What’s New

This page lists the history of changes across stable Vinifera releases and also all the stuff that requires modders to change something in their mods to accommodate.

Migrating

From vanilla

  • Tiberium [Vinifera]->Power, previously hardcoded to 17, has been de-hardcoded. As such, a proper value needs to be set in RULES.INI.

From TS Patches

  • place_building_hotkey and repeat_last_building_hotkey should be disabled to avoid conflict with the analogous Vinifera keyboard commands.

  • Removal of ts-patches tiberium_stuff and tiberium_damage is required for this to work properly. Please keep in mind that Power once again behaves like in vanilla in regards to chain explosions and should be set to reasonable values, while DamageToInfantry should be used to customize Tiberium’s damage to infantry.

Changelog

0.1.1.0

Click to show

New:

  • Implement voxel light customization (by ZivDero)

  • Implement an option to disable Tiberium storage (by Rampastring)

  • Tooltips for super weapons on the sidebar can now show a custom description (by Rampastring)

  • Allow deploying air transports with the “Deploy” keyboard command (by Rampastring)

  • Add WallOwner to BuildingTypes (by Rampastring)

  • Allow pre-placed units to have missions in multiplayer (by Rampastring)

  • Implement TActionClass extensions, port ts-patches actions (by ZivDero, Rampastring)

  • Implement TEventClass extensions (by ZivDero)

  • Increase the local/global variable cap to 500 (by ZivDero)

  • Implement integer varialbes, and trigger actiosn and events to operate on them (by ZivDero)

  • Veterancy and Health Filter kotkeys (by hacklex)

  • Add unit promotion sounds, EVA and flashing (by ZivDero)

  • Add Tiberium spreader customization (by ZivDero)

  • Implement BarGate for buildings (by ZivDero)

  • Parachute animations with AltPalette=yes now remap to the parachuted unit owner’s color (by ZivDero)

  • Add Water movement zone override (by ZivDero)

  • Implement multiplayer beacons (by ZivDero)

  • Chat improvements (by ZivDero)

  • Port to Syringe (by ZivDero)

  • Add customizable wake animations (by CCHyper, ZivDero)

  • Replace DirectDraw with SDL (by ZivDero, tomsons26, CCHyper)

  • Make it possible to prevent buildings from repeatedly catching fire when rapidly switching between damage stages (by Rampastring)

  • Improve alternative factory selection when the primary factory is blocked (by Rampstring)

  • Add “Adjust House Modifier” trigger action (by Rampstring)

  • Add “Only Harvesters” quarry (by Rampastring)

  • Tutorial text INI keys are now interpreted as strings, not integers (by ZivDero)

  • Implement INI inheritance/includes (by ZivDero)

  • Add “Building Does Not Exist” trigger event (by Rampastring)

  • Add “Create Building At” trigger action (by Rampastring)

  • Add the Iron Curtain logic from Red Alert 1 for map scripting and AI (by Rampastring)

  • Heap dumping command now logs more information of Techno objects (by Rampastring)

  • Allow customizing the distance for the “Comes Near Waypoint” trigger event (by Rampastring)

  • Add DetectDisguise to TechnoTypes (by Rampastring)

  • Allow customizing whether AI sees through disguise (by Rampastring)

  • Allow customizing the number of harvesters the AI builds for each refinery (by Rampastring)

  • Make spawners respect IonSensitive on weapons (by ZivDero)

  • Vinifera’s Developer mode now prints information on executed trigger actions (by Rampastring)

  • Extended sidebar customizability (by ZivDero)

  • Replace the vanilla audio engine with a miniaudio-backed system for sound effects, music, EVA speech, subtitles, and VQA movie audio (by CCHyper/tomsons26, ZivDero)

  • Add new customizations options for themes, sounds and speeches (by CCHyper/tomsons26, ZivDero)

  • Add support for modern video formats (MP4, WMV, MPG, AVI) as replacements for VQA movies (by ZivDero, CCHyper)

  • Allow customizing Self Healing cap and rate globally and per-unit (by JoyfulShush)

  • Allow customizing whether AI can repair buildings created as base nodes (by JoyfulShush)

  • Add the ability to snap camera position instantly when using the Center Camera At Waypoint trigger action (by JoyfulShush)

  • Allow hospitals and armories to accept multiple infantry in one order to set a queue and to set rally points (by JoyfulShush)

  • Units and Reveal Around Waypoints trigger actions can now reveal any desired radius (by JoyfulShush)

  • Allow Reveal Around Waypoints trigger actions to specify their reveal radius and whether they take elevation into account (by JoyfulShush)

