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///Notes///
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Last updated with version 4.934.
It's possible I might have missed some things:). Honestly very likely.

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///Infantry///
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-Global
--Some Infantry movement speed slightly increased from 6.000->6.200. With exceptions of ones that might of had it increased further than that or slown down. This might be fixed/normalized in a later update.
--Standard pistol now has 16 shots instead of 12.
--Many explosions have had their camera shake radius heavily reduced.

-Nod Solider(Nod)(0 Creds)
--Weapon now does equal damage to the GDI Solider's Auto Rifle(7.000). Previously was 5.000 damage.
--Weapon now has a secondary fire 3 shot "burst fire".

-GDI Solider(GDI)(0 Creds)
--Weapon now has a secondary fire 3 shot "burst fire".

-GDI Shotgun Trooper/Nod Shotgun Trooper(GDI/Nod)(0 Creds)
--Now has a secondary fire mode. Double shot. Shoots two shots at once but has a significant fire rate penalty not letting you shoot for a duration after the shot.

-GDI Grenade Launcher(GDI)(0 Creds)
--The explosion it uses (Explosion Rocket Light) now does slightly more damage and has a slightly bigger radius. (DamageRadius 4.0->4.2 / DamageStrength 100->110)
--Now has a secondary fire. "Bounce Mode". It simply will bounce for a longer period of time than the regular fire mode. Letting you boucne shots around corners and such.
--Their standard grenade launcher was renamed to Grenade Launcher(Standard).

-GDI Engineer/Nod Engineer(GDI/Nod)(0 Creds)
--Renamed the Repair Gun to Repair Gun(Standard).
--The Repair Gun(Standard) now has slightly longer range (10->12) and now repairs slightly faster (2.0->2.5). Strong repair guns are still significantly better in every way.

-GDI Officer/Nod Officer(GDI/Nod)(175 Creds)
--The chaingun was given a secondary fire. The secondary fire now shoots 3 shots per shot. However, it consumes 3 bullets per shot(duh?) and is wildly in-accurate. Each bullet individually does slightly less damage, but 2 or more hitting is more damage. Only really useful in very close quarters.

-GDI Rocket Solider Officer/Nod Rocket Solider Officer(GDI/Nod)(225 Creds)
--Moved to the extras menu of the PCT Hud.
--Primary fire now has a much slower velocity(rocket travels slower), but it will track it's target.
--Added a new secondary fire mode. Simply put it's a dumbfire mode. The rocket goes straight in-case you don't want the tracking.
--Increased the range of both fire modes to 250(from 200).

-Syndey(GDI)(150 Creds->450 Creds)
--Raised price from 150 Credits to 450 Credits.
--Changed now to Stealth Sydney... and obviously it was made a stealth unit.
--Raised clip size from 50->80.
--Raised MaxInvenentoryRounds(Reserve ammo) from 200->400.

-Gunner(GDI)(450 Creds)
--Raised both fire modes range from 200->300.
--Primary fire now moves at a much slower velocity(100->25), but tracks it's target.
--Increased turn rate of primary fire from 120->200.
--Secondary fire is simply a dumbfire(rocket goes straight and does not track). Slightly slower than vanilla(since it has a tracking fire now too.).

-Patch(GDI)(450 Creds)
--Increased movement speed from 6->7.
--Was given ChemWarriorSkin armor type making them immune to tiberium damage.
--Now has a unique secondary fire that heals friendly infantry. There are  exceptions with new infantry that have special armor types. It does NOT heal buildings, vehicles, or base defenses. Think only fleshy things. It has a blue projectile and slightly tracks targets making them a little easier to heal.

-Havoc(GDI)(1000 Creds)
--Ramjet shots now deal less damage to lightly armored vehicles. (60->40)(Considering making it 50)

-ProtoType Assault(GDI)(1000 Creds)
--Reload time is now faster. (3.0->2.2)
--The various skin variants now have other effective variations.
--The armored variant is now slower (6.0->5.65) but has more armor (100->150).
--The non-armored variant is now faster (6.0->6.6) but has slightly less armor (100->80).

-Mobius(GDI)(1000 Creds)
--The Volt Auto Rifle now has a seconday fire mode. The new "Overcharge fire" consumes 3 ammo per shot vs 1, but grants a 20% damage boost and a 100% range bonus increase.
--There is now a Petrova alternate skin with different functions but this readme is for vanilla changes. So changes not listed here.
--The various skin variants now have other effective variations.
--The armored variant is now slower (6.0->5.65) but has more armor (100->150).
--The non-armored variant is now faster (6.0->6.6) but has slightly less armor (100->80).

