From 03f06f24b5f1e63bd1f501bb54ca4fb4ba8a3c6b Mon Sep 17 00:00:00 2001 From: Axle1975 Date: Sun, 21 Apr 2024 21:38:17 +1000 Subject: [PATCH] tatw-2.0b85 --- Beta 85 Changes Summary.txt | 10 + TAT-v2.0-Beta-Changelog.txt | 2501 ++++++++++++++++++++++++++++++++++- rev31.gp3 | 4 +- 3 files changed, 2504 insertions(+), 11 deletions(-) create mode 100644 Beta 85 Changes Summary.txt diff --git a/Beta 85 Changes Summary.txt b/Beta 85 Changes Summary.txt new file mode 100644 index 0000000..280de28 --- /dev/null +++ b/Beta 85 Changes Summary.txt @@ -0,0 +1,10 @@ +Beta 85 +Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release): + +Fixed build menu bugs for Arm Gantry Constructor and Arm/Core Strategic/Tactical nuclear silos + +Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft. + +Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units). + +Arm and Core Advanced Construction Sub can now build the Amphibious Complex. \ No newline at end of file diff --git a/TAT-v2.0-Beta-Changelog.txt b/TAT-v2.0-Beta-Changelog.txt index bfab53c..d16a20a 100644 --- a/TAT-v2.0-Beta-Changelog.txt +++ b/TAT-v2.0-Beta-Changelog.txt @@ -1,9 +1,2492 @@ +April 13 2024 +TA:T v2.0 Beta 85: + +Fixed build menu bug where the Arm Experimental Gantry Constructor was buildable from the Arm Advanced Vehicle Plant (Thanks Setin!). + +Fixed build menu bug where the ARM and CORE strategic and tactical nuke stockpile number being hidden by arrows, and the Arm tactical nuke silo build menu was broken (Thanks Magpie and Chaostorm!). + +Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft. + +Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units). + +Arm and Core Advanced Construction Sub can now build the Amphibious Complex. + + + +April 2 2024 +TA:T v2.0 Beta 84: + +Arm Kbot Lab yard map changed to "yccccy occcco occcco occcco occcco yccccy" ("yoccoy occcco occcco occcco occcco yoccoy"). +NOTE: This allows a bigger exit gap in the top and bottom of the North/South facing Arm Kbot lab. Previously, it could build 3x3 units, but only 2x2 units could fit out the north or south exits, preventing the 3x3 Nexus Kbot Transport from leaving the lab after being built. The E/W facing labs already worked fine, as do all Core Kbot Labs. + +Added Nexus to special damages on weapons. +NOTE: +This should have been done in Beta 83, but got missed. + +Arm Nexus damage modifier reduced to 0.5 (0.167). +NOTE: The armor was increased and the damage modifier decreased. The effective armor is the same as before, but it will take 3 times longer to repair than before. This is to help prevent repair nanoturrets being carried inside of them from being too powerful. + +Removed firing ports on the Arm Bear. +NOTE: +This was listed in Beta 83 for both the Arm and Core Hover Transports, but was left undone on the Arm Bear. + +Adjusted Metal and Energy storage wreckage armor and metal values to reflect current unit armor and metal values. + +Core Sumo energy production increased to 20 (2.8) and energy storage increased to 200 (0). +NOTE: This allows enough energy storage for a Sumo to fire its laser once, and enough energy production to fire its laser once every 10 seconds if it has no outside supporting energy. + +Core Commando workertime increased to 3150 (2150), speed increased to 1.41 (1.3), and armor increased to 2704 (1850). +NOTE: This increases the Commando reclaim speed to be about 46% faster than the Arm Tick, as it costs about 46% more than the Tick, as well giving the the Commando a better armor per metal ratio than the Tick, which is 27% faster than the Commando. + + + +March 30 2024 +TA:T v2.0 Beta 83: + +Added a new unit, the Nexus, to the Arm and Core Kbot Labs. The Nexus is a Kbot Transport, able to hold up to 6 units with a 3x3 footprint or smaller. It has firing ports, meaning units inside can fire outside while remaining protected inside the transport. However, as a Kbot transport, it doesn't move very quickly. It has roughly half the armor of the Arm Courier or Core Emissary but travels only slightly faster than the Commander. + +This is an experimental unit, but the idea is to eventually give a version to both Arm and Core. For right now, however, they share the same unit. + +Added two T3 construction units: +Arm Experimental Construction Vehicle +Core Experimental Construction Vehicle + +These are both built from the Experimental Gantries and have triple the build power of an advanced construction vehicle (About 4.5x the construction power of a Commander or a nanolathe turret). + +The following structures have been removed from the build menus of advanced construction units and are now only buildable by the Experimental Construction Vehicles: +Advanced Fusions +Deep Core Moho Mine +Hyper Radar +Vulcan/Buzzsaw + +Additionally, they can build some of the advanced structures such as Moho Twilights/Exploiters, Toasters/Ambushers, Annihilators/Doomsday Machines, Mercuries/Screamers, Metal Generators, Thunderstorms/Firestorms, Advanced Energy and Metal Storages, and all advanced factories. + +Arm Bear transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 16916 (12689), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)"). + +Core Turtle transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 19194 (14395), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)"). +NOTE: This removes firing ports from the Hover transports (The Nexus Kbot transport now has that role) and in return they can carry more units and have somewhat more armor. + +Arm Courier description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)"). + +Core Emissary description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)"). + +Arm Hulk description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)"). + +Core Envoy description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)"). + +Core Intruder description changed to "Amphib. Armed Heavy Assault Transport (capacity 24 4x4 units)" ("Amphibious Armed Heavy Assault Transport (capacity 24 units)"). + +Arm Wombat weapon [ARMMH_WEAPON] flight time increased to 6.0 (4.25) and turnrate increased to 12615 (8410). + +Core Nixer weapon [CORMH_WEAPON] flight time increased to 6.0 (4.5) and turnrate increased to 12615 (8410). + +Core Dominator weapon [CORHRK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410). + +Arm MERL weapon [ARMTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410). + +Core Diplomat weapon [CORTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410). + +Core Shiva weapon [SHIVA_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410). +NOTE: +I noticed that sometimes vertically launched rockets from Dominators weren't hitting targets at maximum range. The rockets were running out of fuel a bit before arriving (Smoke stops coming out the back) and they just fell and landed in front of it. But this didn't always happen. I finally realized why. + +If Dominators are above a target (Attacking a target below/south of themselves), the rockets are already aimed up (Towards the top of the screen), and so have to turn around 180 degrees to hit the target below them, which means they take longer to get there. This is independent of the direction the Dominators themselves are facing. + +If they are to the side, they turn less, and if they are below (Attacking a target above/north of themselves), they're already "facing" the right way, so the rockets just arc forward and down and hit. + +With a better turn rate and a longer flight time, they now hit targets at maximum range even if the are above/north of the target. I made the same changes to the other vertical launch rocket units for the same reason. + +Core Shodan line of sight reduced to 563 (675). +Core Shodan weapon [SHODAN_LASER] range reduced to 563 (675), damage increased to 90 (75), and energy per shot increased to 24 (23). + +NOTE: The extra range gave Shodans an advantage compared to Levelers, but too much so. This reduces them to 25% more range than a Leveler instead of 50% more. + +Arm Advanced Solar armor increased to 1247 (718) and damagemodifier removed (Was 0.9). +Core Advanced Solar armor increased to 1334 (751) and damagemodifier removed (Was 0.9). +NOTE: This makes advanced solars a little more robust, with about 60% more armor than a regular solar collector. However, regular solar collectors have about 2.5 times more armor than an advanced solar collector when folded up, keeping them a very difficult energy source to raid. The damage modifier wasn't actually doing anything, and therefore removed. + +Arm Dragon's Claw line of sight increased to 675 (630). +Core Dragon's Maw line of sight increased to 675 (630). +NOTE: This gives them line of sight equal to their range instead of 88% of their range. + +Arm Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)"). + +Core Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)"). +NOTE: Regular Geos used to be worth 500 energy, but were reduced to 350. However, the Moho Geos were still worth 5 "500E" Geos, for 2500 total. This changes them to be worth 4 "350E" Geos, instead. + + + +March 3 2024 +TA:T v2.0 Beta 82a: + +Hotfix to fix a typo that broke nanoturrets. + + + +March 3 2024 +TA:T v2.0 Beta 82: + +Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey for the nano platforms (was B, is now Y) (Thanks ChaoStorm!). + +Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0). + +Changed the sweetspot that is targeted by enemies to "torso" ("base"). +NOTE: Base was on the ground under the unit, causing units to fire at the ground in front of the Tripod sometimes. + +Increased Arm Tripod torso turn rate to 150 (90 and 100 for secondary and tertiary weapons). + +Arm Tripod weapon [ARM_GRENADE] had selfprop=1; removed. +NOTE: This was causing the grenade to travel in a mostly straight line after being fired, instead of a ballistic arc, causing it to hit obstructions like wreckage and Dragon's Teeth instead of flying over them. + +Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate increased to 12615 (8410). +NOTE: This lets Oppressors hit things in roughly their outer two thirds of their range instead of just the outer half of their range. This means they can hit enemies a bit closer to themselves, while still not really able to engage things up close. + +Removed CTRL_H hotkeys from the Arm and Core Construction Hovercraft. + + + +February 10 2024 +TA:T v2.0 Beta 81: + +Added hotkey fixes to the minelayer units and Bees (Thanks ChaoStorm!). + +Arm Wombat weapon [ARMMH_WEAPON] weapontimer reduced to 4 (5). + +Core Nixer weapon [CORMH_WEAPON] weapontimer reduced to 4 (5). + +NOTE: Other v-launch rocket units had a weapon timer of 4 instead of 5. The weapon timer for Wombats and Nixers was 5, which meant the rocket travelled vertically one extra second before turning to track the target, meaning they were further away and therefore running out of tracking just a little before hitting. Thanks for spotting this, Magpie! + +Core Oppressor had CTRL_G hotkey added. + +Arm Tripod and Core Oppressor added to special damage lists. Previously, they weren't taking the correct damage from paralyzer weapons and no damage from Commander blasts. + +Added CTRL_H and CTRL_G hotkey to: +Arm Construction Hovercraft +Arm Bear +Arm Concealer +Arm Spotter +Core Blotter +Core Construction Hovercraft +Core Turtle +Core Watcher + +Added CTRL_H hotkey to: +Arm Pelican +Core Clasher + +NOTE: All other hovercraft already had both CTRL_G and CTRL_H hotkeys. + + + +December 15 2023 +TA:T v2.0 Beta 80: + +ARM Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed. + +ARM Construction Aircraft Had following units added to its build menu. +-Floating Hovercraft Platform +-Tidal Generator +-Floating Metal Maker +-Shark's Teeth +-Stingray +-Sentry +-Floating Radar Tower +-Harpoon + +CORE Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed. + +Core Construction Aircraft had following units added to its build menu. +-Floating Hovercraft Platform +-Tidal Generator +-Floating Metal Maker +-Shark's Teeth +-Thunderbolt +-Stinger +-Floating Radar Tower +-Urchin + +NOTE: +The above is courtesy of ChaoStorm! This will free up 8 unit slots, and the hovercraft platforms aren't in as heavy use as the other plants. Also, construction aircraft can now build surface water structures. They can't build underwater, but they can still reach the surface. + +Also thanks to ChaoStorm, the following build pictures are no longer corrupted or "radioactive" looking: +Arm Flakker NS +Arm Beamer +Arm Thunderstorm +Core HLLT + +The StarGate unit was removed in Beta 79 in favor of the new Galactic Gate functionality, but was left out of the changelog. + +Removed entries from weapon damages for removed units: +TalGate +ARMHPE +ARMHPW +ARMFHPE +ARMFHPW +CORHPE +CORHPW +CORFHPE +CORFHPW + +Three new units added! + +Added Arm Tripod: +Built by the T1 Kbot Lab, this hybrid Kbot has a laser for attacking closer targets and a grenade for distance. It costs similarly to a Rocko. The Tripod always prefers the laser weapon over the grenade. The grenade can only fire when the Tripod is stopped (And can steady his aim) and no enemies are in laser range. The Tripod is less specialized in an artillery role than the Hammer, but is also able to defend itself as well as performing in a skirmish role much better than the Hammer. + +Added Core Oppressor: +Built by the T1 Kbot Lab, this vertical launch rocket Kbot is a lighter and cheaper version of the Dominator. It costs 50% more than a Thud and has the same range, but due to poor tracking on the rockets is unable to hit closer targets. It is best used on slow or stationary targets at range. + + +Changed movement class to NANOTURRET (NANOTURRETSMALL) for the following: +Arm and Core Nanolathe Turret +NOTE: Previously, when using the NANOTURRETSMALL movement class, their footprint was too small for the nanlathe platform, thus not allowing them to build other nanolathe platforms at a distance. Now they will be able to again. + +Added Arm and Core Nanolathe Minelayer Turret. This is another nanoturret that can be built by nanolathe platforms, just like the other nanoturrets (Repair, fortification, etc.). It has a very low build power (The same as the repair turret) and can only build mines and Dragon's Teeth. The low build power means they'll build mines relatively slowly, but hopefully this will help prevent abuse (Trying to build mines underneath attacking units, building mines in an enemy base, etc.). Minelayer turrets (and nanolathe platforms) are also resistant to mine explosions, taking 1/20 normal damage, just like mine layer units, and regenerate. However, they are destroyed by anti-mine rockets. + +Arm and Core Submersible Nanolathe Platform added HealTime=4;. +NOTE: This give the nanolathe platforms the ability to self-repair so they can repair damage from nearby mine explosions, just like minelayer turrets can. + + +Core Shodan weapon [SHODAN_LASER] energy per shot increased to 23 (17). +NOTE: In Beta 79, the Shodan damage was reduced to 2/3s, so I reduced the energy per shot to 2/3s. However, the range was also increased by 50%, which would increase the energy per shot, but I didn't take that into account. + +Arm Fortification HLT Post armor reduced to 4048 (5126). + +Core Fortification HLT Post armor reduced to 4168 (5281). + +Arm Sentinel armor reduced to 810 (1080). +Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage increased to 1124 (684), reload reduced to 1.089 (1.1775), and energy per shot increased to 624 (253). + +Core Gaat Gun armor reduced to 840 (1120). +Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage increased to 1259 (764), reload reduced to 1.175 (1.2915), range reduced to 800 (815), and energy per shot increased to 692 (287). + +Arm Stingray armor reduced to 612 (816). +Core Thunderbolt armor reduced to 653 (870). +Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 1260 (705), reload increased to 1.005 (1), and energy per shot increased to 812 (247). + +NOTE: Arm and Core HLTs and Fortification HLTs have been put back to half armor/double firepower ratio (Instead of 50% armor/50% more firepower like the other laser weapons). Additionally, their damage was further increased by 33% at the cost of 100% more energy per shot. + +In other words, energy weapons normally get 50% more damage than the baseline, but HLTs now get another 50% damage above baseline for a total of double the baseline. So they get 33% more than the 50% above baseline they already had, but at the cost of doubling their energy per shot cost, instead of just 33% more energy per shot. This is in addition to the extra damage from the above armor/firepower ratio adjustment. + +This should help HLTs to hit much harder than their cost equivalent in lighter laser defenses (Such as multiple LLTs), but at a much higher energy cost. An HLT will do about 80% more damage than its cost in LLTs, but will use up about 270% more energy to do so. HLTs will destroy Flashes and Instigators in a single shot and Stumpies/Raiders in 2 to 3 shots, making them very effective and handling attacking units with heavy armor. + +Arm Light Laser Tower energy cost increased to 556 (446), metal cost increased to 101 (81), build time increased to 3030 (2430), and armor increased to 269 (216). +Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22). + +Core Light Laser Tower energy cost increased to 578 (462), metal cost increased to 105 (84), build time increased to 3230 (2584), and armor increased to 280 (224). +Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage increased to 81 (65) and energy per shot increased to 30 (24). +NOTE: Making LLTs slightly more expensive gives a bit more armor and firepower, allowing them to be more able to handle a single Flash or Instigator. Beamer and HLLT costs/armor/firepower went up the same percentage (See below). + +Core HLLT energy cost increased to 2089 (1671), metal cost increased to 380 (304), build time increased to 11693 (9354), and armor increased to 1224 (979). + +Arm Beamer energy cost increased to 2016 (1617), metal cost increased to 367 (294), build time increased to 10998 (8820), and armor increased to 978 (784). +Arm Beamer weapon [TAWF001_weapon] damage reduced to 87 (93) and energy per shot increased to 64 (60). + +NOTE: This reduces the overall firepower to 1/2 of the baseline to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot. The Beamer also still takes twice as much energy to fire, due to its penetrating effect. + +Arm and Core Bunker added HealTime=4;. +NOTE: +HealTime lets units