DISCLAIMER: This mod is currently in beta. If you're reading this, it means you have a beta release.

Credits;
DRLFF USERS
Major - Sprites/Code
Arcalane - Scripting/Coding/Misc. Sprites
clunatic - Drop pod and dropship Scripting/AI
CaveCricket48 - Scripting
Darlos9D, Bad Boy - UltraLight Scripting
Mehman - Auto-Adjusting Scope Script

COMPANIES
Westwood & EA - C&C franchise, plus SFX from Battlefield 2142, Tiberian Sun, and Tiberium Wars
Adhesive Games & Meteor Entertainment - Weapon SFX from HAWKEN
Zombie Studios - Weapon SFX from Blacklight Retribution
Gearbox Studios - Weapon SFX from Borderlands 1/2

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Beta 1: (Arcalane)
* First pass implementation of Loyalist and AR70

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Beta 1.1: (Major)
* Refinements to Loyalist sprites and offsets. Loyalist now has the chestplate.

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Beta 1.2: (Arcalane)
* Implemented UltraLight for most weapons.
* Further refinements to Loyalist sprites (hands, helmet).
* Implemented- Firefly Laser Rifle, Confessor Autogun, Falcon Pistol, Vulture Shotgun, R59 Sniper Rifle, Redeemer SMAW, Dragonfly Flamethrower.
* Restored custom shells/casings.
* AR70 tweaks - reduced velocity and sharpness, reduced price.
* Addition of custom materials and wounds.
* Addition of custom Loyalist gib/misc. sprites and random heads/faces/helmets.
* Addition of Black Hand Templar, partial addition of Black Hand Crusader.
* Adjustments to Loyalist durability.
* Alpha Metagame Loadout file.
* Implemented the Carryall and gibs.
* Implemented weapon gibs.

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Beta 1.3: (Arcalane)
* Implemented the Fanatic Militia.
** This means the faction is now absolutely 100% metagame finalized for reals.
* Implemented the Tarantula Auto-Laser.
* Firefly tweaks - improved accuracy, reduced damage.
* Early/partial Unmapped Lands, Unmapped Lands 2, and Warfare support.
* Minor adjustments to weapon prices.

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Beta 1.3a: (Arcalane)
* Implemented the Covert Asset Insertion Network Pod, a drop pod-type craft.
* Updated metagame loadouts to use the Pod.
* Updated other mod support files.
* Tweaked Carryall AI deployment height.

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Beta 1.4: (Arcalane)
* Implemented the Mantis Tiberium Flechette Rifle, Talon Tiberium Flechette Carbine, and Hawkeye Anti-Materiel Rifle - see the arsenal document for more details.
* Finetuned the Drop Pod landing behaviour/specs, it should no longer embed itself fully into soft terrain, and actors will be ejected with less force.
* Reduced jetpack power levels across the board. I think.
* Fixed the Falcon dispensing other, smaller Falcons when reloaded.
* Fixed the Firefly and Tarantula being impossible to pick up.
* Fixed animation speeds for several weapons (Confessor barrels were too slow, AR70 was too fast, etc.).
* Fixed group assignments for the Templar.
* Fixed the Redeemer not having a backblast effect.
* Reduced lifetime of Carryall dust particles, so it won't kick up dust until it gets closer to the ground.
* Adjusted the VW/UL2 file; Vulture, Dragonfly, and Pierce are no longer available from the start. Loyalist, Crusader, and Redeemer made more expensive to unlock. AI will now use the Confessor and Tarantula if it unlocks them. Riot Shield and Scanners are now available.

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Beta 1.5:
* Tweaked the Drop Pod gib behaviour/settings. The gibs should no longer collide with actors as much (if at all), reducing the risk of injury on deployment.
* Tweaked Templar/Crusader wounds to make them tougher.
* Tweaked Fanatic/Loyalist/Templar jetpacks.
* Implemented the Cyborg and Cyborg Gatling.
* Amendments to prices and descriptions for some weapons/actors.
* New death sounds for all actors, plus new firing sounds for the Confessor and Firefly.
* New rotor sounds for the Carryall, plus additional voiceovers when it's shot down.
* Added the Talon, Mantis, and Hawkeye to VW/UL2 file; of these, only the Hawkeye will be assigned to troops by the scenario AI.
** Fixed the AR70 not having a description in VW/UL2.
* Reduced Loyalist durability fairly sharply, reduced cost to compensate. They're now more on par with Coalition Heavies but just a little tougher, contrasting with how the Militia units are just slightly weaker than Coalition Lights.
* Removed laser sights from the AR70, Falcon, Talon, and Vulture.
* Reduced lethality of the Talon and Mantis slightly.
* Added the Master Control Terminal.

