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https://mayhem.tauniverse.com/totalm/TotalM108.zip
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**Mayhem 10.8.4**
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**Balance changes**
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- **Arm Flea** increased range to 290 (was 270, is 300 in OTA, Beetle 295), slower reload 1.1 sec 18.18DPS (was 1 sec, 20DPS)
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- **Core Beetle** damage 45 reload 2.5 18 DPS (was damage 50 reload 2.6 19.2 DPS)
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- **Arm Skeeter** health 480 (was 520). Now killed by a destroyer (either side) in 3 shots
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- **Core Searcher** health 490 (was 530). Now killed by a destroyer (either side) in 3 shots
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- **Arm Vanguard** energy 2436 (was 2786), metal 330 (was 390), buildtime 5280 (was 6240), turnrate 330 (was 300), 91.2DPS (was 85.2)
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- **Core Viking** energy 2498 (was 2898), metal 324 (was 379), buildtime 5184 (was 6064), turnrate 340 (was 310), 90.9DPS (was 83.9)
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- **T1 hovers** small adjustments to some costs
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- **Arm Mongoose and Core Gharial** T1 assault hovers small nerf to damage/DPS
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- **Bureaucrat** correct corpse name
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- **fighters** (both L1 and L2) increase pitchtolerance
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- **Pike/Leviathan** reduce firepower, fix torp/depthcharge special damages
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- **depthcharge bombers** change weapon from burst to regular short reload
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- **arm antinuke** increased cloak cost to 300 to match Core's (was 250)
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- **vulcan/buzzsaw** reduce range to 5000/5250 (from 5400/5600), reduce aoe to 88/100 (from 96/112), reduce DPS ~6%, reduce energy per sec ~10%
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- **nuke cannons** reduce range to 9000/9250 (was 9800/10000), AOE 500/400 (from 540/420), sprayangle on core's 3-shot burst to 480 from 512, damage 13500/540 DPS and 3x5200/557DPS (was 14000 560DPS/3x5300 567DPS)
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- **nuke silos** reduce weapon aoe 600/640 (from 690/720) (OTA is 512)
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- **nuke bombers** add flashing "reloading" indicator, reduce AOE to 512/540 (was 600/640)
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- **nuke/anti** fix gui cloak button
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- **Arm Tiger** reduce weapontimer from 1 to 0.65 - lightning stops at 585 (range is 500)
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- **Tiger/Rattlesnake** small increase in speed, DPS and health
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**Bugfixes etc**
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- **Arm Trident and Core Kraken** script fix for not popping up when units are in range. Also changed shading of parts so they look much better now
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- **Arm Pantheon** T2 submersible missile tower small tweak to script so they stay out of the water for a few seconds longer when first built (same as the Core counterpart)
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- **Arm Jethro** fix restore script so they don't walk around looking at the sky
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- **Core Stinger** floating MT fix corpse footprint size
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- **Core Leviathan** add missing piece declaration to script so that torpedos fire from the correct location
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- **Core Argus** renamed from Argoth
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- **Arm Hamster**tweaks to aiming/firing script
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- **Hamster/Argus** added full corpses
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- new rocket explosion animations added in 10.8.3 scaled down to match explosion size
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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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**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, 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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- **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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**updated nanoframe preview feature** (dsound.dll)
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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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