  • Removed incremental revealing logic when setting RevealByHeight=no (by JoyfulShush)

  • Allow building repairs to be paused rather than stopped when a house has insufficient funds (by JoyfulShush, Rampastring)

  • Allows aircraft to use Q-Move (by JoyfulShush)

  • Add an in-game ImGui debug overlay window (Stats / House / Unit / Network tabs) toggled by ToggleDebugOverlayCommandClass (by ZivDero)

  • Add a developer-mode scenario debug window (Scenario / Types / Instances / State tabs) toggled by ToggleScenarioOverlayCommandClass (by ZivDero)

  • Healing units now apply area-guard on a nearby combatant unit when attacking enemy targets, rather than area-guarding on themselves (by JoyfulShush)

  • Added the ability to specify the range area-guarding units will move to their assigned unit, as well as the range that area-guarding units will abandon their targets and move towards their assigned unit (by JoyfulShush)

  • Allow Free Radar to be used when players are in low power (by JoyfulShush)

  • Add support for health tracking for bridges, as well as allowing bridges to have an armor type (by JoyfulShush)

  • Allow cloaked units to trigger cell tags when using Entered By trigger events (by JoyfulShush)

  • Allow throttling the frequency of the “Harvester under attack” EVA event (by Rampastring)

Vinifera fixes:

  • Fix unit placement in non-TS Client builds of Vinifera (by ZivDero)

  • Fix a bug where CellSpread incorrectly handled height distance with buildings (by ZivDero)

  • Units spawned from naval factories now face away from the factory, instead of always facing North (by ZivDero)

  • Fix mechanic infantry being unable to repair deployed vehicles (by Rampastring)

  • Fix a bug where OpportunityFire=true would make technos abandon targets assigned by the player (by ZivDero)

  • Fix a bug where OpportunityFire=true units could drive to crush their opportunity fire targets (by ZivDero)

  • Fix a bug where per-type modifiers on warheads wouldn’t impact weapon selection (by ZivDero)

  • Fix a bug where Totable=no did not work (by ZivDero)

  • Fix a crash that could happen if you lost a factory while producing something (by ZivDero)

  • Fix problems with new IsometricTileType flags during save/load (by ZivDero)

  • Fix a bug where when undeploying a building, the resulting unit would face the wrong way (by ZivDero)

  • Fix a bug where only local variables up to 50 would be used (by ZivDero)

  • Fix a bug where you’d hear “Construction complete” after placing a building, instead of when it’s ready (by ZivDero)

  • Fix a bug where AI vehicles got stuck on War Factory if attacked while exiting (by Rampastring, ZivDero)

  • Fix a bug where you could tote a Totable=no unit by force-moving onto it (by ZivDero)

  • Fix a bug where spawned aircraft would reveal terrain when they fired (by Rampastring)

  • Fix a bug where new local/global variable trigger events wouldn’t reset their timers correctly (by ZivDero)

  • Fix a bug where EVA would say “training” every time you queued a unit, instead of just for the first unit queued (by ZivDero)

  • Fix a bug where units with OpportunityFire=yes would abandon their new target if ordered to attack while moving (by ZivDero)

  • Fix a bug where moving infantry were allowed to target objects that their warhead does not allow them to target normally (by Rampastring)

  • Fix a bug where AI-controlled units equipped with torpedoes could attempt to pursue targets on land (by Rampastring)

  • Fix a bug where ts-patches Spawn houses stopped working as trigger event parameters after loading a saved game (by Rampastring)

  • Fix a bug where the map would accept input while the user was in a dialog window (by ZivDero)

  • Fix a bug where ice was destroyable despite the scenario having IceDestructionEnabled=no (by Rampastring)

Vanilla fixes:

  • Fix the player being able to unload an aircraft onto a building, resulting in limboed units (port from ts-patches) (by ZivDero)

  • Fix only the building specified under [General]->RepairBay being able to repair aircraft (port from ts-patches) (by ZivDero)

  • Fix the player being able to land an aircraft onto a helipad even if it’s not listed as Dock= of this aircraft (by ZivDero)

  • Fix a bug where a weeder could be ordered to dock with a waste facility that wasn’t listed in the weeder’s Dock= key (by ZivDero)

  • Fix a bug where the player couldn’t repair aircraft on allied repair bays under some circumstances (by ZivDero)

  • Fix a buffer overflow crash in MapClass::Place_Down (by Rampastring)

  • Fix a bug where the “Building exists” event would fire when you queued a building on the sidebar (by ZivDero)

