tamayhem-10.8.3
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https://mayhem.tauniverse.com/totalm/TotalM1082.zip
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https://mayhem.tauniverse.com/totalm/TotalM1082.zip
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CRC32: 41BD8661
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**Mayhem 10.8.3**
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- **Annihilator/Doomsday** increase height for firing over fortwalls more reliably
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- **Fark/Necro** reduced energy/metal production a little
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- **geo upgrades** reduced cost
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- **reiver** and **sumo** reduced health 5%
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- **cremator** reduced speed to 1.5 from 1.6 reduced health 10%
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- new explosion animations for red lasers, green lasers, blue lasers, rockets and missiles
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- added pitchtolerance=180 to reduce pitchtolerance for green and blue lasers
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- core **geo upgrade**, **magnate** and **Argoth** increased rocket velocity and acceleration
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https://mayhem.tauniverse.com/totalm/TotalM1082.zip
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CRC32: 6FF04EC5
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**Mayhem 10.8.2** change list
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**Mayhem 10.8.2** change list
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**Balance changes**
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**Balance changes**
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- improved AA missile accuracy vs air - mostly increased weaponacceleration
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- improved AA missile accuracy vs air - mostly increased weaponacceleration, but increased turnrate and max velocity in some cases too
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- **T2 bombers** increase energy cost and buildtime ~15%
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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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- **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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- **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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- **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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**Bugfix list**
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@@ -13,10 +27,11 @@ https://mayhem.tauniverse.com/totalm/TotalM1082.zip
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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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- 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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- **Harbinger** fix model corruption - and upscale flak turret a little
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- **Hamster** fix incorrect/outdated buildpic
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- **Hamster** fix incorrect/outdated buildpic
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**updated nanoframe preview feature** (dsound.dll)
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https://mayhem.tauniverse.com/totalm/TotalM108.zip
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https://mayhem.tauniverse.com/totalm/TotalM108.zip
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CRC32: 4A2106CA
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**Mayhem 10.8.1** change list
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**Mayhem 10.8.1** change list
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**Balance**
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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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- Arm/Core T1 radars energy cost 620/680 down from 750/800
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