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Beta 1.6:
* Enabled random helmets for the Cyborg.
* Reduced Talon/Mantis effectiveness vs craft (rockets, dropships, drop pods, etc.).
* Rotary weapon behaviour for the Cyborg Gatling and Confessor have been changed;
** The Cyborg Gatling starts 400RPM and spins up to its full 1200RPM over 40 rounds
** The Confessor Autogun starts at 300RPM and spins up to its full 1050RPM over 17 rounds
* The Cyborg Gatling also now has a 300-round capacity with a very long reload. Watch your defenderborgs carefully.
* Confessor now uses normal-colour bullets/tracers, rather than the red-tinted ones, and has a new firing sound.

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Beta 1.7:
* Tidied up some redundant/leftover code scraps.
* Fixed a few values (cost, wounds, offsets, etc.) on the Loyalist that were too high.
* Slightly increased the walkspeed of the Fanatics.
* Added the Shadow Operative + Stalker Suppressed Machine Pistol (inc. offhand version).
** The Shadow Operative is a fast but weak unit, ideal for stealth missions thanks to their near-silent jetpacks.
** The Stalker SMP-5 is a deadly machine pistol that can quickly shred targets when up close, but performs poorly at long range. They can be used in pairs.
* Fiddled with the scripts a bit to ensure they work properly on all machines- encoding errors may have been causing issues for a handful of users.
* Overhauled most (if not all) of the weapon sprites. The Confessor got bulked up a bit. Fixed some animation speed issues at the same time.
** Vulture now has a full-auto trigger. Its RPM is unchanged though.
** Hawkeye firepower/shot speed buffed. Also finetuned the shot ejection.
** R59 firepower/shot speed buffed.
* Adjusted the Cyborg a little bit - they regenerate much slower (1hp/2s rather than 1hp/s), cannot regenerate past 80 health, and will stop regenerating if reduced to below 20 health.

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Release 1:
* Implemented the Cyborg Commando, with the Cyborg Commando Plasma Cannon. When it comes to killing things, look no further than this guy. Tough, fast, and super-deadly. His Plasma Cannon is the only weapon he'll ever need, as it can easily splatter light infantry and mechanical units alike. Given time, it can even be used to breach reinforced structures!
** Take note, however- the Commando is EXTREMELY expensive. To summarize his perks;
*** Headshot immunity (takes only normal damage from hits to the face/head, rather than 5x). Extreme durability. Superb health regeneration. Integral plasma cannon capable of killing almost any target in one hit. Infantry-comparable movement speed.
* New jetpack engage/shutoff sounds for all infantry! Loops are the same for now though.
* CQB Infantry loadout changed to use the Vulture instead of the Dragonfly.
* Added the Cyborg and Cyborg Commando to VW/UL2 campaign file. The AI will not use the Commando, but it WILL use the regular Cyborg if it can.
* Updated gibs for the Confessor to match its bulked up state.
* Added gibs to the Stalker.
* Fixed a dumb error in Cyborg Gatling ammo/round definitions that was making the tracers not work properly.
* Fixed many weapon gibs being weightless, which could cause them to despawn prematurely.
* Fixed the Hawkeye having no gibs at all.

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Release 1.1:
* Tweaked the trail and impact effects for the Commando's Plasma Cannon. Looks nicer and the blast radius is a little tighter, but no less deadly overall.
* Tweaked offsets of the Commando's foreground leg, jetpack, chestplate, and facemask.
* Significantly boosted Plasma Cannon aim range and laser sight range.
* Slightly buffed the Plasma Cannon's rate of fire.
* Fixed the Commando having 'Brotherhood' at the start of his name - unnecessary. Also fixes VW/UL2.
* Finally incorporated the easter egg for Cyborgs.
* Tweaked the handling on the Redeemer's missiles so they can track targets more effectively.

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Release 1.2:
* Added extra voiceovers to most units, with three states; Alert, Clear, and Selection. Note that actors are pretty chatty at the moment, I may need to fiddle with things so they're a bit less talkative sometimes.
** Alert sounds will trigger when the actor spots an enemy. Shadow Operatives do not have Alert voiceovers.
** Clear sounds will trigger when the actor cannot see any enemies. Shadow Operatives and Fanatics do not have Clear voiceovers.
** Selection sounds trigger whenever the actor is selected. The Carryall and all infantry actors have Selection voiceovers.
* The MCT and Drop Pod do not have additional voiceovers.
* Tweaked/fixed lifetimes on Mantis and Talon flechettes, they should now last for the correct amount of time.
* Slightly reduced R59 velocity, sharpness, and particle count. It'll be a touch less deadly, but still pretty vicious.
* 'Added' the FG14 Odonata, a prototype firebolt launcher. I'm experimenting with new flamethrower mechanics, so if you have any thoughts on the matter, please do try out the Odonata and give feedback. It works quite similarly to the Talon/Mantis, but has a much shorter range, a longer duration, and much more visible effects.
* Reduced Cyborg and BH Crusader Jetpack strength by a small amount, but also slightly boosted Loyalist Jetpack strength.
* Added a short arming delay to the Timed C4, should hopefully keep it from sticking to the user.
* Increased thrust and warhead sensitivity on the Redeemer's missiles, and moved their center of mass back toward the engine. Also tuned their thruster ignition times so they should track better after launching/adjust to target heading.
* Reduced lifetime on Carryall dust-generating particles (again).
* Significantly increased the weight and cost of the Hawkeye to balance out its firepower.
* Reduced gib wound limits on the Hawkeye, Dragonfly, and Redeemer.
* Increased joint strength of the Cyborg Gatling and Cyborg Commando Plasma Cannon, to make it harder to force them to drop their special guns.
* Fixed filepath for UL2/VW faction file. Maybe.
** Fixed the Cyborg actually being a Crusader.