  • Fix a bug where using the “Destroy Tag” trigger action could lead to trying to free invalid memory (by ZivDero)

  • Fix a bug where the game could freeze in the score screen in Clip_Line when running on Windows 11 24H2 (by tomsons26, Rampastring)

  • Fix a bug where carryalls would unload infantry like they unload vehicles (by ZivDero)

  • Fix a bug where carryalls would draw their infantry passenger’s shadow (by ZivDero)

  • Fix a bug where carryalls would try to drop off units when landing on a helipad (by ZivDero)

  • Fix a bug where carryalls would land too high when carrying infantry (by ZivDero)

  • Fix a bug where carryalls would allow boarding in some situations when they shouldn’t (by ZivDero)

  • Fix a bug where carryalls assign their ROT to the unit they’re carrying (by ZivDero)

  • Fix a bug where paradropped vehicles would be placed off-center in the cell (by ZivDero)

  • Fix a bug where vehicles paradropped from a carryall would be drawn with an offset (by ZivDero)

  • Fix a bug where paradrops didn’t take cell passability and bridges into account (by ZivDero)

  • Fix a bug where units in guard mode would not abandon targets out of their range (by ZivDero)

  • Fix a bug where under some circumstances Tiberium would halt spreading and/or growing temporarily (by ZivDero)

  • Fix a bug where Tiberium spawned by animations wouldn’t grow or spread (by ZivDero)

  • Fix a bug where carryalls assign their ROT to the unit they’re carrying (by ZivDero)

  • Teams attacking a BwP now take zones into account (by Rampastring)

  • Fix a bug where placed buildings were not revealed to allies, only the player who placed down the building (by Rampastring)

  • Fix a bug where the player’s army wouldn’t fire at armed civilians (by Rampastring)

  • Fix a bug where the last line of an INI file would not be parsed (by ZivDero)

  • Fix incorrect merging of sections and keys in INI files (by ZivDero)

  • Fix game end text being stretched horizontally (by ZivDero)

  • Fix a bug where upon restoring focus to the window the last theme would play twice (by ZivDero)

  • Fix a bug where units that had AA-capable secondary weapons but AA-uncapable primary weapons did not automatically fire at aircraft (by Rampastring)

  • Fix a bug where hijackers are able to hijack vehicles of their allies (by Rampastring)

  • Fix a bug where tiberium growth and spread was concentrated to the south of the map after loading a saved game (by Rampastring)

  • Fix several bugs where pathfinding could overflow buffers and corrupt memory on large and open maps (by Rampastring, ported from Phobos code by CrimRecya)

  • Fix a bug where friendly Spies appeared as disguised (by Rampastring)

  • Fix a bug where name (hover-on tooltip) of friendly spies was displayed as the disguise’s name (by Rampastring)

  • Fix an exploit where hijacked build-limit units could be deployed to erase the hijacker and circumvent the build limits of both the hijacker and its target unit type (by Rampastring)

  • Fix an edge case crash when AI is attempting to find a location to place a structure to (by Rampastring)

  • Fix a bug that allowed players to build objects they are not normally allowed to build through crafted network requests (by Rampastring)

  • Fix a bug that allowed players to issue Stop orders to units not owned by them through crafted network requests (by Rampastring)

  • Fix a bug that allowed players to issue movement and attack orders to units not owned by them through crafted network requests (by Rampastring)

  • Fix a bug where a trigger’s “Elapsed Time” event timers were reset when the trigger was already enabled and the “Enable Trigger” TAction was used on it (by Rampastring)

  • Fix a bug where the sidebar could only contain up to 75 items on a strip (by ZivDero)

  • Fix a vanilla bug where harvesters would become permanently idle if they exhausted all resources to mine, even if new resources appeared (e.g. spawned by a Tiberium tree) (by JoyfulShush)

  • Fix a bug where if you started the game owning a Techno at its BuildLimit, it would not appear on your sidebar (by ZivDero)

  • Fix destroyed APCs sometimes not ejecting the infantry inside them when destroyed while moving (by JoyfulShush)

  • Fix an issue where area-guarding units that are guarding another unit will constantly go back to their designated unit instead of acquiring additional targets in range (by JoyfulShush)

  • Fix a bug where AI medics would fail to heal their allies (by JoyfulShush)

  • EVA no longer says “Harvester under attack” when harvesters receive environmental damage (by Rampastring)

0.1.0.0

Click to show

New:

  • Implement CurleyShuffle for AircraftTypes (by CCHyper/tomsons26)

  • Implement ReloadRate for AircraftTypes (by CCHyper/tomsons26)

