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Axle1975 a0c6938cfd Add tdraw.dll, tdraw.txt and LICENSE 2026-06-20 14:43:54 +10:00
Axle1975 5475e46fcc tatw-2.0b79 2024-04-21 22:00:42 +10:00
7 changed files with 1529 additions and 8 deletions
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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text rev31.gp3 filter=lfs diff=lfs merge=lfs -text
tdraw.dll filter=lfs diff=lfs merge=lfs -text
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Beta 79
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm Atlas and Core Valkyrie costs reduced and their armor ratio reduced from 4x normal to 3x normal. This should make it riskier to attack with carried units.
Core Shodan line of sight and range increased and damage reduced.
Laser defenses armor increased and damage reduced.
NOTE: Weapons that use energy to fire have a 50% damage bonus, but most of the energy weapon defenses also had their armor halved and their firepower doubled, compared to the baseline. To make battles a little less quick and "glass cannon" feeling, these have been adjusted to only have 50% less armor and 50% more firepower, instead of halved and doubled.
Arm Stingray and Core Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be.
Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]).
NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers.
Arm and Core Gantries now self-destruct as strategic nukes.
All Kbots (Including gantry Kbots) have had their firepower per metal ratio reduced by 1/3.
NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken.
Arm Zipper and Core Pyro armor increased and line of sight increased.
NOTE: Like the Arm Peewee and Core A.K., the Zipper and Pyro's faster speed no longer comes at the expense of their armor.
All vehicles had their speed reduced by 10%. This should make them a little less difficult to engage and target.
Added Arm and Core Galactic Gates with teleportation functionality to build menus:
Arm and Core Galactic Gates are now buildable by advanced construction units and can be used to teleport units between themselves. Build two, then select one and have it "attack" (link button) the other, then vice-versa. Once you see the directional arrows, you'll know it's ready to teleport units. Just walk them into the circle around the Galactic Gate, and it will appear next to the other gate. Movement waypoints are canceled when a unit is teleported, so it won't immediately try to go somewhere else.
Big thanks to Wotan of the Total Annihilation: Escalation mod for giving permission for us to use these units with their impressive scripts!
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# TA Demo Recorder and Community Patch
## LICENSE
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
The MIT License (MIT)
Copyright (c) 2023 Axle1975, FunkyFr3sh
Copyright (c) 2019 Xpoy
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
The MIT License (MIT)
Copyright (c) 2015 Rime
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
The MIT License (MIT)
Copyright (c) 2015 Chaos
Copyright (c) 2003 Fnordia
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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November 3, 2023
TA:T v2.0 Beta 79:
Arm Atlas metal cost reduced to 100 (130), energy cost reduced to 2072 (2693), build time reduced to 4208 (5470), armor reduced to 1909 (3309).
Core Valkyrie metal cost reduced to 105 (137), energy cost reduced to 2230 (2899), build time reduced to 3488 (4535), armor reduced to 2205 (3836).
NOTE: This reduces the costs of air transports but also their armor ratio from 4x normal to 3x normal. This should make it riskier to attack with carried units.
Core Shodan line of sight increased to 675 (450).
Core Shodan weapon [SHODAN_LASER] range increased to 675 (450), damage reduced to 75 (112), and energy per shot reduced to 17 (25).
NOTE: This helps differentiate Shodans from Levelers. Previously, in most situations, they performed as well as or worse than Leveleres, but rarely better. This gives them a range advantage at the cost of some of their firepower, while keeping their low armor weakness.
Arm Light Laser Tower armor increased to 216 (162).
Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage reduced to 60 (81) and energy per shot reduced to 22 (30).
Arm Sentinel armor increased to 1080 (810).
Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage reduced to 684 (866) and energy per shot reduced to 253 (320).
Arm Beamer armor increased to 784 (588).
Arm Beamer weapon [TAWF001_weapon] damage reduced to 93 (187) and energy per shot reduced to 60 (120).
NOTE: This reduces the overall firepower to 2/3s what it normally would be, to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot.
