Compare commits
3
Commits
| Author | SHA1 | Date | |
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ad1723b560 | ||
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4be4924d7c | ||
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5c2163161b |
@@ -0,0 +1,36 @@
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Beta 54
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Summary of changes:
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DONE:
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Arm Pit Bull is more accurate.
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Core Viper area of effect increased.
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Arm Flea range increased and damage reduced.
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NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
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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.
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Arm Lemmings take less damage from other Lemmings explosions.
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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.
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Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
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Arm Fido ballistic weapon mode now has advanced artillery range and damage reduced.
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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.
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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.
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Core Shiva cannon range increased to advanced artillery range and damage reduced.
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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.
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Arm MERL and Core Diplomat reload and damage increased.
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NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
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Fixed issue with the M.A.T. and the A.M.A.T. triggering a unit drop by themselves without your command.
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Arm and Core Commander and Decoy Commander scripts adjusted to help with units locking up and not firing sometimes.
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Arm Hulk and Core Envoy now use the Exploiter laser as a weapon instead of the Arm or Core Light Laser weapon.
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NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
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@@ -0,0 +1,44 @@
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Beta 55
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Summary of changes:
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Arm and Core Light, Medium, and EMP mines now build faster.
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Arm Mumbo weapon range decreased, damage increased, and area of effect increased.
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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).
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Arm Viking and Core Cronus weapon range reduced and damage increased.
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NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
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Arm Courier and Core Emissary transportsize increased to 3 (2).
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NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
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Arm Hulk and Core Envoy transport capacity increased to 24 (16).
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Arm PACKO and Atlantis and Core SAM weapon area of effect increased.
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Flakker weapons tolerance increased.
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NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
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Arm FARK can now build:
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Arm Metal Maker
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Arm Advanced Solar
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Arm Geothermal Powerplant
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Bombers and advanced bombers weapons have had their area of effect reduced and damage increased. They also have a shorter attack run length.
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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).
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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.
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Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
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NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
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Slowed gunships and reduced their acceleration.
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NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
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Lightly reduced energy cost of all aircraft.
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Arm Chainsaw and Core Eradicator reload and damage reduced.
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Increased build range of Fortification Nano Turrets to match Advanced Fortification Turrets.
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Arm Freedom Fighter and Core Avenger primary weapon area of effect increased.
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+248
-2
@@ -1,3 +1,249 @@
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July 21, 2022
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TA:T v2.0 Beta 55:
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Arm and Core Light Mine buildtime reduced to 150 (600).
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Arm and Core Medium Mine buildtime reduced to 450 (900).
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Arm EMP Mine and Core Neutron Mine buildtime reduced to 2769 (4500).
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Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime increased to 6923 (5400).
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NOTE: This standardizes the energy drain of building all mines to match the heavy mine (about 325 energy per second, assuming a mine layer vehicle). Previously, the light and medium mines were noticeably slower to build to keep their energy drain lower for earlier game use, but they use up such a small amount of energy over all that it doesn't matter much. Now they will build more quickly, allowing a minefield to be set up more rapidly.
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Arm Mumbo description changed to "Rapid Fire Pulse-Laser Tank" ("Rapid Fire Laser Tank").
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Arm Mumbo weapon [TAWF003_weapon] range decreased to 375 (563), damage increased to 57 (39), area of effect increased to 64 (12), rendertype set to 1 (0), explosiongaf set to RazFX2 (fx), explosionart set to exploblu (explode5), and model set to RazPlasma (Not set previously).
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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).
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Arm Viking and Core Cronus weapon [TREMSHIP] range reduced to 1250 (1725) and damage increased to 794 (575).
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NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
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Arm Courier and Core Emissary transportsize increased to 3 (2).
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NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
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Arm Hulk and Core Envoy transport capacity increased to 24 (16).
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Arm PACKO and Atlantis and Core SAM weapon [GA2] area of effect increased to 48 (12).
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Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] tolerance increased to 15000 (5000).
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Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] tolerance increased to 15000 (5000).
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Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance increased to 15000 (5000).
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NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
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Arm FARK can now build:
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Arm Metal Maker
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Arm Advanced Solar
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Arm Geothermal Powerplant
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Arm Thunder attackrunlength reduced to 225 (300).
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Core Shadow attackrunlength reduced to 251 (333).
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Arm Thunder and Core Shadow weapon [ARMBOMB] area of effect reduced to 108 (256) and damage increased to 200 (75) (special damages to fighters and bombers adjusted accordingly).
