Please note you can check out the game's readme, located by default at C:\Program Files\THQ\Gas Powered Games\Beta\Supreme Commander.
Beta 30 is the result of a full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
Updated installer to adjust how DirectX and .NET 2.0 frameworks are installed.
Bumped the unit cap default from 250 to 500.
Fixed games not able to start when players added above number of slots.
Adjusted code to reduce number of GAL exceptions.
Adjusted code for better detection and debugging of desyncs.
Several color, prop, texture, normal map and effects adjustments throughout the game.
Several small balance and tuning tweaks.
Adjusted automatching lobby to keep person joining an auto-match from launching game incorrectly.
Adjusted ability for players to cancel an automatch search.
Various fixes for GPGNet chat issues, including crash when attempting to post an HTML link.
Fixed bug where units would get an unpause event when selected.
Swapped out placeholders for Aeon units where needed.
Removed the economy checks for units that don't need them.
Changed Defense tab to Unit Color and updated description.
Added new entry for Defense/Unit Color Toggle change
Animation fixes for UEF engineers, mobile AA units, tanks, sonar and strategic missile launchers.
Made flag to show intel radius of unit when selected be blueprint-driven rather than if the unit is mobile or not.
Fixed unbuildable mass markers where necessary.
Various fixes to main menu; ESC no longer brings up menu when loading.
Fixed commanders so they cannot be given via diplomacy.
Fixed world scroll when pushing mouse to edges of screen.
Fixed depth problem with bitmap combos.
Don't allow SetFocusArmy unless you are an observer, out of the game, or cheats are enabled.
Fixed lod1 for mobile heavy artillery units.
Gunships (and other units) will now fire at Aeon torpedo launchers properly.
Fatboy can now repair/refuel T3 air units.
You can no longer get double penalized for 'stacking' CDR teleports.
Aeon CDRs (and other beam weapons) now play the 'Fire' sound.
Broke out toggle buttons for intel, production, radar, stealth, and cloaking.
Non construction pause buttons disappear when a unit is upgrading, but come back if an upgrade stops.
Fixed size and collision box of Aeon shield generators.
Fixed UEF Amphibious Tank selection box
Cybran Tactical missile cleanup and fixes -- removed all the versions that were not being used; fixed the split trajectory, so it actually forks in the direction of its velocity; fixed the varied damage issues.
Anti-nukes will now use up a missile when they fire.
Enabled weapons on gunships while transporting units.
Made Aeon CDR's shield visible when you upgrade it to the heavy shield.
Switched some toggle buttons to the proper type.
Minor fixes to the MonkeyLord’s beam weapon and its movement.
Fixed MonkeyLord main gun snapping when target is killed.
MonkeyLord and Colossus: If you give them an attack order when their beam is on, they'll sweep to attack that target instead of stopping and restarting the beam.
Additional fixes and updates of various types.
Errata: The readme included in Beta 30 incorrectly lists the release notes as being specific to Beta 29, which was an internal-only designation.