  • Implement AILegalTarget for TechnoTypes (by CCHyper/tomsons26)

  • Add support for up to 32767 waypoints to be used in scenarios (by CCHyper, tomsons26, ZivDero, secsome)

  • Implement the loading of Tutorial messages from scenarios (by CCHyper/tomsons26)

  • Add IceStrength to Rules, and IceDestructionEnabled scenario option (by Rampastring)

  • Allow the remap color of Neutral and Special houses to be overridden in multiplayer games (by CCHyper/tomsons26)

  • Add RequiredAddon to Theme control types (by CCHyper/tomsons26)

  • Implement IntroMovie for Campaigns (by CCHyper/tomsons26)

  • Implement DebugOnly for Campaigns (by CCHyper/tomsons26)

  • Implement developer commands for instant superweapon recharge (by CCHyper/tomsons26)

  • Add support for PNG images as an alternative to PCX images (by CCHyper/tomsons26)

  • Implement option to display the super weapon recharge timer on the tactical view (by CCHyper/tomsons26)

  • Implement CanPassiveAcquire for TechnoTypes (by CCHyper/tomsons26)

  • Implement CanRetaliate for TechnoTypes (by CCHyper/tomsons26)

  • Add loading of MPLAYER.INI and MPLAYERFS.INI to override Rules data for multiplayer games (by CCHyper/tomsons26)

  • Allow the game’s Window title, Cursor and Icon to be overridden (by CCHyper/tomsons26)

  • Implement IdleRate, StartIdleFrame and IdleFrames for TechnoTypes (by CCHyper/tomsons26)

  • Add loading of GENERIC.MIX and ISOGEN.MIX mixfiles (by CCHyper/tomsons26)

  • The game will no longer fail to start if the startup mix files are not found (by CCHyper/tomsons26)

  • Implement support for new custom theater types (by CCHyper/tomsons26)

  • Adds loading of ELOCAL(00-99).MIX expansion mixfiles (by CCHyper/tomsons26)

  • Add Rules INI selection dialog for Developer Mode (by CCHyper/tomsons26)

  • Implement the “Build Off Ally” feature from Red Alert 2 (by CCHyper/tomsons26)

  • Add background fill behind in-game user typed messages (by CCHyper/tomsons26)

  • Implement JumpCamera (North, South, East and West) commands (by CCHyper/tomsons26)

  • Implement EnterTransportSound and LeaveTransportSound for TechnoTypes (by CCHyper/tomsons26)

  • Hardcode shroud and fog graphics to circumvent cheating in multiplayer games (by CCHyper/tomsons26)

  • Implement Mechanic and OmniHealer for InfantryTypes (by CCHyper/tomsons26)

  • Add support for 8-bit PCX and PNG cameos (by CCHyper/tomsons26)

  • Implement Soylent for TechnoTypes (by CCHyper/tomsons26)

  • Implement SpawnDelay for BulletTypes (by CCHyper/tomsons26)

  • Implement Suicide and DeleteOnSuicide for WeaponTypes (by CCHyper/tomsons26)

  • Implement VoiceHarvest, VoiceDeploy, VoiceEnter, and VoiceCapture for TechnoTypes (by CCHyper/tomsons26)

  • Implement various Red Alert 2 AnimType features (by CCHyper/tomsons26)

  • Add game options to allow MCV’s to auto-deploy on game start and to pre-place construction yards instead of spawning an MCV (by CCHyper/tomsons26)

  • Add developer commands for placing and removing Tiberium from a cell (by CCHyper/tomsons26)

  • Implement Electric Bolts for WeaponTypes (by CCHyper/tomsons26)

  • Make the position of the health bar graphic on unit selection boxes customizable (by CCHyper/tomsons26)

  • Output screenshots to their own sub-directory (by CCHyper/tomsons26)

  • Echo the user’s sent messages back to them as confirmation they were sent (by CCHyper/tomsons26)

  • Reimplement the command line argument -CD from Red Alert to allow file search path override logic (by CCHyper/tomsons26)

  • Allow the score screen to be skipped at the end of a multiplayer game (by CCHyper/tomsons26)

  • Add warning notification if a NULL house instance is detected during the game loading screen (by CCHyper/tomsons26)

  • Implement light sources for TerrainTypes (by CCHyper/tomsons26)

  • Add command line options to skip to specific game modes and to skip startup movies (by CCHyper/tomsons26)

  • Implement diagonal scroll commands (by CCHyper/tomsons26)

  • Add keyboard commands for playing previous and next music tracks in the jukebox (by CCHyper/tomsons26)