Arm Stingray energy cost increased to 1680 (1175), metal cost increased to 306 (214), build time increased to 9166 (6410), and armor increased to 816 (659).
Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 705 (669) and energy per shot increased to 247 (234).
NOTE: The Stingray and Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be.
Core Light Laser Tower armor increased to 224 (168).
Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage reduced to 65 (87) and energy per shot reduced to 24 (32).
Core Gaat Gun armor increased to 1120 (840).
Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage reduced to 764 (968) and energy per shot reduced to 287 (363).
Core HLLT armor increased to 979 (732).
Core Exploiter armor increased to 572 (428).
Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] damage reduced to 66 (99) and energy per shot reduced to 21 (31).
Core Thunderbolt energy cost increased to 1213 (1734), metal cost increased to 316 (221), build time increased to 9708 (6789), and armor increased to 870 (703).
Arm Fortification HLT Post armor increased to 5126 (4048).
Core Fortification HLT Post armor increased to 5281 (4168).
NOTE: Weapons that use energy to fire have a 50% damage bonus, but most of the energy weapon defenses also had their armor halved and their firepower doubled, compared to the baseline. To make battles a little less quick and "glass cannon" feeling, these have been adjusted to only have 50% less armor and 50% more firepower, instead of halved and doubled.
Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]).
NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers.
Arm Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]).
Core Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]).
Arm Peewee and Condor weapon [PEEWEE_EMG] reload increased to 0.5484 (0.457) and damage reduced to 12 (15).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] reload increased to 0.8365 (0.79) and damage reduced to 12 (17) (Special damages adjusted accordingly).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage reduced to 223 (335).
Arm Hammer and Core Thud weapon [ARM_HAM] damage reduced to 85 (127).
Arm Warrior weapon [ARMWAR_GAUSS] damage reduced to 39 (58).
Arm Flea weapon [FLEA_LASER] reload increased to 0.876 (0.73) and damage reduced to 12 (15).
Core A.K. and Vindicator weapon [AK_LASER] damage reduced to 19 (28).
Core Berserker weapon [BERSERK] damage reduced to 28 (42).
Arm Zeus weapon [LIGHTNING] damage reduced to 775 (1163) and energy per shot reduced to 172 (258).
Arm Fido weapon [GAUSS] damage reduced to 95 (143).
Arm Fido weapon [BFIDO] damage reduced to 229 (343).
Arm Zipper weapon [ARM_FAST] reload reduced to 0.57 (584) and damage reduced to 13 (20).
Arm Maverick weapon [Armmav_weapon] damage reduced to 407 (610).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage reduced to 114 (171) and energy per shot reduced to 25 (38).
Arm Pelican weapon [ARMAMPH_MISSILE] reload reduced to 2.177 (2.2) and damage reduced to 31 (47) (Special damages adjusted accordingly).
Arm Marauder weapon [ARMMECH_CANNON] damage reduced to 287 (431).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage reduced to 29 (43) (Special damages adjusted accordingly).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 1769 (2653).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] reload reduced to 0.521 (0.525), damage reduced to 47 (71), and energy per shot reduced to 48 (73).
Core Pyro weapon [FLAMETHROWER] reload increased to 0.6826 (0.624), damage reduced to 12 (15), and burst reduced to 8 (9) (Special damages adjusted accordingly).
Core Can weapon [CORE_CANLASER] damage reduced to 732 (1098) and energy per shot reduced to 163 (244).
Core Morty weapon [CORE_MORT] damage reduced to 264 (396).
Core Dominator weapon [CORHRK_ROCKET] damage reduced to 1104 (1656).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage reduced to 636 (954) and energy per shot reduced to 199 (298).
Core Gimp weapon [CORAMPH_WEAPON2] damage reduced to 267 (400) and energy per shot reduced to 59 (89).
Core Gimp weapon [CORAMPH_WEAPON1] damage reduced to 798 (1197).
Core Shiva weapon [SHIVA_CANNON] damage reduced to 715 (1073) and reload reduced to 2.4988 (2.5).
