Credits

This page lists all the individual contributions to the project by their author.

  • Belonit (Gluk-v48):

    • Disable empty spawn positions

    • gamemd.exe icon customization

    • Full-color non-paletted PCX support

    • Initial SpySat, BigGap, TransactMoney warheads

    • PCX Loading Screen support

    • Custom DiskLaser radius

    • Extended tooltips

    • Building upgrades enhancement

    • Option to hide health bar

    • Sidebar.GDIPosition

    • Help with CellSpread

    • Blowfish.dll-related errors fix

    • Zero size map previews fix

    • Semantic locomotor aliases

    • Shield logic

    • Non-ASCII input fix

    • Building Placement Preview Adjustment

    • Check for Changelog/Documentation/Credits in Pull Requests

    • Docs dark theme switcher

    • Fix position and layer of info tip and reveal production cameo on selected building

    • Fix a glitch related to incorrect target setting for missiles

    • Ability to disable shadow for debris & meteor animations

  • Kerbiter (Metadorius):

    • Building upgrades enhancement

    • Extended tooltips

    • Selection priority filtering

    • TurretOffset enhancement

    • Customizable ore spawners

    • Select next idle harvester hotkey

    • Interceptor enhancement

    • Zero size map previews fix

    • LaserTrails port and rework

    • Laser graphics fixes

    • Recursive transport killer fix

    • Custom locomotors example implementation and piggybacking test warheads

    • Initial jumpjet facing fix

    • Migration utility

    • GitHub Actions setup

    • Official docs

    • VSCode configs

    • Code style

    • Customizable ElectricBolt Arcs

    • Ability to disable shadow for debris & meteor animations

    • Voxel light source position customization

    • UseFixedVoxelLighting

  • Uranusian (Thrifinesma):

    • Mind Control enhancement

    • Custom warhead splash list

    • Harvester counter

    • Spawns promotion

    • Shield logic

    • Multiple death fix

    • Customizable missing cameo

    • Cameo sorting priority

    • Tab hotkey placement fix

    • Producing progress indicators

    • Custom ore gathering anim

    • NoManualMove

    • Weapon target house filtering

    • DeathWeapon fix

    • Re-enable obsolete [JumpjetControls]

    • AITrigger Building Upgrades support

    • Wall-Gate links

    • Ability for deployed infantry to use both weapons

    • Observer PCX loading screen

    • Original Arcing elevation inaccuracy fix

    • Official CN docs for Build#29 and previous versions

  • secsome (SEC-SOME):

    • Debug info dump hotkey

    • Refactoring & porting of Ares helper code

    • Disguise removal warhead

    • Mind Control removal warhead

    • Mind Control enhancement

    • Shields logic help

    • AnimList.PickRandom

    • MoveToCell fix

    • Unlimited waypoints

    • Build At trigger action buildup anim fix

    • Undeploy building into a unit plays EVA_NewRallyPointEstablished fix

    • Custom ore gathering anim

    • TemporalClass related crash

    • Retry dialog on mission failure

    • Default disguise for individual InfantryTypes

    • PowerPlant Enhancer

    • SaveGame Trigger Action

    • QuickSave command

    • Numeric variables

    • Custom gravity for projectiles

    • Retint map actions bugfix

    • Sharpnel enhancement

    • Vanilla map preview reading bugfix

    • Customizable tooltip background

    • Parts of Ares calling code

    • Original Arcing elevation inaccuracy fix

    • Dehardcode 255 limit of OverlayType

  • Otamaa (Fahroni, BoredEXE):

    • Help with CellSpread

    • Ported and fixed custom RadType code

    • Togglable ElectricBolt bolts

    • Customizable Chrono Locomotor properties per TechnoClass

    • Building Placement Preview

    • DebrisMaximums fixes

    • Anim-to-Unit

    • NotHuman anim sequences improvements

    • Customizable OpenTopped Properties

    • Hooks for ScriptType Actions 92 & 93

    • Ore stage threshold for HideIfNoOre

    • Occupied building MuzzleFlashX bugfix

    • EnemyUIName for other TechnoTypes

    • TerrainType DestroyAnim & DestroySound

    • Laser trails for VoxelAnims

    • MakeInfantry logic on BombClass bugfix

    • Debris & meteor impact behaviour settings

    • Upgrade logic to allow altering of SpySat status

    • Ares detection and integration

    • Help with custom locomotors

    • Extension class optimization

    • Overload characteristic dehardcoded

  • FS-21:

    • Dump Object Info enhancements

    • Powered.KillSpawns

    • Spawner.LimitRange

    • Majority of ScriptType actions

    • MC deployer fixes

    • Help with docs

    • Automatic Passenger Deletion logic

    • Fire SW At Location/Waypoint Trigger Action

    • Kill Object Automatically logic prototype

    • Customizable resource storage

    • Override uncloaked underwater attack behavior

    • Override target under EMP attack behavior

    • AI Aircraft docks fix

    • Shared ammo logic

    • Customizable FLH when infantry is prone or deployed

    • Initial strength for cloned infantry

    • Map Events 604 & 605 for checking if a specific Techno enters in a cell

    • Warhead that can not kill

    • Pips.HideIfNoStrength and SelfHealing.EnabledBy additions for shields

  • Starkku:

    • Misc. minor bugfixes & improvements

    • AI script actions:

      • Chronoshift to Enemy Base

    • Warhead shield penetration & breaking

    • Strafing aircraft weapon customization

    • Vehicle DeployFire fixes/improvements

    • Stationary VehicleTypes

    • Burst logic improvements

    • TechnoType auto-firing weapons

    • Secondary weapon fallback customization

    • Weapon target type filtering

    • AreaFire targeting customization

    • CreateUnit improvements

    • Attached animation & jumpjet unit layer customization

    • IsSimpleDeployer improvements

    • Shield modification warheads

    • Warhead decloaking toggle

    • Warp(In/Out)Weapon

    • Grinder improvements / additions

    • Attached animation position customization

    • Critical hit logic additions

    • Aircraft & jumpjet speed modifiers fix

    • Local warhead screen shaking

    • Vehicle custom palette fix

    • Feedback weapon

    • TerrainType & ore minimap color customization

    • Laser fixes & improvements

    • Mind control indicator animation cloak fix

    • Warhead / Play animation trigger animation owner fix

    • Nuke carrier & payload Bright fix

    • Display damage numbers hotkey command

    • TransactMoney.Display

    • Building-provided self-heal customization

    • AI deploy script DeploysInto fix

    • Passable & buildable-upon TerrainTypes

    • Automatic passenger owner change toggle

    • Interceptor improvements

    • OpenTopped transport behaviour customizations

    • Animation damage / weapon improvements

    • Warhead self-damaging toggle

    • Trailer animation owner inheritance

    • Warhead detonation on all objects on map

    • Animated TerrainTypes extension

    • TerrainType damage & crumbling frames

    • Exploding unit passenger killing customization

    • Railgun particle target coordinate fix

    • Building target coordinate offset fix

    • Warhead / weapon detonation at superweapon target cell

    • Cloaked & disguised objects displaying to observers

    • Building airstrike target eligibility customization

    • IvanBomb detonation & image display centered on buildings

    • Customizable ROF random delay

    • BibShape drawing during buildup fix

    • Spawner spawn delay customization

    • Cluster scatter distance customization

    • FlakScatter distance customization

    • Debris & meteor impact behaviour settings

    • Custom warhead debris animations

    • Attached particle system for animations

    • Removal of hardcoded AA & Gattling weapon selection restrictions

    • Projectile obstacle logic additions

    • AnimList on zero damage Warheads toggle

    • Additions to automatic passenger deletion

    • Buildings considered as vehicles

    • TechnoType target evaluation map zone check behaviour customization

    • CanC4 damage rounding fix & toggle

    • Option to center pause menu background

    • Disguise logic improvements

    • Custom insignias

    • ZShapePointMove buildup toggle

    • UndeploysInto building selling buildup sequence length customization

    • AI naval vehicle production fix

    • Crushing tilt and slowdown customization

    • Extra warhead detonations on weapons

    • Chrono sparkle animation display customization and improvements

    • PipScale pip size & ammo pip frame customization

    • Extension class optimization