  • Implement CloakSound and UncloakSound for TechnoTypes (by CCHyper/tomsons26)

  • Restore the screen shake when a strong unit or building is destroyed (by CCHyper/tomsons26)

  • Implement various Red Alert 2 WarheadType features (by CCHyper/tomsons26)

  • Add reading of Weapons list from RULES.INI (by CCHyper/tomsons26)

  • Allow WalkRate to be optionally loaded from ART.INI image entries (by CCHyper/tomsons26)

  • Add gate rising and lowering sound overrides for buildings (by CCHyper/tomsons26)

  • Add UnitType flag to prevent a vehicle from being picked up by a Carryall (by CCHyper/tomsons26)

  • Add support for a custom unloading class when a harvester is unloading at a refinery (by CCHyper/tomsons26)

  • Implement ToggleAIControlCommandClass (by CCHyper/tomsons26)

  • Add support for more graphic facings for UnitTypes and various associated items (by CCHyper/tomsons26)

  • Add ImmuneToEMP to TechnoTypes (by Rampastring)

  • Implement ToggleFrameStepCommandClass (by CCHyper/tomsons26)

  • Thicken the waypoint and rally point lines and adds stroke/outline to the waypoint number (by CCHyper/tomsons26)

  • Implement hotkey command to enter the manual placement mode (by CCHyper/tomsons26)

  • Allow harvesters to be considered when executing the “Guard” command (by CCHyper/tomsons26)

  • Harvesters now auto harvest when built from the war factory (by CCHyper/tomsons26)

  • Patch to allow Skirmish games to be started with no AI house(s) (by CCHyper/tomsons26)

  • Implement the Produce Cash logic for BuildingTypes (by CCHyper/tomsons26)

  • Add various developer mode hotkey commands (by CCHyper/tomsons26)

  • Add a “Load Game” button to the retry dialog on mission failure (by CCHyper/tomsons26)

  • Save screenshots as a PNG file instead of PCX file (by CCHyper/tomsons26)

  • Add support for playing the renamed intro movies from The First Decade and Freeware TS installations (by CCHyper/tomsons26)

  • Implement the Blowfish algorithm and removes the requirement for BLOWFISH.DLL (by CCHyper/tomsons26)

  • Allow the game to continue if the side specific mix files are not found (by CCHyper/tomsons26)

  • Change the default value of AllowHiResModes to true (by CCHyper/tomsons26)

  • Implement CnCNet4 support (by CCHyper/tomsons26)

  • Implement CnCNet5 support (by CCHyper/tomsons26)

  • Adds keyboard commands to reproduce the last items that were built (by CCHyper/tomsons26)

  • Allow customizing the pips used for Tiberiums in unit storage, as well as their draw order (by ZivDero)

  • Buildings now show their storage with the proper pips, instead of showing pip 1 for all tiberiums (by ZivDero)

  • The pip used to diplay weeds can now be customized via [AudioVisual]->WeedPipIndex (by ZivDero)

  • Technos can have a custom pip be drawn in the same place as the medic pip using [TechnoType]->SpecialPipIndex (by ZivDero)

  • The location of the control group number and veterancy pips can now be customized in UI.ini (by ZivDero)

  • MaxPips can now we customized (by ZivDero)

  • Change starting unit placement to be the same as Red Alert 2 (by CCHyper/tomsons26)

  • Make it possible to assign rally points to service depots (by Rampastring)

  • Allow adding new Tiberiums and customizing their Image (by ZivDero)

  • Tooltips for objects on the sidebar will now show their name, as well as a custom description (by Rampastring)

  • Implement a new sidebar with tabs (by ZivDero)

  • Add the ability to queue/dequeue 5 units at a time, or dequeue all units instantly (by ZivDero)

  • Make OverlayTypes 27 to 38 (fourth Tiberium images) passable by infantry (by AlexB)

  • Implement the support for new ArmorTypes and allow forbidding force-fire, passive-acquire and retaliation versus specific armor types (by ZivDero/CCHyper)

  • Add a developer command to dump all heaps to the log (by ZivDero)

  • Make harvesters drop the Tiberium type they’re carrying on death, instead of Tiberium Riparius (by ZivDero)

  • Make it so that it is no longer required to list all Tiberiums in a map to override some Tiberium’s properties (by ZivDero)

  • Add TransformsInto and TransformRequiresFullCharge to UnitTypes (by Rampastring)

  • Add developer command to dump all existing triggers, tags, and local and global variables to the log output (by Rampastring)

  • Add PipWrap (by ZivDero)

  • Implement developer mode command to reload Rules and Art files (by CCHyper/tomsons26)

