (Credits: Rampastring) - Pie Chart Redux (Credits: ToasterCat) - All That Glitters (Credits: ISeeMangos) -Added: Advanced AI v2 (Credits: Rampastring): - Instead of building fixed teams, the AI now dynamically builds units to counter its enemy's unit composition. - AI cheats have been reduced across all difficulty levels. - Depending on the difficulty level, individual AI units with a turret and range advantage may now attempt to actively move out of the firing range of the unit they're fighting. - AI units now more often choose to target nearby enemies instead of chasing far-away targets. - AI aircraft now prioritizes targets they are effective against over nearby enemies. - The AI now reloads its aircraft and reuses them in aircraft attacks instead of always building up new aircraft for a single attack. - The AI is now better at building up economy and expanding to new resource fields. - The AI is now smarter at picking super weapon targets. - The AI now respects tech prerequisites. - The AI now respects build limits of epic units. - The AI now captures Oil Refineries and other capturable structures. - The AI now rebuilds its Construction Yard more reliably after losing it. -Added: "Very Hard" AI difficulty level between existing Hard and Brutal (Credits: Rampastring). -Added: AI difficulty level descriptions (Credits: Rampastring). -Added: More interior wall tiles (Credits: Bittah Commander). -Added: GDI's A-10 Airstrip now has new graphics to make it distinguishable from the Soviet Airstrip (Credits: Bittah Commander). -Added: A large plasma explosion (Credits: ppap11404, Bittah Commander). -Added: Beacons (Credits: ZivDero, Bittah Commander) -Added: Hotkeys to filter selected units by health (Credits: hacklex). -Added: Hotkeys to filter selected units by veteran/elite status (Credits: hacklex). -Changed: Vehicles and ships now have separate production queues and thus can be produced simultaneously (Credits: ZivDero). -Changed: Chinooks now no longer drop infantry off one-by-one, but instead are unloaded like other transports (Credits: ZivDero). -Changed: The price of naval yards has been reduced from 2000 to 1000 credits. -Changed: The checkboxes in the client were made larger (Credits: Rampastring, Bittah Commander). -Changed: Increased Nod Bike range from 4.0 to 4.4. -Changed: Increased V2 Rocket Launcher cost from 800 to 850. -Changed: Lowered Soviet Mammoth Tank missile damage modifier vs infantry from 940% to 700%. -Changed: Shock Trooper: - Increased price from 500 to 600. - Increased HP from 950 to 1100. - Increased range from 4.2 to 5.0. -Changed: Chem Warrior: - Increased price from 500 to 600. - Increased Speed from 4 to 5. - Increased HP from 1600 to 2000. -Changed: Chrono Vortex: - Increased duration by 33%. - Increased damage modifier vs heavy armor from 350% to 700%. - Increased damage modifier vs wood armor from 229% to 240%. - Increased damage modifier vs light armor from 100% to 700%. - Increased damage modifier vs medium armor from 240% to 390%. - Increased range by 20%. - Lowered damage modifier at max range from 32% to 27%. -Changed: Increased Chrono Tank damage modifier vs wood armor from 660% to 760%. -Changed: Gun Turrets now face top-left instead of top-right after they're built (Credits: Bittah Commander). -Changed: Rural Detour: Two Oil Refineries were moved and the layout was adjusted a bit in order to improve the balance for different team match-ups (Credits: Mehdi860). -Changed: The Crater: Applied various layout and detailing improvements (Credits: Chronoseth). -Changed: Bearing Straits: A Neutral Advanced Comm. Center was removed (Credits: ISeeMangos). -Changed: Most multiplayer score screen animations as well as singleplayer briefing animations are now twice as fast (Credits: Rampastring). -Fixed: The multiplayer score screen could sometimes crash (Credits: Rampastring). -Fixed: A rare random "BuildingLightClass" crash (Credits: ZivDero, tomsons26, Rampastring). -Fixed: A rare random crash when playing with non-advanced AI (Credits: Rampastring). -Fixed: The game crashed when playing at 4K or higher in-game resolutions (Credits: ZivDero). -Fixed: A factory on hold continued its production without player input when the player placed down a factory of the same type (Credits: ZivDero). -Fixed: Theater-specific smudges (craters and scorch marks from weapon impacts) now always spawn on tiles of the correct theater; even on