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Author SHA1 Message Date
Axle1975 a0c6938cfd Add tdraw.dll, tdraw.txt and LICENSE 2026-06-20 14:43:54 +10:00
Axle1975 5475e46fcc tatw-2.0b79 2024-04-21 22:00:42 +10:00
Axle1975 acbdd7177b tatw-2.0b72 2024-04-21 21:58:30 +10:00
Axle1975 0bdf4c184b tatw-2.0b61 2023-01-22 13:53:36 +11:00
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
10 changed files with 2167 additions and 10 deletions
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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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Beta 61
Summary of changes:
Arm Bulldog and Core Goliath reload and damage reduced.
Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
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.
Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
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.
Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
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
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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!).
Merged Arm and Core underwater nuclear mines with nuclear mines.
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.
Arm Solar Collector build angle reduced to 4096 (16384).
Core Solar Collector build angle decreased to 4096 (16384).
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Beta 79
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm Atlas and Core Valkyrie costs reduced and their armor ratio reduced from 4x normal to 3x normal. This should make it riskier to attack with carried units.
Core Shodan line of sight and range increased and damage reduced.
Laser defenses armor increased and damage reduced.
NOTE: Weapons that use energy to fire have a 50% damage bonus, but most of the energy weapon defenses also had their armor halved and their firepower doubled, compared to the baseline. To make battles a little less quick and "glass cannon" feeling, these have been adjusted to only have 50% less armor and 50% more firepower, instead of halved and doubled.
Arm Stingray and Core Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be.
Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]).
NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers.
Arm and Core Gantries now self-destruct as strategic nukes.
All Kbots (Including gantry Kbots) have had their firepower per metal ratio reduced by 1/3.
NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken.
Arm Zipper and Core Pyro armor increased and line of sight increased.
NOTE: Like the Arm Peewee and Core A.K., the Zipper and Pyro's faster speed no longer comes at the expense of their armor.
All vehicles had their speed reduced by 10%. This should make them a little less difficult to engage and target.
Added Arm and Core Galactic Gates with teleportation functionality to build menus:
Arm and Core Galactic Gates are now buildable by advanced construction units and can be used to teleport units between themselves. Build two, then select one and have it "attack" (link button) the other, then vice-versa. Once you see the directional arrows, you'll know it's ready to teleport units. Just walk them into the circle around the Galactic Gate, and it will appear next to the other gate. Movement waypoints are canceled when a unit is teleported, so it won't immediately try to go somewhere else.
Big thanks to Wotan of the Total Annihilation: Escalation mod for giving permission for us to use these units with their impressive scripts!
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