self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit. + +Core Moho Exploiter line of sight increased to 1000 (700). + +Arm Wind Generator metal cost reduced to 72 (97), energy cost reduced to 99 (133), build time reduced to 2160 (2910), and armor reduced to 72 (97). + +Core Wind Generator metal cost reduced to 70 (94), energy cost reduced to 96 (129), build time reduced to 2154 (2893), and armor reduced to 77 (103). +NOTE: This means Wind Generators cost about 1/2 of a Solar, so if they produce 10 energy, they're roughly equivalent to a solar, metal cost-wise (But not energy cost-wise or armor-wise). + +Arm and Core Light Naval Mine buildtime reduced to 600 (1200). +NOTE: This brings their energy drain while building in line with all the other mines. + +Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] energy per shot increased to 3832 (3000). + +Arm Ambusher and Core Toaster turret turn rate increased to 30 (20). +NOTE: This brings it in line with the Guardian and Punisher. + +Arm Ambusher weapon [ARMAMB_GUN] damage reduced to 4071 (6107), reload reduced to 3.75 (5.625), and changed to line of sight (ballistic). + +Core Toaster weapon [CORTOAST_GUN] damage reduced to 4523 (6785), reload reduced to 4.0 (6.0), and changed to line of sight (ballistic). +NOTE: This will help the Ambusher and Toaster to hit incoming targets more often. Previously, they frequently missed and with the longer reload, they didn't get many chances, and with ballistic shots, they struggled to hit closer targets. + +Core Poison Arrow turret turn rate increased to 90 (70). +NOTE: This brings it in line with the Goliath. + +Arm and Core MRU self-destruct explosion changed to [MINE_NUKE] ([ATOMIC_BLAST]). +NOTE: They produce half the energy of a fusion, and if purposely detonated should be quite destructive. + + +Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 489 (407). + +Arm Pit Bull weapon [ARMPB_WEAPON] range increased to 1125 (900). + +Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] range increased to 300 (240), reload reduced to 0.48 (1.0), and damage reduced to 36 (75). + +Arm Gremlin weapon [ARMST_GAUSS] range increased to 300 (240), reload reduced to 0.7 (1.4) and damage reduced to 104 (208). + +Arm Warrior weapon [ARMWAR_GAUSS] range increased to 600 (480). + +Arm Fido weapon [GAUSS] range increased to 600 (480). + +Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range increased to 563 (450), reload reduced to 0.56 (0.866) and damage reduced to 81 (125). + +Arm Conqueror weapon [ARM_CRUS] range increased to 1250 (1000), reload reduced to 0.675 (1.35) and damage reduced to 248 (495). +NOTE: To help differentiate Gauss weapons and give them more of a distinct feel, they have been changed to have a faster reload (Some, like the Warrior and Pit Bull, were already fast firing), and also given 25% extra range "free" (Although the Maverick already had 25% more range than standard, so it was given 25% more damage, instead. + +Core Executioner weapon [COR_CRUS] reload reduced to 1.0 (1.5), damage reduced to 593 (890), and energy per shot reduced to 277 (546). + +Core Berserker weapon [BERSERK] damage reduced to 42 (28) and energy per shot increased to 9.4 (0). + +Core Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896). + +Core Doomsday and Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] range increased to 1200 (1150) and damage reduced to 262 (273). +NOTE: Previously, these weapons were just 5% under T2 artillery range. Now they're at T2 artillery range. + +Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage reduced to 1452 (4356) and reload reduced to 2.0 (6.0). +NOTE: The faster reload on the Blade/Blackdawn weapon will help them function better in their gunship role, while still remaining very heavy hitters, able to take out a Guardian in three hits, for example. + +Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter weapon [ANTIMINE_ROCKET] special damage to Arm and Core Repair turrets set to 0 (800). +NOTE: Anti-Mine rockets damage fortification and minelayer nano-turrets, but don't affect regular nano-turrets, so they shouldn't affect repair turrets, either. + +Arm Pit Bull and Core Viper destroyed explosion changed to MEDIUM_BUILDINGEX (LARGE_BUILDINGEX) and self-destruct explosion changed to MEDIUM_BUILDING (LARGE_BUILDING). +NOTE: They're not big enough to warrant a large building explosion. + + +Arm Millennium weapon [ARM_BATSAFT] changed to ballistic (line of sight). + +Core Warlord weapon [COR_BATS] changed to ballistic (line of sight). + +Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] changed to ballistic (line of sight). +NOTE: Changing the battleship and dreadnought cannons to back to ballistic instead of makes them less effective at targeting enemies close range, encouraging you to escort them with Cruisers or other smaller ships will help support them. Also, remember that the Warlord sacrifices a second cannon to have a powerful laser, and that laser has no trouble hitting up close. + +This change will also help prevent Battleships and Dreadnoughts from hitting subs with their big blast radius, even though they're underwater, when the subs move in close to attack, making them more vulnerable to sub attacks again encouraging escorts. + + +Weapons removed: +Removed the following "Range Ring" weapons: + +[RANGE_BERTHA] ID=180; (Arm Big Bertha and Vulcan) +[RANGE_TIMMY] ID=194; (Core Intimidator and Buzzsaw) +[RANGE_TACNUKE] ID=98; (Arm Detonator and Core Catalyst) +[RANGE_NUKE] ID=5; (Arm Retaliator and Core Silencer) + +Arm Big Bertha and Vulcan radar range increased to 6900 (50). +Core Intimidator and Buzzsaw radar range increased to 7300 (50). +Arm Detonator and Core Catalyst radar range increased to 3800 (0). +NOTE: The radar given to these units is just for the purposes of giving them "range rings", and does not actually give radar coverage. This is so we can remove the range ring weapons they were using to free up weapon ID slots. + +The range ring is green instead of white (It was using an anti-nuke type weapon for the range ring before), but it works. Also, previously, the white range ring from the range ring weapons was accurate on the mini-map, but a bit too large on the mega map. That's no longer the case with the "radar" range ring. + +Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 8410 (12615). + +Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 8410 (12615). + +Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 8410 (12615). + +Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 8410 (12615). + +Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 8410 (12615). + +Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 8410 (12615). +NOTE: This decrease in the tracking of the vertically launched rockets makes them unable to hit targets within approximately the first half of their range. This leaves them effective at ranged engagement but should make them more vulnerable to enemies up close. + +Arm Ranger weapon [ARMMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0). + +Core Messenger weapon [CORMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0). +NOTE: This gives tracking to the vertically launched rockets used by the Ranger and Messenger. + +Core Termite and Clasher weapon [CORE_TERMITE_LASER] soundstart changed to Laser_med2 (LASRHVY3). + +Arm Piranha armor reduced to 3335 (6669), turn rate increased to 210 (140), sonar range increased to 1800 (1100), and line of sight increased to 960 (650). + +Core Shark armor reduced to 3787 (7574), turn rate increased to 200 (133), sonar range increased to 1800 (1100), and line of sight increased to 960 (650). + +Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] damage increased to 3191 (2500), reload reduced to 4.51 (4.787), and range increased to 1200 (813). +NOTE: This should help the hunter-killer subs fit their role better, trading armor for more firepower and range. They can one-shot enemy T1 subs. They should usually be able to spot enemy subs or ships before they are spotted, do heavy damage, and then (hopefully) leave before they are detected (hit and run). + + +Below are changes to unit descriptions. The goal was to give more useful information, such as specific amounts of energy/metal produced or used by a unit, describing the specific types of weapons a unit has, or other information that might not be immediately obvious. + + +Arm and Core Solar Collector description changed to "Produces Energy (+20E Stores 200E). 4x armor when closed." ("Produces Energy"). + +Arm and Core Wind Generator description changed to "Produces Energy (+0-25E). Fragile" ("Produces Energy"). + +Arm and Core Advanced Solar Collector description changed to "Produces Energy (+50E Stores 500E)" ("Produces Energy"). + +Arm and Core Advanced Solar Collector description changed to "Cloaking Self-Powered Metal Maker (+2M)" ("Cloaking Self-Powered Metal Maker"). + +Arm and Core Energy Storage description changed to "Increases Energy Storage (+5000E)" ("Increases Energy Storage"). + +Arm and Core Metal Storage description changed to "Increases Metal Storage (+500M)" ("Increases Metal Storage"). + +Arm and Core Underwater Energy Storage description changed to "Increases Energy Storage (+7500E)" ("Increases Energy Storage"). + +Arm and Core Underwater Metal Storage description changed to "Increases Metal Storage (+750M)" ("Increases Metal Storage"). + +Arm and Core Adv. Submersible Energy Storage description changed to "High Capacity Energy Storage (+15000E)" ("High Capacity Energy Storage"). + +Arm and Core Adv. Submersible Metal Storage description changed to "High Capacity Metal Storage (+3000M)" ("High Capacity Metal Storage"). + +Arm Defender and Core Pulverizer description changed to "Anti-air Missile Tower (1/3 damage to non-air units)" ("Anti-air Missile Tower"). + +Arm Sentry and Core Stinger description changed to "Floating Anti-air Tower (1/3 damage to non-air units)" ("Floating Anti-air Tower"). + +Arm and Core Dragon's Eye description changed to "Cloaking Submersible Perimeter Camera (line of sight)" ("Submersible Perimeter Camera"). + +Arm Pack0 description changed to "Pop-Up Med. Anti-Air Battery(1/3 dmg to non-air/Close 4x Armor)" ("Pop-Up Med. Anti-Air Battery"). + +Core SAM description changed to "Med. Anti-Air Battery (1/3 damage to non-air units)" ("Med. Anti-Air Battery"). + + +Arm and Core Geothermal Powerplant description changed to "Produces Energy (+350E Stores 1000E)" ("Produces Energy / Storage"). + +Arm and Core Moho Geothermal Powerplant description changed to "Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source"). + +Arm Prude description changed to "Safe Flexible Armored Geothermal Powerplant (+2000E or +24M)" ("Safe Geothermal Powerplant(Produce energy or convert to metal)"). + +Core Behemoth description changed to "Armored Geothermal Plasma Battery (+2000E Uses energy to fire)" ("Geothermal Plasma Battery"). + +Arm and Core Metal Extractor description changed to "Extracts Metal (-15E while extracting)" ("Extracts Metal"). + +Arm and Core Underwater Metal Extractor description changed to "Extracts Metal (+10% M -11.25E while extracting)" ("Extracts Metal"). + +Arm Twilight description changed to "Stlth/Cloak Metal Extractor(+25% M/-18E/-15E Clk/EMP explosion)" ("Stealthy Cloakable Metal Extractor"). + +Core Exploiter description changed to "Stealthy Armed Metal Extractor(+25%M -18E Big explosion/Self-D)" ("Stealthy Armed Metal Extractor"). + +Arm and Core Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor"). + +Arm and Core Underwater Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor"). + +Arm Moho Twilight description changed to "Stlth/Clk Moho Mine(x3.75 M/-187E/-150E Clk/EMP weapon/Jam/LOS)" ("Stealthy Cloakable Moho Mine Jammer"). + +Core Moho Exploiter description changed to "Stealthy Armed Moho Mine (x3.75 M -187E Large explosion/Self-D)" ("Moho Exploiter"). + +Arm Dragon's Claw description changed to "Hardened pop-up Lightning Turret (EMP immune/Close 4x Armor)" ("Hardened Anti-Swarm Lightning Turret"). + +Core Dragon's Maw description changed to "Hardened pop-up Flame Turret (EMP immune/Close for 4x Armor)" ("Hardened Anti-Swarm Flamethrower Turret"). + +Arm and Core Fortification Wall HLT Post description changed to "Hardened heavily armored HLT emplacement (Can't be paralyzed)" ("Hardened HLT Emplacement"). + +Arm Chainsaw and Core Eradicator description changed to "Heavy Flak Missile Turret (1/3 damage to non-air units)" ("Heavy Flak Missile Turret"). + +Arm and Core Floating Radar Tower name changed to "Floating Radar Tower" ("Floating Radar Tower (Radar and line of sight)") and description changed to "Floating Radar Tower (Radar and line of sight)" ("Locates Units"). +NOTE: When changing the description for the Floating Radar Towers in beta 74, the name was accidentally changed instead of the description. This fixes that. + +Arm and Core Tidal Generator description changed to "Produces Energy (Energy output is map dependent)" ("Produces Energy"). + +Arm Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal"). + +Arm Floating Metal Maker Generator description changed to "Converts Energy to Metal (-112.5E -> +1M)" ("Converts Energy to Metal"). + +Arm Moho Metal Maker Generator description changed to "Converts Energy to Metal (-900E -> +8M)" ("Converts Energy to Metal"). + +Arm Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-910E -> +9M)" ("Converts Energy to Metal"). + +Core Metal Maker Generator description changed to "Converts Energy to Metal (-137.5E -> +1M)" ("Converts Energy to Metal"). + +Core Floating Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal"). + +Core Moho Metal Maker Generator description changed to "Converts Energy to Metal (-990E -> +8M)" ("Converts Energy to Metal"). + +Core Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-1000E -> +9M)" ("Converts Energy to Metal"). + + +Arm Flea description changed to "Very Light Fast Swarm KBot" ("Very Light Swarm KBot"). + +Arm Peewee description changed to "Light Fast Infantry EMG Kbot" ("Light Infantry Kbot"). + +Core A.K. description changed to "Light Fast Infantry Kbot" ("Light Infantry Kbot"). + +Arm Jethro and Core Crasher description changed to "Anti-air Kbot (1/3 damage to non-air units)" ("Anti-air Kbot"). + +Arm Podger and Core Scorpion and Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket" ("Minelayer/Sweeper w/Anti-Mine EMP Rocket"). + +Arm Flash description changed to "Light Assault EMG Tank" ("Fast Assault Tank"). + +Arm Stumpy and Core Raider description changed to "Medium Assault Plasma Tank" ("Medium Assault Tank"). + +Arm Samson and Core Slasher description changed to "Anti-air Missile Truck (1/3 damage to non-air units)" ("Anti-air Missile Truck"). + + +Arm Panther description changed to "Lightning Tank w/ anti-air missile(1/3 damage to non-air units)" ("Lightning Tank"). + +Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)" ("Amphibious Mobile Resource Unit"). + +Arm Mumbo description changed to "Heavy Rapid-Fire Pulse-Laser Tank" ("Rapid Fire Pulse-Laser Tank"). + +Core Reaper description changed to "Heavy Flamethrower Tank" ("Flamethrower Tank"). + +Arm Bulldog description changed to "Heavy Assault Tank" ("Very Heavy Assault Plasma Tank"). + +Core Goliath description changed to "Very Heavy Assault Tank" ("Very Heavy Assault Plasma Tank"). + +Arm Luger and Core Pillager description changed to "Mobile Plasma Artillery" ("Mobile Artillery"). + +Arm Scarab and Core Hedgehog description changed to "Mobile Anti-Nuclear Missile Defense" ("Mobile Anti-missile Defense"). + +Arm MERL and Core Diplomat description changed to "Heavy Mobile Rocket Launcher" ("Mobile Rocket Launcher"). + +Core Tremor description changed to "Heavy Rapid-Fire Artillery Vehicle" ("Heavy Artillery Vehicle"). + +Core Banisher description changed to "Heavy Rocket Tank" ("Heavy Missile Tank"). + +Core Intruder description changed to "Amphibious Armed Heavy Assault Transport (capacity 24 units)" ("Amphibious Heavy Assault Transport (capacity 24 units)"). + +Arm Recluse description changed to "All-terrain Rocket Salvo Spider Tank" ("All-terrain Rocket Salvo Tank"). + +Arm Gremlin description changed to "Cloakable Stealth Tank (Lemming explosion)" ("Cloakable Stealth Tank"). + +Arm Triton description changed to "Medium Amphibious Plasma Tank (Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)"). + +Arm Hermes description changed to "Heavy Flak Missile Tank (1/3 damage to non-air units)" ("Heavy Flak Missile Tank"). + +Core Termite description changed to "All-terrain Assault Laser Vehicle" ("All-terrain Assault Vehicle"). + +Core Poison Arrow description changed to "Heavy Amphibious Plasma Tank (Fast/Maneuverable)" ("Heavy Amphibious Tank (Fast/Maneuverable)"). + +Arm Banshee description changed to "Light EMG Gunship" ("Light Gunship"). + + +Arm Zipper description changed to "Fast Assault EMG Kbot" ("Fast Raider Kbot"). + +Core Pyro description changed to "Fast Assault Flamethrower Kbot (Large explosion/Self-Destruct)" ("Fast Assault Kbot"). + +Arm Zeus description changed to "Heavy Assault Lightning Kbot" ("Assault Kbot"). + +Arm Marauder description changed to "Amphib Heavy KBot w/ AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Heavy KBot (Fast/Maneuverable)"). + +Arm Spider description changed to "All-terrain Paralyzer KBot" ("All-terrain EMP KBot"). + +Arm Pelican description changed to "Amphibious Kbot with AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)"). + +Arm PomPom and Core Aries description changed to "Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)" ("Amphib. Anti-Air Laser KBot"). + +Arm Tick description changed to "Clking/Stlth Capture/Reclaim KBot(AoE paralyze/Self-D EMP Mine)" ("Stealthy Capture/Reclaim Kbot"). + +Core Commando description changed to "Clk/Stlth Capture/Reclaim KBot(AoE paralyze gun/Self-D EMPMine)" ("Cloaking Covert Neutralizer KBot"). + +Core Gimp description changed to "Amphibious Laser Kbot with torpedoes (Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)"). + +Core Dominator description changed to "Heavy Vertical Launch Rocket Kbot" ("Heavy Rocket Kbot"). + +Core Can description changed to "Heavy Armored Assault Laser Kbot" ("Armored Assault Laser Kbot"). + +Core Sumo description changed to "Cloaking Slow Very Heavily Armored Laser KBot" ("Cloaking Heavily Armored Assault KBot"). + +Arm Lemming description changed to "Light Rolling Bomb (Explosion/Self-D is the same)" ("Light Rolling Bomb"). + + +Arm Infiltrator and Core Parasite description changed to "Clk/Stlth Spy/Saboteur Kbot(builds