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@@ -1,332 +1,3 @@
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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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TA:T v2.0 Beta 56:
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Arm Bee armor increased to 369 (160).
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Core Bladewing StandingMoveOrder set to 2 (1).
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NOTE: This sets them to Roaming as their default.
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Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429), and buildtime reduced to 888 (2237).
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Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma")
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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").
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NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect.
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Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16).
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NOTE: This reduced the flame bonus on the Karganeth from 100% to 50%, as was done to other flame units in Beta 55.
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Arm Bantha torso turn rate increased to 185 (100).
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Arm Bantha weapon [ARMBANTHA_FIRE] area of effect increased to 128 (64).
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Core Krogtaar weapon [COR_TAAR_RC] range increased to 750 (500) and damage reduced to 1260 (1890).
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Arm Detonator energy cost reduced to 111449 (222897) and build time reduced to 101317 (202634).
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Arm Protector energy cost reduced to 89159 (178317) and build time reduced to 81053 (162106).
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Arm Scarab energy cost reduced to 88000 (176000) and build time reduced to 40000 (80000).
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Core Catalyst energy cost reduced to 114306 (228612) and build time reduced to 106579 (213158).
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Core Fortitude energy cost reduced to 91445 (182889) and build time reduced to 85263 (170526).
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Core Hedgehog energy cost reduced to 92321 (184642) and build time reduced to 43051 (86101).
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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 [ARMADVBOMB] damage increased to 387 (335) (special damages to fighters and bombers adjusted accordingly).
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Arm Spider armor increased to 756 (555).
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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.
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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).
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NOTE: The reduction in weapon velocity is to help prevent shots from missing.
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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 acceleration increased to 0.006 (0.004), turn rate increased to 116 (77), and armor increased to 31256 (30680).
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July 21, 2022
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TA:T v2.0 Beta 55:
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Arm and Core Light Mine buildtime reduced to 150 (600).
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Arm and Core Medium Mine buildtime reduced to 450 (900).
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Arm EMP Mine and Core Neutron Mine buildtime reduced to 2769 (4500).
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Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime increased to 6923 (5400).
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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.
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Arm Mumbo description changed to "Rapid Fire Pulse-Laser Tank" ("Rapid Fire Laser Tank").
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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).
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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 [TREMSHIP] range reduced to 1250 (1725) and damage increased to 794 (575).
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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 [GA2] area of effect increased to 48 (12).
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Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] tolerance increased to 15000 (5000).
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Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] tolerance increased to 15000 (5000).
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Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance increased to 15000 (5000).
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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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Arm Thunder attackrunlength reduced to 225 (300).
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Core Shadow attackrunlength reduced to 251 (333).
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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).
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Arm Phoenix attackrunlength reduced to 225 (450).
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Core Hurricane attackrunlength reduced to 251 (502).
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Arm Tsunami attackrunlength reduced to 225 (566).
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Core Maelstrom attackrunlength reduced to 251 (630).
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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).
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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 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:
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AimTertiary(heading, pitch)
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{
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signal SIG_AIM;
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set-signal-mask SIG_AIM;
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// Static_Var_4 = 1;
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NOTE: This should fix Commanders/Decoy Commanders from 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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Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.5 (0.25).
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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.
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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).
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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).
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Arm Banshee energy cost reduced to 1470 (1676), speed reduced to 7.5 (9.576) and acceleration reduced to 0.25 (0.5).
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Arm Brawler energy cost reduced to 14411 (16431), speed reduced to 7.5 (9.576) and acceleration reduced to 0.2 (0.4).
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Arm Sabre energy cost reduced to 9608 (10954), speed reduced to 8.25 (10.534) and acceleration reduced to 0.225 (0.45).
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Arm Blade energy cost reduced to 43883 (50033), speed reduced to 7.15 (9.129) and acceleration reduced to 0.175 (0.35).
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Core Venom energy cost reduced to 1509 (1721), speed reduced to 6.82 (8.72) and acceleration reduced to 0.225 (0.45).
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Core Rapier energy cost reduced to 15453 (17619), speed reduced to 6.82 (8.72) and acceleration reduced to 0.175 (0.35).
