Core Exploiter armor roughly halved, but laser damage increased, and they armor up twice as fast.
NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
Core Termite and Clasher weapon reload roughly halved and damage roughly halved.
Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
NOTE: This was listed as changed in Beta 14, but got left out.
Arm Recluse speed, acceleration, brake rate, and turnrate increased.
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased, reload increased, and area of effect reduced.
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
Core Dragon's Maw
Core Pyro
Core Reaper
Core Firestorm
Arm and Core Flak weapons (Naval, Vehicle, and defenses) tolerance increased and given some guidance.
Arm Mumbo weapon range increased by 50% and damage reduced by 50%.
Hover artillery and rocket launchers brake rate increased.
NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
Arm Stiletto turnrate/speed/acceleration/etc improved to be the same as the Arm Hawk.
Arm Blade and Core Blackdawn weapon reload and damage doubled.
NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
Arm Beamer and Core HLLT cost and armor increased about +50%.
The Beamer's damage was increased 50%.
The HLLT gained a third turret, so it now has three LLT weapons instead of two.
NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
The Beamer should have similar advantages compared to three LLTs. It isn't able to fire on multiple targets at once like the HLLT, but it has more range, enabling it to hit units that could destroy the HLLT from outside its range.
Arm Freedom Fighter and Core Avenger secondary missile damage increased.
Core Cauterizer damage and area of effect reduced.
Arm Sharpshooter and Core Skuttle energy cost and buildtime doubled.
Arm Sharpshooter and Core Skuttle cloaking energy costs tripled.
NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
Arm and Core Deep Core Moho Mines metal cost reduced to 1/3, energy cost and build time increased 66%, and energy use almost cut in half.
Arm Lemmings take less damage from other Lemmings explosions.
NOTE: This puts Lemmings as taking 2% of the normal damage from their own blasts, which is what crawling bombs take from their own blasts. This allows them to be used in groups more effectively.
Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
Arm Fido ballistic weapon mode now has advanced artillery range and damage reduced.
NOTE: This lets the Fidos use their secondary/ballistic weapon mode to perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
Remember that turning Fidos to On switches them to using their long-range ballistic weapon, and to attack the ground in that mode you use the D (D-Gun) button to attack, not the A (Attack) button. Turning the Fidos back to Off switches them to their closer range direct fire Gauss weapon. This lets them flexibly switch from skirmish units to a support artillery role and back again.
Core Shiva cannon range increased to advanced artillery range and damage reduced.
NOTE: This put Shivas more into a medium/heavy artillery role, where before Core Advanced Kbots only have light artillery in the form of Morties. Remember that Shivas only fire their rocket when specifically told to with the D-Gun button.
Arm MERL and Core Diplomat reload and damage increased.
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
Fixed issue with the M.A.T. and the A.M.A.T. triggering a unit drop by themselves without your command.
Arm and Core Commander and Decoy Commander scripts adjusted to help with units locking up and not firing sometimes.
Arm Hulk and Core Envoy now use the Exploiter laser as a weapon instead of the Arm or Core Light Laser weapon.
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
Arm and Core Light, Medium, and EMP mines now build faster.
Arm Mumbo weapon range decreased, damage increased, and area of effect increased.
NOTE: This gives the Mumbo a semi-plasma/energy bolt kind of laser weapon which has a modest area of effect, allowing it to compete better with the Core Reaper (Which still has much better area of effect, but whose flames move more slowly and therefore are less accurate).
Arm Viking and Core Cronus weapon range reduced and damage increased.
NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
Arm Courier and Core Emissary transportsize increased to 3 (2).
NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
Arm Hulk and Core Envoy transport capacity increased to 24 (16).
Arm PACKO and Atlantis and Core SAM weapon area of effect increased.
Flakker weapons tolerance increased.
NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
Arm FARK can now build:
Arm Metal Maker
Arm Advanced Solar
Arm Geothermal Powerplant
Bombers and advanced bombers weapons have had their area of effect reduced and damage increased. They also have a shorter attack run length.
NOTE: This increases the damage to the target area somewhat, but lowers the width and length of the "strip" in which targets are taking damage, making them not as devastating to groups. They should also be harder to use to continuously "chain-bomb" with (Though not impossible).
Arm and Core Commander and Decoy Commander scripts changed to fix their issue with locking up and not firing their regular weapons after a D-Gun shot is fired.
Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
Slowed gunships and reduced their acceleration.
NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
Lightly reduced energy cost of all aircraft.
Arm Chainsaw and Core Eradicator reload and damage reduced.
Increased build range of Fortification Nano Turrets to match Advanced Fortification Turrets.
Arm Freedom Fighter and Core Avenger primary weapon area of effect increased.