Micro-Nuke/Self-D EMP Mine)" ("Self-repairing Spy/Saboteur Kbot"). + +Arm Invader and Core Roach description changed to "Amphibious Crawling Bomb (Large Explosion/Larger Self-D)" ("Amphibious Crawling Bomb"). + +Arm Skimmer and Core Scrubber description changed to "Light Laser Hovercraft" ("Fast Attack Hovercraft"). + +Arm Anaconda and Core Snapper description changed to "Medium Assault Plasma Hovertank" ("Hovertank"). + +Arm Swatter and Core Slinger description changed to "Anti-air Hovercraft (1/3 damage to non-air units)" ("Anti-air Hovercraft"). + +Arm Spotter and Core Watcher description changed to "Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)" ("Radar/Sonar/Line of sight Hovercraft with depthcharges"). + + +Arm Skeeter and Core Searcher description changed to "Scout Laser Boat with Anti-Air (1/3 damage to non-air units)" ("Scout/Anti-Air Boat"). + +Arm Decade and Core Supporter description changed to "Corvette Gunboat with dual Gauss turrets" ("Corvette Gunboat"). + +Arm Crusader and Core Enforcer description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)" ("Destroyer"). + +Arm Anemone and Core Jellyfish description changed to "Depthcharge Launcher (x2 damage to underwater and amphib units)" ("Depthcharge Launcher"). + +Arm Blade and Core BlackDawn description changed to "Heavy Rocket Strike Gunship" ("Heavy Sabot Gunship"). + +Core Cauterizer description changed to "Stealth Very Heavy Incendiary Bomber" ("Stealth Heavy Incendiary Bomber"). + +Core Krow description changed to "Flying Fortress Triple Laser Turret Gunship" ("Flying Fortress"). + +Arm Dragonfly description changed to "Heavy Paralyzing Transport (Lift any unit, incl. ships, gantry)" ("Heavy Paralyzing Transport"). + +Core Seahook description changed to "Heavy Transport (Lift any unit, including ships, gantry units)" ("Heavy-Duty Transport"). + +Arm and Core Bunker description changed to "Heavily Armored Bunker w/ Firing Ports (capacity 16 2x2 units)" ("Heavily Armored Bunker w/ Firing Ports (capacity 16 units)"). + + +Arm Conqueror description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser"). + +Core Executioner description changed to "Cruiser w/decklasers/Laser cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser"). + +Arm Viking and Core Cronus description changed to "Plasma Artillery Bombardment Ship" ("Artillery Bombardment Ship"). + +Arm Millennium description changed to "Heavily Armed and Armored Battleship with Dual Plasma Cannons" ("Battleship"). + +Core Warlord description changed to "Heavily Armed/Armored Battleship w/ Plasma Cannon/Heavy Laser" ("Battleship"). + +Arm Archer and Core Shredder description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)" ("Anti-Air/Anti-Sub Ship"). + +Arm Sea Serpent description changed to "Heavy Assault Submarine with longer-ranged Torpedo" ("Assault Submarine"). + +Core Leviathan description changed to "Heavy Battle Submarine with longer-ranged Torpedo" ("Battle Submarine"). + +Arm Atlantis description changed to "Long-Range Plasma Ship (Big Bertha weapon) w/ light Anti-Air" ("Long-Range Plasma Ship"). + +Core Zulu description changed to "Long-Range Plasma Ship (Dual Intimidator weapons)" ("Double Cannon Long-Range Plasma Ship"). + +Arm Epoch description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought"). + +Core Black Hydra description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought"). + +Core Nautilus description changed to "Cloaking Capture-Patterning/Reclaiming Sub w/ paralysis weapon" ("Patterning/Reclaiming Sub"). + + +Arm and Core Fusion Reactor description changed to "Produces Energy (+1000E Stores 2000E)" ("Produces/Stores Energy"). + +Arm and Core Cloakable Fusion Reactor description changed to "Produces Energy (+1250E Stores 2000E Cloak -250E)" ("Produces/Stores Energy"). + +Arm and Core Underwater Fusion Reactor description changed to "Produces Energy (+1100E Stores 2000E)" ("Produces/Stores Energy"). + +Arm and Core Advanced Fusion Reactor description changed to "Produces Energy (+5000E Stores 10000E Cloak -750E)" ("Enhanced Energy Output/Storage"). + +Arm and Core Micro Fusion description changed to "No Safety Interlocks(+250E Stores 500E Low armor/Big explosion)" ("Economical but dangerous.1/4 Regular Fusion.No SafetyInterlocks"). + +Arm Decoy Fusion Reactor description changed to "Decoy Building (Stores 5000E 1000M)" ("Decoy Building"). + +Arm and Core Air Repair Pad description changed to "Automatically Repairs up to 4 aircraft simultaneously" ("Automatically Repairs Aircraft"). + +Arm and Core Fortification Post description changed to "Single Post, Non-Reclaimable (5x Dragon's Teeth armor)" ("Single Post, Non-Reclaimable"). + +Arm and Core Fortification Horizontal Wall description changed to "3 Post Horizontal Wall Section, Non-Reclaimable" ("Horizontal Section, Non-Reclaimable"). + +Arm and Core Fortification Vertical Wall description changed to "3 Post Vertical Wall Section, Non-Reclaimable" ("Vertical Section, Non-Reclaimable"). + +Arm and Core Fortification Horizontal Gate description changed to "Horizontal Gate (5 wide/-100E when closed & blocks enemy shots)" ("Horizontal Gate"). + +Arm and Core Fortification Vertical Gate description changed to "Vertical Gate (5 wide/-100E when closed & blocks enemy shots)" ("Vertical Gate"). + +Arm and Core Radar Tower description changed to "Early Warning System (Radar and line of sight -50E)" ("Early Warning System (Radar and line of sight)"). + +Arm and Core Floating Radar Tower description changed to "Locates Units (Radar and line of sight x1.33 -66E)" ("Locates Units (Radar and line of sight)"). + +Arm and Core Advanced Radar Tower description changed to "Long-Range Radar (x2 Radar and line of sight -250E)" ("Long-Range Radar (Increased radar and line of sight)"). + +Arm and Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight -50E)" ("Locates Water Units (Sonar and line of sight)"). + +Arm and Core Advanced Sonar Station description changed to "Extended Sonar (x2 Sonar and line of sight -250E)" ("Extended Sonar (Increased Sonar and line of sight)"). + +Arm Sneaky Pete and Core Castro description changed to "Cloakable Jammer/Observation Tower (Cloak -50E Jam -50E)" ("Cloakable Jammer/Observation Tower"). + +Arm Veil and Core Shroud description changed to "Long-Range Jamming/Observation Tower (Cloak -250E Jam -250E)" ("Long-Range Jamming/Observation Tower"). + +Arm and Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jammer (x3.2 Radar and LOS -1425E)" ("Extreme Long-Range Radar/Jamming/Line of sight"). + +Arm Pit Bull description changed to "Pop-up Gauss Cannon (Close for 4x Armor)" ("Pop-up Gauss Cannon"). + +Core Viper description changed to "Pop-up Rocket Battery (Close for 4x Armor)" ("Pop-up Rocket Battery"). + +Arm Annihilator description changed to "Tachyon Accelerator (Close for 5x Armor)" ("Tachyon Accelerator"). + +Core Doomsday Machine description changed to "Armored Triple-Turret Tachyon/Heavy Lasers (Close for 5x Armor)" ("Energy Weapon"). + +Arm Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-925E Use radar as LOS for targeting)" ("Automatic Radar Targeting"). + +Core Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-950E Use radar as LOS for targeting)" ("Automatic Radar Targeting"). + +Arm Thunderstorm description changed to "Triple-Turret Heavy Lightning Tower (Close for 5x Armor)" ("Heavy Lightning Multi-Tower"). + +Core Firestorm description changed to "Heavy Flamethrower Swarm Defense (Penetrating Flames)" ("Flamethrower Swarm Defense"). + +Arm Mercury and Core Screamer description changed to "Long-Range Missile Tower (Anti-air only)" ("Long-Range Missile Tower"). + +Arm Ambusher and Core Toaster description changed to "Heavy Pop-up Plasma Cannon (Close for 4x Armor)" ("Heavy Pop-up Plasma Cannon"). + +Arm and Core Juno description changed to "Wide-area Electro-Magnetic Pulse Weapon (-1000E while charging)" ("Wide-area Electro-Magnetic Pulse Weapon"). + +Arm and Core Deep Core Moho Mine description changed to "Advanced Submersible Moho Metal Extractor (x9 M -300E)" ("Adv. Submersible Moho Metal Extractor"). + +Arm Protector and Core Fortitude description changed to "Cloakable Anti-Nuke System(-208E -8.3M for 120 seconds/missile)" ("Cloakable Anti-Nuke System"). + +Arm Scarab and Core Hedgehog description changed to "Cloakable Mobile Anti-Nuke(-208E -8.3M for 120 seconds/missile)" ("Mobile Anti-Nuclear Missile Defense"). + +Arm Colossus and Core Hive description changed to "Carrier/Naval CommandCenter(+500E +2.5M Stores 5kE 1kM)AntiNuke" ("Carrier/Naval Command Center.Makes/Stores Energy/Metal.AntiNuke"). + +Arm Big Bertha description changed to "Long Range Plasma Cannon (9100E/shot)" ("Long Range Plasma Cannon"). + +Core Intimidator description changed to "Long Range Plasma Cannon (10000E/shot)" ("Long Range Plasma Cannon"). + +Arm Vulcan description changed to "Rapid-Fire Long-Range Plasma Cannon (5283E/second)" ("Rapid-Fire Long-Range Plasma Cannon"). + +Core Buzzsaw description changed to "Rapid-Fire Long-Range Plasma Cannon (5284E/second)" ("Rapid-Fire Long-Range Plasma Cannon"). + +Arm Detonator and Core Catalyst description changed to "Stealth Tactical Nuclear Silo(-260E -8.3M for 120 seconds/nuke)" ("Stealth Tactical Nuclear Silo"). + +Arm Retaliator and Core Silencer description changed to "Strategic Nuclear Missile Silo(-2222E -13.3M for 150 sec/nuke)" ("Strategic Nuclear Missile Silo"). + +Arm and Core Galactic Gate description changed to "Teleports Units to another Gate (-500E)" ("Teleports Units"). + + +Arm Avatar description changed to "Mobile LRPC (Shorter-ranged faster-firing Big Bertha weapon)" ("Mobile LRPC"). + +Core Mauler description changed to "Mobile LRPC (Shorter-ranged faster-firing Intimidator weapon)" ("Mobile LRPC"). + +Arm Razorback description changed to "Steep-Terrain Battle Mech w/ Rapid-Fire Pulse-Laser and Blaster" ("Steep-Terrain Battle Mech"). + +Core Karganeth description changed to "Steep-Terrain Assault Mech w/ Rapid-Fire Missiles/Flamethrower" ("Steep-Terrain Assault Mech"). + +Arm Requiter and Core Precluder description changed to "Amphib Mobile Tactical Nuke Silo (-361E -8.3M for 60 sec/nuke)" ("Amphib Mobile Tactical Nuke Launcher"). + +Arm Antarion description changed to "Mobile Dual Heavy Energy Weapon and Rapid-Fire Missile Platform" ("Mobile Energy/Missile Weapon"). + +Core Gargoyle description changed to "Mobile Doomsday Machine (Triple-Turret Tachyon/Heavy Lasers)" ("Mobile Energy Weapon"). + +Core Krogtaar description changed to "Rapid-Fire Riot Cannon Mech" ("Heavy Weapons Riot Mech"). + +Arm Bantha description changed to "Heavy Attack Mech w/ Impulsion Blaster/Tachyon/VLaunch Rocket" ("Heavy Attack Mech"). + +Arm Mark XVII Bolo description changed to "Amphibious Continental Siege Unit (HellBore/Laser/Heavy Rocket)" ("Amphibious Continental Siege Unit"). + +Core Class A Heavy Yavac description changed to "Submersible Super Heavy Assault Unit (HellBore/Dual Hvy Laser)" ("Submersible Super Heavy Assault Unit"). + +Core Juggernaut description changed to "(barely) Mobile Very Heavy Armored Penetrating Plasma Turret" ("(barely) Mobile Very Heavy Plasma Turret"). + +Arm Orcone description changed to "Experimental Assault Kbot w/ Piercing Gauss/Tachyon/Hvy Rocket" ("Experimental Assault Kbot"). + +Core Krogoth description changed to "Experimental Assault Kbot w/ Scattershot/Tachyon/Heavy Rocket" ("Experimental Assault Kbot"). + +Arm and Core Submersible Nanolathe Platform description changed to "Builds Nanoturrets (Repair, assist, mines, fortify, bunker)" ("Builds Nanolathing Modules"). + + +Arm and Core Nanolathe Turret description changed to "Repairs and assists in large radius (300 Build Power)" ("Repairs and assists in large radius"). + +Arm and Core Repair Nanolathe Turret description changed to "Repairs in large radius (30 Build Power)" ("Repairs in large radius"). + +Arm and Core Fortification Nanolathe Turret description changed to "Build light defenses in large radius (Stealth)(300 Build Power)" ("Fortifies in medium radius (stealthy)"). + +Arm and Core Advanced Fortification Nanolathe Turret description changed to "Build medium defenses in large radius (Cloaks)(900 Build Power)" ("Repairs/Fortifies Large Area (Cloaks)"). + +Arm and Core Light Mine description changed to "Light Mine (1 to 2 mines will destroy most T1 units)" ("Light Mine"). + +Arm and Core Medium Mine description changed to "Medium Mine (3x Light Mine damage)" ("Medium Mine"). + +Arm and Core Heavy Mine description changed to "Heavy Mine (3x Medium Mine damage)" ("Heavy Mine"). + +Arm and Core Light Naval Mine description changed to "Light Mine, Naval Series (4x regular Light Mine damage)" ("Light Mine, Naval Series"). + +Arm and Core Heavy Naval Mine description changed to "Heavy Mine, Naval Series (3x Light Naval Mine damage)" ("Heavy Mine, Naval Series"). + +Arm and Core Nuclear Mine description changed to "Submersible Nuclear Mine (5x Heavy Mine damage)" ("Submersible Nuclear Mine"). + +Arm and Core Sabotage Mine description changed to "Micro-Nuke (High damage/Tiny Blast Radius/Spies are immune)" ("Micro-Nuke"). +NOTE: This is the mine that the Arm Infiltrator and Core Parasite can build, allowing them to destroy most units/structures. They take no damage from the Micro-Nuke, but can still take damage from the explosion of whatever was destroyed. + + +Arm and Core Construction Aircraft description changed to "Tech Level 1 (60 Build Power)" ("Tech Level 1"). + +Arm and Core Construction Kbot description changed to "Tech Level 1 (90 Build Power)" ("Tech Level 1"). + +Arm and Core Construction Vehicle description changed to "Tech Level 1 (150 Build Power)" ("Tech Level 1"). + +Arm Beaver and Core Muskrat description changed to "Amphibious Construction Vehicle (150 Build Power)" ("Amphibious Construction Vehicle"). + +Arm and Core Construction Ship description changed to "Tech Level 1 (210 Build Power)" ("Tech Level 1"). + +Arm Podger and Core Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(300BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket"). + +Core Scorpion description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(180BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket"). + +Arm Valiant and Core Limiter description changed to "Minelayer/Sweeper Ship w/Anti-Mine EMP Rocket (420 Build Power)" ("Minelayer/Minesweeper Ship"). + + +Arm and Core Advanced Construction Aircraft description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2"). + +Arm and Core Advanced Construction Kbot description changed to "Tech Level 2 (270 Build Power)" ("Tech Level 2"). + +Arm and Core Advanced Construction Vehicle description changed to "Tech Level 2 (450 Build Power)" ("Tech Level 2"). + +Arm and Core Advanced Construction Sub description changed to "Tech Level 2 (630 Build Power)" ("Tech Level 2"). + +Arm and Core Advanced Construction Seaplane description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2"). + +Arm Consul and Core Freaker description changed to "Tech Level 2 (180 Build Power)" ("Amphibious Combat Engineer"). + +Arm and Core Decoy Commander description changed to "Decoy Commander (Has Commander Build Menu) (300 Build Power)" ("Decoy Commander"). + + +Arm and Core Aircraft Plant description changed to "Produces Aircraft (270 Build Power)" ("Produces Aircraft"). + +Arm and Core Vehicle Plant description changed to "Produces Vehicles (270 Build Power)" ("Produces Vehicles"). + +Arm and Core Kbot Lab description changed to "Produces Kbots (270 Build Power)" ("Produces Kbots"). + +Arm and Core Shipyard description changed to "Produces Ships (270 Build Power)" ("Produces Ships"). + +Arm and Core Hovercraft Platform and Floating Hovercraft Platform description changed to "Builds Hovercraft (540 Build Power)" ("Builds Hovercraft"). + + +Arm and Core Advanced Aircraft Plant description changed to "Produces Advanced Aircraft (810 Build Power)" ("Produces Aircraft"). + +Arm and Core Advanced Vehicle Plant description changed to "Produces Vehicles (810 Build Power)" ("Produces Vehicles"). + +Arm and Core Advanced Kbot Lab description changed to "Produces Advanced Kbots (810 Build Power)" ("Produces Kbots"). + +Arm and Core Seaplane Platform description changed to "Builds Seaplanes (810 Build Power)" ("Seaplane Platform"). + +Arm and Core Amphibious Complex description changed to "Produces Amphibious/Underwater Units (810 Build Power)" ("Produces Amphibious/Underwater Units"). + +Arm and Core Experimental Gantry description changed to "Produces Tech Level 3 units (2430 Build Power)" ("Tech Level 3"). + + + +November 3, 2023 +TA:T v2.0 Beta 79: + +Arm Atlas metal cost reduced to 100 (130), energy cost reduced to 2072 (2693), build time reduced to 4208 (5470), armor reduced to 1909 (3309). + +Core Valkyrie metal cost reduced to 105 (137), energy cost reduced to 2230 (2899), build time reduced to 3488 (4535), armor reduced to 2205 (3836). + +NOTE: This reduces the costs of air transports but also their armor ratio from 4x normal to 3x normal. This should make it riskier to attack with carried units. + +Core Shodan line of sight increased to 675 (450). +Core Shodan weapon [SHODAN_LASER] range increased to 675 (450), damage reduced to 75 (112), and energy per shot reduced to 17 (25). +NOTE: This helps differentiate Shodans from Levelers. Previously, in most situations, they performed as well as or worse than Levelers, but rarely better. This gives them a range advantage at the cost of some of their firepower, while keeping their low armor weakness. + + +Arm Light Laser Tower armor increased to 216 (162). +Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage reduced to 60 (81) and energy per shot reduced to 22 (30). + +Arm Sentinel armor increased to 1080 (810). +Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage reduced to 684 (866) and energy per shot reduced to 253 (320). + +Arm Beamer armor increased to 784 (588). +Arm Beamer weapon [TAWF001_weapon] damage reduced to 93 (187) and energy per shot reduced to 60 (120). +NOTE: This reduces the overall firepower to 2/3s what it normally would be, to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot. + +Arm Stingray energy cost increased to 1680 (1175), metal cost increased to 306 (214), build time increased to 9166 (6410), and armor increased to 816 (659). +Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 705 (669) and energy per shot increased to 247 (234). +NOTE: The Stingray and Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be. + +Core Light Laser Tower armor increased to 