Core Shiva weapon [SHIVA_ROCKET] damage reduced to 1105 (1658).
Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 87 (130) and energy per shot reduced to 26 (39).
Arm Razorback weapon [MECH_BLAST] damage reduced to 159 (238).
Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477)
Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340).
Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 347 (521).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 3907 (5860) and energy per shot reduced to 6588 (9881).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173).
Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372).
Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 840 (1260).
Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271).
Core Krogoth weapon [CORKROG_FIRE] reload reduced to 1295 (1943).
NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken.
Arm Zipper armor increased to 963 (741) and line of sight increased to 550 (360).
Core Pyro armor increased to 1094 (838) and line of sight increased to 500 (360).
NOTE: Like the Arm Peewee and Core A.K., the Zipper and Pyro's faster speed no longer comes at the expense of their armor.
Arm Construction Vehicle speed reduced to 2.968 (3.265).
Arm Jeffy speed reduced to 3.943 (4.337).
Arm Flash speed reduced to 3.428 (3.771).
Arm Stumpy speed reduced to 3.265 (3.592).
Arm Samson speed reduced to 2.968 (3.265).
Arm Lemming speed reduced to 3.3 (3.63).
Arm Podger speed reduced to 3.409 (3.75).
Arm Pincer speed reduced to 4.285 (4.714)
Arm Shellshocker speed reduced to 2.968 (3.265).
Arm Janus speed reduced to 2.968 (3.265).
Arm Beaver speed reduced to 2.968 (3.265).
Arm Courier speed reduced to 3.091 (3.4)
Core Construction Vehicle speed reduced to 2.698 (2.968).
Core Weasel speed reduced to 3.585 (3.943).
Core Instigator speed reduced to 3.117 (3.429).
Core Raider speed reduced to 2.968 (3.265).
Core Slasher speed reduced to 2.1.708 (2.968).
Core Leveler speed reduced to 1.708 (1.879).
Core Spoiler speed reduced to 3.098 (3.408).
Core Garpike speed reduced to 3.896 (4.286).
Core Wolverine speed reduced to 2.698 (2.968).
Core Shodan speed reduced to 1.708 (1.879).
Core Muskrat speed reduced to 2.698 (2.968).
Core Emissary speed reduced to 2.81 (3.04).
Arm Advanced Construction Vehicle speed reduced to 2.692 (2.961).
Arm Triton speed reduced to 3.888 (4.2763).
Arm Bulldog speed reduced to 3.11 (3.421).
Arm Jammer speed reduced to 3.428 (3.771).
Arm Luger speed reduced to 2.692 (2.961).
Arm Recluse speed reduced to 3.11 (3.42104).
Arm Seer speed reduced to 3.428 (3.771).
Arm MERL speed reduced to 2.692 (2.961).
Arm Penetrator speed reduced to 2.582 (2.84).
Arm Phalanx speed reduced to 2.692 (2.961).
Arm Scarab speed reduced to 1.845 (2.03).
Arm Gremlin speed reduced to 3.073 (3.380).
Arm Panther speed reduced to 3.192 (3.511).
Arm MRU speed reduced to 1.845 (2.03).
Arm Mumbo speed reduced to 3.11 (3.421).
Arm Hermes speed reduced to 2.692 (2.961).
Arm Consul speed reduced to 3.182 (3.5).
Arm Demolisher speed reduced to 2.969 (3.266).
Core Advanced Construction Vehicle speed reduced to 2.448 (2.693).
Core Croc speed reduced to 3.71 (4.0813).
Core Reaper speed reduced to 2.827 (3.11).
Core Deleter speed reduced to 3.117 (3.429).
Core Pillager speed reduced to 2.448 (2.693).
Core Goliath speed reduced to 2.827 (3.11).
Core Informant speed reduced to 3.117 (3.429).
Core Diplomat speed reduced to 2.448 (2.693).
Core Hedgehog speed reduced to 1.682 (1.85).
Core Copperhead speed reduced to 2.448 (2.693).
