Changes------------------

4.96----------

-Tiberium Extractors
--Implemented new Tiberium Extractor's on some maps. These can be are objects that generate 1 credit per second for the owning team(like a silo). Each team starts with 1 on maps where they are located. 
--Captured by repairing them until they get to full health, and then switch to the owning team.
--So for example you "repair" or capture a Nod Tiberium Extractor until it's full to capture it. Think of repairing as a hacking tool and the health bar as a progress bar in this situation.
--These cannot be destroyed. Only captured.

-Reaper Tank
--Used a more detailed version of the Reaper Tank model. Looks a bit better and has some exhaust now.
--As a result of the new model I had to adjust the physics a bit, but the handling should feel a bit better now. May need some further adjustment.
--Updated HUD Icon.

-Doomsday Tank
--Used a more detailed version of the Doomsday Tank model. This fixes quite a few visual bugs and is now a more detailed model.
--Due to the new model changed the Camera used to the Mammoth Tank Camera from the Medium Tank Camera for better visibility.
--As a result of the new model I had to adjust the physics a bit, it feels more grounded and controllable but may be a teeny bit slower. Which is good for this op piece of trash.
--Updated HUD Icon.

-Apocalypse Tank
--Used a more detailed version of the Doomsday Tank model. This really just adds some more decoration to the vehicle and some exhuast.
--As a result of the new model I had to adjust the physics a bit, will handle a little different and be a bit lower to the ground(argueably a buff). 
--Updated HUD Icon.

-Prism Tank
--New Texture! Looks so much better than the plain texture.
--New Hud Icon to go along with the the new texture.
--Adjusted the track animation a little bit on the Prism Tank's treads.

-Hacker
--GDI now has the hacker unit as well. New HUD Icon to go with it as well.
--Note: Unit has been buffed a bit with the intended role of capturing Tiberium Extractors and some Light Support(Repairing) on the side. 
--Unit price increased from 700->750.
--The unit has 25 armor making the total 100/25.
--Unit is now a stealth unit.
--Unit was upgraded to have a standard repair gun instead of a weak repair gun.
--The hacker can capture(repair) the new Tiberium Extractors much quicker than other units. Twice the speed of a hotwire/tech.
--Moved the Nod Hacker's Hud Icon position from slot 5->8 so it can be in the same spot as the new GDI Hacker.

-After discovering Proxy Mine damage was raised SIGNIFICANTLY in the mod reverted the damage back to vanilla value. (150->100.). Probably raised a long time ago since mine limits weren't as much of a thing in the past.
-Updated the Mammoth and Medium Tank Beta Models to use Mortalc13's fixed beta models.
-Fixed a ton of vis bugs.
-Fixed Mutated Petrova on nod having the incorrect name(Mendoza).
-Fixed Petrova on GDI having the incorrect name(Mobius).
-Added a few units to the block list for entering GDI Guard Tower/Nod Turrets, so enemies can't enter a teams base defenses.
-Implemented Mortalc13's fixed c4s. Better collision and they don't go into roofs and stuff as badly.
-Changed the firing sound of the GDI Guard Tower.
-Fixed an issue where the firing sound radius of the GDI Guard Tower(Not AGT) was really small, and you could not hear yourself firing the weapon.
-Fixed an issue with the Mirage Tank treads not animating properly when moving.
-Added the Renegade Beta version of the light tank as an alternate light tank option.(Same thing but turret is placed a little differently).
-Fixed an issue where the explosion damage for the Virus Rifle was not scaled. It will now scale down the further away from the center of the explosion you are.
-Fixed the Banshee having an invisibile projectile. No shoots little red orbs.

Maps---
-All
--Recalulated lights and vis after modifiying all maps.

-Field
--Adjusted the time of day to a darker time of day.
--Added walls and ramps to the long tunnels on both sides.
--Adjusted the position of the Nod Turrets so that they properly shoot at targets outside of the Nod base more often.
--Raised the GDI Guard Tower near the Weapons Factory so it is more likely to target enemies right outside the gdi base entrance.

-Hourglass
--Added two Tiberium Extractor's inside the tunnels in the middle area.
--Added 25 Health and 25 Armor Powerups on a 30s respawn timer on the hill, behind the rocks.