224 (168). +Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage reduced to 65 (87) and energy per shot reduced to 24 (32). + +Core Gaat Gun armor increased to 1120 (840). +Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage reduced to 764 (968) and energy per shot reduced to 287 (363). + +Core HLLT armor increased to 979 (732). + +Core Exploiter armor increased to 572 (428). +Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] damage reduced to 66 (99) and energy per shot reduced to 21 (31). + +Core Thunderbolt energy cost increased to 1213 (1734), metal cost increased to 316 (221), build time increased to 9708 (6789), and armor increased to 870 (703). + +Arm Fortification HLT Post armor increased to 5126 (4048). + +Core Fortification HLT Post armor increased to 5281 (4168). + +NOTE: Weapons that use energy to fire have a 50% damage bonus, but most of the energy weapon defenses also had their armor halved and their firepower doubled, compared to the baseline. To make battles a little less quick and "glass cannon" feeling, these have been adjusted to only have 50% less armor and 50% more firepower, instead of halved and doubled. + +Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]). +NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers. + +Arm Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]). + +Core Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]). + + +Arm Peewee and Condor weapon [PEEWEE_EMG] reload increased to 0.5484 (0.457) and damage reduced to 12 (15). + +Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] reload increased to 0.8365 (0.79) and damage reduced to 12 (17) (Special damages adjusted accordingly). + +Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage reduced to 223 (335). + +Arm Hammer and Core Thud weapon [ARM_HAM] damage reduced to 85 (127). + +Arm Warrior weapon [ARMWAR_GAUSS] damage reduced to 39 (58). + +Arm Flea weapon [FLEA_LASER] reload increased to 0.876 (0.73) and damage reduced to 12 (15). + + +Core A.K. and Vindicator weapon [AK_LASER] damage reduced to 19 (28). + +Core Berserker weapon [BERSERK] damage reduced to 28 (42). + + +Arm Zeus weapon [LIGHTNING] damage reduced to 775 (1163) and energy per shot reduced to 172 (258). + +Arm Fido weapon [GAUSS] damage reduced to 95 (143). +Arm Fido weapon [BFIDO] damage reduced to 229 (343). + +Arm Zipper weapon [ARM_FAST] reload reduced to 0.57 (584) and damage reduced to 13 (20). + +Arm Maverick weapon [Armmav_weapon] damage reduced to 407 (610). + +Arm Pelican weapon [ARMAMPH_WEAPON1] damage reduced to 114 (171) and energy per shot reduced to 25 (38). +Arm Pelican weapon [ARMAMPH_MISSILE] reload reduced to 2.177 (2.2) and damage reduced to 31 (47) (Special damages adjusted accordingly). + +Arm Marauder weapon [ARMMECH_CANNON] damage reduced to 287 (431). +Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage reduced to 29 (43) (Special damages adjusted accordingly). + +Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 1769 (2653). + +Arm PomPom and Core Aries weapon [ARMFLAKLASER] reload reduced to 0.521 (0.525), damage reduced to 47 (71), and energy per shot reduced to 48 (73). + + +Core Pyro weapon [FLAMETHROWER] reload increased to 0.6826 (0.624), damage reduced to 12 (15), and burst reduced to 8 (9) (Special damages adjusted accordingly). + +Core Can weapon [CORE_CANLASER] damage reduced to 732 (1098) and energy per shot reduced to 163 (244). + +Core Morty weapon [CORE_MORT] damage reduced to 264 (396). + +Core Dominator weapon [CORHRK_ROCKET] damage reduced to 1104 (1656). + +Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage reduced to 636 (954) and energy per shot reduced to 199 (298). + +Core Gimp weapon [CORAMPH_WEAPON2] damage reduced to 267 (400) and energy per shot reduced to 59 (89). +Core Gimp weapon [CORAMPH_WEAPON1] damage reduced to 798 (1197). + +Core Shiva weapon [SHIVA_CANNON] damage reduced to 715 (1073) and reload reduced to 2.4988 (2.5). +Core Shiva weapon [SHIVA_ROCKET] damage reduced to 1105 (1658). + + +Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 87 (130) and energy per shot reduced to 26 (39). +Arm Razorback weapon [MECH_BLAST] damage reduced to 159 (238). + +Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477) + +Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340). + +Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 347 (521). +Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 3907 (5860) and energy per shot reduced to 6588 (9881). +Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962). + +Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173). +Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372). + +Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 840 (1260). + +Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271). + +Core Krogoth weapon [CORKROG_FIRE] reload reduced to 1295 (1943). + +NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken. + +Arm Zipper armor increased to 963 (741) and line of sight increased to 550 (360). +Core Pyro armor increased to 1094 (838) and line of sight increased to 500 (360). +NOTE: Like the Arm Peewee and Core A.K., the Zipper and Pyro's faster speed no longer comes at the expense of their armor. + + +Arm Construction Vehicle speed reduced to 2.968 (3.265). +Arm Jeffy speed reduced to 3.943 (4.337). +Arm Flash speed reduced to 3.428 (3.771). +Arm Stumpy speed reduced to 3.265 (3.592). +Arm Samson speed reduced to 2.968 (3.265). +Arm Lemming speed reduced to 3.3 (3.63). +Arm Podger speed reduced to 3.409 (3.75). +Arm Pincer speed reduced to 4.285 (4.714) +Arm Shellshocker speed reduced to 2.968 (3.265). +Arm Janus speed reduced to 2.968 (3.265). +Arm Beaver speed reduced to 2.968 (3.265). +Arm Courier speed reduced to 3.091 (3.4) + +Core Construction Vehicle speed reduced to 2.698 (2.968). +Core Weasel speed reduced to 3.585 (3.943). +Core Instigator speed reduced to 3.117 (3.429). +Core Raider speed reduced to 2.968 (3.265). +Core Slasher speed reduced to 2.1.708 (2.968). +Core Leveler speed reduced to 1.708 (1.879). +Core Spoiler speed reduced to 3.098 (3.408). +Core Garpike speed reduced to 3.896 (4.286). +Core Wolverine speed reduced to 2.698 (2.968). +Core Shodan speed reduced to 1.708 (1.879). +Core Muskrat speed reduced to 2.698 (2.968). +Core Emissary speed reduced to 2.81 (3.04). + +Arm Advanced Construction Vehicle speed reduced to 2.692 (2.961). +Arm Triton speed reduced to 3.888 (4.2763). +Arm Bulldog speed reduced to 3.11 (3.421). +Arm Jammer speed reduced to 3.428 (3.771). +Arm Luger speed reduced to 2.692 (2.961). +Arm Recluse speed reduced to 3.11 (3.42104). +Arm Seer speed reduced to 3.428 (3.771). +Arm MERL speed reduced to 2.692 (2.961). +Arm Penetrator speed reduced to 2.582 (2.84). +Arm Phalanx speed reduced to 2.692 (2.961). +Arm Scarab speed reduced to 1.845 (2.03). +Arm Gremlin speed reduced to 3.073 (3.380). +Arm Panther speed reduced to 3.192 (3.511). +Arm MRU speed reduced to 1.845 (2.03). +Arm Mumbo speed reduced to 3.11 (3.421). +Arm Hermes speed reduced to 2.692 (2.961). +Arm Consul speed reduced to 3.182 (3.5). +Arm Demolisher speed reduced to 2.969 (3.266). + +Core Advanced Construction Vehicle speed reduced to 2.448 (2.693). +Core Croc speed reduced to 3.71 (4.0813). +Core Reaper speed reduced to 2.827 (3.11). +Core Deleter speed reduced to 3.117 (3.429). +Core Pillager speed reduced to 2.448 (2.693). +Core Goliath speed reduced to 2.827 (3.11). +Core Informant speed reduced to 3.117 (3.429). +Core Diplomat speed reduced to 2.448 (2.693). +Core Hedgehog speed reduced to 1.682 (1.85). +Core Copperhead speed reduced to 2.448 (2.693). +Core Poison Arrow speed reduced to 3.45 (3.795). +Core Banisher speed reduced to 2.347 (2.582). +Core Termite speed reduced to 2.7 (2.97). +Core MRU speed reduced to 1.682 (1.85). +Core Tremor speed reduced to 2.448 (2.693). +Core Intruder speed reduced to 2.455 (2.7). + +NOTE: This reduces vehicle speeds by 10%. This should make them a little less difficult to engage and target. + +Arm Vulcan weapon [RANGE_VULC] changed to [RANGE_BERTHA]. +Core Buzzsaw weapon [RANGE_BUZZ] changed to [RANGE_TIMMY]. +NOTE: This is to free up a couple of weapon slots. The range on the Bertha is the same as the Vulcan, and the range on the Intimidator the same as the Buzzsaw. + +Weapons removed: +[RANGE_VULC] ID=48; +[RANGE_BUZZ] ID=127; + +Weapon added: +[GATE_RANGE] ID=127; (This is for the Galactic Gates. See below!) + +Added Arm and Core Galactic Gates with teleportation functionality to build menus: +Arm and Core Galactic Gates are now buildable by advanced construction units and can be used to teleport units between themselves. Build two, then select one and have it "attack" (link button) the other, then vice-versa. Once you see the directional arrows, you'll know it's ready to teleport units. Just walk them into the circle around the Galactic Gate, and it will appear next to the other gate. Movement waypoints are canceled when a unit is teleported, so it won't immediately try to go somewhere else. + +Big thanks to Wotan of the Total Annihilation: Escalation mod for giving permission for us to use these units with their impressive scripts! + + + +September 2, 2023 +TA:T v2.0 Beta 78: + +Made the following changes to allow the bunker a bigger footprint and still be buildable by the Nanolathe Platform. This also might help with the issue of units inside occasionally not being able to fire out of the bunker. + +Arm and Core Nanolathe Platform footprint increased to 5x5 (3x3), yardmap changed to YardMap=ooooo occco occco occco ooooo; (YardMap=ooo oco ooo;), and horizontal model size scaled up 2.25 times bigger. + +Arm and Core Advanced Fortification Nanolathe Turret model size scaled up 1.5 times bigger. + +Renamed TINY2 movement class to NANOTURRET and changed the footprint from 1x1 to 3x3. +Added new movement class NANOTURRETSMALL and set the footprint to 2x2. + +Changed movement class to NANOTURRETSMALL for the following: +Arm and Core Nanolathe Turret +Arm and Core Repair Nanolathe Turret + +NOTE: The 2x2 footprint for NANOTURRETSMALL allows repair turrets and regular turrets to fit inside bunkers that have a 2x2 footprint restriction. + +Changed movement class to NANOTURRET for the following: +Arm and Core Fortification Nanolathe Turret +Arm and Core Advanced Fortification Nanolathe Turret + + +Arm Courier energy cost increased to 4636 (3709), metal cost increased to 246 (197), build time increased to 6321 (5057), and armor increased to 9389 (7509). + +Core Emissary energy cost increased to 4779 (3823), metal cost increased to 254 (203), build time increased to 6676 (5341), and armor increased to 10647 (8515). + +Arm Courier and Core Emissary scripts changed to require carrying at least four units to be able to fire their weapon (one). + +Arm Courier weapon changed to [MED_EMG] ([PEEWEE_EMG]). + +Core Emissary weapon changed to [VENOM_LASER] ([AK_LASER]). +NOTE: The Courier and Emissary now use the Banshee and Venom weapons instead of the Peewee and A.K. weapons, increasing their firepower along with their cost. + +Arm Banshee weapon [MED_EMG] turret changed to 1 (0). +Core Venom weapon [VENOM_LASER] turret=1 added. +Arm Banshee and Core Venom script now include AimPrimary section. + +NOTE: The Arm Courier and Core Emissary can only fire while they are carrying at least four units inside. Their scripts do this by preventing the "aim" section of the script from running while they are empty. + +When they got the Banshee and Venom weapons, they were suddenly able to fire while empty, because the those weapons had turret set to 0, and therefore didn't require an aim section in the script. + +I changed the weapons to use turret=1, but then the Banshee and Venom wouldn't fire, because they didn't have an aim section in their script (since they hadn't needed one). Once I added it, they were able to fire normally again. + +Arm Condor armor increased to 4964 (3309) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)"). + +Core Vindicator armor increased to 5754 (3836) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)"). + + +Arm Peewee armor increased to 278 (208) and line of sight increased to 650 (480). +Arm Peewee and Condor weapon [PEEWEE_EMG] reload reduced to 0.457 (0.467). + +Core A.K. armor increased to 324 (247) and line of sight increased to 600 (480). +Core A.K. and Vindicator weapon [AK_LASER] reload increased to 0.505 (0.495). + +Arm Rocko and Core Storm weapon [KBOT_ROCKET] added: +turnrate=5000; +guidance=1; +tracks=1; + +Arm Janus weapon [JANUS_ROCKET] added: +turnrate=5000; +guidance=1; +tracks=1; + +NOTE: This gives their rockets slight tracking, helping them to hit moving targets. + +Arm Jeffy armor increased to 458 (305). +Arm Jeffy weapon [ARM_LASER] damage reduced to 18 (27). + +Core Weasel armor increased to 525 (350). +Core Weasel weapon [CORE_LASER] damage reduced to 20 (30). + +NOTE: Jeffies and Weasels still seem too strong at raiding, so they have been put back to standard armor and firepower, instead of 50% less armor and 50% more firepower. + + +MaxWaterDepth increased to 8 (0) for the following metal extractors: +Arm Metal Extractor +Core Metal Extractor + +Arm Twilight +Core Exploiter + +Arm Moho Mine +Core Moho Mine + +Arm Moho Twilight +Core Moho Exploiter + +NOTE: This will allow the building of extractors on underwater metal patches that are in very shallow water. The extractors will still be partially above water, allowing for surface units to attack them. + +KBOTSS2 and TANKDS2 movement classes MaxSlope reduced to 27 (32). +These are movement classes for Kbots and amphibious Kbots. At 32 they were able to climb up and down seemingly impassably steep ridges/cliffs in some spots on maps, so this should help with that. + +Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness reduced to 0.333 (0.5). + +Arm Hammer script vertical turret speed increased to 180 (45). +NOTE: This makes them raise their turret faster, which helps off-set the delay from their cannon cases sliding back. + +Arm Hammer and Core Thud weapon [ARM_HAM] area of effect increased to 128 (64), edge effectiveness increased to 0.1 (0), and weapon velocity increased to 400 (300). +NOTE: For whatever reason, the 300 weapon velocity seemed to impair their accuracy, even for closer targets, so this should help them hit more effectively, and the increased area of effect will make near misses more damaging. + + + +August 26, 2023 +TA:T v2.0 Beta 77: + +Arm Kbot Lab energy cost increased to 1247 (831), metal cost increased to 510 (340), and build time increased to 10200 (6800). + +Core Kbot Lab energy cost increased to 1292 (862), metal cost increased to 529 (353), and build time increased to 10847 (7231). + +Arm Advanced Kbot Lab energy cost reduced to 43628 (58170), metal cost reduced to 3570 (4760), and build time reduced to 71400 (95200). + +Core Advanced Kbot Lab energy cost reduced to 45229 (60305), metal cost reduced to 3701 (4935), and build time reduced to 75923 (101230). +NOTE: This puts Kbot labs at 75% of their original cost. + + +NOTE: Previously, Peewees were almost 1/4 the cost of a Flash tank (3.85 Peewees per Flash). This changes that to about 3 Peewees per Flash, which is about a 28% increase in cost. This was done to most Kbots, increasing their cost, armor, and firepower by about 28%. The idea is to make Kbots a bit more robust while still keeping their "cheaper/more units for the cost" feel, and to help them feel more competitive compared to vehicles. + +Arm Construction Kbot is unchanged. + +Arm Peewee energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 208 (162). + +Arm Peewee, Courier, and Condor weapon [PEEWEE_EMG] damage increased to 15 (12) and reload reduced to 0.467 (0.48). + +Arm Jethro energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 150 (117). + +Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 50 (39) (Special damages adjusted accordingly). + +Arm Rocko energy cost increased to 732 (570), metal cost increased to 76 (59), build time increased to 1937 (1509), and armor increased to 600 (467). + +Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 335 (261). + +Arm Hammer energy cost increased to 458 (357), metal cost increased to 48 (37), build time increased to 1211 (943), and armor increased to 187 (146). + +Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 127 (99). + +Arm Warrior energy cost increased to 1330 (1036), metal cost increased to 137 (107), build time increased to 3522 (2743), and armor increased to 1089 (848). + +Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 58 (45). + +Arm Flea energy cost increased to 109 (85), metal cost increased to 12 (9), build time increased to 286 (223), and armor increased to 64 (50). + +Arm Flea weapon [FLEA_LASER] damage increased to 15 (12) and reload time reduced to 0.73 (0.75). + + +Core Construction Kbot is unchanged. + +Core A.K. energy cost increased to 358 (279), metal cost increased to 37 (29), build time increased to 969 (755), and armor increased to 247 (192). + +Core A.K., Emissary, and Vindicator weapon [AK_LASER] damage increased to 28 (22) and reload reduced to 0.495 (0.5). + +Core Crasher energy cost increased to 343 (267), metal cost increased to 35 (27), build time increased to 926 (721), and armor increased to 154 (120). + +Core Storm energy cost increased to 751 (585), metal cost increased to 77 (60), build time increased to 2030 (1581), and armor increased to 691 (538). + +Core Thud energy cost increased to 492 (383), metal cost increased to 50 (39), build time increased to 1331 (1037), and armor increased to 238 (185). + +Core Berserker energy cost increased to 1434 (1117), metal cost increased to 148 (115), build time increased to 3880 (3022), and armor increased to 1306 (1015). + +Core Berserker weapon [BERSERK] damage increased to 42 (32). + +Core Scorpion is unchanged. + + +Arm Advanced Construction Kbot is unchanged. + +Arm Zeus energy cost increased to 12174 (9482), metal cost increased to 417 (325), build time increased to 10742 (8366), and armor increased to 3324 (2589). + +Arm Zeus weapon [LIGHTNING] damage increased to 1163 (906) and energy per shot increased to 258 (213). + +Arm Fido energy cost increased to 6312 (4916), metal cost increased to 217 (169), build time increased to 5568 (4337), and armor increased to 1723 (1342). + +Arm Fido weapon [GAUSS] damage increased to 143 (111). +Arm Fido weapon [BFIDO] damage increased to 343 (267). + +Arm Invader is unchanged. + +Arm Eraser is unchanged. + +Arm Zipper energy cost increased