==== Balance
---- General
- Added repair/healing cooldown for vehicles, commando units and Cyborg Elites so they can't receive unlimited high amounts of healing/repairing. Remove the reload time from Repair IFV (which was attempting to do the same thing).
- Increase Minigunner/Rifle Infantry/Warrior/Cyborg damage vs defenses.
- Damage boost against defenses and buildings for big late-game tanks (Mammoth Tank, Ion Mammoth, Hover Mammoth, Mammoth Drone, Titan, Railgun Titan, Tripod, Reaper Tripod, Apocalypse Tank).
- Hospital produces Medic/Rejuvenator every two minutes instead of allowing them to be built normally.
---- Allies
- Increased Chrono Tank damage vs heavy armor and defenses.
- Increase SEAL rate of fire a little. Adjusted SEAL IFV accordingly. Navy SEAL no longer C4s vehicles but can shoot them. SEAL C4 timer for buildings/ships scales based on the target's value, giving the enemy chance to defuse high-value targets. Iron Curtain and Force Shield will remove C4.
- Reduce Commando IFV rate of fire damage slightly.
---- Soviet
- Move Katyusha to tier 1 with slightly reduced mobility. Russia can upgrade to V2 for free on radar.
- Prevent Iron Curtained units from being warped or crushed.
- Reduced Atomic Tank explosion damage vs infantry and light armor.
- Increased Desolator cost from 600 to 650, reverted back to the standard speed reduction when proned.
- Irradiated vehicles now deal 10% less damage and take 10% more damage.
- Yuri speed increased from 49 to 56.
- Removed Chaos Gas immunity from Brutes.
- Increased Heavy/Lasher Tank damage vs defenses as these had lower cost/dps than other main tanks.
---- GDI
- Guardian Shield prevents firing rather than moving.
- TOW Missile upgrade no longer upgrades existing units & TOW variants have increased cost.
- Reduced TOW missile damage vs light armor and defenses. Increased vs buildings.
- Reduced Guardian Drone damage vs light armor slightly. Increased vs buildings slightly.
- Increased X-O Powersuit HP (25k to 30k).
- Reduce Mini Drone price from 300 to 200.
- Reduced reload time of YF23s (Interceptors power).
---- Nod
- Reduce Light Tank HP a little (41250 to 39000).
- Increase Tib Core missile projectile speed.
- Increase Stealth Tank Tib Core missile damage slightly.
- Reduced Stealth Tank cloaking delay.
- Increase Comanche splash damage.
- Increased splash damage of Nod Flamethrowers slightly.
- Increased Black Hand damage vs Heavy.
- Make Stealth APC uncloak on passenger entering.
- Increased Banshee damage.
- Black Hand has Artillery by default and can upgrade to Howitzer for free on radar.
---- Scrin
- Slight increase in Stormrider damage vs infantry so it kills scattered infantry with similar efficiency to Hind/Apache.
- Reduce Interloper HP a little (44k to 42k).
- Increase Leecher lifesteal from 20% to 25%. Reduce Atomized debuff tick interval (25 to 20) and reduce the duration to keep total damage the same.
- Mastermind speed increased from 49 to 56.
- Increased Lacerator cost to 650. Increased rate of fire slightly (same DPS). Reduced vision and projectile max travel distance.
- Increased Enervator air-to-air damage and give it the standard AA splash radius.
- Scrin hover units to be targeted by naval units when on water.
==== Fixes/Misc
- Improved AI structure selling logic.
- Drone Carrier Hornets and PAC Invaders are no longer targetable other than by static AA.
- Added RAGL 11 maps.
- Fixed issue where mind-controlled units revert to their base form (e.g. Lasher Tank to Heavy Tank).
- Updated strategy upgrade tooltips to better highlight only one strategy can be chosen.
- Updated Ukraine & Eagle flags.
- Allow Kirovs to fly closer together.
- Don't eject infantry from Temple Prime if there are insufficient funds for upgrading.
- Corrected Mirage Tank tooltip name when disguised.
- GuardsSelection crash fix (Medic/Mechanic/Repair IFV and other support units).
- Allow all units to be ejected from Temple Prime using deploy command (takes precedence over setting primary building when units are converting).