tatw-2.0b79

tatw-2.0b79
Axle1975 2 years ago
parent acbdd7177b
commit 5475e46fcc

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Beta 79
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm Atlas and Core Valkyrie costs reduced and their armor ratio reduced from 4x normal to 3x normal. This should make it riskier to attack with carried units.
Core Shodan line of sight and range increased and damage reduced.
Laser defenses armor increased and damage reduced.
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.
Arm Stingray and Core Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be.
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 and Core Gantries now self-destruct as strategic nukes.
All Kbots (Including gantry Kbots) have had their firepower per metal ratio reduced by 1/3.
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 and Core Pyro armor increased and line of sight increased.
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.
All vehicles had their speed reduced by 10%. This should make them a little less difficult to engage and target.
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!

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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 Leveleres, 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:
@ -8,7 +837,6 @@ 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).
@ -125,7 +953,7 @@ Removed second Arm Warrior build button on the second menu page.
(Thanks Chao Storm!)
Arm Sentinel and Arm Fortification Wall HLT Post weapon reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165).
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.
@ -1110,7 +1938,7 @@ 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).
@ -1495,7 +2323,7 @@ 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
@ -1560,7 +2388,7 @@ 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).
@ -5796,7 +6624,7 @@ 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).

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