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https://mayhem.tauniverse.com/totalm/TotalM1082.zip
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**Mayhem 10.8.2** change list
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**Balance changes**
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- improved AA missile accuracy vs air - mostly increased weaponacceleration
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- **T2 bombers** increase energy cost and buildtime ~15%
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- *Arm Blade** increase energy cost 10%
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- **all air plants** default standing move order changed to "Manuever". On "Hold Position" aircraft don't auto-attack anything unless it's REALLY close. Manuever is a good balance where they stay within the vicinity and don't Roam but they still attack. All other factories are default hold position to prioritise unit control
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- **Prophet, Omen, Mofo, Harbinger, Epoch, Magnate, Hamster, Argoth** - long (or longish) range 3-weapon mobile units swap weapons so the long-range weapon is weapon 3, so they can attack ground from a distance without trying to get in range of weapon 2.
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**Bugfix list**
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- **Krab** - make the shorter range laser an independent turret on top
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- **Core Minelayer factory** UI fix
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- **Thunder, Shadow** can now actually be built in Seaplane Platform
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- reduce range of pseudo-weapon for aiming factory build pads for less annoying sounds from the AI
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- **Harbinger** fix model corruption - and upscale flak turret a little
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- **Hamster** fix incorrect/outdated buildpic
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https://mayhem.tauniverse.com/totalm/TotalM108.zip
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**Mayhem 10.8.1** change list
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**Balance**
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- Arm/Core T1 radars energy cost 620/680 down from 750/800
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- Popup solars, egens, adv tidals lower buildtime (lower by 20%), small drop in energy cost, small drop in health
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- separate adv tidals and floating LLTs
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- make adv tidal wreckage non-blocking like all other sea wrecks
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- Colt and Wolverine L1 mobile arty reduce cost and buildtime ~10%, increase health and max speed ~5%
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- Mongoose, Gharial, Snapper and Anaconda L1 hovertanks lower e cost ~10%, lower buildtime ~20%
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- small increase in laser tower health
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- small drop in LLT energy cost
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- remove climbing from Odin. Add to Kodiak
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- Zipper, Warrior reduce weapontimer so the projectiles stop just a little beyond range
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- slight increase in weapontimer for Pyro so that projectiles stop just a little beyond range
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- Pelicans lower DPS 10% and increase footprint back to 3x3 same as OTA
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- Put Gimps on the bottom of the sea again
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- Mammoth - reduce cost and buildtime 10%, increase health 10%
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- revert footprint of T2 battleships and carriers to 6x6 as per OTA instead of 7x7
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- changes to shipyards to mak
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- faster reload for Viper - 1.32s/364DPS (from 1.5s/320dps)
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- faster reload for Meerkat - 1.1s/381DPS (from 1.15s/365DPS)
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- reduce health of L2 quad airpads 1940/2070 to 1640/1720
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- faster reload for Firedevil, Krab green laser - 0.96s/500dps (from 1.1s 436dps)
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- Orca and Proteussmall health increase ~5%, DPS increase ~12%
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- Harbinger - swap AA missile for a flakker.
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- Prophet and Omen, Neptune and Poseidon, Samurai and Broadsword small increase in acceleration
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- Vulcan, Buzzsaw, Dora and Terminator small reduction in health, increase energy cost
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- Vulcan and Buzzsaw increase cost per shot and faster reload. Increase metal cost and buildtime
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- Dora/Terminator increase reload to 25/28 seconds (from 20/25). Reduce damage per burst for Terminator to 15900 from 16800.
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- Drake and Krogoth - increase damage for miniguns/arm guns, reduce weapontimer on missiles so they turn to hit target faster
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- T3 vehicle plants tweaks to yardmap
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**bugfixes etc**
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- fix missing wakes on Firedevil
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- remove onoff button from Guardian
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- change pathfinding cycles to 366650 from 66650
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- fix energy-per-shot in description for Scudd, Precluder, nuke cannons
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- Nuke bombers add a ready/reloading indicator
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- fix several amphibious units so they leave non-blocking corpses on water
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- all cannon weapons using the bertha/timmy explosion animation and sound consistent
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- mines hotkey overlays (nonworking) removed, fix Core minelayer gui
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- combine land and floating versions of hovercraft plants into a single button. much more tidy!
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- fix targeting behaviour for Krab so that the lasers take precedence when in range
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- improvements to some weapon sounds
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**New Units**
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- **Penguin**! Add back in as asymmetric counter to Pelican
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- T3 amphibious resurrection kbots **Kali** and **Dante**
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- T3 amphibious assault kbots **Indra** and **The Boss**
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- T3 flagship tanks **Hamster* and *Argoth**
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Not done yet:
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- Razorback and Ketzer. Consider add AA to Razorback and noexplode weapon to Ketzer
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- T3 amphibious radar jammer vehicles
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