maps with mixed theaters (Credits: ZivDero, Bittah Commander). -Fixed: Tiberium, Ore and Gems now always have have correct theater's appearance on mixed theater maps, even when for example spreading from grassy terrain onto snow (Credits: Rampastring, Bittah Commander). -Fixed: The client no longer freezes while starting up when processing the INI files takes too long (Credits: Rampastring). -Fixed: AI aircraft sometimes targeted structures that were still being produced and had not yet been placed, which caused the aircraft to freeze in place (Credits: Rampastring). -Fixed: AI units could sometimes target structures that were unreachable (like on a far-away island), getting them stuck on the reachable area that was nearest to the target structure (Credits: Rampastring). -Fixed: Multiple long explosion sounds no longer prevent other sounds from playing and instead stop playing when another sound starts (Credits: Bittah Commander). -Fixed: Aircraft were less responsive in firing after units moving away from the aircraft than intended (Credits: Rampastring). -Fixed: Tiberium often stopped spreading for the rest of the game session after spreading rapidly for the first few minutes of the game (Credits: ZivDero). -Fixed: Nod 01: Silencing Nikoomba: You can no longer enable Re-Deployable MCV (Credits: ISeeMangos). -Known issue: Post-score screen movies in Co-Op multiplayer do not have audio. Version 14.0.7 (Sep 6) -Fixed: The multiplayer score screen froze the game for some players running Windows 11 version 24H2 (Credits: Rampastring, tomsons26). -Fixed: Some systems could experience a loud volume spike when the score screen appeared (Credits: Rampastring, ZivDero). -Fixed: The messages list at the bottom of the screen could sometimes appear out of position and get overlapped by the sidebar (Credits: Rampastring). Version 14.0.6 (Jul 21) -Changed: GDI 06: Doctor Mobius: Miscellaneous improvements (Credits: Chronoseth). -Fixed: The Allied Repair Ship wasn't buildable. Version 14.0.5 (Jul 19) -Added: World Altering Editor now displays alternate graphics for destructible and fake tracks to make them more recognizable. -Fixed: The Grenade Launcher, Mechanic and Spy remained crushable when "Crushable Infantry" was disabled. -Fixed: The Advanced Power Plant with the Tiberium Fuel upgrade no longer damages adjacent units or structures (Credits: Bittah Commander). -Fixed: In various Nod (Co-Op) missions the Minigunner and Bazooka infantry you could produce weren't type-selected together with the ones you started with or received as reinforcements (Credits: Bittah Commander, ISeeMangos). -Fixed: Shadow Reprisal: Part of the tracks was unintentionally destructible, which could prevent the train from arriving (Credits: Bittah Commander). -Fixed: GDI 06: Doctor Mobius: You instantly won the mission when it started (Credits: Chronoseth). -Fixed: Nod 04: False Flag Operation: Incorrect text was displayed when you failed the mission (Credits: ISeeMangos). -Fixed: Nod 09: No Mercy (Credits: ISeeMangos): - The objective 1 reminder text kept repeating after the objective was already completed. - The objective 2 text wasn't displayed after objective 1 was completed. -Fixed: Nod 12: Steal the Codes (Credits: ISeeMangos): - Expanded northern cliffs to make it less likely for groups of GDI units to get stuck. - Fixed wrong priority assigned to an Orca Team in Hard. - Removed access to certain GDI Tech Units after capturing them. -Fixed: Nod 13: Cradle of My Temple: GDI started endlessly spawning infantry after a certain Chinook landed on Easy or Medium difficulty (Credits: Shush). Version 14.0.4 (Jul 14) -Fixed: The AI was no longer able to build a base on a large map whenever "Silos Needed" was disabled while "Advanced AI" was enabled (Credits: Rampastring). -Fixed: King of the Hills Extreme: Moved a rock that caused path-finding issues for units (Credits: Rampastring). -Fixed: Bearing Straits: - The AI will now prioritize building ships on this map (Credits: Bittah Commander). - Units were able to move through some tree groups and infantry could get stuck in them (Credits: ISeeMangos). - Starting location #8 has been moved closer to the water to make it easier to build a naval yard (Credits: ISeeMangos). - The water wasn't animated (Credits: ISeeMangos). -Fixed: GDI 06: Doctor Mobius: There was a chance that you didn't win the mission after destroying the Nod bases (Credits: Chronoseth). Version 14.0.3 (Jul 12) -Fixed: The "Harmless Tiberium" game option no longer worked. -Fixed: A typo has been corrected in the description of the "Nod 13: Cradle of My Temple" Co-Op mission. Version 14.0.2 (Jul 12) -Fixed: Power to the People #9: You weren't able to build the Soviet Radar Dome and the AI built the Allied Radar Dome instead of the Soviet one (Credits: ToasterCat). Version 14.0.1 (Jul 10) -Fixed: In the mission selection window you were able to select some missions that weren't actually included, causing the client to crash. Version 14.0.0 (Jul 10) -Added: New singleplayer mission: Shadow Reprisal (Credits: Rampastring). -Added: New multiplayer maps: - Godly Juke (Credits: RigasMiesnieks) - King of the Hills Extreme (Credits: Rampastring) - Spring Path (Credits: Rampastring) - Tsunami (Credits: ToasterCat) - Bearing Straits (Credits: ISeeMangos) - Rural Detour (Credits: Mehdi860) -Added: New Co-Op missions: - Nod 01: Silencing Nikoomba (Credits: ISeeMangos, Chronoseth) - Nod 02: Liberation of Egypt (Credits: ISeeMangos) - Nod 03: Friends of the Brotherhood (Credits: ISeeMangos) - Nod 04: False Flag Operation (Credits: ISeeMangos) - Nod 05: Grounded (Credits: ISeeMangos) - Nod 06: Extract the Detonator (Credits: ISeeMangos) - Nod 07: Orca Heist (Credits: Chronoseth) - Nod 08: New Construction Options (Credits: ISeeMangos) - Nod 09: No Mercy (Credits: ISeeMangos) - Nod 10: Doctor Wong (Credits: ISeeMangos) - Nod 11: Ezekiel's Wheel (Credits: ISeeMangos) - Nod 12: Steal the Codes (Credits: ISeeMangos) - Nod 13: Cradle of My Temple (Credits: Rampastring) -Added: The "It Came From RA! 3: Hunt!" and "It Came From RA! 4: Exterminate!" missions now have preview images (Credits: Mehdi860, Bittah Commander). -Added: GDI Co-Op missions now play win and loss movies after the multiplayer score screen with the "In-Game Videos" game option enabled (Credits: Rampastring). -Added: The Radar Dome now has blinking lights that turn off when the base doesn't have enough power (Credits: Bittah Commander). -Added: Scale Factor option for the CnC-DDRAW and DDrawCompat renderers (Credits: Rampastring). -Added: The Soviets now have a new Radar Dome (Credits: Mehdi860, Bittah Commander). -Added: A civilian Trimaran boat (Credits: Mehdi860). -Changed: DDrawCompat was updated from version 0.5.3 to version 0.6.0 (Credits: narzoul). -Changed: The Torpedo Boat was replaced with a new model (Credits: Mehdi860, Bittah Commander). -Changed: All Barracks now provide access to defensive structures and Helipads of any faction that you own a Construction Yard for (Credits: Bittah Commander). -Changed: All Refineries now provide access to War Factories, Naval Yards and Radars of any faction that you own a Construction Yard for (Credits: Bittah Commander). -Changed: Either Repair Facility/Service Depot now provides access to the Mechanic, Enforcer or Behemoth when you own the appropriate faction's Barracks or War Factory (Credits: Bittah Commander). -Changed: The AI no longer spaces its buildings further apart than usual on several naval maps (Credits: Bittah Commander): - Archipelago - Arctic Disaster - Coastal Battle - Dante's Desert - Heart Attack - Island Raiders - Island Tactics - Naval Rampage - Perilous Islands - Shifted War Areas - Tiber -Changed: The Aircraft Carrier and Sea Shadow no longer need to face their target before firing (Credits: Bittah Commander). -Changed: V2 missiles can now destroy walls. -Changed: The Behemoth's elite weapon now fires more projectiles and its area of effect has been reduced. -Fixed: Burning trees unintentionally did damage to adjacent cells (Credits: Bittah Commander). -Fixed: The M.A.D. Tank's stomps weren't in sync with its animation (Credits: Bittah Commander). -Fixed: The Allies can no longer build the Missile Silo while owning only an Allied Tech Center in Enhanced Mode. -Fixed: The Advanced Comm. Center's radar dish was partially overlapped by the structure itself. -Fixed: The positions of the Behemoth Tank's napalm explosions now more closely match the projectile impacts (Credits: Bittah Commander). -Fixed: The Temple of Nod had pixels that appeared to glow on dark maps (Credits: Bittah Commander). -Fixed: Torpedoes could sometimes pass through Naval Yards (Credits: Rampastring). -Fixed: SSM Launcher missiles exploded when encountering allied objects that were owned by a different player (Credits: Rampastring). -Fixed: A Buoyant