Arm Razorback weapon now has a modest area of effect like the Mumbo weapon does.
Core Karganeth flame weapon damage reduced to match with the reduction of other flame weapons in the Beta 55.
Arm Bantha torso turn rate increased and the area of effect of its primary weapon doubled.
Core Krogtaar weapon range increased 50% and damage reduced by the same margin.
Arm and Core tactical nuclear silos and anti-nuke silos/units energy and build time costs cut to 50%.
NOTE: This cuts the energy costs on tactical nuclear silos and anti-nuke silos/units while keeping their energy drain while building them the same. Previously tactical nuclear silos cost 80% of the energy and metal of a strategic nuclear silo.
This should help tactical silos to be more accessible in the mid-game.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon damage increased.
Arm Spider armor increased.
Arm Antarion cost, firepower, and maneuverability increased.
NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
tdraw.dll is an upgrade for Total Annihilation. It patches the game to fix many bugs and add many features.
It is an integral component of the TA Community Patch, the other parts being tplayx.dll (the recorder) and server.exe (the replayer).
tdraw.dll has a long provenance dating back to the work of SY_Yeha, who introduced whiteboard markers and the TA Hook and new hotkeys to TA.
Later work by Xpoy extended hotkey support, added new shortcut commands, uni-code font support, megamap, weapon-id crack (not present in current release) and porting music patch from GOG version,
and later support was provided by Rime.
The present release includes contributions from Axle and FunkyFresh, and owes a debt to TAG_Venom for extensive testing and critical feeback, and to Gamma and Wotan for further testing and feature suggestions.
CONFIGURATIONS
The release .zip files are annotated with a build configuration tag: "tdraw-<config>.zip". The various configurations are:
* tdraw-full.zip: all features enabled
* tdraw-escalation.zip: built for TA:Escalation. disables the following features
- mex snap
- that is all
* tdraw-minimal.zip: disables the following features
- mex/wreck snap
- options for construction units to stay put when guarding
- options for construction units to only reclaim or onlt assist while patrolling
- auto kickout construction units that are blocking another builder
- weather report at top of screen
- sync wind speed between players
- map DT's always visible.
INSTALLATION
Drop tdraw.dll into your TA directory.
Ensure the following files are also present in your TA directory:
- ddraw.dll (available from https://github.com/FunkyFr3sh/cnc-ddraw)
- totala.ini
You may need to rename totala.ini and tdraw.dll to whatever your mod is using. See below for reference. For other mods, please consult with the mod maintainers.
ini file dll file
Beta patch 3.9.02 TA.ini tdraw.dll
Escalation 9.9.6 TAESC.ini taesc.dll
Mayhem 10.9.2 Settings.ini mdraw.dll
ProTA 4.6 ProTA.ini tdraw.dll
Zero Alpha5-060322 tazero.ini zdraw.dll
NEW FEATURES IN BRIEF:
*2026.6.8
- bugfix for VoteReject - prevent local user from rejecting himself
*2026.6.3
- add "nottounderwater" flag for weapons (see NEW FEATURES IN DETAIL)
- fix bug potentially being the root cause of since-year-1997 intermittent black screen on join games
- better quality megamap render
*2026.5.28
- Fix construction units intermittently trying to sit within the footprint of rotated structures before building them
*2026.5.15
- Fix intermittent 6x8 staircase yardmap on south-facing rotatable factories
- New "PreviewObject3D=" unit key to override the 3DO model used for the nanoframe ghost preview (see NEW FEATURES IN DETAIL)
*2026.5.9
- Lag-switch mitigation: detects and freezes local simulation when network goes dark
- Vote-to-reject system for in-progress multiplayer games (see NEW FEATURES IN DETAIL)
- add "nottoair" flag for weapons (see NEW FEATURES IN DETAIL)
- add "surfacefire" flag for weapons (see NEW FEATURES IN DETAIL)
- +autoteam bugfix for occasional players stranded by themselves
- Diagnostic logging for crashes 004cbed5 and 0049cf19
- Building rotation: press '/' (configurable) to cycle the build cursor
facing for buildings whose FBI permits it (see NEW FEATURES IN DETAIL)
- Nanoframe ghost preview at the build cursor (see NEW FEATURES IN DETAIL)
- Fix for ctrl-z (and ctrl-a / ctrl-b / ctrl-c) silently truncating selections for unit ids >= 512
- Export engine-backed player elimination status to gpgnet4ta via shared memory,
so games where a commander dies but play continues are reported with the correct outcome
*2026.2.17 - Fix false trigger on version check
*2026.2.10 - Minor adjustment to diagnostic crash detection ("ERROR: dstRect out of bounds", allow CopyScreenContext all the way to the edge of destination context)
*2026.2.7 - Disable AUTOTEAM, RANDOMTEAM and CRCREPORT buttons for non-host players
*2026.2.5 - Add support for AUTOTEAM, RANDOMTEAM and CRCREPORT buttons in battleroom (guis/lounge2.gui)
*2026.2.2 - Custom ctrl-f2 menu skin for escalation
*2026.1.29 - Create seperate builds for full-featured (tdraw-full.zip), escalation (tdraw-escalation.zip), and minimal (tdraw-minimal.zip) feature sets.