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Core Cutlass energy cost reduced to 10302 (11746), speed reduced to 7.49 (9.577) and acceleration reduced to 0.2 (0.4).
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Core BlackDawn energy cost reduced to 46884 (53454), speed reduced to 6.5 (8.311) and acceleration reduced to 0.15 (0.3).
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Core Krow energy cost reduced to 160794 (183327), speed reduced to 6.195 (7.921) and acceleration reduced to 0.1285 (0.257).
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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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Arm Construction Aircraft energy cost reduced to 2436 (2777).
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Core Construction Aircraft energy cost reduced to 2558 (2916).
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Arm Peeper energy cost reduced to 705 (804).
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Core Fink energy cost reduced to 753 (858).
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Arm Freedom Fighter energy cost reduced to 471 (537).
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Core Avenger energy cost reduced to 482 (550).
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Arm Thunder energy cost reduced to 2589 (2952).
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Core Shadow energy cost reduced to 2658 (3030).
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Arm Bee energy cost reduced to 1218 (1389).
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Core Bladewing energy cost reduced to 1429 (1629).
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Arm Atlas energy cost reduced to 4779 (5449).
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Core Valkyrie energy cost reduced to 5135 (5855).
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Arm and Core M.A.T. energy cost reduced to 5570 (6351).
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Arm Advanced Construction Aircraft energy cost reduced to 22110 (25208).
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Core Advanced Construction Aircraft energy cost reduced to 23238 (26495).
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Arm Hawk energy cost reduced to 5649 (6441).
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Core Vamp energy cost reduced to 5822 (6638).
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Arm Phoenix energy cost reduced to 27181 (30990).
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Core Hurricane energy cost reduced to 28567 (32570).
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Arm Eagle energy cost reduced to 31973 (36453).
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Core Vulture energy cost reduced to 32746 (37335).
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Arm Lancet energy cost reduced to 8296 (9459).
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Core Titan energy cost reduced to 8711 (9932).
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Arm Dragonfly energy cost reduced to 56343 (64239).
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Core Seahook energy cost reduced to 58354 (66531).
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Arm Spirit energy cost reduced to 151766 (173034).
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Arm Stiletto energy cost reduced to 43269 (49332).
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Core Cauterizer energy cost reduced to 95439 (108813).
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Arm and Core A.M.A.T. energy cost reduced to 59472 (67806).
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Arm Construction Seaplane energy cost reduced to 14739 (16805).
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Core Construction Seaplane energy cost reduced to 15492 (17663).
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Arm Tornado energy cost reduced to 3766 (4294).
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Core Voodoo energy cost reduced to 3881 (4425).
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Arm Tsunami energy cost reduced to 18121 (20660).
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Core Maelstrom energy cost reduced to 19044 (21713).
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Arm Albatross energy cost reduced to 5531 (6306).
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Core Typhoon energy cost reduced to 5807 (6621).
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Arm Seahawk energy cost reduced to 21315 (24302).
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Core Hunter energy cost reduced to 21831 (24890).
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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.
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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).
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Arm and Core Fortification Nano Turrets line of sight, radar range, and build distance increased to 1325 (1000).
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Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 48 (12).
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June 19, 2022
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TA:T v2.0 Beta 54:
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Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
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turnrate=3000;
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selfprop=1;
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guidance=1;
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tracks=1;
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Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
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Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
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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 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).
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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.
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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.
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Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
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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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Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
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Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
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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.
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Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
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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).
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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.
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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 weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
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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 armor increased to 2515 (2480).
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Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
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Core Diplomat armor reduced to 2951 (3029).
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Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
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NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
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[TINY_BUILDINGEX] weapon, which is used many places, had
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commandfire=1;
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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.
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Added CTRL_P to the Core Venom category list.
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Arm Bolo wreckage size increased 50% to match the size of the unit itself.
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Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
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NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
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Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
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Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
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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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June 5, 2022
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June 5, 2022
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TA:T v2.0 Beta 53:
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TA:T v2.0 Beta 53:
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@@ -407,7 +78,7 @@ Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs
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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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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 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).
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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).
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Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
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Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
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@@ -483,7 +154,7 @@ NOTE: This is to help prevent bombers and fighters nearby taking damage from bom
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
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Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
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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.
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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.
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Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
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Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
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NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
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NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
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