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Axle1975 e15474cc9d add SERVER.exe, mplayx.dll 2023-09-30 00:00:12 +10:00
Axle1975 01d8ddae2c chmod +x TotalA.exe 2022-05-22 16:19:25 +10:00
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https://mayhem.tauniverse.com/totalm/TotalM1082.zip
CRC32: 41BD8661
**Mayhem 10.8.3**
- **Annihilator/Doomsday** increase height for firing over fortwalls more reliably
- **Fark/Necro** reduced energy/metal production a little
- **geo upgrades** reduced cost
- **reiver** and **sumo** reduced health 5%
- **cremator** reduced speed to 1.5 from 1.6 reduced health 10%
- new explosion animations for red lasers, green lasers, blue lasers, rockets and missiles
- added pitchtolerance=180 to reduce pitchtolerance for green and blue lasers
- core **geo upgrade**, **magnate** and **Argoth** increased rocket velocity and acceleration
https://mayhem.tauniverse.com/totalm/TotalM1082.zip
CRC32: 6FF04EC5
**Mayhem 10.8.2** change list
**Balance changes**
- improved AA missile accuracy vs air - mostly increased weaponacceleration, but increased turnrate and max velocity in some cases too
- **T2 bombers** increase energy cost and buildtime ~15%
- **Arm Blade** increase energy cost 10%
- **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
- **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.
**Bugfix list**
- **Krab** - make the shorter range laser an independent turret on top
- **Core Minelayer factory** UI fix
- **Thunder, Shadow** can now actually be built in Seaplane Platform
- reduce range of pseudo-weapon for aiming factory build pads for less annoying sounds from the AI
- **Harbinger** fix model corruption - and upscale flak turret a little
- **Hamster** fix incorrect/outdated buildpic
**updated nanoframe preview feature** (dsound.dll)
https://mayhem.tauniverse.com/totalm/TotalM108.zip
CRC32: 4A2106CA
**Mayhem 10.8.1** change list
**Balance**
- Arm/Core T1 radars energy cost 620/680 down from 750/800
- Popup solars, egens, adv tidals lower buildtime (lower by 20%), small drop in energy cost, small drop in health
- separate adv tidals and floating LLTs
- make adv tidal wreckage non-blocking like all other sea wrecks
- Colt and Wolverine L1 mobile arty reduce cost and buildtime ~10%, increase health and max speed ~5%
- Mongoose, Gharial, Snapper and Anaconda L1 hovertanks lower e cost ~10%, lower buildtime ~20%
- small increase in laser tower health
- small drop in LLT energy cost
- remove climbing from Odin. Add to Kodiak
- Zipper, Warrior reduce weapontimer so the projectiles stop just a little beyond range
- slight increase in weapontimer for Pyro so that projectiles stop just a little beyond range
- Pelicans lower DPS 10% and increase footprint back to 3x3 same as OTA
- Put Gimps on the bottom of the sea again
- Mammoth - reduce cost and buildtime 10%, increase health 10%
- revert footprint of T2 battleships and carriers to 6x6 as per OTA instead of 7x7
- changes to shipyards to mak
- faster reload for Viper - 1.32s/364DPS (from 1.5s/320dps)
- faster reload for Meerkat - 1.1s/381DPS (from 1.15s/365DPS)
- reduce health of L2 quad airpads 1940/2070 to 1640/1720
- faster reload for Firedevil, Krab green laser - 0.96s/500dps (from 1.1s 436dps)
- Orca and Proteussmall health increase ~5%, DPS increase ~12%
- Harbinger - swap AA missile for a flakker.
- Prophet and Omen, Neptune and Poseidon, Samurai and Broadsword small increase in acceleration
- Vulcan, Buzzsaw, Dora and Terminator small reduction in health, increase energy cost
- Vulcan and Buzzsaw increase cost per shot and faster reload. Increase metal cost and buildtime
- Dora/Terminator increase reload to 25/28 seconds (from 20/25). Reduce damage per burst for Terminator to 15900 from 16800.
- Drake and Krogoth - increase damage for miniguns/arm guns, reduce weapontimer on missiles so they turn to hit target faster
- T3 vehicle plants tweaks to yardmap
**bugfixes etc**
- fix missing wakes on Firedevil
- remove onoff button from Guardian
- change pathfinding cycles to 366650 from 66650
- fix energy-per-shot in description for Scudd, Precluder, nuke cannons
- Nuke bombers add a ready/reloading indicator
- fix several amphibious units so they leave non-blocking corpses on water
- all cannon weapons using the bertha/timmy explosion animation and sound consistent
- mines hotkey overlays (nonworking) removed, fix Core minelayer gui
- combine land and floating versions of hovercraft plants into a single button. much more tidy!
- fix targeting behaviour for Krab so that the lasers take precedence when in range
- improvements to some weapon sounds
**New Units**
- **Penguin**! Add back in as asymmetric counter to Pelican
- T3 amphibious resurrection kbots **Kali** and **Dante**
- T3 amphibious assault kbots **Indra** and **The Boss**
- T3 flagship tanks **Hamster* and *Argoth**
Not done yet:
- Razorback and Ketzer. Consider add AA to Razorback and noexplode weapon to Ketzer
- T3 amphibious radar jammer vehicles
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