    • Additional sync logging

    • Original Arcing elevation inaccuracy fix

    • EMPulseCannon projectile gravity fix

    • Custom palette support for wall overlays

    • Warhead animation improvements

    • Reloading ammo in transports

    • Straight projectile trajectory additions

    • Airstrike & spy plane fixed spawn distance & height

    • Negative damage Verses/PercentAtMax toggle

    • Misc. singleplayer mission improvements

    • Weapon effect obstacle interaction fix

    • Fire particle rotation coordinate adjust toggle

    • AmbientDamage warhead & main target ignore customization

    • Projectile return weapon

    • Aircraft landing / docking direction

    • DeploysInto cursor desync fix

    • Minor crate logic improvements

    • Custom tint effects

    • Revenge weapons

    • AttachEffect

    • Air unit tracking fix for large range / CellSpread

    • Extra tint intensity for Iron Curtain & Force Shield

    • Option to enable parsing 8-bit RGB values from [ColorAdd] instead of RGB565

    • Customizing height and speed at which subterranean units travel

    • AI superweapon delay timer customization

    • Disabling MultipleFactory bonus from specific BuildingType

    • Customizable ChronoSphere teleport delays for units

    • Allowed and disallowed types for FactoryPlant

    • Forbidding parallel AI queues for specific TechnoTypes

    • Nonprovocative Warheads

    • Customizing effect of level lighting on air units

    • Reimplemented Airburst & Splits logic with more customization options

    • Buildings considered as destroyable pathfinding obstacles

    • Animation visibility customization settings

    • Light effect customizations

    • Building unit repair customizations

    • Build area customizations

    • Scorch / Flamer fire animation customization

    • EM Pulse cannon logic improvements

    • <Player @ X> as owner for pre-placed objects

    • Custom exit cell for infantry factory

    • Vehicles keeping target on move command

    • IsSonic wave drawing crash fix

    • Customizable electric bolt duration and electric bolt-related fixes

  • Morton (MortonPL):

    • XDrawOffset for animations

    • Shield passthrough & absorption

    • Building LimboDelivery logic

    • Fix for Image in art rules

    • Power delta counter

    • Super Weapons launching other Super Weapons

    • SpyEffects expansion, launching Super Weapons on building infiltration

    • Real time timers

    • Default campaign game speed override and custom campaign game speed FPS

    • Including INI files and inheriting INI sections

    • Ares detection and integration

    • TechnoType conversion warhead & superweapon

    • Unlimited skirmish colors

    • Show designator & inhibitor range

    • Dump variables to file on scenario end / hotkey

    • 601 House owns TechnoType and 602 House doesn't own TechnoType trigger events

    • Voxel light source position customization

    • Extending Power to all TechnoTypes

    • Help with docs

  • ChrisLv_CN (work relicensed under following permission):

    • General assistance

    • Interceptor logic prototype

    • LaserTrails prototype

    • Laser fixes prototype

  • Trsdy:

    • Preserve IronCurtain status upon DeploysInto/UndeploysInto

    • Several jumpjet fixes:

      • Facing towards target even if not omni-firing

      • Turret direction in idle state fix

      • Sensor fix

      • Allow to tilt regardless of TiltCrashJumpjet

      • Forbid firing when crashing

    • OmniFire.TurnToTarget

    • Strafing aircraft weapon customization

    • Object Self-destruction logic

    • Misc vanilla suicidal behavior fix

    • Post-type-conversion update

    • Units retaining orders after changing ownership bugfix

    • Several fixes and dehardcode related to building selling/undeploying:

      • Building EVA_StructureSold and SellSound dehardcode

      • Restore EVA_StructureSold for buildings with UndeploysInto

      • Redeployable MCV in campaigns

      • Allow buildings with UndeploysInto to be sold if Unsellable=no even if not conyard

      • Trigger actions that allow/forbid MCV to redeploy in game

    • AlternateFLH of vehicles in OpenTopped transport.

