Post feature Report RSS TWA 1.5 ,1.51 & 1.52 Change List

The new changelog for TWA 1.5 & 1.51. However, duo the huge amount of changes, it only contains the most important gameplay changes and other important informations (no balance changes, as the whole game has been rebelanced)

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TWA 1.52

Bugfixes:
-fixed a grafic bug with deploying Nod MCVs
-improved the shader for Nod buildings and units
-walls do not count for the statistic anymore
-removed the "Tiberium Cloud" button from Scrin Corruptors
-renamed TiberiumFiend in TiberianFiend

General Changes/Improvements:
-Carryalls and Ox transports can now transport all types of small vehicles (they are not limited to their side specific units anymore)
-Flame Tanks & GDI/Nod Harvester can now use the "Call For Transport" abillity
-edited tooltips: "Detects Stealth" counts now as abillity
-imporved/new unit icons made by Alex06
-Surveyors, Emissarys and Explorer are now build at war factorys - their price has been changed to 800$, but they still need 16s to deploy
-all infantry special abillitys cost no money anymore and most of them have been changed/edited (find it out for yourself!)
-bonus for garrisioned buildings has been reduced - it is now 10% for vision range, attack range and rate of fire
-increased speed for missiles & disks
-various new blood effects

Global Defence Initiative:
********************
-slightly edited all basic GDI soldier models
-"Railguns" upgrade increases the damage now by 40% (instead of 50%), price/buildtime have been reduced to 4000$/80s
-Predator armor slightly increased
-APCs can not attack air targets anymore
-New unit:
-Centurion - This new hover tank can make short work of enemy air attacks - however, it can not attack ground units

Brotherhood of Nod:
********************
-"Novice Squad" is now known as "Novices"
-"Zealot Squad" is now known as "Disciples"
-"Shadow Team" is now known as "Shadows"
-"Attack Bikes" (or rather "Recon Bikes" since 1.51) are now known as "Raptor Bikes"
-Nods "Call For Transport" reloads in 60s now instead of 120s, price has been increased from 200$ to 300§
-moved steatlh detection from Raptor Bikes to Raider Buggys
-Raider Buggys can not attack air targets anymore. Their price has also been increased to 500$ since they are way better vs infantry than in the original game
-Spectres need twice as long to deploy
-Stealth Tanks fire slightly faster
-changed garrisoned cleaning values for flame weapons back to TWA 1.5 settings
-the globe of the Hand of Nod can not kill units anymore when destroyed
-"Laser Capacitors" upgrade increases the damage now by 30% (instead of 50%)
-Avatar price decreased to 2200$ (from 2400$), HP decreased to 10000 (from 12500)

Scrin:
********************
-Explorer cannot crush infantry anymore
-stealth detection has been moved from Seeker to Gunwalker. However, the Seeker gains the "Pulse Scan" abillity to detect enemy units
-"Emergency Shielding": Upgrades small Scrin vehicles in the target area with shields. Available at Stasis Chamber
-when two Buzzer attack each other, both are killed now

Mutants:
********************
-edited tiberium aura for Mutants
-Sentinels gain a new model and a "Explosive Charge" abillity that allows them to place TNT on enemy buildings and units
-edited the Mutant squads values a bit


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
-Removed the LateGame money boni from 1.4

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)

Post comment Comments
Admiral-165
Admiral-165 - - 2,217 comments

hey this mod is Awesome are u guys going to switch it to KW if u do that would be awesome!!!

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Guest
Guest - - 689,591 comments

This comment is currently awaiting admin approval, join now to view.

-Golan-
-Golan- - - 454 comments

Due to the lack of an SDK for KW, this is not an option at the moment.

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tsfan
tsfan - - 491 comments

Cool, I've been waiting for this for a few months and it's better than I thought it would be!! YAY!!!

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Hanz_knife
Hanz_knife - - 138 comments

thats great! and what about new walls for gdi? this walls are ugly, do you know pentagon wall with gate? that is better wall....

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Hanz_knife
Hanz_knife - - 138 comments

MOD SDK for KW will be, trust me, i have fansite.....

Reply Good karma Bad karma-1 votes
Shmafoozius
Shmafoozius - - 57 comments

lol...

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Kevok
Kevok - - 12 comments

EA's gonna wait until we forget about it so that they don't have to maek one.



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Tymathee
Tymathee - - 313 comments

alright good job m an, i've always followed the mod. Unless i'm beaten to it by my staff mates, i'm going to post this on cncden

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kaeladran
kaeladran - - 1 comments

hey guys this is awesome its good think with those avatars and every other think atleast its more balanced now

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