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Author SHA1 Message Date
Axle1975 c62746755e Add tdraw.dll, tdraw.txt and LICENSE 2026-06-20 14:43:36 +10:00
Axle1975 1e1add9d42 tatw-2.0b60 2023-01-22 13:51:23 +11:00
Axle1975 890c541e52 tatw-2.0b59 2022-12-19 11:58:21 +11:00
Axle1975 79007d38a4 tatw-2.0b58 2022-11-23 22:03:53 +11:00
Axle1975 892bf9c540 tatw-2.0b57 2022-11-23 22:02:09 +11:00
Axle1975 18139f74ae tatw-2.0b56 2022-11-23 22:01:21 +11:00
Axle1975 4be4924d7c tatw-2.0b55 2022-11-23 22:00:33 +11:00
Axle1975 5c2163161b tatw-2.0b54 2022-11-23 21:59:54 +11:00
9 changed files with 741 additions and 5 deletions
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Beta 54
Summary of changes:
DONE:
Arm Pit Bull is more accurate.
Core Viper area of effect increased.
Arm Flea range increased and damage reduced.
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.
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Beta 55
Summary of changes:
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.
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Beta 56
Summary of changes:
Arm Bee armor increased.
Core Bladewing cost heavily reduced.
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.
Core Gargoyle maneuverability increased.
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Beta 57
Summary of changes:
Core Instigator weapon damage increased but now requires energy to fire.
Arm Spider maneuverability increased.
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
Arm Bee armor reduced and build distance increased (To help them spread out instead of clustering).
Arm and Core Metal Generators costs cut in half (energy cut to 1/3), metal produced reduced to 2 (3), and can be turned on and off.
NOTE: This makes Metal Generators about 50% more metal efficient than Fusions and Moho Metal Makers (For the metal spent, since Metal Generators don't use energy unless cloaking). They already closed up to take less damage like solars do, but previously didn't stop making metal when they did so ("metalmake" always produces metal, but "makesmetal" only produces when the unit is on). Now they do stop making metal when closed and can be manually toggled on or off.
Arm and Core MRU metal production increased to 3 (1).
Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
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Beta 58
Summary of changes:
Complete build menu overhaul: Added new, bigger menus (12 units per page instead of 6), and new hotkeys, custom crafted by TA:T's own ChaoStorm! Thanks Chao!
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
Arm Peewee and Core A.K. speed and range increased and armor reduced.
NOTE: Despite being the "standard/basic" level 1 Kbot, Peewees/A.K.s were being outperformed by most of the other Kbots in most situations, but didn't have something they were overly good at in comparison.
This change has them trading armor for speed and damage for range, allowing them to close the distance to a target more quickly and come into range sooner, but at the cost of doing less damage and being easier to destroy. They should be a better overall swarm unit; light, fast, built cheaply, and destroyed easily.
Arm and Core Sabotage Mine/Micro Nuke build time increased.
NOTE: This means it will take one second for a Spy Kbot to build the micro-nuke. This is enough time to decloak to build it and have it destroy something before the spy is destroyed, but long enough that it can't be rapidly clicked on a large gantry unit and used 5 to 10 times before the spy is destroyed.
Arm Rocko and Core Storm weapon area of effect reduced.
Arm Janus reload and damage reduced and tolerance increased.
Core Krogtaar weapon velocity increased.
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
Arm Infiltrator and Core Parasite weapon range increased.
Added anti-mine rockets to the Arm Valiant and Core Limiter.
Arm Moho Twilight now has a defensive paralysis weapon.
NOTE: The weapon is a burst of EMP grenades that spray out in a circle in random directions, hopefully paralyzing its enemies. It defaults to Return Fire, so that if enemies go by without noticing it, it won't reveal itself unnecessarily. Of course, you can set it to Fire at Will or Hold Fire, if you so choose.
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Beta 59
Summary of changes:
Arm and Core construction and advanced construction Kbots make 1/3 less energy and metal. This matches their costs being reduced by 1/3 from their original cost back in Beta 25.
Arm Penetrator armor reduced by 50%, reload reduced to 2, damage roughly cut in half, and area of effect increased.
NOTE: This should help balance out the Arm Penetrator as compared to the Core Banisher. The Penetrator does more damage and fires more rapidly, but has less armor and requires energy to fire. The Banisher has tracking and a much bigger blast radius and doesn't require energy to fire, but fires much more slowly and does less damage per second (though not per shot).