City: Most of the water wasn't animated (Credits: Bittah Commander). -Fixed: Sand Trap Redux: A shore piece's water animation appeared on top of the sand (Credits: Bittah Commander). -Fixed: Stormy Valley: One of the tunnels could only be entered from one side (Credits: Rampastring). -Fixed: It Came From RA! 4: Exterminate!: Player units used the blue remap color instead of gold. -Fixed: A Bridge Too Few: - The nuke didn't destroy the top bridge. - The bottom bridge couldn't be repaired because the Engineer couldn't enter the Bridge Repair Hut. -Fixed: GDI 05 B: Destroy the Airstrip: Nod deployed its MCV in the wrong location. -Fixed: Covert Revolt #04: The player unintentionally had access to Medics and Mechanics from the Deployed Enforcer (Credits: Rampastring). -Fixed: Covert Revolt A #14: Nod Apaches did not target Construction Yards that were captured by the player (Credits: Rampastring). -Fixed: Covert Revolt C #14: An enemy transport failed to unload its passengers if it was fired upon (Credits: Rampastring). Version 13.5.3 (Mar 25) -Fixed: GDI 05 B: Destroy the Airstrip: The hovercraft delivering the player units didn't move in a straight line and could sometimes get stuck, causing one of the players to not receive their MCV or other units (Credits: Bittah Commander). Version 13.5.2 (Mar 2) -Fixed: Without Advanced AI enabled, the AI wasn't wasn't consistently able to build naval yards on several maps without land routes (Credits: Bittah Commander): - Coastal Battle - Arctic Disaster - Naval Rampage - Icy Floes - Perilous Islands - Archipelago -Fixed: Auto-updating failed when you didn't have .NET Framework 3.5 installed (Credits: Rampastring). -Fixed: The game no longer crashes when the "version" file is missing after a failed update (Credits: Rampastring). -Fixed: FinalSun didn't display the correct low bridge graphics (Credits: Bittah Commander). -Fixed: Power to the People #2 (Credits: Rampastring): - The wrong text was displayed when the prison was destroyed. - You could still lose the mission after accomplishing it, which would then prevent the next mission from unlocking. Version 13.5.1 (Mar 1) -Fixed: The client crashed after completing a mission for new DTA installations (Credits: Rampastring). -Fixed: The TD EVA voice was heard while playing as Allies or Soviet in Skirmish (Credits: Rampastring). -Fixed: Holding Ctrl or Shift while right-clicking sidebar icons now cancels multiple objects of that type, even if there are other objects queued before it (Credits: ZivDero). -Fixed: The Torpedo Boat's torpedoes spawned at the wrong altitude (Credits: Bittah Commander). -Fixed: Naval Diplomacy (Credits: Rampastring): - The water wasn't animated. - Units could move through some groups of trees. Version 13.5.0 (Feb 28) -Added: New singleplayer mission: Operation Guillotine (Credits: ToasterCat). -Added: New Co-Op missions (Credits: Rampastring): - Cracking the Shell - Revanche -Added: New multiplayer maps: - Incursion (Credits: BaghiraRTS) - Over and Under (Credits: Rampastring) - Deceptive Proximity (Credits: Rampastring) - Isle of Oades (Credits: Rampastring) - Naval Diplomacy (Credits: Rampastring) -Added: You can now hold shift while clicking or right-clicking on a sidebar icon to queue 5 or cancel everything of the selected object, while Ctrl + Right-click instead cancels 5 of the selected object (Credits: ZivDero, Rampastring). -Added: Wider desert ford tiles (Credits: Bittah Commander). -Added: Green variants of Crimsonum's red arrow animation for mappers to use in missions (Credits: Bittah Commander, Crimsonum). -Added: You now hear an announcement whenever your harvester is attacked while playing as Allies or Soviet (Credits: Bittah Commander, lazygecko). -Added: A Torpedo Boat for Nod (Credits: Bittah Commander). -Changed: You can now queue up to 30 units on the sidebar. -Changed: Holding shift now makes you add all units to your selection instead of only non-combat units (Credits: Rampastring). -Changed: Naval units have been completely rebalanced (Credits: Rampastring): - Ships now use multiple different armor types for "rock-paper-scissors" style balance that is closer to the balance of land units. - Ships are generally more durable, especially when fired at by ground units. - All anti-air naval units now deal more damage against aircraft. - All repair ships now require Radar (tier 2) and move slower. - GDI Gunboat: now has heavy