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Arm Phoenix attackrunlength reduced to 225 (450).
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Core Hurricane attackrunlength reduced to 251 (502).
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Arm Tsunami attackrunlength reduced to 225 (566).
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Core Maelstrom attackrunlength reduced to 251 (630).
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 162 (256) and damage increased to 335 (145) (special damages to fighters and bombers adjusted accordingly).
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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).
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Arm and Core Commander and Decoy Commander scripts altered to comment out a line that set a variable to 1 when using the D-Gun which prevented other weapons from firing until it was reset, which sometimes didn't happen for quite a while:
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AimTertiary(heading, pitch)
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{
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signal SIG_AIM;
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set-signal-mask SIG_AIM;
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// Static_Var_4 = 1;
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NOTE: This should fix Commanders/Decoy Commanders from locking up and not firing their regular weapons after a D-Gun shot is fired.
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Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
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NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
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Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.5 (0.25).
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Increased damage from [NANOBOOM] weapon to Arm and Core Nano Turrets to 1250 (250) so they are destroyed when the platform is, just like all of the other nano turret types.
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Fixed some incorrect armor values on some of the advanced plant wreckages/heaps (They got missed in Beta 29 when the armor of wreckages and heaps were doubled).
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Arm Advanced Shipyard (North, East, and West facing) wreckages metal value reduced (They were worth about twice as much metal as they should have been).
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Arm Banshee energy cost reduced to 1470 (1676), speed reduced to 7.5 (9.576) and acceleration reduced to 0.25 (0.5).
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Arm Brawler energy cost reduced to 14411 (16431), speed reduced to 7.5 (9.576) and acceleration reduced to 0.2 (0.4).
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Arm Sabre energy cost reduced to 9608 (10954), speed reduced to 8.25 (10.534) and acceleration reduced to 0.225 (0.45).
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Arm Blade energy cost reduced to 43883 (50033), speed reduced to 7.15 (9.129) and acceleration reduced to 0.175 (0.35).
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Core Venom energy cost reduced to 1509 (1721), speed reduced to 6.82 (8.72) and acceleration reduced to 0.225 (0.45).
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Core Rapier energy cost reduced to 15453 (17619), speed reduced to 6.82 (8.72) and acceleration reduced to 0.175 (0.35).
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Core Cutlass energy cost reduced to 10302 (11746), speed reduced to 7.49 (9.577) and acceleration reduced to 0.2 (0.4).
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Core BlackDawn energy cost reduced to 46884 (53454), speed reduced to 6.5 (8.311) and acceleration reduced to 0.15 (0.3).
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Core Krow energy cost reduced to 160794 (183327), speed reduced to 6.195 (7.921) and acceleration reduced to 0.1285 (0.257).
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NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
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Arm Construction Aircraft energy cost reduced to 2436 (2777).
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Core Construction Aircraft energy cost reduced to 2558 (2916).
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Arm Peeper energy cost reduced to 705 (804).
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Core Fink energy cost reduced to 753 (858).
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Arm Freedom Fighter energy cost reduced to 471 (537).
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Core Avenger energy cost reduced to 482 (550).
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Arm Thunder energy cost reduced to 2589 (2952).
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Core Shadow energy cost reduced to 2658 (3030).
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Arm Bee energy cost reduced to 1218 (1389).
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Core Bladewing energy cost reduced to 1429 (1629).
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Arm Atlas energy cost reduced to 4779 (5449).
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Core Valkyrie energy cost reduced to 5135 (5855).
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Arm and Core M.A.T. energy cost reduced to 5570 (6351).
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Arm Advanced Construction Aircraft energy cost reduced to 22110 (25208).
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Core Advanced Construction Aircraft energy cost reduced to 23238 (26495).
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Arm Hawk energy cost reduced to 5649 (6441).
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Core Vamp energy cost reduced to 5822 (6638).
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Arm Phoenix energy cost reduced to 27181 (30990).
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Core Hurricane energy cost reduced to 28567 (32570).
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Arm Eagle energy cost reduced to 31973 (36453).
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Core Vulture energy cost reduced to 32746 (37335).
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Arm Lancet energy cost reduced to 8296 (9459).
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Core Titan energy cost reduced to 8711 (9932).
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Arm Dragonfly energy cost reduced to 56343 (64239).
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Core Seahook energy cost reduced to 58354 (66531).