-Canyon
--Added Fog and Wind to try and give the map a bit of a sandstorm vibe.
--Added a GDI Tiberium Extractor behind the crates in the GDI base. This can be captured. Cannot be killed.
--Added a Nod Tiberium Extractor behind the crates in the Nod base. This can be captured. Cannot be killed.
--Added a ladder to the top of the tunnel entrance near the Hand of Nod. So Nod can get up it more easily.
--Added a ladder to the top of one of the bunkers in the nod base.
--Added a Gun Emplacement to the top of one of the nod bunkers in the base.
--Added a ladder to the top of one of the crates in the GDI base.
--Added a Gun Emplacement to the top of one of the crates in the GDI base.
--Added a 25 heatlh and 25 armor spawner to the little area to the left right outside the GDI base.
--Added a 25 heatlh and 25 armor spawner to the structure near the front of the NOD base.

-Complex
--Added a GDI Guard Tower(Not AGT) in the middle of the GDI base.
--Added a Nod Turret in the middle of the Nod base.
--Added two Tiberium Extractors in the tunnels down below in different spots.
--Added a 25 heatlh and 25 armor spawner to the infantry areas near the sandbags on both sides.

-City Flying
--Added a Tiberium Extractor in each tiberium field at the corner near where the harvesters drive by.

-Islands
--Put grass cover(visual cover) in various places on the map.
--Added a jank ass ramp near the entrance of the nod base that let's you get up that little rock spot.

-Mesa
--Removed the rocket emplacement placed on top of the infantry only area... tower? I previously added this but bad idea.
--Extended the infantry only area out a bit, added a big shipping container + some steel tank traps to block vehicles(except maybe recon) from entering the extended infantry only area.
--Added two Tiberium Extractors to the new extended infantry only area.
--Moved one of the Nod Turrets.
--Ghetto rigged a platform for one of the Nod Turrets to sit on so it more reliably shoots at enemies outside the side entrance.
--Added 2 GDI Guard Towers to the GDI base.

-Volcano
--Added Two Nod Turrets to the Nod Base.
--Added Two GDI Guard Towers to the GDI Base.

-Walls Flying
--Deleted the rocks blocking vehicles from getting onto the ramps in all spots. You wanna flip your vehicle on the ramp go right ahead. Do a sick trick and get some air? Yep. These were some lame rocks.
--Placed 2 Tiberium Extractors down in the tiberium fields that the harvesters don't drive too.

-Under
--Hopefully fixed an issue where you could glitch through the dead snow pine added on the hill.



4.95-----------
-New Hud Icons!
--Implemented new HD Hud Icons for ALL of the remaining infantry, vehicle, and equipment. (Credit: Mortalc13 and Me :>) (Huge shoutout to mortal for the tons of help with these)
--Changed the Medium Tank Hud icon for the vanilla version of the tank to more closely match it's model.
--Changed the MRLS Hud Icon for the rotating version of the MRLS to more clearly indicate that it's the rotating version. (Credit: Mortalc13).

-Added Fixed & Better Weapon Models by Mortalc13. This includes MANY visual improvements/fixes to the original vanilla weapons. There's to many to list. If you want to read the changes you can visit the link to the file here: https://multiplayerforums.com/files/file/2440-fixed-better-weapon-models/ (Credit: Mortalc13, Gen_Blacky (Mr.Z), Slave, ErroR)
--As a bonus this fixes some characters having janky looking low LOD versions of weapons. Such as Maus, Heavy Arms, Covert Ops, and maybe some more.

-Big Mod Cleanup!
--TL;DR The mod was significantly cleaned up and textures converted to proper formats. This results in the mod being about HALF the size it was before and after the clean-up.

-Fixed it so that Kane doesn't also generate credits for GDI.(WOOPS lol)
-Implemented a fixed/improved version of the Heavy Arms model. (Special Thanks: Mortalc13 for the w3d).

-All maps have been re-saved/renamed to include _Unl after it's name. So C&C_Under_Unl for example. Done to avoid it conflicting with the official maps(most of all on servers). In the future the maps might become standalone too, so this is just an early step.