armor, making it more resistant against machine guns and high-explosive weapons. Cost increased to 800. - GDI Missile Cruiser: missile damage increased, but reload delay between shots increased as well. Missiles now fly slightly slower, making dodging them easier. Cost increased to 1400. Now features slightly smaller graphics to reduce graphical overlap in large groups (Credits: Bittah Commander). - GDI Aircraft Carrier: drones can now be intercepted by anti-air, but have increased range and deal more damage. Cost increased to 2500. Now features slightly smaller graphics to reduce graphical overlap in large groups (Credits: Bittah Commander). - Nod Scarab Speedboat: has been made faster, now deals more damage against lightly-armored naval units. Cost reduced to 500. - Nod Laser Corvette: weapon range lowered. When deployed, gains more range and damage, but takes longer to reload between shots. - Nod Sea Shadow: now fires rockets that can be intercepted by anti-air, but has increased range and deals more damage on hit. When elite, now has a chemical warhead that spawns a gas cloud on impact. Cost reduced to 1800. - Allied Corvette: now has heavy armor, making it more resistant against machine guns and high-explosive weapons. Fires regular cannon shells instead of arcing projectiles, and can no longer fire at aerial targets (aside from the Covert Revolt campaign). - Allied Frigate: can now fire at aerial targets and has increased damage, but lower range. - Allied Cruiser: damage has been increased. Gains slightly more range when deployed, fixing an issue where it could sometimes reach a target when mobile but be unable to reach it when deployed. Features heavy armor, making it more resistant against machine guns and high-explosive weapons. Cost increased to 2500. - Soviet Submarine: is now heavily armored, making it more resistant against machine guns and high-explosive weapons. Torpedo damage lowered, but range slightly increased. Can now deploy to toggle between surfaced and submerged modes. When surfaced, gains speed and the ability to target enemy units automatically. - Soviet Missile Submarine: damage reduced against units, but increased against most base buildings. Fixed a bug where it was sometimes unable to properly hit large buildings. Can now deploy to toggle between surfaced and submerged modes. When surfaced, gains speed and the ability to target enemy units automatically. - Soviet "Lun" Ekranoplan: now turns slightly faster. Damage increased significantly to all targets, and massively against heavily-armored targets. Range slightly increased. - Soviet Project 941: can no longer deploy to a building, but can instead deploy to toggle between surfaced and submerged modes. When surfaced, now fires rockets that can be intercepted by anti-air, but has increased range and deals more damage on hit, especially against small-sized targets such as units and base defenses. - Sea Mine: has been moved from Soviet to Nod. -Changed: Aircraft Carrier drones, and missiles from the Sea Shadow or Project 941 can now be shot down by anti-air weapons (Credits: ZivDero, Bittah Commander, Rampastring). -Changed: The Advanced AI now handles naval production better (Credits: Rampastring). -Changed: AI naval units are now properly able to scan for targets on land that are out of their current position's firing range (Credits: Starkku, Rampastring). -Changed: The storage of harvesters will now display unique colors for the different resources it can harvest (Credits: ZivDero). -Changed: The Mechanic now displays a wrench icon next to it instead of the medic's red cross (Credits: ZivDero, Bittah Commander, Rampastring, ISeeMangos). -Changed: Aircraft now have wider pips to indicate their remaining ammo, to distinguish them from passenger pips (Credits: Bittah Commander). -Changed: The Apache now displays its ammo pips on two lines (Credits: ZivDero, Bittah Commander). -Changed: The Hovercraft Transports were made 70% faster on land and they no longer accelerate or decelerate when they start or stop moving. -Changed: The Enforcer and Behemoth can now spawn more than one crew on death (Credits: ZivDero). -Changed: (In addition to Harvesters), Engineers, Mechanics, MCVs, Mobile Sensor Arrays, Mobile Repair Vehicles and Mobile Repair Ships are no longer selected together with combat units when you draw a selection box (Credits: ZivDero). -Changed: Instead of firing a single burst