Arm Annihilator and Core Doomsday and Gargoyle primary weapon area of effect increased.
NOTE: These are all Tachyon weapons, so they have a bigger area of effect than a mere laser.
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
Fixed some missing units from build menus and added Shark's Teeth and Floating Radars to Arm Beaver and Core Muskrat.
All minelayers (vehicles, kbots, and ships) cost doubled.
NOTE: Previously, minelayers had twice the build power of an equivalent construction unit and cost half as much to build, giving them four times the build power per cost of a construction unit. Now they still have double the build power, but cost the same as a construction unit, keeping them effective for assisting construction units or rapidly putting up mines and basic level 1 defenses, but as much as before.
All gunships (Except the Core Krow) had their 360° firing arc reduce to the front 180°. This should help them not shoot down chasing fighters so easily.
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Beta 60
Summary of changes:
Arm Penetrator armor increased and reload increased.
Arm Freedom Fighters and Core Avengers weapons have bigger area of effect.
All gunships (Except the Core Krow) had their 360° firing arc reduced to roughly the front 180°. This wasn't done right in Beta 59, but should work now.
Arm Blade and Core Blackdawn speed reduced.
Arm MERL and Core Diplomat weapon velocity increased.
Arm Big Bertha and Core Intimidator weapons area of effect increased and (in)accuracy reduced.
NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
Arm Bee and Core Bladewing armor reduced.
NOTE: Drones are cheap and effective, but not well armored.
Arm Mercury and Core Screamer weapon reload reduced and damage reduced.
Arm Demolisher turret turn rate increased, reload reduced, damage reduced, and area of effect increased.
Arm Marauder secondary missile weapon turret turn rate increased.
Arm Rector and Death Cavalry and Core Necro and Grim Reaper energy costs doubled.
NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
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January 5, 2023
TA:T v2.0 Beta 60:
Arm Penetrator armor increased to 4673 (3115).
Arm Penetrator weapon [ARMMANNI_WEAPON] reload increased to 3.0 (2.0).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 96 (48).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] area of effect increased to 96 (32).
Arm Banshee weapon [MED_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Venom weapon [VENOM_LASER] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 16375 (32750) and pitchtolerance increased to 16375 (32750).
NOTE: Attempt 2: This reduces gunships to a close to 180° firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
Arm Blade speed reduced to 5.0 (7.15).
Core Blackdawn speed reduced to 4.547 (6.5).
NOTE: This puts Blades and Blackdawns at 2/3s the speed of other gunships, as befits their role as a very heavy gunship.
Arm MERL weapon [ARMTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 641 (380), and weapon acceleration increased to 84 (40).
Core Diplomat weapon [CORTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 700 (415), and weapon acceleration increased to 80 (38).
NOTE: This speeds up the rockets to around what Core Dominators use.
Arm Big Bertha weapon [ARM_BERTHACANNON] area of effect increased to 233 (144) and (in)accuracy reduced to 1250 (1750).
Arm Vulcan weapon [ARMVULC_WEAPON] shake magnitude reduced to 5 (20).
Core Intimidator weapon [CORE_INTIMIDATOR] area of effect increased to 256 (192) and (in)accuracy reduced to 1375 (1925).
Core Buzzsaw weapon [CORBUZZ_WEAPON] shake magnitude reduced to 5 (20).
NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
Added Control G hotkey to Core Banisher and Commando.
Removed Control P hotkey from Arm and Core M.A.T. and A.M.A.T.
Added Control P hotkey to Core Cauterizer.
Added Control N hotkey to Arm Atlantis and Core Zulu and Cronus.
Arm Bee armor reduced to 69 (160).
Core Bladewing armor reduced to 76 (190).
NOTE: Drones are cheap and effective, but not well armored.
Arm Mercury and Core Screamer weapon [ADVSAM] reload reduced to 1.25 (1.87425), and damage reduced to 1000 (1500).
Arm Demolisher and Panther and Core Poison Arrow scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
Arm Demolisher turret turn rate increased to 75 (65).
Arm Demolisher weapon [ARM_HLIGHTNING] reload reduced to 1.5 (2.5), damage reduced to 404 (674), area of effect increased to 128 (96), and energy per shot reduced to 119 (198).
