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9
Commits
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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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Beta 56
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Summary of changes:
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Arm Bee armor increased.
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Core Bladewing cost heavily reduced.
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Arm Razorback weapon now has a modest area of effect like the Mumbo weapon does.
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Core Karganeth flame weapon damage reduced to match with the reduction of other flame weapons in the Beta 55.
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Arm Bantha torso turn rate increased and the area of effect of its primary weapon doubled.
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Core Krogtaar weapon range increased 50% and damage reduced by the same margin.
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Arm and Core tactical nuclear silos and anti-nuke silos/units energy and build time costs cut to 50%.
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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.
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This should help tactical silos to be more accessible in the mid-game.
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon damage increased.
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Arm Spider armor increased.
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Arm Antarion cost, firepower, and maneuverability increased.
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NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
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Core Gargoyle maneuverability increased.
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Beta 57
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Summary of changes:
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Core Instigator weapon damage increased but now requires energy to fire.
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Arm Spider maneuverability increased.
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Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
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Arm Bee armor reduced and build distance increased (To help them spread out instead of clustering).
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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.
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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.
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Arm and Core MRU metal production increased to 3 (1).
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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
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Summary of changes:
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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!
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NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
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Arm Peewee and Core A.K. speed and range increased and armor reduced.
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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.
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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.
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Arm and Core Sabotage Mine/Micro Nuke build time increased.
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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.
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Arm Rocko and Core Storm weapon area of effect reduced.
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Arm Janus reload and damage reduced and tolerance increased.
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Core Krogtaar weapon velocity increased.
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Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
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Arm Infiltrator and Core Parasite weapon range increased.
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Added anti-mine rockets to the Arm Valiant and Core Limiter.
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Arm Moho Twilight now has a defensive paralysis weapon.
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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
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Summary of changes:
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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.
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Arm Penetrator armor reduced by 50%, reload reduced to 2, damage roughly cut in half, and area of effect increased.
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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).
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Arm Annihilator and Core Doomsday and Gargoyle primary weapon area of effect increased.
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NOTE: These are all Tachyon weapons, so they have a bigger area of effect than a mere laser.
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Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
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Fixed some missing units from build menus and added Shark's Teeth and Floating Radars to Arm Beaver and Core Muskrat.
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All minelayers (vehicles, kbots, and ships) cost doubled.
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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.
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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
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Summary of changes:
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Arm Penetrator armor increased and reload increased.
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Arm Freedom Fighters and Core Avengers weapons have bigger area of effect.
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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.
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Arm Blade and Core Blackdawn speed reduced.
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Arm MERL and Core Diplomat weapon velocity increased.
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Arm Big Bertha and Core Intimidator weapons area of effect increased and (in)accuracy reduced.
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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.
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Arm Bee and Core Bladewing armor reduced.
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NOTE: Drones are cheap and effective, but not well armored.
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Arm Mercury and Core Screamer weapon reload reduced and damage reduced.
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Arm Demolisher turret turn rate increased, reload reduced, damage reduced, and area of effect increased.
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Arm Marauder secondary missile weapon turret turn rate increased.
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Arm Rector and Death Cavalry and Core Necro and Grim Reaper energy costs doubled.
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NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
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Beta 61
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Summary of changes:
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Arm Bulldog and Core Goliath reload and damage reduced.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
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NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
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Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
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Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
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NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
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Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
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NOTE: Halved the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
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Beta 72
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
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Merged Arm and Core underwater nuclear mines with nuclear mines.
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NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not.
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Arm Solar Collector build angle reduced to 4096 (16384).
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Core Solar Collector build angle decreased to 4096 (16384).
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+1342
-7
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user