missile at aircraft with a double rate of fire, the Advanced Guard Tower now fires a double burst missile at aircraft with a regular rate of fire (Credits: Bittah Commander). -Changed: Low Bridges have been remade so that their shape fully matches the passable cells and mappers are now also able to manually place them piece by piece (Credits: Bittah Commander). -Changed: The bottom low bridge on Forest Fires is now destroyed from the start, just like in the TS version of the map (Credits: Bittah Commander). -Changed: The "Harvester under attack" announcement's frequency has been reduced to 1/4th. -Changed: You now start with two additional Laser Corvettes and Sea Shadows in the Reunification singleplayer mission (Credits: ToasterCat, Mehdi860). -Fixed: Multiplayer games now desync less often (Credits: Rampastring). -Fixed: You could not put infantry into Stealth APCs of allied players unless the Stealth APC force-fired or was under a sensor array (Credits: Rampastring). -Fixed: Tiberium gas no longer spawns visceroids from non-crewed vehicles and buildings (Credits: Rampastring). -Fixed: In singleplayer missions infantry were unable to exit cars and other transports of allied players. -Fixed: Buildings and overlay (such as walls) could get damaged by projectiles exploding in air above them (Credits: Rampastring, ZivDero). -Fixed: The camera will no longer constantly jump to different corners whenever you try to scroll on a map that's smaller than your screen resolution (Credits: Belonit, ZivDero). -Fixed: The client will no longer lose the ability to track saved games whenever the game or client wasn't closed properly; even in cases of a crash or unexpected system reboot (Credits: Rampastring). -Fixed: Railguns weren't affected by modifiers such as Firepower crates (Credits: Rampastring). -Fixed: There is no longer a chance that Nod AI players might build a Red Alert Power Plant when you keep destroying its power with Advanced AI disabled (Credits: ZivDero). -Fixed: All resources (green tiberium, blue tiberium, ore, scrap metal and gems) inflicted 1 HP damage to infantry that walked over them (Credits: ZivDero). -Fixed: The RepeatLastInfantry, RepeatLastVehicle and RepeatLastAircraft hotkeys weren't working (Credits: Rampastring). -Fixed: There was a rare chance that some of the Chrono Vortex super weapon's animations wouldn't be displayed (Credits: Bittah Commander, ZivDero, CCHyper). -Fixed: The "Select One Unit Less" key didn't work when you configured it. -Fixed: The Laser Corvette no longer wobbles while moving (Credits: Bittah Commander). -Fixed: Custom Co-Op missions didn't appear when you selected the "Co-Op (Brutal)" game mode (Credits: Rampastring). -Fixed: A rare random crash (Credits: Rampastring). -Fixed: The default key for "Queued Move" was incorrect if you had never assigned hotkeys through the client (Credits: Rampastring, ZivDero). -Fixed: Multiplayer maps: - Trinity: Path-finding under bridges was improved in several locations (Credits: Bittah Commander). - Hardpoints: Picking up an air strike crate gave the player a nuke instead (Credits: Mehdi860). - Creepy Obstruction: The pavement in the city area was no longer looks like a repeating circle pattern (Credits: Mehdi860). - Frozen Advance: The ends of the low bridge were positioned too far inland (Credits: Bittah Commander). - A Path Beyond: One of the low bridge's cells was impassable (Credits: Bittah Commander). - Narrow River: The ends of the low bridges were positioned too far inland (Credits: Bittah Commander). - Forest Fires: There was a patch of tiberium on an impassable cell that could cause harvesters to get stuck. -Fixed: Co-Op missions: - Forged Payback: Players would instantly lose after starting the mission (Credits: Rampastring). -Fixed: Singleplayer missions: - Reunification: You no longer need to wait a while before the mission ends whenever you destroy the final enemy assault relatively quickly (Credits: Mehdi860). - A Bridge Too Few: The bottom bridge wasn't repairable (Credits: Bittah Commander). - Covert Revolt #08: The instruction text that was meant to be displayed after capturing an armory was never shown (Credits: Mehdi860). - Covert Revolt A #11: The AI will no longer fail to deploy its MCV when the intended deploy site gets obstructed (Credits: Mehdi860). - Creeping Destruction campaign: The vertical bars that indicate the player and enemy casualties now use colors