Arm Marauder secondary weapon (missile) turret turn rate increased to 300 (140).
Arm Rector energy cost increased to 90204 (45102).
Arm Death Cavalry energy cost increased to 157632 (78816).
Core Necro energy cost increased to 81720 (40860).
Core Grim Reaper energy cost increased to 165864 (82932).
NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
December 18, 2022
TA:T v2.0 Beta 59:
Arm Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
Core Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
Arm Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32). Also removed extra standingmoveorder=1; line.
Core Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32).
NOTE: This reduces the energy and metal production of construction Kbots by 1/3 to match their costs being reduced by 1/3 from their original cost back in Beta 25.
Arm Penetrator armor reduced to 3115 (4673).
Arm Penetrator weapon [ARMMANNI_WEAPON] reload reduced to 2.0 (5.066), damage reduced to 1184 (2000), area of effect increased to 64 (32), and energy per shot reduced to 697 (1177). Special damages adjusted accordingly.
NOTE: This should help balance out the Arm Penetrator as compared to the Core Banisher. The Penetrator does more damage and fires more rapidly, but has less armor and requires energy to fire. The Banisher has tracking and a much bigger blast radius and doesn't require energy to fire, but fires much more slowly and does less damage per second (though not per shot).
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] area of effect increased to 64 (48).
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] area of effect increased to 64 (48).
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
Arm Decade and Core Supporter had CTRL_N added to Category.
NOTE: This should fix the Control N hot key not selecting them.
Multiple fixes for menu errors (Arm Conqueror missing from non-south facing advanced shipyard menus, Arm Invader missing from all Advanced KBot Lab menus, etc.)
Added Shark's Teeth to the build menus for Arm Beaver and Core Muskrat.
Added missing Amphibious Complex to the Arm Beaver build menu.
Added Floating Radars to the build menus for Arm Beaver and Core Muskrat.
Fixed the Core Reaper build picture (It was showing the OTA double-cannoned build picture).
Arm Podger metal cost increased to 204 (103), energy cost increased to 2914 (1456), buildtime increased to 5246 (2648), and armor increased to 1838 (928).
Core Spoiler metal cost increased to 217 (107), energy cost increased to 3110 (1513), buildtime increased to 5718 (2820), and armor increased to 2153 (1062).
Core Scorpion metal cost increased to 57 (29), energy cost increased to 839 (419), buildtime increased to 1511 (755), and armor increased to 475 (242).
Arm Valiant metal cost increased to 255 (142), energy cost increased to 2869 (1597), buildtime increased to 4918 (2738), and armor increased to 1658 (986).
Core Limiter cost increased to 260 (148), energy cost increased to 2925 (1665), buildtime increased to 5142 (2928), and armor increased to 1859 (1079).
NOTE: Previously, minelayers had twice the build power of an equivalent construction unit and cost half as much to build, giving them four times the build power per cost of a construction unit. Now they still have double the build power, but cost the same as a construction unit, keeping them effective for assisting construction units or rapidly putting up mines and basic level 1 defenses, but as much as before.
Arm Banshee weapon [MED_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Venom weapon [VENOM_LASER] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 32750 (65500) and pitchtolerance increased to 32750 (65500).
NOTE: This reduces gunships to a 180 degree firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
October 7, 2022
TA:T v2.0 Beta 58:
Complete build menu overhaul: Added new, bigger menus (12 units per page instead of 6), and new hotkeys, custom crafted by TA:T's own ChaoStorm! Thanks Chao!
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
Arm Peewee armor reduced to 162 (212), speed increased to 2.535 (1.94), and line of sight increased to 360 (320).
Arm Peewee weapon [PEEWEE_EMG] range increased to 480 (360), damage reduced to 9 (12), and weapon timer increased to .9333 (.7).
Core A.K. armor reduced to 192 (251), speed increased to 2.305 (1.76), and line of sight increased to 360 (320).
Core A.K. weapon [AK_LASER] range increased to 480 (360) and damage reduced to 17 (22).
NOTE: Despite being the "standard/basic" level 1 Kbot, Peewees/A.K.s were being outperformed by most of the other Kbots in most situations, but didn't have something they were overly good at in comparison.
This change has them trading armor for speed and damage for range, allowing them to close the distance to a target more quickly and come into range sooner, but at the cost of doing less damage and being easier to destroy. They should be a better overall swarm unit; light, fast, built cheaply, and destroyed easily.
