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5
Commits
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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 85
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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 build menu bugs for Arm Gantry Constructor and Arm/Core Strategic/Tactical nuclear silos
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Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
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Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
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Arm and Core Advanced Construction Sub can now build the Amphibious Complex.
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Beta 86
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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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The new TADR release (Thanks TADR devs!) is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, showing the current wind speed and tidal strength, etc. You can bring up the control panel in game with Control F2. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
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Depthcharges now continue to track targets outside their range, like missiles, making it harder for subs (Or other units) to outrun them.
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Doubled the metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) for Arm Lemmings and Invaders and Core Roaches and Skuttles, so you can only carry half as many (10 Lemmings instead of 20, etc.).
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Arm Gremlin mincloakdistance increased to 50 (25).
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NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
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Tripled the energy costs for the Arm Epoch and Core Black Hydra.
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NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
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Core Cauterizer attack run length and turnrate reduced.
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NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
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Arm Hermes cost reduced, armor increased, and firepower reduced to 1/2. They now use the Arm Chainsaw weapon.
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Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
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Arm and Core Nexus speed reduced to 1.2 (1.3).
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NOTE: This gives them the same speed as Commanders.
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Core Tidal Generator footprint changed to 3x3 (4x4), so they take up as little space as an Arm Tidal Generator.
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+2678
-11
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