-Fixed an issue with dedicated servers where the soldier's presets were not being applied when spawning. Causing their weapons not to work quite right(2nd fire mode etc).
-Fixed an issue with dedicated servers where the Recon Bike preset wasn't being applied.
-Support Launcher will now have an alternate grenade firing sound.
-The Stealth Generator will now have a serparate skin from the Stealth Tank. It's a black/dark grey. This way you can tell them apart.
-Raised the tick tanks chaingun range from 120->125 to match it's cannon range.
-Raised the max engine torgue on the Mirage Tank from 13k->16k(It moves a little faster).
-The Nod Commanche was given it's default sounds that already existed instead of the apache helicopter sounds. SP Sounds???
-The Overlord is now also borrowing the commanche's since it's sound files have been lost to time.
-The Overlord grenades now make a sound when fired(just the grenade launcher sfx).
-The Reaper Tank will now exit out of the sides by default instead of behind the vehicle. Only if both sides are blocked will it do behind. This should make you much less likely to get stuck on it when exiting the vehicle.
-Heavily Reduced Camera shake on all c4 explosions.

-Dragoon
--Fixed the vehicle sound not working.
--Removed the bugged damage emitters on the Dragoon. This means it won't randomly be on smoke. (Credit: Mortalc13 for the new model).
--Adjusted the world box for the Dragoon(better collision/smaller worldbox).(Credit: Mortalc13 for the new model).

-Wraith Transport
--Moved the GDI Wraith transport hud icon to be the same as nods.
--The vehicle should now be easier to enter, as it could be a little tough before.
--Improved the exit transitions for the vehicle. It should put you out of the vehicle in better spots.



4.94-----------
-Added a new equipment menu!
--Temporary blank icons. Hopefully gonna get around to making hud icons for all the missing stuff at some point.
--Accessed by holding alt while clicking on the refill icon.
--Changed the refill string to Refill(Hold Alt 4 Equipment). So people can see in-game and know what to do.
--Currently available options below. Equipment/Cost/Can Refill/Team Specific
--Weak Repair Gun(150)(Unlimited Ammo)
--Proximity Mines(125)(6 mines)(Cannot refill)
--Grenade Launcher(Standard)(50)(Can refill)(GDI)
--Flamethrower(50)(Can refill)(Nod)
--AutoRifle(50)(Can refill)
--Remote C4(100)(1 C4)(Cannot refill)

-Kane's Railgun and Locke's Rocket Launcher no longer receive ammo from refills, to prevent refill spamming their secondary fires.(They still have unlimited ammo)(Toggled CanReceiveGenericCnCAmmo)
-Added a new Recon Bike preset that will hopefully fix issues with conflicting it some kind of server settings. So recon bike adjustments should work again.
-Fixed the Hover MRLS dumbfire rockets not going in the direction you are aiming.
-Added/Changed to Mortalc13's(aka DemonicXTC13?) HD_Classic_Purchase_Icons_v1.0.2 for HD Purchase icons.
-The Tiberium Strike beacon for now has the same timer as a Nuke. I'm unable to change the nuclear strike string/sounds related to it at the moment. So this will at least make the timer match and give people more of a reasonable chance to disarm it.

Covert Ops---
-Lowered the amount of Building Destory C4 that they carry to 1 from 2.
-The Covert Ops pistol now has it's own name, Covert Pistol.

Advanced Infantry(Both Sides)---
-The Advanced Infantry's specific Laser Rifle is now called the Advanced Laser Rifle.
-The reload speed has been set to match the reload speed of the normal laser rifle, which makes it reload a lot quicker (1.8->1.070)
-The magazine size lowered from 150->125.
-The Advanced Laser Rifle's beam color now has a different beam color to differentiate it from the normal laser rifle.
-The Advanced Laser Rifle now has it's own firing sound.
-Advanced Laser Rifle now has a secondary burst fire mode. 3 Shot "Burst"(all at once like a shotgun not a spread out burst). Costs 3 ammo, has a fire rate penalty.

Repair Gun(Strong)---
-Raised the range of Repair Gun(Strong) repair beam to 15(from 14) to match vanilla Renegade's range... not sure why it was lower?
-Lowered the damage beam alternate fire range to 15 from 16, to match the range of the repair beam.

Repair Tank---
-Raised the range of Repair Gun(Strong) repair beam to 15(from 14) to match vanilla Renegade's range... not sure why it was lower?
-Lowered the damage beam alternate fire range to 15 from 17, to match the range of the repair beam.

MRLS---
-Fixed the MRLS dumbfire rockets not going in the direction you are aiming.
-Added two variants for the MRLS. The default option is the classic MRLS where the turret does not turn, and the alternate has a turning turret. It's simply another option in the PCT Menu, complete with Purchase menu icons to show which is which(Thanks Mortalc13).