to 3519 (2741), metal cost increased to 121 (94), build time increased to 3103 (2417), and armor increased to 741 (572). + +Arm Zipper weapon [ARM_FAST] damage increased to 15 (20) and reload increased to 0.584 (0.567). + +Arm Maverick energy cost increased to 18973 (14777), metal cost increased to 434 (338), build time increased to 11159 (8691), and armor increased to 1150 (896). + +Arm Maverick weapon [Armmav_weapon] damage increased to 610 (475). + +Arm Tick is unchanged. + +Arm Marky is unchanged. + +Arm Spider is unchanged. + +Arm Pelican energy cost increased to 12223 (9520), metal cost increased to 209 (163), build time increased to 5393 (4200), and armor increased to 1669 (1300). + +Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 171 (133) and energy per shot increased to 38 (31). +Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 141 (110) (Special damages adjusted accordingly). + +Arm Sharpshooter is unchanged. + +Arm Infiltrator is unchanged. + +Arm Decoy Commander is unchanged. + +Arm Rector is unchanged. + +Arm FARK is unchanged. + +Arm Marauder energy cost increased to 32431 (25259), metal cost increased to 556 (433), build time increased to 14307 (11143), and armor increased to 2211 (1722). + +Arm Marauder weapon [ARMMECH_CANNON] damage increased to 431 (336). + +Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 128 (100) (Special damages adjusted accordingly). + +Arm FatBoy energy cost increased to 18658 (14532), metal cost increased to 641 (499), build time increased to 16464 (12823), and armor increased to 2547 (1983). + +Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage increased to 2653 (2065). + +Arm PomPom energy cost increased to 5114 (3983), metal cost increased to 176 (137), build time increased to 4512 (3514), and armor increased to 702 (547). + +Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 212 (165) and energy per shot increased to 73 (57). + + +Core Advanced Construction Kbot is unchanged. + +Core Pyro energy cost increased to 3631 (2828), metal cost increased to 125 (97), build time increased to 3270 (2547), and armor increased to 838 (650). + +Core Pyro weapon [FLAMETHROWER] damage increased to 15 (12) and reload reduced to 0.624 (0.643) (Special damages adjusted accordingly). + +Core Can energy cost increased to 13068 (10178), metal cost increased to 447 (348), build time increased to 11770 (9167), and armor increased to 4496 (3500). + +Core Can weapon [CORE_CANLASER] damage increased to 1098 (855) and energy per shot increased to 244 (202). + +Core Roach is unchanged. + +Core Spectre is unchanged. + +Core Freaker is unchanged. + +Core Morty energy cost increased to 4282 (3335), metal cost increased to 146 (114), build time increased to 3856 (3003), and armor increased to 642 (499). + +Core Morty weapon [CORE_MORT] damage increased to 396 (308). + +Core Dominator energy cost increased to 5984 (4661), metal cost increased to 204 (159), build time increased to 5389 (4197), and armor increased to 895 (697). + +Core Dominator weapon [CORHRK_ROCKET] damage increased to 1656 (1290). + +Core Voyeur is unchanged. + +Core Sumo energy cost increased to 34854 (27146), metal cost increased to 795 (619), build time increased to 20925 (16297), and armor increased to 11704 (9113). + +Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 954 (743) and energy per shot increased to 298 (247). + +Core Gimp energy cost increased to 17278 (13457), metal cost increased to 295 (230), build time increased to 7779 (6059), and armor increased to 2590 (2015). + +Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 400 (311) and energy per shot increased to 89 (73). + +Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1197 (931). + +Core Skuttle is unchanged. + +Core Parasite is unchanged. + +Core Decoy Commander is unchanged. + +Core Necro is unchanged. + +Core Commando is unchanged. + +Core Shiva energy cost increased to 34800 (27104), metal cost increased to 595 (463), build time increased to 15671 (12205), and armor increased to 2605 (2027). + +Core Shiva weapon [SHIVA_CANNON] damage increased to 1073 (835). +Core Shiva weapon [SHIVA_ROCKET] damage increased to 1658 (1290). + +Core Aries energy cost increased to 5360 (4175), metal cost increased to 184 (143), build time increased to 5819 (4532), and armor increased to 846 (656). + + +Adjusted "Weight" values (For Arm Condor and Core Vindicator carrying capacity) for the above Kbots based on the new metal costs. + + +Arm Jeffy armor increased to 305 (230). +Arm Jeffy weapon [ARM_LASER] damage reduced to 27 (36). + +Core Weasel armor increased to 350 (263). +Core Weasel weapon [CORE_LASER] damage reduced to 30 (40). + +NOTE: Previously, Jeffies and Weasels had doubled firepower and halved armor, but seemed to be too strong at early raiding. Instead, this puts Jeffies and Weasels at 50% more firepower and 50% less armor than the baseline. + + + +August 24 2023 +TA:T v2.0 Beta 76a: + +Arm Kbot Lab energy cost reduced to 831 (1662), metal cost reduced to 340 (680), and build time reduced to 6800 (13600). + +Core Kbot Lab energy cost reduced to 862 (1723), metal cost reduced to 353 (705), and build time reduced to 7231 (14462). + + + +August 5, 2023 +TA:T v2.0 Beta 76: + +Core Enforcer weapon [CORE_ROY] changed to [ARM_ROY]. + +Core Enforcer armor increased to 8394 (7900). + +[CORE_ROY] weapon removed and ID 65 given to [CORWOLV_GUN] (ID was 253). + +[ARMPB_WEAPON] ID changed to 141 (254). + +Core Warlord weapon [CORE_BATSLASER] changed to [CORE_DOOMSDAY_SECONDARY]. +Core Warlord armor increased to 44347 (44165). + +[CORE_BATSLASER] weapon removed and ID 93 given to [COR_TAAR_RC] (ID was 255). +NOTE: +Weapon IDs 253, 254, and 255 are supposed to be left unused for tree burning and feature destruction on maps, so I moved them to different IDs. + +Arm Jeffy speed reduced to 4.337 (4.714), acceleration reduced to 0.035 (0.04), and brake rate increased to 0.035 (0.04). +Arm Jeffy weapon [ARM_LASER] damage increased to 36 (18). + +Core Weasel speed reduced to 3.943 (4.286), acceleration reduced to 0.03175 (0.036), and brake rate reduced to 0.03175 (0.036). +Core Weasel weapon [CORE_LASER] damage increased to 40 (20). +NOTE: Jeffies and Weasels have half the standard armor for their cost, so now they have twice the firepower for their cost. In return, they lost a bit of their speed and maneuverability. Hopefully this will make them more viable for light raiding and hit and run attacks. They'll give more firepower than the same metal spent in Flashes or Instigators, but with much less armor, making them best for raiding undefended targets and leaving before reinforcements can arrive. Their scouting and line of sight roles should remain the same. + +Arm Moho Twilight weapon [ARMTICK_PARALYZER] renamed to [MOHO_TWILIGHT_EMP_GRENADE] + +Arm Condor and Core Vindicator carrying capacity changed to "weight" system: +Previously, they could carry a set number of units (6, specifically), and it didn't matter what kind of units they were. + +Now, they can carry a set amount of "weight", currently 1000, and each unit has a specific weight, roughly corresponding to their metal cost. Units are generally rounded to the nearest 25 metal (for Kbots) or 50 metal (for vehicles). + +For example, Arm Flashes and Core Insigators have 100 weight, so a Condor or Vindicator could carry 10 of them (1000 / 100 = 10). Stumpies and Raiders weigh 200, so only 5 could be carried. Peewees and A.K.s weigh 25, so 40 could be carried. Of course, you can mix and match, carrying 2 Stumpies (2 * 200 = 400 weight), 4 Flashes (4 * 100 = 400 weight), and 8 Peewees (8 * 25 = 200 weight), for a total of 1000 weight. + +This should allow for transporting larger groups of cheaper units and smaller groups of heavier units, while still carrying approximately the same total "value" of units. + +Because of this, unloading might take longer (While carrying a lot of units), so: + +Arm Condor and Core Vindicator are no longer invincible when doing an emergency drop (automatically unloading units when almost destroyed). They will still attempt to automatically unload units when almost destroyed, but can be damaged and destroyed while doing so. + +The emergency-drop itself now triggers when taking fire while under 25% health left, instead of 10%. + +Core Vindicator explosion changed to [MEDIUM_UNITEX] ([BIG_UNITEX]), self-destruct explosion changed to [MEDIUM_UNIT] ([BIG_UNIT), and cruising altitude increased to 90 (80). + + + +July 30, 2023 +TA:T v2.0 Beta 75: + +Fixed the Arm Warrior showing up twice on the Arm Kbot Lab menu (Replaced ARMWAR.TDF with a 0-byte version). + +Last version (Beta 74) put in a palette fix for the "red edges" issue. + +Gantry units have been brought in line with the standard Kbot and vehicle armor/firepower ratios. Additionally, all gantry units have had their energy cost increased 50%, making them cost three times as much energy per metal as advanced units. + +Arm Requiter energy cost increased to 258951 (172634). +Core Precluder energy cost increased to 265473 (176982). + +Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] reload reduced to 60 (90). + +Arm Avatar energy cost increased to 144396 (96264). +Core Mauler energy cost increased to 149171 (99447). + +Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] reload reduced to 4.775 (7.1625). + +Arm Antarion energy cost increased to 444498 (296332) and armor increased to 38746 (25830). + +Core Gargoyle energy cost increased to 489429 (326286) and armor increased to 46884 (31256). + +Added new movement class: SPID4. +NOTE: This is a 4x4 unit spider movement class. + +Arm Vanguard movement class set to SPID4 (ATMECH). +NOTE: This allows Vanguards to climb steep surfaces like Recluses, Termites, and other similar units. + +Arm Razorback metal cost reduced to 667 (1000), build time reduced to 37403 (56104), and description changed to "Steep-Terrain Battle Mech" ("All-Terrain Battle Mech"). + +Core Karganeth metal cost reduced to 691 (1037), build time reduced to 39820 (59730), and description changed to "Steep-Terrain Assault Mech" ("All-Terrain Assault Mech"). + +NOTE: This is because, while Razorbacks and Karganeths can climb much steeper slopes than most units, they cannot "spider-climb" like other "all-terrain" units. + +Arm Vanguard metal cost reduced to 1179 (1768) and build time reduced to 66119 (99178). + +Core Juggernaut metal cost reduced to 3599 (5398) and build time reduced to 207264 (310896). + +Arm Bantha metal cost reduced to 2667 (4000) and build time reduced to 149611 (224416). + +Core Krogtaar metal cost reduced to 2765 (4148) and build time reduced to 159284 (238926). + +NOTE: Energy costs are increasing for Gantry units by 50%, so when Gantry Kbots costs were reduced by the same percentage to bring them in line with the standard Kbot ratios, it canceled out and the energy costs did not change, even though metal and build time did. + +Arm Bolo energy cost increased to 645197 (430131) and armor increased to 107356 (95427). + +Arm Bolo and Core Yavac weapon [HELLBORE_CANNON] damage increased to 2136 (1184), energy per shot increased to 1178 (653), and edge effectiveness reduced to 271 (384). + +Core Yavac energy cost increased to 664434 (442956) and armor increased to 131519 (111111). + +Arm Orcone energy cost increased to 1521299 (1217039), metal cost reduced to 8843 (10611), and build time reduced to 496077 (595292). + +Arm Orcone weapon [ARMORCO_FIRE] reload reduced to 1.5976 (2.7). +Arm Orcone and Core Krogoth weapon [KROG_BEAM] reload reduced to 2.9586 (5.0) +Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 7962 (4711), weapon velocity reduced to 415 (525), and weapon timer increased to 1.5 (1). + +Core Krogoth energy cost increased to 1731938 (1385550), metal cost reduced to 10058 (12070), and build time reduced to 579325 (695190). + +Core Krogoth weapon [CORKROG_FIRE] reload reduced to 2.071 (3.5). + +Arm Spider energy cost reduced to 4155 (6134). + +Arm Recluse weapon [ADV_ROCKET] area of effect increased to 192 (144) and tolerance increased to 2000 (1000). + +Arm Penetrator and Arm Bantha weapon [ARMMANNI_WEAPON] reload increased to 5.0676 (3.0), damage increased to 2000 (1184), and energy per shot increased to 1177 (697). + +Arm Beamer weapon [TAWF001_weapon] energy per shot increased to 120 (60). + +Arm Nanolathe Platform added to the build menu for: +Arm Podger, Bee, and Valiant. + +Core Nanolathe Platform added to the build menu for: +Core Spoiler, Scorpion, and Limiter. +NOTE: This will help them in their combat engineer role by allowing them to build a nanoplatform that can be used to make a fortification nanoturret or bunker. + +Added hotkeys for fort turrets. + +Removed paralysis immunity for: +Arm Antarion, Bantha, Bolo, Millennium, Razorback, Vanguard +Core Krogtaar, Warlord, Karganeth, Gargoyle, Juggernaut, Yavac + +The same units, plus the Core Intruder, take 0 damage (Are functionally immune) to the following paralyzing weapons (The source of paralysis is too light to affect units this big): + +Arm Spider's [ARM_PARALYZER] weapon +Core Bladewing's [BLADEWING_LYZER] weapon + +The same units, plus the Core Intruder, take 5% normal damage from the following paralyzing weapons (Units this big are resistant to this source of paralysis), meaning they are only paralyzed for 5% of the normal duration: + +Arm Dragonfly [ARMDFLY_PARALYZER] weapon +Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon +Core Commando [COMMANDOLAS] weapon +Arm Stiletto [CORGRIPN_BOMB] weapon +Arm Tick [TICK_EMP] weapon +Arm EMP mine [EMP_MINE] weapon +Core Neutron [NEUTRON_MINE] weapon +Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon +Arm Moho Twilight [ARMTICK_PARALYZER] weapon + +NOTE: This was already on the changelist back in Beta 19 (Except for the Juggernaut, Bolo, and Yavac), but the paralysis immunity was never removed. Also the Beta 19 change was 10%, not 5%, and the Arm Moho Twilight weapon was 0 like the Spider and Bladewing weapons. + +This means that very large units *can* be stopped with paralysis, but even heavy paralysis weapons will only stop them for a few seconds, meaning you'll need to hit them with a constant barrage or have multiple EMP weapons to keep them locked down. + +This should encourage people to escort their gantry units or have reinforcements standing by, and will give someone without the means of dealing with gantry units a chance to at least slow them down and buy some time. + +The Arm Epoch and Orcone and Core Black Hydra and Krogoth are still completely immune to paralysis. + +Arm Metal Maker energy cost reduced to 125 (150). +Arm Floating Metal Maker energy cost reduced to 112.5 (135). + +Core Metal Maker energy cost reduced to 137.5 (165). +Core Floating Metal Maker energy cost reduced to 125 (150). +NOTE: This should help metal makers to be a bit more viable in the earlier game, while not affecting the efficiency of late-game Moho Metal Makers. + +Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] non-air unit damage increased to 29 (9). + +Arm Flea weapon [FLEA_LASER] reload increased to 0.75 and damage increased to 12 (8). + +Core Pyro weapon [FLAMETHROWER] reload time reduced to 0.643 (0.655), burst reduced to 9 (11), and damage increased to 12 (10). +NOTE: The above three weapon changes were made to bring the damage up to at least 12. Weapons that do 10 damage used against units with a damage modifier of 0.167 would still damage them until the unit had at least 5 kills (Veteran level 1), and then the additional damage reduction from that would cause them to do 0 damage to them. 12 damage weapons will continue to damage units with that damage modifier even after they reach full veteran status at 25 kills. + + + +July 21, 2023 +TA:T v2.0 Beta 74: + +Arm LLT and Bear weapon [ARM_LIGHTLASER] range increased to 800 (500) and damage reduced to 81 (129). + +Core LLT, HLLT, and Turtle weapon [CORE_LIGHTLASER] range increased to 800 (500) and damage reduced to 87 (139). + +NOTE: Despite being one of the most cheap and basic defenses, LLTs weren't used as often as you'd expect. With this change they'll be able to cover a larger area, albeit with lower damage output, and should just generally be a better all-around cheap defense. The difference between a light laser tower and a heavy laser tower isn't range, but how hard they hit. + +Arm Sentinel energy cost increased to 2228 (1617), metal cost increased to 405 (294), build time increased to 12150 (8820), and armor increased to 810 (588). + +Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] damage increased to 866 (629), and energy per shot increased to 320 (232). + +Arm Fortification Wall HLT Post armor reduced to 4048 (5575). + +Core Gaat Gun energy cost increased to 2310 (1672), metal cost increased to 420 (304), build time increased to 12923 (9354), and armor increased to 840 (608). + +Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] damage increased to 968 (701), and energy per shot increased to 363 (263). + +Core Fortification Wall HLT Post armor reduced to 4168 (5760). + +NOTE: Heavy Laser Towers now cost 5 times as much as an LLT, and hit even harder than before. With some vet status from kills, it can even destroy Flashes and Instigators in a single hit. + +Arm Beamer description changed to "Piercing Energy Beam Turret" ("Beam Laser Turret"). +Arm Beamer weapon [TAWF001_weapon] range increased to 800 (675), reload increased to 0.333 (0.15), damage increased to 187 (100), energy per shot increased to 60 (27), and noexplode=1 added. + +NOTE: Beamers previously had more range than HLLTs, but no longer have that distinction. Instead, Beamers fire a piercing beam of energy that can blast through multiple targets in its line of fire, similar to a D-Gun. + +Arm Rocko and Core Storm weapon [KBOT_ROCKET] range reduced to 465 (600), weapontimer reduced to 1.54 (1.987), and damage increased to 261 (202). +Note: Rockos and Storms were a bit too dominant in Kbot battles, especially considering their cost, even against heavier units like Warriors and Berserkers. Now they'll hit a bit harder, but without quite so much range. + +Arm Fido description changed to "Skirmish/Artillery Kbot.X switches weapons.D targets artillery." ("Skirmish Kbot"). + +Arm Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System"). +Arm Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower"). +Arm Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units"). +Arm Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar"). +Arm Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Extended