https://mayhem.tauniverse.com/totalm/TotalM1082.zip **Mayhem 10.8.2** change list **Balance changes** - improved AA missile accuracy vs air - mostly increased weaponacceleration - **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sounds from the AI - **Harbinger** fix model corruption - and upscale flak turret a little - **Hamster** fix incorrect/outdated buildpic https://mayhem.tauniverse.com/totalm/TotalM108.zip **Mayhem 10.8.1** change list **Balance** - Arm/Core T1 radars energy cost 620/680 down from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