-Hotwire/Technician(GDI)(350 Creds)
--The better repair weapon these units have is now renamed to Repair Gun(Strong). 
--Repair Gun(Strong)'s repair beam color is now different so you can more easily differentiate it from normal repair beams.
--Repair Gun(Strong) now has a secondary fire that is a red damage beam. Does very light damage but is another option vs the pistol.

-Flamethrower(Nod)(0 Creds)
--Has a backpack now. Cosmetic.
--Weapon now has -1(Unlimited/999 Ammo). Does not reload or run out of ammo.
--Raised damage of Flamethrower from 2->2.25.

-Chem Warrior(Nod)(150 Creds)
--Has a backpack now. Cosmetic.
--Since this bucket head ass is so huge, armor was raised from 100->200.

-Black Hand(Chaingun vartient)(Nod)(450 Creds)
--Now has a secondary fire mode similar to the normal chaingun. It fires 3 shots, with 3 ammo cost per shot. Wildly in-accurate. Each bullet individually does slightly less damage, but 2 or more hitting is more damage. Only really useful in close quarters.

-Sakura(Nod)(1000 Creds)
--One of the skin variants has been removed and moved to the extras hud as a new unit(Sakura Virus).
--Ramjet shots now deal less damage to lightly armored vehicles. (60->40)(Considering making it 50)

-Raveshaw(Nod)(1000 Creds)
--Reload time is now faster. (3.0->2.2)
--The various skin variants now have other effective variations.
--The normal variant is now faster (6.0->6.9... nice) but has less armor (250->225).
--The tiberium void variant has slightly more health (250->275).

-Mobius(GDI)(1000 Creds)
--The Volt Auto Rifle now has a seconday fire mode. The new "Overcharge fire" consumes 3 ammo per shot vs 1, but grants a 20% damage boost and a 100% range bonus increase.
--There is now a Mutated Petrova alternate skin with different functions but this readme is for vanilla changes. So changes not listed here.
--The various skin variants now have other effective variations.
--The backpack variant has more ammo in the magazine(100->120).
--The ...I dunno red suit goggles version, is immune to tiberium damage.

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///Vehicles///
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-Hum-vee
--Has an alternate Ferrai option. New unit so no further details.

-MRLS
--Has a dumbfire mode as a secondary fire mode. The missles don't track.

-Medium Tank
--Has an alternate skin/model option you can choose to buy.

-Mammoth Tank
--Has an alternate skin/model option you can choose to buy.
--Raised Health/Armor from 600/600->650/650.
--Reduced price from 1500->1350.

-Nod Buggy
--Alternate buggy model/skin is available. Same function.
--Has an alternate Ferrai option. New unit so no further details.

-Light Tank
--Lowered price from 600->550.

-Flame Tank
--Added a Chem Tank option, it's weaker vs vehicles/buildings but strong against infantry.

-GDI/Nod Transport Helicopter
--Raised Health/Armor to 200/200->250/250.
--Has Air type Armor. The only difference this makes vs vanilla is things with anti-air type warhead do more damage to them. Such as the Gattling Tank AA fire.
--Was given literally the free infantry auto rifle weapon as a meme. Cannot direct where it shoots either. 1000% worthless.

-Orca VTOL Assault Craft
--Has Air type Armor. The only difference this makes vs vanilla is things with anti-air type warhead do more damage to them. Such as the Gattling Tank AA fire.

-Apache Attack Helicopter
--Has Air type Armor. The only difference this makes vs vanilla is things with anti-air type warhead do more damage to them. Such as the Gattling Tank AA fire.


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///Maps///
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Yeah... I'm gonna copy paste this from the changelog and be done with it.

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.
-All Maps base defenses(Nod Turret/Guard Tower) can now be controlled by players.
-All Maps have a Tiberium Strike Beacon spawn placed on them.
-All Maps have a sort of dumb easter egg I put on them.
-Recalulated lights and vis after modifiying all maps.
-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. Capturable with repair guns.

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


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

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".
-Adjusted 1 Nod Turret Position slightly.

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

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.
-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 a small amount of wind.
-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 sandbags in a few infantry spots.
-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.

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.
-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.

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.