Sonar"). +Arm Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming"). + +Arm Spotter description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges"). +Arm Seer description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle"). +Arm Marky description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot"). +Arm Escort description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship"). +Arm Eagle description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane"). +Arm Seahawk description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane"). + +Core Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System"). +Core Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower"). +Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units"). +Core Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar"). +Core Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Locates Water Units"). +Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming"). + +Core Watcher description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges"). +Core Informant description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle"). +Core Voyeur description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot"). +Core Phantom description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship"). +Core Vulture description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane"). +Core Hunter description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane"). + +NOTE: This is just to make it clear that radar/sonar units also give much better line of sight, which may not be immediately obvious. + +Arm Twilight decloak radius increased to 60 (30). +NOTE: This means Twilights will now decloak if an enemy unit is almost touching them. + +Arm Condor and Core Vindicator weapon [MUAT_UNLOAD] range increased to 150 (10). +NOTE: This "weapon" is actually used for unloading units, so increasing the range means they have a bigger margin of error for dropping off units and don't have to slow down as much to do it. + + + +June 17, 2023 +TA:T v2.0 Beta 73: + +Arm Lemming energy cost reduced to 889 (2211) and build time reduced to 1213 (3016). + +NOTE: Compared to Arm Invaders (Another mobile bomb unit), the energy per metal ratio was much too high on Lemmings. This should make them more accessible, but still energy intensive. + +Arm Gremlin destroyed explosion set to ARMLEMM_KILLED (MEDIUM_UNITEX) and self-destruct count down set to 1 (5). Their self-destruct damage is still unchanged (And more damaging). +NOTE: This allows Gremlins to be used more like armed cloaking Lemmings. If there are defenseless targets nearby, you can decloak and use their weapons. If destroyed, they blow up like Lemmings. Otherwise, you can self-destruct them for even more damage and not leaving wreckage. + + +[SMALL_UNITEX] weapon area of effect reduced to 173 (200). +[MEDIUM_UNITEX] weapon area of effect reduced to 346 (400). +[BIG_UNITEX] weapon area of effect reduced to 520 (600). + +[SMALL_UNIT] weapon area of effect reduced to 225 (260). +[MEDIUM_UNIT] weapon area of effect reduced to 450 (520). +[BIG_UNIT] weapon area of effect reduced to 676 (780). + +[SMALL_BUILDINGEX] weapon area of effect reduced to 346 (400). +[MEDIUM_BUILDINGEX] weapon area of effect reduced to 520 (600). +[LARGE_BUILDINGEX] weapon area of effect reduced to 693 (800). +[ESTOR_BUILDINGEX] weapon area of effect reduced to 693 (800). + +[SMALL_BUILDING] weapon area of effect reduced to 450 (520). +[MEDIUM_BUILDING] weapon area of effect reduced to 676 (780). +[LARGE_BUILDING] weapon area of effect reduced to 901 (1040). +[ESTOR_BUILDING] weapon area of effect reduced to 901 (1040). + +[ATOMIC_BLASTSML] weapon area of effect reduced to 866 (1000). +[ATOMIC_BLAST] weapon area of effect reduced to 1126 (1300). +NOTE: Lowering most of the regular unit and structure explosions to about 75% of what they were before. + + +Arm Energy Storage metal cost increased to 240 (60), energy cost increased to 2430 (608), build time increased to 6627 (1657), armor increased to 1250 (1000), and energy storage increased to 5000 (1250). + +Arm Metal Storage metal cost increased to 152 (76), energy cost increased to 358 (179), build time increased to 2926 (1463), armor increased to 1329 (1063), and metal storage increased to 500 (250). + +Arm Underwater Energy Storage metal cost increased to 284 (71), energy cost increased to 3834 (959), build time increased to 7842 (1961), armor increased to 1447 (1158), and energy storage increased to 7500 (1875). + +Arm Underwater Metal Storage metal cost increased to 180 (90), energy cost increased to 634 (317), build time increased to 3452 (1726), armor increased to 1625 (1300), and metal storage increased to 750 (375). + +Core Energy Storage metal cost increased to 249 (62), energy cost increased to 2489 (622), build time increased to 6962 (1740), armor increased to 1350 (1080), and energy storage increased to 5000 (1250). + +Core Metal Storage metal cost increased to 160 (80), energy cost increased to 368 (184), build time increased to 2926 (1463), armor increased to 1306 (1045), and metal storage increased to 500 (250). + +Core Underwater Energy Storage metal cost increased to 280 (70), energy cost increased to 3732 (933), build time increased to 7829 (1957), armor increased to 1521 (1217), and energy storage increased to 7500 (1875). + +Core Underwater Metal Storage metal cost increased to 176 (88), energy cost increased to 572 (286), build time increased to 3200 (1600), armor increased to 1750 (1400), and metal storage increased to 750 (375). +NOTE: Level 1 Energy Storages are back to their original costs and storage limits, up from 1/4. Metal Storages have been moved up to 1/2 their original costs and storage limits. + +Arm and Core Geothermal Powerplant energy production reduced to 350 (500). +NOTE: This will make Geos not quite as big a jump up in energy production earlier on, while still keeping them very valuable. + +Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.492 (1.6875) and damage reduced to 450 (509). +NOTE: Arm Rockos died to one shot from this weapon, but Core Storms took two. Now they both take two. + +Arm Janus armor increased to 711 (603). +Arm Janus weapon [JANUS_ROCKET] damage reduced to 317 (374), area of effect increased to 192 (144), and edge effectiveness increased to 0.25 (0). + +Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] range reduced to 700 (1050). + +Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] range reduced to 700 (900). +NOTE: The [ARMSEAP_WEAPON1] weapon range was supposed to have been previously increased from 900 to 1350, but didn't get changed. However, it's being lowered now. + +Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range reduced to 450 (600) and damage increased to 125 (94). +NOTE: This helps accentuate the role of corvettes/gunboats as focused fighting ships good at dealing damage, as opposed to PT boats who also have an anti-air weapon, or the destroyers who have depthcharges and a longer range cannon. They should be able to generally defeat their cost in either PT boats or destroyers, at the cost of lacking those ships' flexibility. + + + +April 13, 2023 +TA:T v2.0 Beta 72: + +Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!). + +Merged Arm and Core underwater nuclear mines with nuclear mines. + +Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine"). +NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included. + +Arm Solar Collector build angle reduced to 4096 (16384). +Core Solar Collector build angle decreased to 4096 (16384). + + + +April 3, 2023 +TA:T v2.0 Beta 71: + +Added Arm/Core Bunker, Arm Condor, and Core Vindicator to the special damage lists of all weapons. +NOTE: The biggest issue this fixes was that previously, the Condor and Vindicator were taking the default 1/3 damage from anti-air weapons just like ground units do, giving them triple the armor they should have had against anti-air weapons. + + + +April 3, 2023 +TA:T v2.0 Beta 70: + +Fixed menu issues with the Arm and Core Advanced Construction Sub (Thanks Chao Storm!). + +Core Shodan movement class changed to TANKSH2 (TANKSH3). +NOTE: It looks about the same size as a Leveler, which is TANKSH2 (2x2 footprint). Footprints need to be looked at, since 3x3 currently covers units all the way up to Goliath size. + +Added new Bunker unit for both Arm and Core. +This is built from the nanolathe platform (The same place you build nanolathe turrets). It can load and unload units like a transport, but is immobile, although it can be moved by a ground or air transport to a new location as long as it is empty. It has firing ports, allowing units inside to fire outside while remaining protected within the bunker. It can load up to 16 units of 2x2 footprint or smaller. + +Removed the Arm/Core M.A.T. and A.M.A.T. units. + +Added new Arm Condor and Core Vindicator units. +These replace the M.A.T. unit and are air transports capable of carrying up to six units at a time. They are buildable from the level 1 air plants. They are armed with the Peewee and A.K. weapon, respectively, but it is in the third weapon slot, so it can't be manually targeted. + +When first built, text appears below explaining how to initialize it for use. Basically, after first being built, tell it to attack a spot, and then once it reaches that spot, tell it to Stop (Load button), and a loading circle will appear around it. This should only be required to do once after being built. + +After that, just move units into the circle while the transport is landed to have them automatically loaded, then hit the U key or click on the Unload button to set them to Unload at the desired location, and they will fly there and unload the units. + +To load more units, just land and move more units into the circle again, etc. + +The Condor and Vindicator also have an emergency unloading feature: If they take damage which brings them below 10% health, they will automatically unload all of their units wherever they are. This emergency unloading helps prevent units being lost when the transport is about to be destroyed, especially if you aren't watching them. + +Damage which would take them from above 10% to 0 in one shot will still destroy them without them being able to unload. + +These should perform more smoothly and without the bugs/crashing of the M.A.T., but will need testing to be sure. + +Arm Courier now has the Peewee weapon [PEEWEE_EMG] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)"). + +Core Emissary now has the A.K. weapon [AK_LASER] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)"). + +NOTE: This gives them a very light weapon to defend themselves with, however, they must have at least one unit loaded for the weapon to function (You need someone to "man the gun", so to speak). + +Arm Solar Collector build angle increased to 16384 (4096). +Core Solar Collector build angle decreased to 16384 (32768). + +Arm Atlas metal cost reduced to 130 (173), energy cost reduced to 2693 (3584), build time reduced to 4110 (5470), armor increased to 3309 (3303), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport"). + +Core Valkyrie metal cost reduced to 137 (182), energy cost reduced to 2899 (3851), build time reduced to 4535 (6024), armor increased to 3836 (3822), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport"). +NOTE: This puts the Condor and Vindicator at double the cost of the Atlas and Valkyrie but with the same armor. + +The Condor and Vindicator can carry six units, but move more slowly and cost twice as much. The Atlas and Valkyrie can only carry one unit, but are cheaper and the carried unit can still fire. + +Arm Advanced Repair Pad metal cost reduced to 300 (570), energy cost reduced to 10326 (19620), and build time reduced to 12517 (23782). + +Core Advanced Repair Pad metal cost reduced to 309 (587), energy cost reduced to 10634 (19896), and build time reduced to 12890 (24734). + +Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] area of effect increased to 128 (64). + + + +March 26, 2023 +TA:T v2.0 Beta 69: + +[SMALL_UNITEX] weapon area of effect increased to 200 (100). +[MEDIUM_UNITEX] weapon area of effect increased to 400 (200). +[BIG_UNITEX] weapon area of effect increased to 600 (300). + +[SMALL_UNIT] weapon area of effect increased to 260 (130). +[MEDIUM_UNIT] weapon area of effect increased to 520 (260). +[BIG_UNIT] weapon area of effect increased to 780 (390). + +[SMALL_BUILDINGEX] weapon area of effect increased to 400 (200). +[MEDIUM_BUILDINGEX] weapon area of effect increased to 600 (300). +[LARGE_BUILDINGEX] weapon area of effect increased to 800 (400). +[ESTOR_BUILDINGEX] weapon area of effect increased to 800 (400). + +[SMALL_BUILDING] weapon area of effect increased to 520 (260). +[MEDIUM_BUILDING] weapon area of effect increased to 780 (390). +[LARGE_BUILDING] weapon area of effect increased to 1040 (520). +[ESTOR_BUILDING] weapon area of effect increased to 1040 (520). + +[ATOMIC_BLASTSML] weapon area of effect increased to 1000 (500). +[ATOMIC_BLAST] weapon area of effect increased to 1300 (650). +NOTE: This will change most of the regular unit and structure explosions to be able to damage units further out, and making self-destruction of units/buildings more dangerous. + +Arm Twilight line of sight increased to 700 (630). + +Core Exploiter line of sight increased to 700 (475). +Core Exploiter script changed to increase the deceleration rate of Exploiter's arms when preparing to armor up to 4000 (2000). +NOTE: Exploiters can now utilize their full weapon range from their own line of sight, since they are designed to be self-sufficient. The script change helps them armor up faster. + +Changed Arm Pitbull script to prevent it from sometimes closing up while enemies are still in range. + + + +March 23, 2023 +TA:T v2.0 Beta 68: + +Build menu changes: +Arm and Core Decoy Commanders menu shows D-Gun instead of Special. + +Core A.K. hotkey fixed to show the correct letter (Was showing B). + +Arm and Core advanced factory/construction unit menus reordered to more close match T1 menus. + +Seaplane Constructors can now build all T2 structures that advanced constructors can build and some water structures were added as well (Shark's Teeth, Underwater Moho Metal Maker, Underwater Metal and Energy Storages, floating HLTs (Thunderbolt and Stingray), and Floating Targeting Facility). + +Removed second Arm Warrior build button on the second menu page. + +(Thanks Chao Storm!) + +Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165). + +Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187). +NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units. + +This allows the Arm Radical and Core Blocker to be more effective in that role, with their much better blast radius. + +Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] edge effectiveness increased to 0.333 (0.1). + +Arm Peewee weapon [PEEWEE_EMG] range reduced to 360 (480), damage increased to 12 (9), and weapon timer reduced to .7 (.9333). + +Core A.K. weapon [AK_LASER] range reduced to 360 (480) and damage increased to 22 (17). + +NOTE: Light Laser Towers have a range of 500, and Peewees and A.K.s had a range of 480, making LLTs (A cheap and basic defense) less effective against Peewees and A.K.s (Cheap and basic units). + + +Arm Bulldog speed increased to 3.421 (3.258), turn rate increased to 286 (251), acceleration increased to 0.014 (0.0098) and brake rate increased to 0.014 (0.0098). +Arm Bulldog weapon [ARM_BULL] reload increased to 1.581 (1.0), damage increased to 648 (410), and edge effectiveness increased to 0.25 (0.1). + +Core Goliath speed increased to 3.11 (2.962), turn rate increased to 260 (228), acceleration increased to 0.0127 (0.009) and brake rate increased to 0.0127 (0.009). +Core Goliath weapon [COR_GOL] reload increased to 2.371 (1.5), damage increased to 1000 (633), and edge effectiveness increased to 0.25 (0.1). +NOTE: Trying to make Bulldogs and Goliaths less clumsy and more useful. + +Arm Wind Generator metal cost increased to 97 (72), energy cost increased to 133 (99), build time increased to 2910 (2160), and armor increased to 97 (72). + +Core Wind Generator metal cost increased to 94 (70), energy cost increased to 129 (96), build time increased to 2893 (2154), and armor increased to 103 (77). +NOTE: This should help to make Solar Collectors a bit more competitive and reduce the dominance of Wind Generators. Previously Wind Generators cost about half the metal of a Solar Collector, so the break even point, metal-wise, for using them over Solars was an average of 10 wind strength. If winds were higher, say, 20 or more, then Winds were twice as metal efficient as Solars. Now the break-even point is 13.333 wind strength. + +Solar Collectors are much more resistant to raiding due to their much higher armor, as well as having a small amount of built-in energy storage, but they just didn't see nearly as much use as Wind Generators. Hopefully now the Wind/Solar choice will be more of an interesting choice instead of an obvious one. + +Arm Solar Collector energy storage increased to 200 (100) and added HealTime=4;. +Core Solar Collector energy storage increased to 200 (100) and added HealTime=4;. + +Arm Advanced Solar Collector metal cost reduced to 290 (308), build time reduced to 8700 (9240), energy storage increased to 500 (250), and HealTime increased to 4 (2). + +Core Advanced Solar Collector metal cost reduced to 282 (300), build time reduced to 8663 (9216), energy storage increased to 500 (250) and HealTime increased to 4 (2). +NOTE: Adv solars cost 25% more energy than their equivalent in regular solars. Now they cost about 80% of the metal. + +HealTime lets Solar Collectors self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit. + +HealTime values from 0 to 3 do nothing. Values above 4 are all the same rate of regeneration. Because the Advanced Solars previously had it set to 2, they weren't regenerating, but now they will. + +Arm Flea had HealTime=0; removed. +NOTE: See above. The value of 0 wasn't doing anything. + +Arm and Core Commander energy production increased to 75 (50). +NOTE: This is intended to lessen the very early game (First 5 to 10 minutes) energy crunch a little bit without affecting the rest of the game. + +Arm Cloakable Fusion Reactor metal cost increased to 3850 (3388), energy cost increased to 80081 (61503), build time increased to 126000 (110880), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200). + +Core