4.934-----------
-Raised the minimum fall damage distance from 5->8. Some transitions put you out higher to be safe and this will make you less likely to be damaged, or take less dmg. Also fall dmg sucks.
-Fixed the HD Hud Icons by Mauler not being used.
-Corrected the bullet decal leftover by Dragoon and Interceptor laser weapons(Bullet->BulletLaser).

-Mammoth MK2
--Raised Maximum Health and Armor from 1200/1200->1400/1400.
--Now Regens 5 HP/s instead of 2 HP/s.
--Hopefully improved the exit transitions for the front gun.
--Raised front gun damage from 8->10.
--Lowered front gun range from 300->150.
--Moving some of the damage from MK2's Direct hits to it's explosion damage since, it's a real pain to hit both cannons on a target.
--Lowered main cannon damage from 200->150.
--Raised main cannon range from 130->150.
--Raised main cannon explosion damage range from 10->14.
--Raised main cannon explosion damage from 65->90.

4.932-----------
-Corrected the Grenade Launcher(Strong) having the wrong name of Grenade Launcher(Standard).
-Fixed the normal Flame Thrower also having the wrong name.
-Fixed/Removed a script that caused the Nod Harvester to have a stealth vehicle effect(not actually stealthing).
-Added dumbfire to both the MRLS and HoverMRLS as a secondary fire mode.
-Fixed many VIS Bugs. Though I'm sure there are many more.


4.93------------
-Added a "Heal" warhead type. This warhead type only affects infantry. Does not work on buildings, vehicles, c4, etc. It does effect shieldkevlar(infantry armor). 
--Note: Does not heal certain infantry such as Heavy Arms and Advanced Infantry.

-Added a MausRepair warhead.
--Same as repair warhead but slightly reduced effectiveness against c4. Also, in case further balancing against specific types of targets is needed later.

-Patch
--Patch's tiberium flechette rifle has given a new secondary fire mode. It will allow him to "patch" up his teammates. Using the new heal warhead he can shoot at friendlies to heal them with the secondary fire. Only works on infantry. Does not work on Advanced Infantry or Heavy Arms.

-Sakura Virus
--Sakrua Virus' Virus Rifle has given a new secondary fire mode. Instead of hurting enemy you can use the rifle to heal friendlies using the new heal warhead. Only works on infantry. No explosion. Does not work on Advanced Infantry or Heavy Arms.
---Because of this she has no scope. Better learn to noscope.

-Removed Special Ops. Special Ops just a slightly buffed nod soldier.
-Removed Anti-Air Gunner. (GDI Gets the Gattling Tank as well now. As noted elsewhere.)

-Renamed Grenade Launcher to Grenade Launcher(Standard).

-All Repair Beams now have their own colors. 
--Repair Gun(Weak) has a yellow/greenish beam.
--Repair Gun(Standard) has the standard beam color you're used to.
--Repair Gun(Strong) has a blueish white beam.
--Repair Tank has the same color as the Repair Gun(Strong), since that's what it most closely resembles.

-Overcharge shots on Volt Auto Rifles now have a slightly different color. Depending on which volt auto rifle.

-Gattling Tank
--Added a new Gattling Tank as the main model, the old one is still available via an alternate option for Nod.
--Added Gattling Tank to GDI. Shares a HUD Spot with Mirage Tank, but is the main displayed option.
--Lowered the weapons RecoilTime and RecoilScale from .2/.3 to 0.000.
--Lowered the weapons RecoilImpulse from 1.000->0.000.

-Mammoth MK.2
-Switched the rocket turrets primary and secondary fire. Now the primary will be the general purpose rocket and the secondary will be the anti-air fire.

-New Units!
-Locke(GDI)
--Considered a "Leader Unit". High Health/Armor, has special armor type to take reduced damage. Can not be one shot headshot even by a Ramjet. Friendlies repairs or heals against you are more effective.
--Has his own Special Rocket Launcher Variant. More info in new weapons section.
--Provides a Credit Trickle for his team. The amount varies based off of the person receiving the credits.  <500 Credits = 6 Credits/s --- 501-1000 Credits = 4 Credits/s --- >1000 Credits = 2 Credits/s
--Has a Repair Gun(Strong) and Proximity Mines.
--Gives a lot of points when damaged and killed.(555 for kill)
--Cannot enter vehicles. Cannot be squished. Cannot refill. Cannot DRIVE vehicles.