Arm and Core Sabotage Mine/Micro Nuke build time increased to 900 (10).
NOTE: This means it will take one second for a Spy Kbot to build the micro-nuke. This is enough time to decloak to build it and have it destroy something before the spy is destroyed, but long enough that it can't be rapidly clicked on a large gantry unit and used 5 to 10 times before the spy is destroyed.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] area of effect reduced to 96 (128).
Arm Janus weapon [JANUS_ROCKET] reload reduced to 3.8 (5.263), damage increased to 374 (518), and tolerance increased to 2000 (1000).
Core Krogtaar weapon [COR_TAAR_RC] weapon velocity increased to 800 (600).
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
Arm Infiltrator and Core Parasite weapon [TWILIGHT] range increased to 1200 (800).
Added anti-mine rockets to the Arm Valiant and Core Limiter:
firestandorders=1;
StandingFireOrder=0;
canpatrol=0; (Was 1)
CanAttack=1;
Weapon1=ANTIMINE_ROCKET;
BadTargetCategory=VTOL;
wpri_badTargetCategory=VTOL;
and their scripts were changed to allow them to use a weapon.
Arm Spider turret turn rate increased to 480 (180).
Arm and Core Construction Hovercraft can now build:
Micro Fusions
Moho Metal Makers
Amphibious Complex
Seaplane Platform
Arm Moho Twilight now has a defensive paralysis weapon. The following was added:
canattack=1;
shootme=1;
firestandorders=1;
StandingFireOrder=1;
canstop=1;
downloadable=1;
Weapon1=ARMTICK_PARALYZER; (Not currently used by any unit)
wpri_badTargetCategory=ALL;
BadTargetCategory=NOWEAPON;
NoChaseCategory=ALL;
immunetoparalyzer=1;
and its script was changed to allow it to use a weapon.
NOTE: The weapon is a burst of EMP grenades that spray out in a circle in random directions, hopefully paralyzing its enemies. It defaults to Return Fire, so that if enemies go by without noticing it, it won't reveal itself unnecessarily. Of course, you can set it to Fire at Will or Hold Fire, if you so choose.
September 24, 2022
TA:T v2.0 Beta 57:
Core Instigator description changed to "Light Assault Laser Tank" ("Light Assault Tank").
Core Instigator weapon [GATOR_LASER] energy per shot increased to 9 (0) and damage increased to 80 (53).
NOTE: Arm Flash tanks already get a 25% damage bonus from their EMG weapons which take no energy. Core Instigators now get a 50% damage bonus (Like most other energy weapons), but will require energy to fire.
Arm Spider turn rate increased to 1650 (1020), steeringmode set to 2 (1), and brake rate increased to 0.25 (0.15).
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
Core Bladewing speed reduced to 6.82 (7.0).
NOTE: This should help Bladewings stay in a group with Venoms more easily.
Arm Bee build distance increased to 300 (60), armor reduced to 160 (369), and speed reduced to 7.5 (7.7).
NOTE: This helps Bees not to stack right on top of each other so much when building/repairing (Since units stacked exactly on top of each other seem to ignore area of effect damage a lot). Bees are small flying nano-drones, able to quickly bring build/repair power to bear, but also fragile and vulnerable to attack, much like nano-turrets.
Arm Metal Generator metal cost reduced to 501 (1050), energy cost reduced to 10017 (31491), build time reduced to 18214 (57258), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
Core Metal Generator metal cost reduced to 520 (1089), energy cost reduced to 10209 (32094), build time reduced to 19039 (59850), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
NOTE: This makes Metal Generators about 50% more metal efficient than Fusions and Moho Metal Makers (For the metal spent, since Metal Generators don't use energy unless cloaking). They already closed up to take less damage like solars do, but previously didn't stop making metal when they did so ("metalmake" always produces metal, but "makesmetal" only produces when the unit is on). Now they do stop making metal when closed and can be manually toggled on or off.
Arm MRU metalmake increased to 3.0 (1.0).
Core MRU metalmake increased to 3.0 (1.0).
Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
August 24, 2022
TA:T v2.0 Beta 56:
Arm Bee armor increased to 369 (160).
Core Bladewing StandingMoveOrder set to 2 (1).
NOTE: This sets them to Roaming as their default.
Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429), and buildtime reduced to 888 (2237).
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").
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).