Cloakable Fusion Reactor metal cost increased to 3744 (3295), energy cost increased to 83249 (63932), build time increased to 125654 (110585), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200). + +AI only versions of Cloakable fusions costs have increased to match the above, but the energy make is unchanged. + +Arm Advanced Fusion Reactor energy cost increased to 512520 (268377). + +Core Advanced Fusion Reactor energy cost increased to 532760 (278949) + +NOTE: Advanced Fusions already gave you the energy output of five fusions for the metal cost of 3.333, however now the energy cost is that of 10 fusions, due to the advanced tech required to build them. Also, their wreckage was worth half of what it should have been, which has been fixed. + + +Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0). + +Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0). + +Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage reduced to 25000 (29500) and edge effectiveness increased to 1.0 (0.0). + +NOTE: The default damage reduction adjusts damage to help prevent the super-long health bars that nukes sometimes give units instead of destroying them (silos with veteran status get a bonus to their damage, pushing the 29500 damage over the 32000 cap). + +Tactical and strategic nukes do 25000 damage to regular units, which should destroy any of them in a single direct hit. Commanders, anti-nuke silos, mobile anti-nukes, and carriers (Which have anti-nukes) all take reduced damage. + +The "34000" damage to high armor units actually does a lot more than 34000 and should also destroy any of those units in a single hit as well, barring a veteran Orcone or Krogoth which might survive with 5-10% armor left. + +Mobile tactical nukes just do 25000, which will not outright destroy most of the high armor units (But will still take a decent chunk out of most of them). + +The high armor units are: +Arm Bolo +Core Yavac +Arm Antarion +Core Gargoyle +Arm Bantha +Core Krogtaar +Arm Annihilator (When closed) +Core Doomsday Machine (When closed) +Core Juggernaut +Arm Millennium +Core Warlord +Arm Epoch +Core Black Hydra +Arm Ambusher (When closed) +Core Toaster (When closed) +Arm Abel +Core Caine +Core Zulu +Core Intruder +Arm Vulcan +Core Buzzsaw + + + +March 8, 2023 +TA:T v2.0 Beta 67: + +Core Shodan line of sight increased to 450 (360). +Core Leveler line of sight increased to 450 (360). +NOTE: This gives these mobile defense type units better line of sight, similar to other defenses. + +Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness increased to 0.5 (0.1). +NOTE: This helps the "Mobile Riot Cannon" handle groups better than previously. + +Core Croc weapon [CORE_MEDIUMCANNON] edge effectiveness increased to 0.5 (0.1). + +Arm Brawler description changed to "EMG Gunship" ("Gunship"). + +Arm Sabre description changed to "Seaplane Laser Gunship" ("Seaplane Gunship"). + +Core Rapier description changed to "Riot Rocket Gunship" ("Gunship"). +Core Rapier weapon [VTOL_ROCKET] edge effectiveness increased to 0.5 (0.0). + +Core Cutlass weapon [VTOL_ROCKET2] edge effectiveness increased to 0.5 (0.0). +Core Cutlass description changed to "Seaplane Riot Cannon Gunship" ("Seaplane Gunship"). + +Core Krogtaar weapon [COR_TAAR_RC] area of effect increased to 160 (128). + + +Arm Peewee line of sight increased to 480 (360). + +Core A.K. line of sight increased to 480 (360). +NOTE: This allows Peewees and A.K.s to act as a faster moving spotting unit, similar to the Jeffy and Weasel. Jethros and Crashers still have more line of sight, but also move slower, sometimes being destroyed before they can move close enough to spot defenses. + +Arm Crusader weapon [ARM_ROY] area of effect increased to 160 (128). + +Core Enforcer weapon [CORE_ROY] area of effect increased to 176 (128). + +Arm Ranger weapon [ARMMSHIP_ROCKET] reload reduced to 9.325 (13.1), damage reduced to 4888 (6867), and area of effect increased to 264 (170). + +Core Messenger weapon [CORMSHIP_ROCKET] reload reduced to 10 (14.05), damage reduced to 5568 (7823), and area of effect increased to 292 (180). + +Arm Viking and Core Cronus weapon [TREMSHIP] area of effect increased to 256 (176). +NOTE: This is adjusting some of the naval units to have larger area of effects for their weapons, similar to vehicles. + +Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 12615 (18923). + +Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 12615 (18923). + +Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 12615 (18923). + +Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 12615 (18923). + +Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 12615 (18923). + +Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 12615 (18923). +NOTE: This reduces the vertically launched rockets' turn rate, decreasing their tracking ability. They can still track moving units, but are more likely to miss faster ones, especially air, and can't hit targets very close to themselves. + +Core Shiva weapon [SHIVA_CANNON] reload increased to 2.5 (1.0), damage increased to 835 (334), and (in)accuracy increased to 1100 (400). + +Arm Shellshocker weapon [TAWF113_weapon] reload reduced to 3.5 (4.5) and damage reduced to 210 (270). + +Core Wolverine weapon [CORWOLV_GUN] reload reduced to 3.85 (4.824) and damage reduced to 238 (298). + +Arm Luger weapon [ARM_ARTILLERY] reload reduced to 4.375 (6.25), damage reduced to 489 (698), (in)accuracy reduced to 450 (850), and weapon velocity increased to 500 (400). + +Core Pillager weapon [CORE_ARTILLERY] reload reduced to 4.8125 (7.33), damage reduced to 602 (917), (in)accuracy reduced to 500 (950), and weapon velocity increased to 500 (400). + +Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload reduced to 4.0 (5.625), damage reduced to 289 (406), and (in)accuracy reduced to 400 (725). + +Core Morty weapon [CORE_MORT] reload reduced to 3.0 (4.54) and damage reduced to 308 (466). + +Arm Bee energy cost increased to 1219 (914), metal cost increased to 77 (58), buildtime increased to 2481 (1861). +NOTE: This increases the Bee's cost from 50% that of a Construction Aircraft to 66%, so instead of providing double the buildpower per metal (Same build power, half cost), it's only 50% more buildpower for the cost. + +Arm Spotter description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft"). +Core Watcher description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft"). + +Arm Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891). + +Arm Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783). + +Core Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891). + +Core Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783). +NOTE: This makes Fortification Nanolathe Turrets a bit more expensive, so it's more of a trade-off between using construction units to build them more slowly, but for less metal. If you have the metal, or if you just really need to fortify quickly, then there's the more expensive option. + +Advanced Fortification Nanolathe Turrets were increased the same way, but their energy cost was increased an extra 50% since they're able to build some advanced tech defenses. + +Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] edge effectiveness increased to 0.5 (0.315). +Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] edge effectiveness increased to 0.5 (0.333). +Core Cobra and Cobra NS weapon [CORFLAK_GUN] edge effectiveness increased to 0.5 (0.375). + + + +February 21, 2023 +TA:T v2.0 Beta 66: + +Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 500 (400), reload increased to 1.308 (1.115), and damage reduced to 91 (97). + +Arm Skeeter armor increased to 714 (612). +Arm Decade armor increased to 3054 (2618). +Arm Lurker armor increased to 2833 (2428). +Arm Crusader armor increased to 7030 (6026). +Arm Hulk armor increased to 15467 (13257). +Arm Valiant armor increased to 1934 (1658). + +Core Searcher armor increased to 832 (713). +Core Supporter armor increased to 3579 (3068). +Core Snake armor increased to 3186 (2731). +Core Enforcer armor increased to 7900 (6771). +Core Envoy armor increased to 17515 (15012). +Core Limiter armor increased to 2169 (1859). + +Arm Conqueror armor increased to 13326 (11422). +Arm Millennium armor increased to 38514 (33012). +Arm Piranha armor increased to 6669 (5716). +Arm Colossus armor increased to 26740 (22920). +Arm Ranger armor increased to 6033 (5171). +Arm Fibber armor increased to 700 (600). +Arm Sea Serpent armor increased to 25429 (21796). +Arm Atlantis armor increased to 10941 (9378). +Arm Abel armor increased to 14319 (12273). +Arm Epoch armor increased to 134620 (115385). +Arm Archer armor increased to 5784 (4958). +Arm Viking armor increased to 5842 (5007). +Arm Escort armor increased to 2835 (2430). +Arm Death Cavalry armor increased to 1360 (1166). + +Core Executioner armor increased to 15454 (13246). +Core Warlord armor increased to 44164 (37855). +Core Shark armor increased to 7574 (6492). +Core Hive armor increased to 30678 (26295). +Core Messenger armor increased to 6825 (5850). +Core Nautilus armor increased to 4032 (3456). +Core Leviathan armor increased to 29099 (24942). +Core Zulu armor increased to 24072 (20633). +Core Caine armor increased to 16648 (14270). +Core Black Hydra armor increased to 154697 (132597). +Core Shredder armor increased to 6790 (5820). +Core Cronus armor increased to 7124 (6106). +Core Phantom armor increased to 3213 (2754). +Core Grim Reaper armor increased to 1549 (1328). + +NOTE: This brings ships up to the same armor per metal ratio as vehicles use (Previously they had less, even though they originally had more before vehicle's had their armor ratio increased). + +Arm Construction KBot armor reduced to 203 (405). +Core Construction KBot armor reduced to 238 (475). + +Arm Construction Vehicle armor reduced to 919 (1838). +Core Construction Vehicle armor reduced to 1077 (2153). + +Arm Beaver armor reduced to 919 (1838). +Core Muskrat armor reduced to 1077 (2153). + +Arm Construction Aircraft armor reduced to 293 (585). +Core Construction Aircraft armor reduced to 339 (678). + +Arm Construction Ship armor reduced to 967 (1658). +Core Construction Ship armor reduced to 1084 (1859). + +Arm Construction Hovercraft armor reduced to 1461 (2921). +Core Construction Hovercraft armor reduced to 1712 (3423). + +Arm Advanced Construction KBot armor reduced to 368 (736). +Core Advanced Construction KBot armor reduced to 430 (860). + +Arm Advanced Construction Vehicle armor reduced to 1669 (3338). +Core Advanced Construction Vehicle armor reduced to 1953 (3906). + +Arm Advanced Construction Aircraft armor reduced to 586 (1171). +Core Advanced Construction Aircraft armor reduced to 678 (1355). + +Arm Advanced Construction Seaplane armor reduced to 586 (1171). +Core Advanced Construction Seaplane armor reduced to 678 (1355). + +Arm Advanced Construction Sub armor reduced to 1374 (2355). +Core Advanced Construction Sub armor reduced to 1541 (2642). + +NOTE: This cuts armor in half for all regular construction units, making them more vulnerable. It seemed odd that a construction vehicle had about the same armor as a tank of the same cost. They're designed for building, not fighting. Be careful with them in combat zones. + +Arm Banshee speed increased to 7.5 (5.625). + +Arm Brawler speed increased to 7.5 (5.625). + +Arm Sabre speed increased to 8.25 (6.1875). + +Arm Blade speed increased to 6.8145 (3.75). + +Core Venom speed increased to 6.82 (5.115). + +Core Rapier speed increased to 6.82 (5.115). + +Core Cutlass speed increased to 7.49 (5.6175). + +Core BlackDawn speed increased to 6.195 (3.41025). + +Core Krow speed increased to 6.195 (4.64625). + + +Core Leveler weapon [CORLEVLR_WEAPON] explosiongaf set to "fireball" ("fx"), and explosionart set to "fireball" ("explode3"). +NOTE: This is purely cosmetic, but hopefully helps the Leveler shots to look more distinct. + +Changed Arm and Core A.M.A.T. description to Advanced Multi Air Transport w/ Firing Ports (Advanced Multi Air Transport). + +Changed Arm and Core M.A.T. description to Multi Air Transport (capacity 4 units) (Multi Air Transport). + +Changed Arm Courier description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport). + +Changed Core Emissary description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport). + +Changed Arm Hulk description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports). + +Changed Core Envoy description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports). + +Changed Arm Bear description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports). + +Changed Core Turtle description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports). + +Changed Core Intruder description to Amphibious Heavy Assault Transport (capacity 24 units) (Amphibious Heavy Assault Transport). + +Arm Sneaky Pete cloaking cost reduced to 50 (150). + +Core Castro cloaking cost reduced to 50 (150). + +Arm Veil cloaking cost reduced to 250 (750). + +Core Shroud cloaking cost reduced to 250 (750). + + +Cleaned up Arm and Core Commander special damages: + +Arm and Core Light Mine weapon [MINE_LIGHT] special damage to Arm and Core Commander increased to 163 (65). +Arm and Core Medium Mine weapon [MINE_MEDIUM] special damage to Arm and Core Commander increased to 488 (195). +Arm and Core Heavy Mine weapon [MINE_HEAVY] special damage to Arm and Core Commander increased to 1463 (585). + +Arm and Core Light Naval Mine weapon [FMINE_LIGHT] special damage to Arm and Core Commander increased to 650 (260). +Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] special damage to Arm and Core Commander increased to 1950 (780). +NOTE: This means Commanders now take 1/4 damage from mines instead of 1/10. + +Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] (And [AINUKE]) special damage to Arm and Core Commander increased to 3000 (1500). + +Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] special damage to Arm and Core Commander increased to 3000 (1500). + +Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] now does the default damage to Arm and Core Commander of 2456 (1228). + +Arm Spirit weapon [Arm_pidr] special damage to Arm and Core Commander increased to 3000 (1500). + +Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commander reduced to 1556 (3111). + +Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage to Arm and Core Commander increased to 3000 (1500). + +Arm Penetrator weapon [ARMMANNI_WEAPON] now does the default damage to Arm and Core Commander of 1184 (592). + +Arm and Core Sabotage Mine weapon [MINE_SABOTAGE] special damage to Arm and Core Commander increased to 3000 (1500). + +Arm Sharpshooter weapon [ARMSNIPE_WEAPON] special damage to Arm and Core Commander increased to 3000 (2083). + +Core Skuttle self-destruct weapon [SKUTTLE_SELF_DESTRUCT_BLAST] special damage to Arm and Core Commander increased to 3000 (1900). + +Core Leviathan weapon [CORSSUB_WEAPON] special damage to Arm and Core Commander increased to 3000 (2406). + +Arm Sea Serpent weapon [TAWF009_WEAPON] special damage to Arm and Core Commander increased to 3000 (2158). + +Arm Invader and Core Roach destroyed explosion [CRAWL_BLASTSML] special damage to Arm and Core Commander increased to 1800 (999). +Arm Bantha and Invader and Core Skuttle, Roach, and Zulu self-destruct explosion [CRAWL_BLAST] special damage to Arm and Core Commander increased to 900 (499). + +NOTE: In general, things that would one-shot a Commander (Like nukes, etc.) will do a maximum of 3000 damage, which is still 75% of the Commander's armor. They also take half damage from a few heavy weapons like Annihilator/Doomsday tachyon weapons and crawling bomb blasts. + +Arm Atlas armor increased to 3303 (2477) and speed increased to 10.0 (8.3). + +Core Valkyrie armor increased to 3822 (2867) and speed increased to 9.09 (7.55). + +Arm and Core M.A.T. acceleration reduced to 0.03 (0.06). + + + +February 7, 2023 +TA:T v2.0 Beta 65: + +Arm Invader speed increased to 2.535 (1.94) and armor reduced to 771 (1008). + +Core Roach speed increased to 2.305 (1.76) and armor reduced to 882 (1155). + +Fixed the Arm Banshee script so it now shows an explosion when destroyed instead of just falling to pieces (Thanks for spotting this, Magpie!). + +Arm Freedom Fighter armor reduced to 79 (84). +Core Avenger armor reduced to 91 (97). + +Arm Hawk armor reduced to 318 (339). +Core Vamp armor reduced to 377 (402). + +Arm Tornado armor reduced to 318 (339). +Core Voodoo armor reduced to 377 (402). + +Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload reduced to 1.24 (1.617). + +Arm Banshee armor reduced to 331 (662), speed reduced to 5.625 (7.5), and acceleration increased to 0.4 (0.25). + +Arm Brawler armor reduced to 1085 (2170), speed reduced to 5.625 (7.5), and acceleration increased to 0.32 (0.2). + +Arm Sabre armor reduced to 1085 (2170), speed reduced to 6.1875 (8.25), and acceleration increased to 0.36 (0.225). + +Arm Blade armor reduced to 3293 (6586), speed reduced to 3.75 (5.0), and acceleration increased to 0.28 (0.175). + +Core Venom armor reduced to 375 (749), speed reduced to 5.115 (6.82), and acceleration increased to 0.36 (0.225). + +Core Rapier armor reduced to 1278 (2555), speed reduced to 5.115 (6.82), and acceleration increased to 0.29 (0.175). + +Core Cutlass armor reduced to 1278 (2555), speed reduced to 5.6175 (7.49), and acceleration increased to 0.32 (0.2). + +Core BlackDawn armor reduced to 3878 (7756), speed reduced to 3.41025 (4.547), and acceleration increased to 0.24 (0.15). + +Core Krow turn rate increased to 572 (414), speed reduced to 4.64625 (6.195), and acceleration increased to 0.25 (0.1285). + +Core Krow weapon [KROWLASER2] damage reduced to 215 (430) and energy per shot reduced to 71 (142). +Core Krow weapon [KROWLASER] damage reduced to 391 (782) and energy per shot reduced to 117 (234). + +Arm Spirit armor reduced to 6476 (12951). + +NOTE: This halves the armor of gunships in return for their doubled firepower. They are also slower, but more agile, able to dodge better. This puts them into more of a helicopter role, able to quickly do serious damage to non-anti-air ground units as well as being able to better dodge their shots, but without the armor to handle return anti-air fire from units or defenses. + +In short, they should be more dangerous to non-AA units and more vulnerable to AA units/defenses. + +The Krow is an exception in that it does not have doubled firepower, but also does not halve its armor, making it much more