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Arm Spirit energy cost reduced to 151766 (173034).
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Arm Stiletto energy cost reduced to 43269 (49332).
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Core Cauterizer energy cost reduced to 95439 (108813).
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Arm and Core A.M.A.T. energy cost reduced to 59472 (67806).
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Arm Construction Seaplane energy cost reduced to 14739 (16805).
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Core Construction Seaplane energy cost reduced to 15492 (17663).
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Arm Tornado energy cost reduced to 3766 (4294).
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Core Voodoo energy cost reduced to 3881 (4425).
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Arm Tsunami energy cost reduced to 18121 (20660).
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Core Maelstrom energy cost reduced to 19044 (21713).
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Arm Albatross energy cost reduced to 5531 (6306).
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Core Typhoon energy cost reduced to 5807 (6621).
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Arm Seahawk energy cost reduced to 21315 (24302).
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Core Hunter energy cost reduced to 21831 (24890).
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NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.7x higher than vehicles. This brings them down to 1.5x higher than vehicles.
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Arm Chainsaw and Core Eradicator weapon [ARM_CIR] reload reduced to 0.75 (1.5) and damage reduced to 48 (95) (Special damages adjusted accordingly).
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Arm and Core Fortification Nano Turrets line of sight, radar range, and build distance increased to 1325 (1000).
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Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 48 (12).
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June 19, 2022
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TA:T v2.0 Beta 54:
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Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
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turnrate=3000;
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selfprop=1;
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guidance=1;
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tracks=1;
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Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
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Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
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NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
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Arm and Core Deep Core Moho Mine energy cost increased to 250800 (150480), metal cost reduced to 1520 (4560), build time increased to 230887 (138532), and energy use reduced to 300 (562.5).
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NOTE: This change to Deep Core Moho Mines means that they will only cost twice the metal of a Moho Mine and twice the energy to run, while still bringing in three times as much metal. However, they have a much longer build time and higher energy cost, making it difficult to skip Moho Mines in the earlier game and use Deep Cores instead.
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This makes a Deep Core Moho Mine bring in about 2.3 times as much metal per metal spent (Including building energy to run it) on a 2.0 metal patch as the equivalent metal spent on energy production and Moho Metal Makers.
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Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
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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.
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Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
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Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
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NOTE: The Core Morty and Arm FatBoy were mostly not firing at their full range due to their weapon velocity being too low for them to achieve that range.
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Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
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Arm Fido weapon [BFIDO] range increased to 1200 (780), weapon velocity increased to 400 (350), damage reduced to 267 (410), and accuracy set to 600 (0 before).
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NOTE: This lets the Fidos use their secondary/ballistic weapon mode perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
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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.
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Core Shiva weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
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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.
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Arm MERL armor increased to 2515 (2480).
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Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
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Core Diplomat armor reduced to 2951 (3029).
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Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
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NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
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[TINY_BUILDINGEX] weapon, which is used many places, had
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commandfire=1;
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added to it. This doesn't affect the explosion, but it is also used as the fake weapon on the M.A.T. and the A.M.A.T. used to trigger unloading/dropping carried units. Without it being command fire, it sometimes fires itself, thereby dropping the units before you wanted them to be. Now they will never unload until you specifically tell them to.
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Added CTRL_P to the Core Venom category list.
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Arm Bolo wreckage size increased 50% to match the size of the unit itself.
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Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
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NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
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Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
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Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
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NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
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June 5, 2022
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TA:T v2.0 Beta 53:
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@@ -78,7 +324,7 @@ Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs
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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.
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Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air increased to 40 (59), and damage to ground increased to 13 (59), and model changed to missile (shipmissile).
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Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air reduced to 40 (59), damage to ground reduced to 13 (59), and model changed to missile (shipmissile).
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Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
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@@ -154,7 +400,7 @@ NOTE: This is to help prevent bombers and fighters nearby taking damage from bom
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
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NOTE: This puts Advanced/Seaplane Bomber bombs at the same area of effect as level 1 bombers. The bigger area of effect was to easy to do widespread damage with, especially if you keep up a steady stream of bombs, eclipsing the usefulness of other aircraft.
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NOTE: This puts Advanced/Seaplane Bomber bombs at the same area of effect as level 1 bombers. The bigger area of effect was too easy to do widespread damage with, especially if you keep up a steady stream of bombs, eclipsing the usefulness of other aircraft.
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Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
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NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
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Reference in New Issue
Block a user