Compare commits
3
Commits
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79007d38a4 | ||
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892bf9c540 |
@@ -0,0 +1,18 @@
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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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@@ -1,3 +1,101 @@
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October 7, 2022
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TA:T v2.0 Beta 58:
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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 armor reduced to 162 (212), speed increased to 2.535 (1.94), and line of sight increased to 360 (320).
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Arm Peewee weapon [PEEWEE_EMG] range increased to 480 (360), damage reduced to 9 (12), and weapon timer increased to .9333 (.7).
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Core A.K. armor reduced to 192 (251), speed increased to 2.305 (1.76), and line of sight increased to 360 (320).
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Core A.K. weapon [AK_LASER] range increased to 480 (360) and damage reduced to 17 (22).
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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 to 900 (10).
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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 [KBOT_ROCKET] area of effect reduced to 96 (128).
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Arm Janus weapon [JANUS_ROCKET] reload reduced to 3.8 (5.263), damage increased to 374 (518), and tolerance increased to 2000 (1000).
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Core Krogtaar weapon [COR_TAAR_RC] weapon velocity increased to 800 (600).
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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 [TWILIGHT] range increased to 1200 (800).
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Added anti-mine rockets to the Arm Valiant and Core Limiter:
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firestandorders=1;
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StandingFireOrder=0;
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canpatrol=0; (Was 1)
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CanAttack=1;
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Weapon1=ANTIMINE_ROCKET;
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BadTargetCategory=VTOL;
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wpri_badTargetCategory=VTOL;
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and their scripts were changed to allow them to use a weapon.
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Arm Spider turret turn rate increased to 480 (180).
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Arm and Core Construction Hovercraft can now build:
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Micro Fusions
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Moho Metal Makers
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Amphibious Complex
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Seaplane Platform
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Arm Moho Twilight now has a defensive paralysis weapon. The following was added:
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canattack=1;
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shootme=1;
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firestandorders=1;
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StandingFireOrder=1;
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canstop=1;
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downloadable=1;
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Weapon1=ARMTICK_PARALYZER; (Not currently used by any unit)
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wpri_badTargetCategory=ALL;
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BadTargetCategory=NOWEAPON;
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NoChaseCategory=ALL;
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immunetoparalyzer=1;
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and its script was changed to allow it to use a 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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September 24, 2022
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TA:T v2.0 Beta 57:
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Core Instigator description changed to "Light Assault Laser Tank" ("Light Assault Tank").
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Core Instigator weapon [GATOR_LASER] energy per shot increased to 9 (0) and damage increased to 80 (53).
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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.
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Arm Spider turn rate increased to 1650 (1020), steeringmode set to 2 (1), and brake rate increased to 0.25 (0.15).
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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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Core Bladewing speed reduced to 6.82 (7.0).
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NOTE: This should help Bladewings stay in a group with Venoms more easily.
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Arm Bee build distance increased to 300 (60), armor reduced to 160 (369), and speed reduced to 7.5 (7.7).
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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.
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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).
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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).
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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 MRU metalmake increased to 3.0 (1.0).
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Core MRU metalmake increased to 3.0 (1.0).
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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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August 24, 2022
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August 24, 2022
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TA:T v2.0 Beta 56:
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TA:T v2.0 Beta 56:
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Reference in New Issue
Block a user