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6 Commits
Author SHA1 Message Date
Axle1975 1a217acb68 tatw-2.0b93 2025-08-27 11:04:16 +10:00
Axle1975 09d94243e2 tatw-2.0b92 2025-08-27 10:55:04 +10:00
Axle1975 17856fe896 tatw-2.0b91 2025-01-12 09:49:24 +11:00
Axle1975 c1f2d79a6b tatw-2.0b87 2024-06-24 21:56:25 +10:00
Axle1975 0483c25ac2 tatw-2.0b86 2024-05-12 23:02:49 +10:00
Axle1975 03f06f24b5 tatw-2.0b85 2024-04-21 21:38:17 +10:00
7 changed files with 3336 additions and 13 deletions
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Beta 85
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed build menu bugs for Arm Gantry Constructor and Arm/Core Strategic/Tactical nuclear silos
Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
Arm and Core Advanced Construction Sub can now build the Amphibious Complex.
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Beta 86
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
The new TADR release is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, etc. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
Depthcharges now continue to track targets outside their range, like missiles, making it harder for subs (Or other units) to outrun them.
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.).
Arm Gremlin mincloakdistance increased to 50 (25).
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.
Tripled the energy costs for the Arm Epoch and Core Black Hydra.
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.
Core Cauterizer attack run length and turnrate reduced.
NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
Arm Hermes cost reduced, armor increased, and firepower reduced to 1/2. They now use the Arm Chainsaw weapon.
Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
Arm and Core Nexus speed reduced to 1.2 (1.3).
NOTE: This gives them the same speed as Commanders.
Core Tidal Generator footprint changed to 3x3 (4x4), so they take up as little space as an Arm Tidal Generator.
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Beta 91
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Tweaked Arm Guardian and Core Punisher models to help with shots hitting the ground in front of targets.
Added CTRL_W to the Arm Blade and Core Blackdawn and Krow.
Depth charge damage to Commanders reduced to non-amphibious unit levels.
Arm Dragonfly and Core Seahook cruise altitude reduced and Seahook model size increased.
Core Oppressor rocket flighttime increased slightly to fix them not being able to hit targets south of them.
Arm and Core strategic, tactical, and anti-nuke silos are now on the Gantry constuctor build menus (Thanks ChaoStorm).
Defenses that can close or go underground to armor up now all take 1/6 damage, instead of 1/4:
Arm Dragon's Claw
Core Dragon's Maw
Arm PACKO
Arm Pit Bull
Core Viper
Arm Thunderstorm
Arm Ambusher
Core Toaster
Arm Annihilator
Core Doomsday Machine
Arm Vanguard explosion sprite made smaller.
Arm and Core Metal Generators now take 1/4 damage when closed instead of 1/2.
Arm Avatar and Core Mauler weapon shaking reduced.
Line of sight support increased up to 3000 pixels.
Arm Sharpshooter weapon area of effect doubled.
Arm Jeffy and Core Weasel armor reduced and firepower increased.
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Beta 92
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm and Core MRUs energy cost increased to match standard energy drain for building advanced vehicles.
The following amphibious units had their energy cost lowered to 50% above baseline instead of 100% above:
Arm Pincer
Arm Pelican
Arm Triton
Arm Marauder
Core Garpike
Core Gimp
Core Shiva
Core Croc
Core Poison Arrow
Arm PomPom and Core Aries had their energy cost increased by 50% and their speed increased by 25% to match the other amphibious units.
Core Gimp speed increased proportionately match the Arm Pelican.
The following advanced tanks have had their armor increased by 50% and their firepower decreased by 50%:
Arm Mumbo
Arm Triton
Arm Demolisher
Core Reaper
Core Poison Arrow
Core Termite
Core Halberd
The Arm Bulldog and Core Goliath have had their armor doubled and their firepower halved.
Arm Sneaky Pete and Veil and Core Castro and Shroud no longer automatically cloak as soon as you start to build them. The T1 and T2 jamming towers were also set to cost twice as much metal and energy as the T1 and T2 radar towers. This reduced the T1 jammers cost and increased the T2 jammers cost.
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Beta 93
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Removed some colors and added others (Thanks ChaoStorm and Venom!).
New Megamap icons (Thanks ChaoStorm and Wiffer!).
Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
Core Oppressor rockets no longer track.
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