-Kane(Nod)
--Considered a "Leader Unit". High Health/Armor, has special armor type to take reduced damage. Can not be one shot headshot even by a Ramjet. Friendlies repairs or heals against you are more effective.
--Has his own Special Railgun Variant. More info in new weapons section.
--Provides a Credit Trickle for his team. The amount varies based off of the person receiving the credits.  <500 Credits = 6 Credits/s --- 501-1000 Credits = 4 Credits/s --- >1000 Credits = 2 Credits/s
--Has a Repair Gun(Strong) and Proximity Mines.
--Gives a lot of points when damaged and killed.(555 for kill)
--Cannot enter vehicles. Cannot be squished. Cannot refill. Cannot DRIVE vehicles.

-Maus(GDI)
--Support/Combat Grenadier. More info in new weapons section.

-Petrova(GDI)
--Can be bought as an Alternate option to Mobious.
--Less Health(210). Faster Movement Speed. Different Volt Auto Rifle.

-Mutated Petrova(Nod)
--Can be bought as an Alternate option to Mendoza.
--Less health(210). Standard Speed. Heals in Tiberium. Different Volt Auto Rifle.

-New Weapons!
--Kane's Railgun
---Has 999 ammo and simply shoots between shots, rather than reloading like a normal railgun.
---Overall faster fire rate than any other railgun, slightly faster than Heavy Arms.
---Has a secondary fire that instead of damaging heals a target to full hp. However it consumes all ammo and forces a reload, the weapon has a 10 second reload, disabling your ability to do this again, for 10 seconds or firing. You also have to keep the weapon out. Repairs less on buildings, but still a nice chunk.

--Locke's Rocket Launcher
---Has 999 ammo.
---Overall better Rocket Launcher than any other Rocket Launcher. Shoots 3 rockets which individually do less but together do more damage. Faster rate of fire, tracks, good velocity, and turns well.
---Has a secondary fire that explodes in a very large radius healing all targets. Cannot heal himself. However it consumes 455, the weapon has a 10 second reload, disabling your ability to do this again, for 10 seconds or firing. You also have to keep the weapon out to reload.

--Support Launcher.
---Unit(s); Maus
---Primary fires a grenade for aoe repairs on targets.
---Secondary fires a bouncing grenade for aoe repairs on all targets.
---Yes, this can disarm c4. However it has reduced power specifically against c4 since it's aoe.

--Grenade Launcher(Strong).
---Unit(s); Maus
---Primary fire is the same as the standard Grenade Launcher, but stronger. 15->25 direct dmg/30->40 Velocity/.750->.850 Fire Rate/3.2->2.8 Reload Time/Exp Damage Radius 4.2->6.0
---Secondary fire, fires 2 Standard Grenade Launcher Bounce Rounds in a spread. (Same as normal grenade launcher secondary fire.. except 2 grenades.)

-Moved the Combat Engineer HUD Entry to entry 7 from 10. On both teams.

4.914------------
-Fixed gdi harvester on islands.
-Added a new transition to guard towers that exit you outside of the tower a bit higher up in-case the tower is sunken down into the ground a bit to be less exposed. Prevents getting stuck inside.
-Fixed starting ammo ammount on spawn soldiers.

-Gave all of the Rocket Launchers distinct names so you can tell the difference between them at a glance.
--Rocket Launcher(Standard) for Rocket Soldier Officer.
--Rocket Launcher(Strong) for Gunner.

-All Spy weapons have had (Spy) applied to the end of their weapons name. So you can tell they are different+in the event they are allowed to drop you know what kind you got at a glance.

Anti-Air Gunner---
-Gave the Anti-Air Gunner a grenade launcher so he has SOMETHING besides pistol that isn't purely anti-air.

Mirage Tank---
-Maybe fixed missing mirage tank texture?
-Raised health/armor from 180/180->200/200. 

Doomsday Tank---
-Decreased Seat Count from 3->2. Not sure why it was 3 to begin with.

Mammoth MK2---
-Increased TurnTorqueScaleFactor from 0.200 to 0.300.

Tow Hum-vee---
-Lowered Tow Hum-vee magazazine size to 5. It's a bit strong and 5 is a better number than 6.

4.910------------
-Implemented terrain files for all the normal maps into the mod .pkg to prevent falling through the terrain if the files aren't present on the server.
-Adjusted the GDI Harvester path on Hourglass and it should not work properly.
-Removed the scripts files from within the mod.