  • Implement various controls to customise the band box selection (by CCHyper/tomsons26)

  • Implement various controls to customise action lines (by CCHyper/tomsons26)

  • Implement various controls to customise target lasers line (by CCHyper/tomsons26)

  • Implement various controls to show and customise NavCom queue lines (by CCHyper/tomsons26)

  • Implement FilterFromBandBoxSelection (by ZivDero/Rampastring)

  • Add the possibility to customize the UI and Tooltip colors per-side (by Rampastring/ZivDero)

  • Add per-side crew customization (by ZivDero)

  • Reimplement aircraft carriers and missile launchers from Red Alert 2 (by ZivDero)

  • Implement DontScore (by ZivDero)

  • Harvesters’ refinery-seeking algorithm now considers both free and occupied refineries when figuring out which refinery to unload at (by Rampastring)

  • Harvesters now consider distance to refinery when moving from one Tiberium patch to another (by Rampastring)

  • Implement the Torpedo logic from Red Alert 1 for BulletTypes (by Rampastring)

  • Allow scenarios to have custom score screen bar colors (by Rampastring)

  • Allow customizing the hunter-seeker unit type per side (by ZivDero)

  • Allow customizing power plants per side (by ZivDero)

  • Implement WaterAlt (by ZivDero)

  • Implement customizable mouse cursors and actions (by CCHyper/tomsons26, ZivDero)

  • Implement support for a Saved Games subdirectory (by ZivDero)

  • Allow customizing minimum damage per warhead (by ZivDero)

  • Implement required and forbidden houses (by ZivDero)

  • Allow turning off “sticky” technologies (by ZivDero)

  • Allow disabling the ActLike check on construction yards to allow for faction-specific MCVs (by ZivDero)

  • Implement a feature for animations to spawn additional animations (by CCHyper/tomsons26, ZivDero)

  • Add TargetZoneScan to TechnoTypes (by Rampastring)

  • Implement DecloakToFire (by ZivDero)

  • Implement CellSpread and PercentAtMax (by ZivDero)

  • Implement customizable spawnig of animations and smudges by explosions (by ZivDero)

  • Implement ExplosionDamage for animations (by ZivDero, Rampastring)

  • Implement InfantryModifier, VehicleModifier, AircraftModifier, BuildingModifier, TerrainModifier (by ZivDero)

  • Implement Volumetric, SnapToCellCenter (by ZivDero)

  • Add Shadow for animations (by ZivDero)

  • Add DamageRate for animations (by ZivDero)

  • Add HideDuringSpecialAnim for buildings (by ZivDero)

  • Add RoofDeployingAnim and UnderRoofDoorAnim for buildings (by ZivDero)

  • Implement Jumpjet Locomotion improvements (by ZivDero, tomsons26)

  • Allow up to 65535 OverlayTypes in maps using NewINIFormat=5 (by ZivDero)

  • Implement naval yards (by ZivDero, CCHyper, Rampastring)

  • Implement exclusive factories (by ZivDero)

  • Change the behavior MultipleFactory and implement build speed overrides (by CCHyper)

  • Implement StopSound for AnimTypes and VoxelAnimTypes (by CCHyper)

  • Implement ‘OmniFire’ for WeaponTypes (by CCHyper)

  • Implement MeteorShowerCommandClass and MeteorImpactCommandClass (by CCHyper)

  • Implement OpportunityFire (by ZivDero)

  • Implement prerequisite groups (by ZivDero)

  • Allow customizing which Tiberiums can grow on a tile (by ZivDero)

  • Allow customizing which Smudges can appear on a tile (by ZivDero)

  • Allow customizing if Veins can grow on a tile (by ZivDero)

Vanilla fixes:

  • Fix HouseType Nod having the Prefix=B and Side=GDI in vanilla rules.ini by setting them to N and Nod, respectively (by CCHyper/tomsons26)

  • Fix a bug where VQA files could not be loaded from the root directory or local search paths (by CCHyper/tomsons26)

  • Fix a bug where the player could issue a harvester to begin harvesting Tiberium that is below a bridge while the mouse is over the bridge itself (by CCHyper/tomsons26)

  • Fix a bug where the values of RandomRate were not stored correctly (by CCHyper/tomsons26)

  • Fix a bug where the FSMENU theme would incorrectly play instead of the INTRO theme when in Tiberian Sun mode after returning to the main menu (by CCHyper/tomsons26)

  • Fix a bug where the game would crash when a trigger with the action “Wakeup group…” is executed and the requested Group was not found (by CCHyper/tomsons26)