    • Slaves’ house customization when owner is killed

    • Trigger Action spawned team IFV/OpenTopped logic fix

    • Singleplayer Campaign AI’s base node/SW-delivered/trigger action 125 Create Building At...’s auto-repairability dehardcode

    • Power delta counter : blackout indication mark

    • Harvester counter

    • Income money string indication upon ore dump

    • Warhead superweapon launch logic

    • TechnoType conversion placeholder

    • 606 The shield of the attached object is broken trigger event

    • RadialIndicator observer visibility

    • Cloaked objects from allies displaying to player in singleplayer campaigns

    • Skip NaturalParticleSystem displaying from in-map pre-placed structures

    • Random crate generation limited to land option, optimization for crates’ random sampling

    • ImmuneToCrit for shields

    • Forbidding parallel AI queues by type

    • The option to allow DieSound/VoiceDie being played when grinding

    • Allow iron-curtain effects on infantries

    • Break the mindcontrol link when capturing a mind-controlled building with engineer

    • Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured

    • Building LightSource tint S/L fix

    • Permanent healthbar display on units targeted by temporal weapons fix

    • Powered anims on buildings cease playing upon capture by different house fix

    • TechnoType conversion placeholder

    • TechnoType conversion upon ownership change

    • EIP 00529A14 crash fix on Linux

    • Teleport timer reset after load game fix

    • Teleport, Tunnel and Fly loco visual tilt fix

    • Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow

    • Skip units’ turret rotation and jumpjets’ wobbling under EMP

    • Droppod properties dehardcode

    • Deployer = yes->no infantry conversion sequence fix

    • Waypoint entering building together with engineer/agent bug fix

    • Skippable game save on scenario start

    • InfDeath=9 versus jumpjet infantry 0 damage fix

    • Skip rally point line drawing when undeploying a building

    • Ares’ SW.Shots hint on extended tooltips

    • Ares’ Abductor weapon fix

    • Suppress Ares’ swizzle warning when parsing tags and taskforces

    • Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory

    • Fix Ares’ InitialPayload for teams spawned by trigger actions

    • Misc code refactor & maintenance, CN doc fixes, bugfixes

  • FlyStar:

    • Campaign load screen PCX support

    • New condition for automatic self-destruction logic when TechnoTypes exist/don’t exist

    • Fix AltNextScenario not taking effect

    • Fix Hospital=yes building can’t kick out infantry after loading a save

    • Edit/Clear Hate-Value Trigger Action

    • Set Force Enemy Trigger Action

    • Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them

    • Customize the damage taken when falling from a bridge

    • 600 The shield of the attached object is broken bug fix for the triggered event

  • NetsuNegi:

    • Forbidding parallel AI queues by type

    • Jumpjet crash speed fix when crashing onto building

    • Disguised units not using the correct palette if target has custom palette bugfix

    • Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix

    • Assign Super Weapon cameo to any sidebar tab

    • Fix impassable invisible barrier created by chronosphere on uncrushable unit

    • FreeUnit uses its own SpeedType to determine where to spawn

    • Fix the bug where naval ships set to AllowedToStartInMultiplayer=yes may spawn incorrectly on land

    • Fix the bug where pathfinding issues occur when a building performs undeploy

    • Fix amphibious harvesters can not automatically return to refineries with WaterBound

    • Fix EIP 004C2C19 concerning the electric bolt

    • Fix DefaultDisguise showing wrong house colors for different players

    • Taking over Ares’ AlphaImage respawn logic to reduce lags from it

    • Allow voxel projectiles to use AnimPalette and FirersPalette

    • Customize damaged speed ratio of drive/ship loco

    • Customize overpower logic

    • Fix the bug that EnterBioReactorSound, LeaveBioReactorSound, EnterGrinderSound on technotype does not used

    • Fix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by IsLocomotor=yes warhead