heavily armored than normal gunships. + + + +February 4, 2023 +TA:T v2.0 Beta 64: + +Core Dominator weapon [CORHRK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384). + +Arm MERL weapon [ARMTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 380 (700), weapon acceleration reduced to 40 (84), and turnrate reduced to 18923 (28384). + +Core Diplomat weapon [CORTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384). + +Arm Wombat weapon [ARMMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384). + +Core Nixer weapon [CORMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384). + +Core Shiva weapon [SHIVA_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384). + +NOTE: This slows down the turning rate of the above vertically launched rockets, their speed, and limits their fuel more than before. This should make their rockets easier to dodge and prevent them from tracking more than a bit past the normal range, giving aircraft a chance to potentially escape. + +Arm Sneaky Pete description changed to "Cloakable Jammer/Observation Tower" ("Cloakable Jammer Tower"), line of sight increased to 1094 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set). + +Core Castro description changed to "Cloakable Jammer/Observation Tower" ("Short-Range Jamming Device"), line of sight increased to 995 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set). +80 + +Arm Veil description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 2188 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set). + +Core Shroud description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 1989 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set). + +NOTE: Arm Sneaky Pete and Veil and Core Castro and Shroud now additionally function as cloakable observation towers, as well as radar jammers. + +This allows them to be used as improved or advanced Dragon's Eyes that have the same line of sight as a level 1 or advanced radar tower (For the Sneaky Pete/Castro and Veil/Shroud, respectively). You can toggle cloaking and jamming independently, so you can have them just jam radar for some energy (As was already the case), or just cloak for triple the energy cost (And have a much improved Dragon's Eye), or do both at once. + +Level 1 jammers have a larger decloak radius than Dragon's Eyes, and the advanced jammers even more so, so you'll have to be careful. The nice thing for both is that if you just want them to jam your base, you can skip the cloaking and save energy, if you want to. + + + +February 3, 2023 +TA:T v2.0 Beta 63: + +Arm Banshee energy cost reduced to 1103 (1470) + +Arm Brawler energy cost reduced to 10808 (14411) + +Arm Sabre energy cost reduced to 7206 (9608) + +Arm Blade energy cost reduced to 32912 (43883) + +Core Venom energy cost reduced to 1132 (1509) + +Core Rapier energy cost reduced to 11590 (15453) + +Core Cutlass energy cost reduced to 7727 (10302) + +Core BlackDawn energy cost reduced to 35163 (46884) + +Core Krow energy cost reduced to 160794 (214392) + + +Arm Construction Aircraft energy cost reduced to 1827 (2436). + +Core Construction Aircraft energy cost reduced to 1919 (2558). + +Arm Peeper energy cost reduced to 529 (705). + +Core Fink energy cost reduced to 565 (753). + +Arm Freedom Fighter energy cost reduced to 353 (471). + +Core Avenger energy cost reduced to 362 (482). + +Arm Thunder energy cost reduced to 1942 (2589). + +Core Shadow energy cost reduced to 1994 (2658). + +Arm Bee energy cost reduced to 914 (1218). + +Core Bladewing energy cost reduced to 425 (567). + +Arm Atlas energy cost reduced to 3584 (4779). + +Core Valkyrie energy cost reduced to 3851 (5135). + +Arm and Core M.A.T. energy cost reduced to 4178 (5570). + + +Arm Advanced Construction Aircraft energy cost reduced to 16583 (22110). + +Core Advanced Construction Aircraft energy cost reduced to 17429 (23238). + +Arm Hawk energy cost reduced to 4237 (5649). + +Core Vamp energy cost reduced to 4367 (5822). + +Arm Phoenix energy cost reduced to 20386 (27181). + +Core Hurricane energy cost reduced to 21425 (28567). + +Arm Eagle energy cost reduced to 23980 (31973). + +Core Vulture energy cost reduced to 24560 (32746). + +Arm Lancet energy cost reduced to 6222 (8296). + +Core Titan energy cost reduced to 6533 (8711). + +Arm Dragonfly energy cost reduced to 42257 (56343). + +Core Seahook energy cost reduced to 43766 (58354). + +Arm Spirit energy cost reduced to 151766 (202355). + +Arm Stiletto energy cost reduced to 32452 (43269). + +Core Cauterizer energy cost reduced to 75429 (100572). + +Arm and Core A.M.A.T. energy cost reduced to 44604 (59472). + + +Arm Construction Seaplane energy cost reduced to 11054 (14739). + +Core Construction Seaplane energy cost reduced to 11619 (15492). + +Arm Tornado energy cost reduced to 2825 (3766). + +Core Voodoo energy cost reduced to 2911 (3881). + +Arm Tsunami energy cost reduced to 13591 (18121). + +Core Maelstrom energy cost reduced to 14283 (19044). + +Arm Albatross energy cost reduced to 4148 (5531). + +Core Typhoon energy cost reduced to 4355 (5807). + +Arm Seahawk energy cost reduced to 15986 (21315). + +Core Hunter energy cost reduced to 16373 (21831). + +NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.5x higher than vehicles. This brings them down to 1.333x higher than vehicles. + +Arm Banshee weapon [MED_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Core Venom weapon [VENOM_LASER] damage increased to 80 (40), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Arm Brawler weapon [VTOL_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Core Rapier weapon [VTOL_ROCKET] damage increased to 256 (128), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage increased to 4356 (2178), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Arm Sabre weapon [VTOL_EMG2] damage increased to 226 (113), energy per shot increased to 54 (27), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +Core Cutlass weapon [VTOL_ROCKET2] damage increased to 388 (194), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375). + +NOTE: The tolerance changes allow gunships to fire in all directions again except for about a 45° arc directly behind them. Hopefully this will mostly prevent pursuing fighters from being shot while they chase gunships. + +Core Krow weapon [KROWLASER2] damage increased to 430 (215) and energy per shot increased to 142 (71). +Core Krow weapon [KROWLASER] damage increased to 782 (391) and energy per shot increased to 234 (117). + +Arm Spirit weapon [Arm_pidr] reload reduced to 10.463 (20.926). + +NOTE: Changing the gunship firepower ratio to 50% better than vehicles. Gunships have 2/3 the armor ratio of vehicles, because armor is heavier to carry while flying, so they put more weapons into the gunships instead. This means that while they will get less armor per metal compared to vehicles, they will have more firepower per metal cost. This ends up doubling their current firepower. + +Arm Spotter armor reduced to 675 (1349). +Core Watcher armor reduced to 756 (1511). +NOTE: This is to balance out their having gained the depthcharge weapon. + + + +February 2, 2023 +TA:T v2.0 Beta 62a: + +Fixed bug where the Arm and Core repair nano turret could build nano platforms. + + + +February 1, 2023 +TA:T v2.0 Beta 62: + +Core Gimp line of sight increased to 400 (360) and sonar increased to 440 (400). +Core Gimp weapon [CORAMPH_WEAPON1] turn rate increased to 4500 (750). + +Arm Stumpy and Core Raider and Croc scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously. + +Core Croc description changed to "Amphibious Light Riot Cannon Tank w/ Torpedo(Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)"), armor reduced to 1603 (2405), turret turn rate increased to 240 (90), line of sight increased to 400 (291), ActivateWhenBuilt set to 1 (previously not set), and sonar range set to 440 (previously not set). + +Core Croc weapon [CORE_MEDIUMCANNON] range increased to 500 (375), reload reduced to 0.797 (0.8), damage increased to 92 (82), and area of effect increased to 208 (160). +Core Croc [CORCROC_TORPEDO] weapon added. + +NOTE: The Croc now has a longer range and a bigger blast area for its fast-firing cannon and additionally has gained a torpedo weapon it can fire underwater. Like the Core Gimp, the Croc can't fire both weapons at the same time (Since one is a cannon and one is a torpedo), so both weapons get the full firepower from the Croc's costs, somewhat similar to the Fido's two weapons (Both surface weapons, but can't be used at the same time). + +Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon timer increased to 5 (3). + +Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously). + +Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously). + +Core Gimp weapon [CORAMPH_WEAPON1] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously). + +Arm Sea Serpent weapon [TAWF009_WEAPON] weapon timer increased to 10 (8.75) and noautorange set to 1 (not set previously). + +Core Leviathan weapon [CORSSUB_WEAPON] weapon timer increased to 10 (8.753) and noautorange set to 1 (not set previously). + +Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] weapon timer increased to 10 (5.55) and noautorange set to 1 (not set previously). + +Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon timer increased to 10 (5.63) and noautorange set to 1 (not set previously). + +Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] weapon timer increased to 10 (6.504) and noautorange set to 1 (not set previously). + +Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (8.5) and noautorange set to 1 (not set previously). + +Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously). + +NOTE: These changes allow torpedos to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the torpedo will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for torpedos. Previously, the torpedo would stop tracking as soon as it went outside the firing range of the weapon. + +Previously, TA:T was over the 512 unit limit (If using the TA Demo Recorder TADEMO.UFO unit), which caused some issues. For example, using Control-Z while having a Core Zulu selected would cause all selected units to start a self-destruct countdown as though Control-D had been pressed. It also seems to occasionally cause different kinds of units that shared a weapon type to not fire. + +There were three units that were in the Core Contingency data file that weren't being used by TA:T but were still taking up unit slots: +ARMMINE5 +CORMINE4 +CORMINE5 + +I went through the ccdata.ccx and copied over any files that were in ccdata.ccx, but not in rev31.gp3 (Because for any files in both places TA will give the rev31.gp3 file priority), to a folder. + +Then I removed any files that had to do with ARMMINE5, CORMINE4, or CORMINE5 (.fbi, .pcx, .gaf, etc.). + +This should free up three unit slots, bringing the total units used in TA: Twilight to 509 (510 if using the TADEMO.UFO). However, it means you will need to remove the ccdata.ccx file from your TOTALA folder. It *did* fix the Zulu Control-Z issue, though. + +Arm Mercury and Core Screamer weapon [ADVSAM] noautorange set to 1 (not set previously). + +Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 2389 (1792), build time increased to 77227 (57920), armor increased to 12951 (9713). +Arm Spirit weapon [Arm_pidr] range increased to 713 (535), reload increased to 20.926 (10.463), and damage increased to 12000 (6000) (Special damages adjusted). + +Core Krow energy cost increased to 214392 (160794), metal cost increased to 2532 (1899), buildtime increased to 83891 (62918), and armor increased to 17724 (13293). +Core Krow weapon [KROWLASER2] damage increased to 391 (293) and energy per shot increased to 117 (88). +Core Krow weapon [KROWLASER] damage increased to 215 (161) and energy per shot increased to 71 (53). + + +Core Cauterizer energy cost increased to 100572 (95439), metal cost increased to 1352 (1283), buildtime increased to 44801 (42515), and armor increased to 6455 (5388). + +Core Cauterizer weapon [INFERNOBOMB] damage increased to 2000 (1066) and reload time reduced to 0.235 (.31). +NOTE: This puts the Cauterizer at four times the cost of a Hurricane, but with similar damage to, and much better area of effect than, those same four Hurricanes, as well as a bit better armor, giving it a better chance to survive long enough to drop its bombs. It is somewhat slower and less maneuverable, though. + +Arm Spotter and Core Watcher have had the [DEPTHCHARGE] weapon added. +NOTE: This gives hovercraft a way of engaging with underwater units/structures. + +Arm and Core Deep Core Mine wreckage and heap metal amounts adjusted to the correct values. + +Arm and Core Advanced Fortification Nano Turrets can now build nano platforms. + +Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] reload increased to 4.787 (2.7), area of effect increased to 128 (96), edge effectiveness increased to 0.75 (0.5), damage increased to 2500 (1410), weapon velocity increased to 225 (180), start velocity increased to 225 (180) (Special damages removed). +NOTE: This allows Hunter/Killer subs to one-shot level 1 subs. + +The following weapons have also had special damages to some units removed: +Arm Lurker and Core Snake weapon [ARM_TORPEDO]. +Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO]. +Arm Sea Serpent weapon [TAWF009_WEAPON]. +Core Leviathan weapon [CORSSUB_WEAPON]. +NOTE: The special damages were previously half damage to the Arm Sea Serpent and Archer and Core Leviathan and Shredder. Now they do regular damage. + +Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] special damages to amphibious units and submarines increased to 1026 (683). + +Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (2650). + +Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (previously just the default damage of 1037). + +NOTE: This puts depth charge damage to triple damage against amphibious units and submarines instead of double (Or normal damage for the depth charge launchers). + + + January 20, 2023 TA:T v2.0 Beta 61: Arm Bulldog weapon [ARM_BULL] reload decreased to 1.0 (1.5), damage reduced to 410 (615), and edge effectiveness increased to 0.1 (0). -Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0 (0.1). +Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0.1 (0). Core Commando CTRL_G hotkey removed. Arm Atlantis CTRL_N hotkey removed. @@ -291,7 +2774,7 @@ Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429), Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma") -Arm Razorback weapon [MECH_RAPIDLASER] area of effect increased to 64 (12), tolerance increasd to 6000 (1000), explosiongaf set to RazFX2 ("fx"), and explosionart set to "exploblu" ("explode5"). +Arm Razorback weapon [MECH_RAPIDLASER] area of effect increased to 64 (12), tolerance increased to 6000 (1000), explosiongaf set to RazFX2 ("fx"), and explosionart set to "exploblu" ("explode5"). NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect. Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16). @@ -676,7 +3159,7 @@ Arm Dragonfly [ARMDFLY_PARALYZER] weapon Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon Core Commando [COMMANDOLAS] weapon Arm Stiletto [CORGRIPN_BOMB] weapon -Arm [TICK_EMP] weapon +Arm Tick [TICK_EMP] weapon Arm EMP mine [EMP_MINE] weapon Core Neutron [NEUTRON_MINE] weapon Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon @@ -741,7 +3224,7 @@ NOTE: This damage is the same as a strategic nuke and should help it to destroy Arm Decoy Fusion metal cost increased to 327 (218), energy cost increased to 5396 (3597), build time increased to 9810 (6540), armor increased to 1800 (1200), energy storage increased to 5000 (300) and metal storage increased to 1000 (100). NOTE: This lets a Decoy Fusion store more metal and energy, making them more passively useful in addition to being used as a decoy. -Arm Energy Storage metal cost reduced to 60 (240), energy cost reduced to 608 (240), build time reduced to 1657 (6627), armor reduced to 1000 (1250), and energy storage reduced to 1250 (5000). +Arm Energy Storage metal cost reduced to 60 (240), energy cost reduced to 608 (2430), build time reduced to 1657 (6627), armor reduced to 1000 (1250), and energy storage reduced to 1250 (5000). Arm Metal Storage metal cost reduced to 76 (305), energy cost reduced to 179 (715), build time reduced to 1463 (5850), armor reduced to 1063 (1329), and metal storage reduced to 250 (1000). @@ -957,9 +3440,9 @@ TA:T v2.0 Beta 46: Arm Vulcan and Core Buzzsaw wreckage armor and metal values fixed. -Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage increased to 419 (497). +Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage reduced to 419 (497). -Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage increased to 467 (553). +Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage reduced to 467 (553). Arm Guardian weapon [ARMFIXED_GUN] weapon velocity reduced to 600 (800). Core Punisher weapon [CORFIXED_GUN] weapon velocity reduced to 600 (800). @@ -2964,7 +5447,7 @@ Core Diplomat weapon [CORTRUCK_ROCKET] range increased to 1425 (1200) and damage Arm Luger weapon [ARM_ARTILLERY] range increased to 1450 (1225) and damage reduced to 590 (698). -Core Diplomat weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917). +Core Pillager weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917). Core Tremor weapon [TREM1] range increased to 1475 (1250) and damage reduced to 341 (402). @@ -4855,7 +7338,7 @@ TA:T v2.0 Beta 2: Arm Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 64 (51). -Core Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55). +Core Light Laser Tower weapon [CORE_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55). Arm Beamer line of sight increased to 450 (350). @@ -4977,7 +7460,7 @@ Core Gimp and Core Clasher weapon [CORAMPH_WEAPON2] damage increased to 698 (465 Core Can weapon [CORE_CANLASER] range increased to 480 (320) and weapon velocity increased to 1000 (700). -Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac [CORSUMO_WEAPON] weapon damage increased to 743 (495). +Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 743 (495). Arm Panther weapon [ARMLATNK_WEAPON] damage increased to 197 (131). diff --git a/rev31.gp3 b/rev31.gp3 index 8d6787e..1b02dac 100644 --- a/rev31.gp3 +++ b/rev31.gp3 @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:dcf0e9acf3854bbbe10768555c005883c9e024e2cc71a20c66975fe5477f6123 -size 59213960 +oid sha256:5f2ade3f08187174fdf0ab8dc3befacd2dc05d3f11d5a27cd454a1edf3255a5b +size 59200795