  • Fix a bug where animations with a DetailLevel value greater than 2 would not show in-game (by CCHyper/tomsons26)

  • Fix a bug where EngineerDamage was incorrectly loaded with EngineerCaptureLevel (by CCHyper/tomsons26)

  • Fix a bug where EngineerDamage was not used to calculate the engineer damage (by CCHyper/tomsons26)

  • Fix a bug where EngineerCaptureLevel was not considered when checking the target building (by CCHyper/tomsons26)

  • Fix a bug where air transports are unable to land when given a move order (by CCHyper/tomsons26)

  • Fix the position of the health bar graphic on unit selection boxes (by CCHyper/tomsons26)

  • Fix a bug where the game would crash when attempting to generate a random map if the Neutral or Special HouseTypes are not found (by CCHyper/tomsons26)

  • Fix a bug where the game would crash when attempting to generate a random map if there are fewer than 4 HouseTypes defined (by CCHyper/tomsons26)

  • Fix a limitation where the game could only choose between the first two HouseTypes for the AI players (by CCHyper/tomsons26)

  • Fix a bug where the Cloakable=yes had no effect on AircraftTypes (by CCHyper/tomsons26)

  • Fix a bug where CloakStop had no effect on the cloaking behaviour (by CCHyper/tomsons26)

  • Fix a bug where pre-placed crates and crates spawned by a destroyed truck will trigger a respawn when they are picked up (by CCHyper/tomsons26)

  • Increase the string buffer size from 128 to 2048 characters for when reading and writing Owners from INI (by CCHyper/tomsons26)

  • Fix bugs where the Jumpjet uses the wrong animation sequence when firing and in the air (by CCHyper/tomsons26)

  • Fix a bug where the wrong palette is used to draw the cameo above an enemy spied factory building (by CCHyper/tomsons26)

  • Fix the animation speed of Waypoint and Rally Point lines so they are normalised and no longer subjected to the game speed setting (by CCHyper/tomsons26)

  • Fix a limitation where returning to the Skirmish dialog after a game clamps the chosen side between 0 (GDI) and 1 (Nod) (by CCHyper/tomsons26)

  • Fix a bug where the user is able to place a building anywhere on the map by taking advantage of the sidebar (by CCHyper/tomsons26)

  • Fix division by zero crashes when ShakeScreen is set to 0 (by CCHyper/tomsons26)

  • Increase the IsoMapPack5 buffer size when decoding a map (by CCHyper/tomsons26)

  • Fix a bug where looping animations incorrectly use the unsynchronized RNG (by CCHyper/tomsons26)

  • Fix a bug where IsTrainable is not checked when an object picks up a veteracy crate (by CCHyper/tomsons26)

  • Fix a bug where IsInsignificant was not checked when a unit dies (by CCHyper/tomsons26)

  • Fix the incorrect (RA legacy) cell calculation for the “move to cell” team script (by CCHyper/tomsons26)

  • Fix a bug where the sidebar mouse wheel scrolling “error” sound can be heard at the main menu (by CCHyper/tomsons26)

  • Fix a bug with TriggerTypes not setting difficulty flags correctly when reading from INI (by CCHyper/tomsons26)

  • Fix a bug with triggers enabled via other triggers ignoring difficulty settings (by CCHyper/tomsons26)

  • Fix MultiMission MaxPlayers incorrectly loaded with MinPlayers (by CCHyper/tomsons26)

  • Fix to maintain aspect ratio when scaling movies/videos (by CCHyper/tomsons26)

  • Fix incorrect spelling of “Loser” on the multiplayer score screen debug output (by CCHyper/tomsons26)

  • Fix incorrect stretching of the main menu transition movies (by CCHyper/tomsons26)

  • Bugfixes and improvements for the Dropship Loadout menu (by CCHyper/tomsons26)

  • Fix an issue where losers were not marked as defeated in multiplayer when using TACTION_WIN or TACTION_LOSE to end the game (by Rampastring)

  • Fix a bug where under some circumstances, the player could hear “New Construction Options”, even though no new construction options were available (by ZivDero)

  • Fix a bug where attempting to start construction when low funds would put the queue on hold (by ZivDero)

  • Port the fix for the Whiteboy bug (by ZivDero)

  • Fix a bug where the objects would sometimes receive a minimum of 1 damage even if MinDamage was set to 0 (by ZivDero)

  • Fix a bug where aircraft are unable to attack shrouded targets in campaign games and instead get stuck in mid-air (by Rampastring)

  • Fix a bug where the player was able to input keyboard commands while input was locked through a trigger action (by Rampastring)