NOTE: This reduced the flame bonus on the Karganeth from 100% to 50%, as was done to other flame units in Beta 55.
Arm Bantha torso turn rate increased to 185 (100).
Arm Bantha weapon [ARMBANTHA_FIRE] area of effect increased to 128 (64).
Core Krogtaar weapon [COR_TAAR_RC] range increased to 750 (500) and damage reduced to 1260 (1890).
Arm Detonator energy cost reduced to 111449 (222897) and build time reduced to 101317 (202634).
Arm Protector energy cost reduced to 89159 (178317) and build time reduced to 81053 (162106).
Arm Scarab energy cost reduced to 88000 (176000) and build time reduced to 40000 (80000).
Core Catalyst energy cost reduced to 114306 (228612) and build time reduced to 106579 (213158).
Core Fortitude energy cost reduced to 91445 (182889) and build time reduced to 85263 (170526).
Core Hedgehog energy cost reduced to 92321 (184642) and build time reduced to 43051 (86101).
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 [ARMADVBOMB] damage increased to 387 (335) (special damages to fighters and bombers adjusted accordingly).
Arm Spider armor increased to 756 (555).
Arm Antarion metal cost increased to 5167 (3750), energy cost increased to 296332 (215066), build time increased to 289889 (210390), armor reduced to 25830 (26020), acceleration increased to 0.00675 (0.0045), turn rate increased to 126 (84), and added DamageModifier=0.5; (And set ARMORED to 1; in their scripts) while reducing their armor accordingly.
Arm Antarion weapon [ARMANTAR_LASER] reload reduced to 0.75 (1.5), damage increased to 746 (662), energy per shot increased to 476 (422), and weapon velocity reduced to 1000 (1500).
NOTE: The reduction in weapon velocity is to help prevent shots from missing.
NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
Core Gargoyle acceleration increased to 0.006 (0.004), turn rate increased to 116 (77), and armor increased to 31256 (30680).
July 21, 2022
TA:T v2.0 Beta 55:
Arm and Core Light Mine buildtime reduced to 150 (600).
Arm and Core Medium Mine buildtime reduced to 450 (900).
Arm EMP Mine and Core Neutron Mine buildtime reduced to 2769 (4500).
Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime increased to 6923 (5400).
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.
Arm Mumbo description changed to "Rapid Fire Pulse-Laser Tank" ("Rapid Fire Laser Tank").
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).
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 [TREMSHIP] range reduced to 1250 (1725) and damage increased to 794 (575).
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 [GA2] area of effect increased to 48 (12).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] tolerance increased to 15000 (5000).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] tolerance increased to 15000 (5000).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance increased to 15000 (5000).
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
Arm Thunder attackrunlength reduced to 225 (300).
Core Shadow attackrunlength reduced to 251 (333).
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).
Arm Phoenix attackrunlength reduced to 225 (450).
Core Hurricane attackrunlength reduced to 251 (502).
Arm Tsunami attackrunlength reduced to 225 (566).
Core Maelstrom attackrunlength reduced to 251 (630).
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).
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 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:
AimTertiary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
// Static_Var_4 = 1;
NOTE: This should fix Commanders/Decoy Commanders from 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.
Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.5 (0.25).
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.
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).
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).
Arm Banshee energy cost reduced to 1470 (1676), speed reduced to 7.5 (9.576) and acceleration reduced to 0.25 (0.5).
Arm Brawler energy cost reduced to 14411 (16431), speed reduced to 7.5 (9.576) and acceleration reduced to 0.2 (0.4).
Arm Sabre energy cost reduced to 9608 (10954), speed reduced to 8.25 (10.534) and acceleration reduced to 0.225 (0.45).
Arm Blade energy cost reduced to 43883 (50033), speed reduced to 7.15 (9.129) and acceleration reduced to 0.175 (0.35).
Core Venom energy cost reduced to 1509 (1721), speed reduced to 6.82 (8.72) and acceleration reduced to 0.225 (0.45).
Core Rapier energy cost reduced to 15453 (17619), speed reduced to 6.82 (8.72) and acceleration reduced to 0.175 (0.35).
Core Cutlass energy cost reduced to 10302 (11746), speed reduced to 7.49 (9.577) and acceleration reduced to 0.2 (0.4).
Core BlackDawn energy cost reduced to 46884 (53454), speed reduced to 6.5 (8.311) and acceleration reduced to 0.15 (0.3).