    • Fix an issue that units on the slope tilted at an excessive angle

    • Enhanced reveal & gap warhead

    • Fix an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash

    • Fix wrong shadow when a vehicle has hover locomotor and is being lifted by IsLocomotor=yes warhead

    • Fix the bug that a unit can overlap with Teleport units after it’s been damaged by a fallen unit lifted by IsLocomotor=yes warheads

    • Customize parasite culling targets

    • Customize harvester dump amount

    • Select box logic

    • Customize airstrike targets

    • Separate the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues

    • Fix the bug that buildings will always be tinted as airstrike owner

    • Fix the bug that AllowAirstrike=no cannot completely prevent air strikes from being launched against it

    • Fix the bug that infantry ignored Passengers and SizeLimit when entering buildings

    • Tiberium eater logic

    • Fix the bug that ships can travel on elevated bridges

    • Arcing elevation inaccuracy fix

  • Apollo - Translucent SHP drawing patches

  • ststl:

    • Customizable ShowTimer priority of superweapons

    • Iron Curtain effects customization on infantries and organic units

    • Use CustomPalette for animations with Tiled=yes

    • Unlimited AlternateFLH entries

    • Build limit group

    • Customizing whether passengers are kicked out when an aircraft fires

    • New SuperWeapon Type template

  • TwinkleStar:

    • Custom slaves free sound

    • Jumpjet crash rotation control

    • Vehicle voxel turret shadows & body multi-section shadows

    • TurretOffset support for SHP vehicles

    • Customizable rocker amplitude

    • Customizable wake anim

    • Initial effort on optimization for crates’ random distribution

    • Customizable spawns queue

    • Initial spawns number

  • Fryone:

    • Customizable ElectricBolt Arcs

    • Sound entry on unit’s creation

    • Auto-deploy/Deploy block on ammo change

    • Flashing Technos on selecting

    • Promotion animation

    • Damaged unit image changes

    • VoiceDeploy through hot-key/command bar fix

  • ZivDero:

    • Re-enable the Veinhole Monster and Weeds from TS

    • Recreate the weed-charging of SWs like the TS Chemical Missile

    • Allow to change the speed of gas particles

    • Fix a jumpjet crash related to voxel shadow drawing

    • Replace BLOWFISH.DLL using Red Alert source code

  • CrimRecya:

    • Fix LimboKill not working reliably

    • Allow using waypoints, area guard and attack move with aircraft

    • Fix Stop command not working so well in many cases

    • Fix aircraft MovementZone and SpeedType inconsistencies

    • Use 2D distance instead of 3D to check whether in air team members have arrived destination

    • No rearm and reload in EMP or temporal

    • Enhanced Straight trajectory

    • Enable Building Production Queue

    • Fix for sidebar not updating queued unit numbers when on hold

    • New Parabola trajectory

    • Enhanced Bombard trajectory

    • No turret unit turn to the target

    • Damage multiplier for different houses

    • Extended gattling rate down logic

    • Sell or undeploy building on impact

    • Draw visual effects for airburst weapons

    • Technos recount current burst index when change the firing weapon

    • Units will not always stuck in the factory

    • Technos can maintain a suitable distance after firing

    • Projectile subject to ground check before firing

    • Delay automatic attack on the controlled unit

    • Fast access vehicle

    • Fix an issue that some amphibious technos being unable to enter on water structures

    • Fix an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own

    • Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges

    • Fix an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge

    • Fix an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge

    • Laser, electric bolt and rad beam scatter

    • Fix an issue that laser, electric bolt and rad beam not support Inviso=true projectiles with FlakScatter=true to scatter

    • Fix an issue that units on the slope tilted at an excessive angle

    • Fix an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding

    • Fix an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles

    • Fix an issue that MCV will self-destruct when using trigger 107 to teleport

    • Fix an issue that moving MCV with Teleport locomotion will cause reconnection error

    • Jumpjet Tilts While Moving

    • Fix an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead

    • Fix an issue that game crashes when spawnee has been removed and is not real dead