that match the player and enemy's faction colors (Credits: Mehdi860). Version 13.1.5 (Dec 24) -Added: Christmas props. Version 13.1.4 (Oct 25) -Fixed: The game didn't display descriptions when hovering over sidebar icons. Version 13.1.3 (Oct 20) -Fixed: Co-Op mission "GDI 09: Code Name Delphi" couldn't be finished (Credits: Chronoseth). -Fixed: The "A Bridge Too Many" Co-Op mission crashed at some point for the Easy, Normal and Hard difficulty levels (Credits: Rampastring). Version 13.1.1 (Oct 16) -Fixed: Brutal difficulty Co-Op missions didn't function properly (Credits: Rampastring). Version 13.1.0 (Oct 16) -Added: Brutal Co-Op difficulty mode (Credits: Rampastring). -Changed: The sidebar icons of the MCVs and War Factories of all different factions now look distinguishable from one-another (Credits: Bittah Commander). -Changed: You can now produce all Allied infantry from a deployed Enforcer without needing to own an Allied Barracks. -Changed: Several Co-Op missions have received quality-of-life improvements, such as revealing enemy defensive positions in advance so that the missions won't require advance-knowledge to be beaten (Credits: Rampastring). -Changed: Difficulty scaling has been improved in several Co-Op missions (Credits: Rampastring). -Fixed: Several bugs in the "Liberation Extermination" Co-Op mission have been fixed (Credits: Rampastring). -Fixed: You can no longer produce grenadiers from a deployed Enforcer when you don't own a GDI or Soviet Barracks. -Fixed: The Missile Silo didn't get disabled when you disabled Super Weapons in Skirmish/Multiplayer. -Fixed: The game played a clicking sound when selecting a Minigunner instead of playing its usual voice line. -Fixed: The player was unable to build a Missile Silo in three Covert Revolt missions where they were supposed to be able to. -Fixed: Power to the People #4: You can now build the TD Refinery after capturing a Nod Construction Yard (Credits: ToasterCat). -Fixed: Power to the People #6: There was a random chance to get soft-locked out of finishing the mission (Credits: ToasterCat). -Fixed: Power to the People #9: There was a random chance to get soft-locked out of finishing the mission (Credits: ToasterCat). Version 13.0.0 (Sep 20) -Added: The "Power to the People" singleplayer campaign (Credits: ToasterCat). -Added: New multiplayer maps: "Tiberium Chasm", "Mining Isthmus" and "Pit Frozen Over" (Credits: Rampastring). -Added: Buildable items on the sidebar are now organized under four different tabs (Credits: ZivDero, Bittah Commander). -Added: The Hind attack helicopter has been added as a buildable Soviet aircraft in Classic Mode (Credits: ISeeMangos). -Added: Sidebar icons now have hover-on effects (Credits: ZivDero, Rampastring). -Changed: You can now hold Shift while clicking "Delete" on a saved game in the client to skip the deletion confirmation prompt (Credits: Rampastring). -Changed: When a prerequisite structure such as a Tech Center is lost, the units/structures it granted access to are now removed from the sidebar until the prerequisite structure is rebuilt (Credits: ZivDero). -Changed: Items on the sidebar are now sorted by faction and all defenses are sorted to the bottom (Credits: ZivDero). -Changed: When a player owns factories from multiple factions, they'll now only see one variant of identical side-specific units on the sidebar (Credits: ZivDero). -Changed: Starting the production of a unit or structure while you have no money no longer forces them to the "On Hold" status (Credits: ZivDero). -Changed: The art behind the Repair/Sell/Power/Waypoint buttons on the Allied and Soviet sidebars has been adjusted to make these buttons look more vertically centered (Credits: Bittah Commander). -Changed: The sidebar icons for the Nod and Allied Light Tanks have been modified to make Nod's variant more saturated and the Allied one grey (Credits: Bittah Commander). -Changed: The Commando now fires an anti-materiel rifle when it becomes elite instead of a grenade launcher (Credits: Bittah Commander). -Changed: The Behemoth can now fire while (Q)moving. -Changed: The Nod Flamethrower Infantry's health has been reduced by 12.5%. -Changed: The Shock Trooper now spawns a flame on its body when it dies. -Changed: The HP of the GDI, Nod, Allied and Soviet tech center has been increased to allow them to survive an Ion Cannon or nuke impact. -Changed: Subterranean Subway Station's visual