  • Fix a bug where a vehicle transport could end up attached to its own cargo, causing the transport to disappear upon unloading (by Rampastring)

  • Fix a bug where a harvester could be ordered to dock with a refinery that wasn’t listed in the harvester’s Dock= key (by Rampastring)

  • Fix a bug where house firepower bonus, veterancy and crate upgrade damage modifiers were not applied to railgun AmbientDamage= (by Rampastring)

  • Fix a bug where players were only able to queue up to (BuildLimit - 1) objects when an object has BuildLimit > 0 (by Rampastring)

  • Fix a bug where the game could read Infantry DoControls out of bounds, potentially causing a desync error in multiplayer (by Rampastring)

  • Fix a bug where pre-placed powered-down superweapon buildings had their superweapons enabled on scenario start (by Rampastring)

  • Fix the economy score in the score screen. Dead players also have a score and the score is a percentage of the credits spent by the player who spent the most credits (by Rampastring)

  • Fix a bug where the AI would sell off buildings with Artillary=yes, TickTank=yes or IsJuggernaut=yes that had UndeploysInto=none when they were fired at by something outside of their weapon range (by Rampastring)

  • Fix a bug where harvesters on large maps could prefer unloading at refineries that were the longest distance away from the harvesters (by Rampastring)

  • Fix a bug where the camera kept following a followed object when a trigger or script told it to center on a waypoint or team (by Rampastring)

  • Fix a bug where crew wouldn’t exit from construction yards when they were sold or destroyed (by ZivDero)

  • Fix a bug where you could sometimes get extra crew to exit a building that was being sold and was destroying/undeploying (by ZivDero)

  • Fix a bug where if the player loaded a saved game, the score screen timer would report the time since the saved game was loaded, instead of since when the scenario was first started (by ZivDero)

  • Fix a bug where units could gain veterancy by killing allies (by ZivDero)

  • Fix a bug where AI players would send teams to attack their allies (by ZivDero)

  • [CombatDamage]->MinDamage now works as expected and damage is no long always a minimum of 1 (by ZivDero)

  • VehicleTypes with Jumpjet locomotion now take damage in flight (by ZivDero)

  • Fix the map glitching around when scrolling if the map is not large enough to fill the entire screen (by Belonit, ZivDero)

  • Animations now use their Warhead to deal damage, if one is specified (by ZivDero)

  • Fix a bug where a visceroid was spawned when poison gas destroyed a non-crewed vehicle, building, or terrain object (by Rampastring)

  • Fix a bug where it was impossible to tell infantry to enter cloaked allied transports (by Rampastring)

  • Super Weapons with Type=MultiMissile and Type=ChemMissile now fire using their own weapon when fired from a building (by ZivDero)

  • Super Weapons with Type=MultiMissile and Type=ChemMissile now have the building display Special animations (by ZivDero)

  • Allow customizing “Missile Launched” voice per super weapon (by ZivDero)

  • Add the “Underground” layer to the tactical display Next and Prev search (by CCHyper)

  • Fix a bug where upgrades did not always work properly as prerequisites (by ZivDero)

  • Fix a bug where upgrades did not work as AuxBuilding on Super Weapons (by ZivDero)

  • Fix a bug where you could use a stop command to reset a unit’s burst (by ZivDero)

  • Factories now hold their object if there is no war factory available for the unit to exit from instead of refuding construction (by ZivDero)

  • Fix building light sources no longer being attached to the building after loading the game (by ZivDero)

  • Fix shroud looking bugged if you attempt to reveal too many cells at once (by ZivDero)

  • Fix a bug where aircraft that had SelfHealing=yes would become indestructible on death and heal back up, causing them to get stuck in a tumbling animation (by JoyfulShush)

  • Fix a bug where units that have DeathFrames (such as Reapers) could be killed multiple times, granting massive veterancy bonuses to their attackers.

  • Fix a bug where units that have DeathFrames (such as Reapers) could be killed multiple times, dropping small patches of tiberium with each death.

  • Fix a bug where units that have DeathFrames (such as Reapers) could be issued move orders by players while playing their death animations.

  • Fix a bug where capturing buildings with sensor capabilities (SensorArray=yes) would not update to the owners of the sensors (by JoyfulShush)

  • Allow helipads and service depots to accept additional units to add to the queue or re-assign to a different helipad when clicking on one that is currently in use (by JoyfulShush)

  • Fix a bug that would make healer units unselect themselves when adding other units to current selection (by JoyfulShush)

  • Fix a bug that would make infantry healer units flash and go into Area Guard mode when they were added to current selection (by JoyfulShush)