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Beta 53
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Summary of changes:
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Core Exploiter armor roughly halved, but laser damage increased, and they armor up twice as fast.
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NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
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Core Termite and Clasher weapon reload roughly halved and damage roughly halved.
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Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
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NOTE: This was listed as changed in Beta 14, but got left out.
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Arm Recluse speed, acceleration, brake rate, and turnrate increased.
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Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased, reload increased, and area of effect reduced.
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Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
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NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
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Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
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Core Dragon's Maw
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Core Pyro
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Core Reaper
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Core Firestorm
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Arm and Core Flak weapons (Naval, Vehicle, and defenses) tolerance increased and given some guidance.
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Arm Mumbo weapon range increased by 50% and damage reduced by 50%.
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Hover artillery and rocket launchers brake rate increased.
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NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
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Arm Stiletto turnrate/speed/acceleration/etc improved to be the same as the Arm Hawk.
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Arm Blade and Core Blackdawn weapon reload and damage doubled.
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NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
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Arm Beamer and Core HLLT cost and armor increased about +50%.
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The Beamer's damage was increased 50%.
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The HLLT gained a third turret, so it now has three LLT weapons instead of two.
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NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
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Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
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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 secondary missile damage increased.
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Core Cauterizer damage and area of effect reduced.
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Arm Sharpshooter and Core Skuttle energy cost and buildtime doubled.
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Arm Sharpshooter and Core Skuttle cloaking energy costs tripled.
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NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
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Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
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NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
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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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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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File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user