details have been improved (Credits: CRAFTSMAN). -Changed: The rate of fire of GDI's Medium Tank no longer becomes 17% slower when it becomes elite and gains its missile weapon. -Changed: The model of the Longbow has been replaced (Credits: ISeeMangos). -Changed: The client will now warn you when you're about to load a saved game without metadata and thus can't be tracked by the client to unlock other missions or preconditions (Credits: Rampastring). -Fixed: You can no longer unload TD Harvesters on RA Refineries and vice-versa (Credits: Rampastring). -Fixed: Sidebar building icons could sometimes appear grayed out with EVA constantly saying "New Construction Options" when you owned tech of multiple factions (Credits: ZivDero). -Fixed: There was a rare chance for a Hovercraft to become its own passenger, which caused it to disappear while unloading, as well as crashing saved games in which it was present (Credits: Rampastring). -Fixed: The tiberium harvester that appeared on the sidebar after capturing a tiberium refinery wasn't buildable and the "New construction options" voice line would then be repeated every time you built anything (Credits: Bittah Commander). -Fixed: The client sometimes failed to play music in cutscenes (Credits: Rampastring). -Fixed: The APC's muzzle flash appeared some distance above its mounted gun (Credits: Bittah Commander). -Fixed: The GDI and Nod MCVs used the RA MCV sidebar icon when playing as Allies or Soviet. -Fixed: Building and deploying an MCV from a different faction would only add greyed-out icons to the sidebar, but wouldn't actually allow you to actually build that faction's structures (Credits: ZivDero). -Fixed: Idyllic Lake had a patch of gems on top of a rock, which would cause harvesters to get stuck there if they'd harvest it (Credits: Mehdi860). -Fixed: Subterranean Subway Station had some fences on top of impassable terrain, which would cause units to get stuck there if they'd run over and crush the fence (Credits: Mehdi860). -Fixed: Some path-finding issues around bridges on Subterranean Subway Station have been resolved (Credits: CRAFTSMAN). -Fixed: Covert Revolt #05: You can no longer build the Stealth Generator and the Heavy Raider if you capture Nod tech. -Fixed: Covert Revolt B #12: You can no longer train the Spy from a Barracks (Credits: Mehdi860). -Fixed: Covert Revolt B #15: You can no longer train the Spy from a Barracks (Credits: Mehdi860). -Removed: You can (temporarily) no longer open the info panel. For the full change log with all changes since version 1.00 along with the credits relevant to each version, go to: http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/tutorials/change-log --------- 2.Credits --------- View the credits for all individual tasks at: http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/tutorials/credits Powered by Vinifera (https://github.com/Vinifera-Developers/Vinifera), an open-source community project extending the Tiberian Sun game engine. The version of Vinifera used by Dawn of the Tiberium Age (https://github.com/Rampastring/Vinifera/tree/dta-changes) is an unofficial fork maintained by Rampastring. ------- 3. Maps ------- To view all the maps included with the current version of DTA, visit https://dta.cnc-comm.com/Maps.htm If you want to share your own maps or need assistance, visit the forums at https://ppmforums.com/index.php?f=505 If you wish to make your own maps there are a few things you need to know in advance: - Make sure you always place the impassable clear ground under the foundation of any terrain objects that are bigger than 1x1, otherwise infantry will be able to walk right through them and vehicles will always attack them instead of moving around them. - Make sure you never place tiberium on impassable tiles, because this will cause harvesters to move onto those tiles and get stuck. - Almost all of the TS mapping tutorials also apply to DTA, so make sure to read through them if you need more detailed mapping instructions: https://ppmforums.com/index.php?f=892 - You can use the Map Renderer to generate a full-size preview image of the entire map. ------- 4. Site ------- For more information, assistance, bug reports, suggestions, extra maps and discussions, visit the site at http://www.moddb.com/mods/the-dawn-of-the-tiberium-age or the forums at https://ppmforums.com/index.php?f=504 EA has not endorsed and does not support this product.