*2025.12.13 - Add diagnostics for crash at 004cbed5
*2025.12.6 - Fix crash when game installed in a long path (eg C:\Program Files (x86)\Steam\steamapps\common\Total Annihilation\PROTA)
*2025.11.26 - New keys for unit definitions (units/*.fbi) to customise per-unit veterancy
*2025.8.29 - Bugfix for multithreaded version/cheat check
*2025.8.19 - Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
*2025.8.1 - Set build square preview to yellow if user can build there but it contains a unit that will be kicked out
*2025.7.12
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
- Mod developers can opt-in to "Improved behaviour of con units".
Modifies what construction units that are guarding factories do after completing each unit: either stay put; cavedog; or scatter.
Set byte at TotalA.exe:0x101f1f to 0x00 to disable the feature (default) or 0x01 to enable the feature.
Note that if one player's 0x101f1f setting doesn't match that of other players, an in-game cheat warning will be triggered.
Once enabled, see ctrl-f2 menu for related user configurable options.
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
- With fixed position, start positions are assigned in order given by TAF auto balance
so that players are positioned opposite an opponent of similar skill
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
*v2025.5.18
- Improved behaviour of con units when guarding a factory - they stay put after finishing a build
*v2025.4.24
- Fix crash on parsing spawned unit initial commands - its now possible to copy-paste mission scripts from campaign
- Log cheat warnings to tdrawlog.txt for offline analysis
- Fix for non functional perm-los sonar patch (which otherwise requires watcher's com to be in top-left of map to work)
*v2024.12.5
- Fix crash on print-screen (and presumably many other related crashes)
Per-rotation overrides are also available — useful when the visible
pieces should differ by facing. Use any of:
PreviewPiecesS=... facing south (rotation 0)
PreviewPiecesE=... facing east (rotation 1)
PreviewPiecesN=... facing north (rotation 2)
PreviewPiecesW=... facing west (rotation 3)
Lookup order for the active rotation:
1. PreviewPieces<S|E|N|W>= if set (non-empty), uses ONLY that list.
2. PreviewPieces= the default for every rotation.
3. neither set every piece minus the ephemeral filter.
For units whose Create() script auto-rotates the structure toward
the nearest enemy Commander, the preview can be made to face the
same direction — preventing the jarring snap when the build commits
— by adding:
[UNITINFO]
{
...
PreviewFaceOpponent=1;
}
At each preview frame we find the nearest enemy commander to the
build cursor (each enemy player's first unit slot, which is the
commander in all but pathological cases), and snap the line from
the cursor to that commander to the nearest cardinal (S / E / N /
W). PreviewFaceOpponent overrides the Rotations= restriction —
setting this key is the author's explicit signal that the unit's
heading is script-driven, so the preview must face whichever
cardinal the script will pick regardless of what Rotations= permits
the player to cycle through.
To avoid leaking enemy positions through fog-of-war scanning, the
override only applies when the build cursor is within the actual
builddistance of one of the local player's selected, completed
construction units (each builder gets its own threshold from its
FBI builddistance=). Outside that radius the preview falls back to
the player's rotate-build selection — same as if PreviewFaceOpponent
were unset.
Falls back to the player's rotate-build selection in single-player
or any case where no enemy commander can be found (e.g. all enemies
dead).
Mod authors who want the preview to display a completely different
model than the unit's actual Object3D= (e.g. a simplified silhouette,
or the upgraded form of a unit whose 3DO bundles multiple variants)
can name an alternative 3DO with a "PreviewObject3D=" key:
[UNITINFO]
{
...
PreviewObject3D=corarmvp_preview;
}
The value is a 3DO base name (no extension); the file is loaded from
the HPI archive at objects3d/<name>.3DO on first use and cached
for the rest of the game session. All other preview FBI keys
(PreviewPieces, PreviewFaceOpponent, etc.) apply to this overridden
model — piece-name whitelists are matched against the OVERRIDE 3DO's
piece names, not the unit's real one.
If the named 3DO can't be found in the HPI, a warning is logged to
tdrawlog.txt and the preview falls back to the unit's real model;
no other behaviour is affected.
Reference in New Issue
Block a user
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