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Release 1.3:
* Ported over the AG79 from the GDI.

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Release 1.3a:
* [MISC] Fixes for UL2 support.

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Release 1.3b:
* [MISC] Further fixes for UL2 support.
* [WEAPONS] Fixes to the particles of the Brotherhood AG79's special grenade option. Should be less laggy, less weird, and actually dangerous.

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Release 1.3c:
* [WEAPONS] Increased max RPM and max ammo of the Cyborg Gatling. It ramps up to the max of 2400 within 50 shots now, and holds a total of 400 rounds.
** Relatedly, an earlier fix (1.3a or 1.3b) also amended the weight of the Cyborg Gatling and its ammo to more appropriate levels.
* [WEAPONS] Rebalanced Redeemer ammo; HEAP has less spreading shrapnel but a more powerful lance effect. Frags now produce slightly more shrapnel that is also faster.
* [WEAPONS] Tweaked/standardized shrapnel for all explosives.
* [WEAPONS] The Odonata has been retired, pending further improvements to the standard Dragonfly.
* [SCRIPTS] Finetuned performance on the proxy detection for airburst grenades. They will also only be set off by actors now, not loose/dropped weapons and items.

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Release 1.4:
* [WEAPONS] Tuned shrapnel for frag grenades and AG79 grenades. Bouncy Airburst grenades generate less shrapnel. All grenades have a small amount of bouncing shrapnel.
** Tiberium Grenades create less toxic particles (and so deal less damage over time) but now have some shards that deal some damage 'up front'. They also have better/more appropriate visual/sound effects.
* [WEAPONS] Tweaked the AR70 to have a seperate tracer round. The tracer round has the performance of the old round, the regular rounds are weaker. Should make massed AR70 a bit less effective against heavier targets.
* [WEAPONS] Dragonfly now using new damage logic! It is a short-range, high-power flamethrower capable of harming multiple targets at once. But beware; anything within its cone will take damage, including allies.
* [WEAPONS] Added the V2 Venom Chem Sprayer. It sprays a high-pressure stream of Tiberium particulate, damaging enemies in a narrow line. It's more powerful and longer-reaching than the Dragonfly, but has a much thinner area of effect.
* [WEAPONS] The Cyborg Commando's Plasma Cannon is now more effective at stripping/destroying terrain with followup shots. Will make it more practical for bunker destruction/breaching.
* [WEAPONS] Reduced lifetime on the Redeemer's armour-piercing particles to make them less absurd. 
* [SCRIPTS] Adjusted energy retention and minimum speed values for bouncing shrapnel.
* [MISC] Removed assorted leftover gibs from the buy menus.
* [MISC] Added all actors to a new faction-specific actors category.
* [MISC] Added the Shadow Operative and Stalker SMP-5 (+offhand variant) to UL2/VW shoplists. The AI will not use the Operative but will use the Stalker.

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Release 1.4a:
* [MISC] Brotherhood Infantry Brain preset now starts with a Heavy Digger.

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Release 1.4b:
* [ACTORS] Adjusted friction, bounce, and structural integrity values for Black Hand chestplate materials - Crusader chestplate overall strength is approx. 50% of Templar chestplate. This should fix weird edge-case issues where Crusaders could bounce the GDMPR's shots off their abs.
* [ACTORS] Adjusted Cyborg and Cyborg Commando chestplate materials; Cyborg uses same material as Crusader, Commando uses same material as Templar.
* [TOOLS] Added the Tiberium Infusion Injector, courtesy of 4zK's Untitled faction. This device grants troops a temporary health regeneration effect.
* [MISC] Tidied up material indices to avoid conflicts.

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Release 1.4c:
* [ACTORS] Rebalanced actor materials fairly significantly.
* [WEAPONS] Rebalanced weapon gib limits fairly significantly.

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Release 1.4d:
* [CRAFT] Fixed Drop Pods being made out of the wrong material.

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Release 1.4e:
* [WEAPONS] Tweaked accuracy and firepower of the AR70.
* [WEAPONS] Tweaked muzzle velocity and minimum velocity of projectiles for the Talon Tiberium Flechette SMG and the Mantis Tiberium Flechette Rifle.
* [ACTORS] Cyborgs and the Cyborg Commando will no longer throw themselves prone when under fire.