-Tesla Tank
--Raised shield amount from 250->300. Making it 300/300.
--Raised weapon range from 55->85.
--Raised damage from 15.5 to 16.
--No longer has a magazine size and has 999 ammo.

-Gattling Tank
--Raised shield amount from 125->175. Seemed a little low for a 1K vehicle.
--Changed the Warhead type on the Anti-Infantry Fire to Steel. This will cause it to do more damage to certain targets, and is a sizeable buff.

-Recon Bike
--Recon Bike secondary fire range reduced from 300 to 100. Hopefully this will make it more difficult to do some kind of ridiculous b2b with.

4.807---
-Doomsday tank(Man what was I thinking).
--Lowered Range from 550 to 180.
--Lowered Targetting Range from 550 to 180.
--Lowered Projectile Velocity from 100 to 75.
--Raised Projectile Gravity from 0.800 to 1.400.
--Slowed reload time from 5.000 to 5.550. Stupid leveledit doesn't let me do 5.555.
--Lowered Direct Hit Damage from 175 to 150.
--Lowered the exploison damage from 295 to 255.
--Lowered the Camera Shake.

-Raised price of Stealth Black Hand to Renegade's default 400.
-Raised price of Stealth Syndey to 450 (letting nod have small stealth advantage).

-Increased Prism Tank's Range to 155, from 125.
-Fixed the amount of ammo that Mendoza(bonus clip/ammo version) gets when you buy him.
-Fixed the amount of ammo Sakura Virus gets when you buy her.
-Increased the reloading time of the Gattling Tank from 1 second to 2 seconds.
-The anti-air fire the for the Gattling Tank now takes 3 bullets per shot.
-Reduced the Tank Destroyer's damage against buildings.
-Reduced(fixed) the damage the Nod Flame Thrower Spy does. It now does the same damage as normal flamethrower. Still a weaker weapon because of clip/ammo.

-Fixed it so Tiberium Strike Beacon doesn't crash when it's animation is supposed to start.

-Gave all of the repair guns distinct names so you can tell the difference between them at a glance.
--Repair Gun(Weak) for Hacker.
--Repair Gun(Standard) for Engineers/Combat Engineers.
--Repair Gun(Strong) for Hotwires/Techs.

-Now including the Credits.txt readme within the mod .pkg itself. Going forward other readmes from other mods used(if it has one when adding it) will be included in the .pkg as well.
-Added Mauler's HD Purchase Icon SUPERPACK 1.0.
-Raised the respawn time for all emplacement spawners from 30s->60s, except Rocket Emplacement which was raised to 90s.
-Rocket Emplacement rockets now track. Don't see why not, otherwise might as well kind of be a cannon emplacement.
-Fixed the Cannon Emplacement so it uses the proper ammunition. It was using an AI version previously.
-Raised the Max AI Attack Distance for the GDI Guard Tower from 150->200. Player Range remains 300.
-Raised the Max AI Attack Distance for the Nod Turret from 150->200. Player Range remains 300.
-Reduced the Tiberium Strike Beacon's Health from 275->225. Makes it a little easier to disarm.
-All Emplacements except the Rocket Emplacement were given 100 shields bringing them to 100/100.
-Rocket Emplacements adjust to 150health/100shield.
-Reduced the screenshake of the artillery primary fire.
-Heavy Arms will now hold it's railgun more at the hip instead of the shoulder. Still no idea why the model is bugged oh well.
-Heavy Arms can no longer be squished.
-Heavy Arms can no longer drive vehicles... they are the vehicle!

-Adjusted the damage shrapnel warhead(snipers) do to cncvehiclelight(MRLS/Arty/Humvee/Buggy) from .1 to .2. Doubling the damage. It was previously nerfed hard this brings it closer to vanilla renegade. (60 dmg per shot in normal ren. It WAS 20 in unleashed, now it's 40 per shot)
-Raised the range of the Stealth Generator's Stealth field from 25 to 35.
-Lowered radius of Tiberium Strike's Explosion from 95->85.
-Fixed a typo on Demo Infantry's Weapon.
-Fixed Reaper Tank's name. Was ReaperTank.
-Changed ADVLaserRifle to Advanced Laser Rifle.
-Changed AdvancedInfantry to Advanced Infantry.
-You know what just fixed a few other names of items that needed spaces.
-Lowered Virus Rifle's(Sakura Virus Weapon) explosion radius to 10 from 12.
-Lowered Virus Rifle's Direct Damage from 175->150.
-Changed the name of the Covert Ops Special Timed C4 to Building Destroyer C4, to more clearly communicate that they are unique and what they do.
-Adjusted the 2nd fire mode for mobious/mendoza to what I'm calling overclock fire. The 2nd fire previously took 3 ammo to do 60% more damage. It is now being adjusted to provide 20% more damage and 2x range, as range is the weapon's biggest weakness. Ammo consumption remains the same.
-Removed the custom artillery explosion skin, and might cause confusion.
-Raised Flamethrower damage from 2 -> 2.25 after testing it vs grenadier. What a joke.
-Flamethrower finally learned to use his backpack, and now has 999 clip size. Maybe one day the chem warrior will learn too.

