TWA 1.51

General Changelog:
-reduced delay between important EVA massages
-reduced slowdowns when killing large armounts of tiberium
-varios detail changes (different debris for Predator Tanks, changed housecolot spots on the Juggernaught, different formation preview model for Buggys, edited Confessor model)
-fixed some description
-TWA should not crash anymore when changing your grafic settings

Brotherhood of Nod
*********************
-flame weapons do not instandly kill some garrisoned units anymore, instead they slowly damage the garrisoned soldiers
-Tiberium Vapor Bomb can now be used on map borders

Scrin
********************
-fixed formation preview for Buzzer
-Buzzer Hive HP doubled
-Scrin buildings now spawn 2 buzzer instead of one
-edited the rift effect




TWA 1.5

General Changelog:


General Gameplay Changes:
-Complete revamp of nearly all armor and attack types, making the counter system much more effective
-New special abilities for some units
-Numerous chances on the appearance of most units
-Increase in production time for structures
-Decrease in structure repair rate
-Cranes now allow construction of Tier 1 base defenses
-The "Select All Units" command no longer selects engineers, MCVs and Mini-MCVs
-Units garrisoning structures receive a 25% Bonus on RoF, vision range and weapon range (this also affects units inside GDI foxholes)
-The load screen now ALWAYS shows faction, color and starting position of every player
-Radar is now unlocked by the radar structures (Command Post, Operations Center, Nerve Center)
-The Fog Of War now regrows much faster
-Commandos and Masterminds now slowly regain lost health when not under attack (the regular bonus for reaching Heroic level still apply)
-EVA will no longer use the "Enemy Commando Detected" message. Instead, every player is informed when a commando is built
-Random Crates now contain a wider variety of units and effects
-Numerous Bugfixes, Gameplay changes and Additions were added
-The effectivity of anti-garrison weapons now varies between units, e.g. Flametanks will clear enemy garrisons much faster than Grenadiers
-Changed the modificator for suppressed Infantry: -50% Speed, +100% Armor
-Renamed Tiberium (Riparius & Vinifera)
-Infantry will now turn into visceroids when dying on a Tiberium field
-Reduced range on all stealth detectors; also, infantry may no longer detect stealthed aircrafts
-Increased the number of mines on mine fields

Veterancy Changes:
	-Most units now rank up faster
	-Veteran and Elite units now receive slightly better bonuses, Heroic slightly worse (in comparison to TW)

Build Radius Changes:
	-Build Radius is now projected not until the structure has finished building up
	-Construction Yards and Outposts: 350
	-Other Main Structures (Powerplant, Warfactory, Techcenter etc.): 175
	-Support Structures (including Superweapons): none

Walls:
	-Immediately available
	-Nodes cost 200$, connecting walls are built for free
	-Walls are immune to Machine Guns and similar weaponry

Destroyed/Sold Structures:
	-Structures now only spawn the basic Infantry types (Riflemen, Militants, Buzzers)
	-Walls and Lightning Spikes: No Infantry spawns
	-Base defenses, Disruption Towers, Growth Accelerators: Spawns Infantry when sold
	-Regular Structures: Always spawns Infantry
	-Construction Yards: Always spawns Infantry and Engineers/Saboteurs/Assimilators

Global Defense Initiative
***************************
-Orcas now feature a heavy machine gun
-Sniper teams now consist of two Snipers instead of Sniper & Spotter
-Guardian Cannons and Rigs are now affected by the Railgun Upgrade as well
-Commandos are now armed with a Railgun capable of heavily damaging vehicles
-APCs now place their minefields at their current location
-Mammoths
	-Missiles have been modified - higher Rate of Fire and Area of Effect, reduced damage against Structures and Vehicles
	-Regenerates health when not in combat
-Bombardment (Juggernaught special ability) now launches a single Salvo instead of constantly attacking
-New Unit
	-Dropship: Transport aircraft. Can transport Infantry and Vehicles
-New Upgrades
	-Emp Grenades: Grenadiers can disable enemy Structures and Vehicles for a short period of time
	-Predator Missile Launcher: Equips Predator Tanks with additional Missiles
	-Enhanced Support Systems: Combines Auto Injectors and Scanner Packs in one upgrade (replaces the two)



Brotherhood of Nod
*********************
-Replaced Militant Squads with proper Soldiers
-Fanatics gain a speed boost when attacking
-Black Hand soldiers can no longer be run over
-Secret Shrine now can heal wounded Soldiers and replenish Squads to full strength
-The Countermeasure special ability provided by the Temple of Nod can now be accessed like other Special Powers with a shortcut
-Venoms can no longer attack airborne targets
-Fixed and improved the Vertigo´s rear gun in addition to increasing the chance to hit a moving target with the Vertigo´s bombs
-Disruption Towers now cloak themselves as well
-Adjusted range and damage of the Reflector Beam to match regular attacks
-Stealth Tanks require an Operations Center and Secret Shrine instead of the Techcenter

-Avatars can no longer commandeer other Vehicles, instead each Avatar can be outfitted with 4 upgrades:
	-Predictor: Adds a stealth detector
	-Redeemer: Adds an additional Laser cannon
	-Purifier: Adds a flamethrower
	-Reliever: Adds a stealth generator which cloaks nearby units
-New Units:
	-Reckoner Transport: Heavy Personnel Carrier. Heals transported infantry and is equipped with repair drones
	-Spectre Artillery: Mobile Artillery, must deploy in order to attack
-New Special Powers:
	-Energy Signature Scan: Reveals all Powerplants and Techcenters on the map
	-Cash Transfer: Steals money from enemy resource structures



Scrin
********************
-Buzzers now come trained in groups of two
-Tripods can absorb Tiberium to increase their damage
-PACs are now available at Tier3 as opposed to Tier4, however their efficiency has been nerfed
-Hover Tanks
	-Seekers, Devourers & Explorers can now run over infantry, however this will only stun them, not kill them
	-Harvesters can move over infantry without any ill effect
-new Upgrades
	-Shield Matrix: Equips Seekers and Devourers with Shields
	-Combat Training: Units gain experience much faster
-Desintegrators, Devourers and Tripods now deal continuous damage instead of dealing it all at once (this leaves DPS and RoF unchanged)
-Masterminds are now armed with Anti-Infantry-Lasers
-Desintegrators slow down every target they hit
-The Mothership is now summoned at the Gravity Stabilizer
-The Mothership slowly regains health


Neutral Units, Structures and Miscellaneous
******************************************
-New Units
	-Mutant Guardian: Mutant Infantry equipped with missile launchers. Unable to attack air units. When inside a Tiberium field, they regenerate health and are stealthed.
	-Mutant Hijacker: Mutant Infantry, can hijack enemy Vehicles and is stealthed when not moving. When inside a Tiberium field, they regenerate health and are stealthed.
	-Tiberium Fiend: Mutant lifeform, can launch Tiberium Shards at enemy infantry. Regenerates health when inside a Tiberium field.
-Tech Structures:
	-New:
		Satellite Uplink Station: Reveals the whole map
	-Tiberium Silos now also store Tiberium like normal Silos do
	-Mutant Hovel: AI players now also train mutant units
-Miscelaneous:
	-A Blue Tiberium field for red zones is now available in WB (like TiberiumFieldRedZone, but for blue Tiberium)