    • Aggressive attack move mission

    • Amphibious access vehicle

    • Fix an issue that spawned Strafe aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing

  • Ollerus:

    • Build limit group enhancement

    • Customizable rocker amplitude

    • Allowed AuxBuilding and Ares’ SW.Aux/NegBuildings to count building upgrades

    • Type select for buildings (doc)

    • Enhanced Bombard trajectory

    • Shield armor inheritance customization

    • Fix DefaultDisguise showing wrong house colors for different players

    • Fire weapon when Warhead kills something

    • Promotion animation deglobalization

    • Forcing specific weapon by range

    • Passenger-based insignias

    • Use InsigniaType to set the properties of insignia in a batch

  • NaotoYuuki - Vertical & meteor trajectory projectile prototypes

  • handama - AI script action to 16005 Jump Back To Previous Script

  • TaranDahl (航味麻酱):

    • Skirmish AI “sell all buildings and set all technos to hunt” behavior dehardcode

    • Skirmish AI “gather when MCV deploy” behavior dehardcode

    • Global value of RepairBaseNodes

    • Skip anim delay for burst fire

    • Type select for buildings (code)

    • Raise alert when technos are taking damage

    • Toggle waypoint for building

    • Parasite returning bug fix

    • Bunkerable checks dehardcode

    • Prevent the units with locomotors that cause problems from entering the tank bunker

    • No turret unit turn to the target

    • Units are now unable to kick out from a factory that is in construction process

    • Fix issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)

    • Recycle spawner in long-range

    • Play an anim when recycling a spawner

    • Recycle the spawner on other FLH

    • Fix the bug that spawned can not return to buildings with foundation bigger than 1x1

    • BombParachute deglobalization

    • Sinkablity and sinking speed customization

    • Fix an issue where FireAngle would not work properly under certain circumstances

    • Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges

    • Fix the bug that healing weapons could not automatically acquire aerial targets

    • Fix an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc

    • Prone speed customization

    • RadarInvisible for non-enemy house

    • Allow miners do area guard

    • Make harvesters do addtional scan after unload

  • tyuah8:

    • Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix

    • Destroyed unit leaves sensors bugfix

  • Aephiex - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory

  • Multfinite - Allow to toggle main exception handler via command line argument -ExceptionHandler=boolean

  • hejiajun107, Xkein - Fix a jumpjet crash related to voxel shadow drawing

  • Ares developers:

    • YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares

    • unfinished RadTypes code

    • prototype deployer fixes

    • Superweapon launch site & availability code

    • AI vehicle production update code

    • parts of TechnoType conversion placeholder code

  • ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung - Digital Display

  • SukaHati (Erzoid) - Minimum interceptor guard range

  • E1 Elite - TileSet 255 and above bridge repair fix

  • AutoGavy - interceptor logic, Warhead critical hit logic

  • Chasheen (Chasheenburg) - CN docs help for Build#24

  • Noble Fish - some minor fixes, established Community Chinese docs, took over and completely rewrite the Official Chinese docs during Build#46

  • tomsons26 - all-around help, assistance and guidance in reverse-engineering, YR binary mappings

  • CCHyper - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation

  • AlexB - Original FlyingStrings implementation

  • Joshy - Original FlyingStrings implementation

  • CnCVK - Original custom locomotors experiment

  • ZΞPHYɌUS - win/lose themes code

  • Neargye (Daniil Goncharov) - nameof library (MIT)

  • ayylmao - help with docs, extensive and thorough testing

  • SMxReaver - help with docs, extensive and thorough testing

  • 4SG - help with docs

  • thomassneddon - general assistance, knowledge about voxel lighting model

  • Xkein - general assistance, YRpp edits

  • mevitar - honorary shield tester triple award

  • Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, Terumasa, Zhelin) - extensive and thorough testing

  • Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, TientsinWind) - extensive and thorough testing

  • Damfoos - extensive and thorough testing

  • Dmitry Volkov - extensive and thorough testing

  • Rise of the East community - extensive playtesting of in-dev features