-Losing the Power Plant only increases the cost of items by 1.5x instead of 2x. So 1k item after lost pp now costs 1500 instead of 2000.
-Default vehicle limit raised from 8 to 15.
-Fixed various vis bugs.
-Fixed multiple floating objects on blizzard.
-Fixed some wonky terrain near buildings on blizzard.
-Adjusted starting ammo for both of the basic infantry for both sides. Since it was wonky.

--Map Changes--
ALL MAPS
-Replaced Peds with GDI/NOD Capped Peds.
-All Maps with NOD Turrets have been replaced with the Improved targeting turrets(from vanilla)+player controller. 
-All Maps with GDI Guard Towers(Not AGT) have the Improved targeting version+player controller.


Volcano
-Increased Cloud Cover and Cloud Gloominess.
-Added Volcanic Ash Weather.
-Added some wind to go with the volcanic ash.
-There are now ladders to climb on the big central bunker.
-Placed a Rocket Emplacement players can control on top of the central bunker.

Islands
-Added Cannon Emplacements to top of small bunkers in each base.
-Changed Clouds.
-Changed time of time. Darker.
-Added Rain.

Mesa
-Added a Rocket Emplacement to the side infantry only area on the top of a structure.
-Added a Rocket Emplacement to the side area on the top of a structure.
-Added Gun Emplacements on top of each of the sides bunkers on top.
-Added ladders allowing you to climb on top of the two bunkers.
-Replaced Base Nod Turrets with ones that are both automated+players can control if they opt too.
-Replaced Peds with GDI/NOD Capped Peds
-Added a light snow to the map.
-Added a wall near the weapons factory/gdi entrance. To relieve some of people's vehicles getting destroyed before they can even get in.
-Added a rock near the obelisk and a NOD Tower near the side infantry path. Both with the purpose of giving some relief to people tryint to get to their vehicles, from getting sniped. It can still happen there's just less of a window.

Field
-Added a ladder in the central barn that allows you to get to the higher up area, and added a Tiberium Strike Beacon up there.
-Added two GDI Guard Towers to the GDI Base.
-Added two Cannon Emplacements on top of the bunkers.
-Adjusted Fog. Less Minimum Range.
-Added War Blitz "Weather".

Under
-Added another tree between the two trees on top of the hill.
-Added 2 ladders to the top of the bunkers.
-Added 2 GDI Guard Towers to the front of the GDI Base.
-Added Heavier Snow, Wind and Increased Fog(unusual for me to add). Trying to give a bit of atmosphere to the map.

City_Flying
-Added Gun Emplacements in the top tunnel opening in each of the bases.
-Added 3 GDI Guard Towers to the GDI Base.
-Added 4 Rocket Emplacement on top of the buildings.
-Added Lightning to the map.
-Added some rain to the map. I like rain.
-Moved the map's fog a little further out(less fog).

Hourglass
-Added 2 GDI Guard Towers to front of GDI Base.
-Added some walls/ramps on the top side areas that are for infantry. Gives them more cover/elevation.
-Added a GDI Tower to one side path and a NOD Tower on the other side path.
-Added Rocket Emplacements to the tops of both of them.
-Added 2 Rocks on the side path with the NOD Tower.

Canyon
-Added a small amount of wind.

Complex
-Added sandbags in a few infantry spots.

Walls Flying
-You can fit so many emplacements in this bad boy.
-Added a fuck ton of emplacements. Just so many.
-Cleared up the sky.

Blizzard
-Increased the size of the ped zones a little bit.
-Slightly increased size of the player harvester zones.
-Fixed/Adjust the terrain in some places near buildings.