Core Krow energy cost reduced to 160794 (183327), speed reduced to 6.195 (7.921) and acceleration reduced to 0.1285 (0.257).
NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
Arm Construction Aircraft energy cost reduced to 2436 (2777).
Core Construction Aircraft energy cost reduced to 2558 (2916).
Arm Peeper energy cost reduced to 705 (804).
Core Fink energy cost reduced to 753 (858).
Arm Freedom Fighter energy cost reduced to 471 (537).
Core Avenger energy cost reduced to 482 (550).
Arm Thunder energy cost reduced to 2589 (2952).
Core Shadow energy cost reduced to 2658 (3030).
Arm Bee energy cost reduced to 1218 (1389).
Core Bladewing energy cost reduced to 1429 (1629).
Arm Atlas energy cost reduced to 4779 (5449).
Core Valkyrie energy cost reduced to 5135 (5855).
Arm and Core M.A.T. energy cost reduced to 5570 (6351).
Arm Advanced Construction Aircraft energy cost reduced to 22110 (25208).
Core Advanced Construction Aircraft energy cost reduced to 23238 (26495).
Arm Hawk energy cost reduced to 5649 (6441).
Core Vamp energy cost reduced to 5822 (6638).
Arm Phoenix energy cost reduced to 27181 (30990).
Core Hurricane energy cost reduced to 28567 (32570).
Arm Eagle energy cost reduced to 31973 (36453).
Core Vulture energy cost reduced to 32746 (37335).
Arm Lancet energy cost reduced to 8296 (9459).
Core Titan energy cost reduced to 8711 (9932).
Arm Dragonfly energy cost reduced to 56343 (64239).
Core Seahook energy cost reduced to 58354 (66531).
Arm Spirit energy cost reduced to 151766 (173034).
Arm Stiletto energy cost reduced to 43269 (49332).
Core Cauterizer energy cost reduced to 95439 (108813).
Arm and Core A.M.A.T. energy cost reduced to 59472 (67806).
Arm Construction Seaplane energy cost reduced to 14739 (16805).
Core Construction Seaplane energy cost reduced to 15492 (17663).
Arm Tornado energy cost reduced to 3766 (4294).
Core Voodoo energy cost reduced to 3881 (4425).
Arm Tsunami energy cost reduced to 18121 (20660).
Core Maelstrom energy cost reduced to 19044 (21713).
Arm Albatross energy cost reduced to 5531 (6306).
Core Typhoon energy cost reduced to 5807 (6621).
Arm Seahawk energy cost reduced to 21315 (24302).
Core Hunter energy cost reduced to 21831 (24890).
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.
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).
Arm and Core Fortification Nano Turrets line of sight, radar range, and build distance increased to 1325 (1000).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 48 (12).
June 19, 2022
TA:T v2.0 Beta 54:
Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
turnrate=3000;
selfprop=1;
guidance=1;
tracks=1;
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
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 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).
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.
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.
Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
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.
Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
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.
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
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).
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.
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 weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
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 armor increased to 2515 (2480).
Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
Core Diplomat armor reduced to 2951 (3029).
Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
[TINY_BUILDINGEX] weapon, which is used many places, had
commandfire=1;
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.
Added CTRL_P to the Core Venom category list.
Arm Bolo wreckage size increased 50% to match the size of the unit itself.
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
June 5, 2022
TA:T v2.0 Beta 53:
@@ -78,7 +613,7 @@ Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs
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 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).
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).
Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
@@ -154,7 +689,7 @@ NOTE: This is to help prevent bombers and fighters nearby taking damage from bom
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
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.
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.
Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
@@ -2637,7 +3172,7 @@ Arm Big Bertha weapon [ARM_BERTHACANNON] weapon velocity reduced to 1000 (1100).
Arm Vulcan weapon [ARMVULC_WEAPON] weapon velocity reduced to 1000 (1100) and (in)accuracy reduced to 1750 (2100).
Core Initimidator weapon [CORE_INTIMIDATOR] weapon velocity reduced to 1050 (1150).
Core Intimidator weapon [CORE_INTIMIDATOR] weapon velocity reduced to 1050 (1150).
Core Buzzsaw weapon [CORBUZZ_WEAPON] weapon velocity reduced to 1000 (1150) and (in)accuracy reduced to 1925 (2310).
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