Core Poison Arrow speed reduced to 3.45 (3.795).
Core Banisher speed reduced to 2.347 (2.582).
Core Termite speed reduced to 2.7 (2.97).
Core MRU speed reduced to 1.682 (1.85).
Core Tremor speed reduced to 2.448 (2.693).
Core Intruder speed reduced to 2.455 (2.7).
NOTE: This reduces vehicle speeds by 10%. This should make them a little less difficult to engage and target.
Arm Vulcan weapon [RANGE_VULC] changed to [RANGE_BERTHA].
Core Buzzsaw weapon [RANGE_BUZZ] changed to [RANGE_TIMMY].
NOTE: This is to free up a couple of weapon slots. The range on the Bertha is the same as the Vulcan, and the range on the Intimidator the same as the Buzzsaw.
Weapons removed:
[RANGE_VULC] ID=48;
[RANGE_BUZZ] ID=127;
Weapon added:
[GATE_RANGE] ID=127; (This is for the Galactic Gates. See below!)
Added Arm and Core Galactic Gates with teleportation functionality to build menus:
Arm and Core Galactic Gates are now buildable by advanced construction units and can be used to teleport units between themselves. Build two, then select one and have it "attack" (link button) the other, then vice-versa. Once you see the directional arrows, you'll know it's ready to teleport units. Just walk them into the circle around the Galactic Gate, and it will appear next to the other gate. Movement waypoints are canceled when a unit is teleported, so it won't immediately try to go somewhere else.
Big thanks to Wotan of the Total Annihilation: Escalation mod for giving permission for us to use these units with their impressive scripts!
September 2, 2023
TA:T v2.0 Beta 78:
Made the following changes to allow the bunker a bigger footprint and still be buildable by the Nanolathe Platform. This also might help with the issue of units inside occasionally not being able to fire out of the bunker.
Arm and Core Nanolathe Platform footprint increased to 5x5 (3x3), yardmap changed to YardMap=ooooo occco occco occco ooooo; (YardMap=ooo oco ooo;), and horizontal model size scaled up 2.25 times bigger.
Arm and Core Advanced Fortification Nanolathe Turret model size scaled up 1.5 times bigger.
Renamed TINY2 movement class to NANOTURRET and changed the footprint from 1x1 to 3x3.
Added new movement class NANOTURRETSMALL and set the footprint to 2x2.
Changed movement class to NANOTURRETSMALL for the following:
Arm and Core Nanolathe Turret
Arm and Core Repair Nanolathe Turret
NOTE: The 2x2 footprint for NANOTURRETSMALL allows repair turrets and regular turrets to fit inside bunkers that have a 2x2 footprint restriction.
Changed movement class to NANOTURRET for the following:
Arm and Core Fortification Nanolathe Turret
Arm and Core Advanced Fortification Nanolathe Turret
Arm Courier energy cost increased to 4636 (3709), metal cost increased to 246 (197), build time increased to 6321 (5057), and armor increased to 9389 (7509).
Core Emissary energy cost increased to 4779 (3823), metal cost increased to 254 (203), build time increased to 6676 (5341), and armor increased to 10647 (8515).
Arm Courier and Core Emissary scripts changed to require carrying at least four units to be able to fire their weapon (one).
Arm Courier weapon changed to [MED_EMG] ([PEEWEE_EMG]).
Core Emissary weapon changed to [VENOM_LASER] ([AK_LASER]).
NOTE: The Courier and Emissary now use the Banshee and Venom weapons instead of the Peewee and A.K. weapons, increasing their firepower along with their cost.
Arm Banshee weapon [MED_EMG] turret changed to 1 (0).
Core Venom weapon [VENOM_LASER] turret=1 added.
Arm Banshee and Core Venom script now include AimPrimary section.
NOTE: The Arm Courier and Core Emissary can only fire while they are carrying at least four units inside. Their scripts do this by preventing the "aim" section of the script from running while they are empty.
When they got the Banshee and Venom weapons, they were suddenly able to fire while empty, because the those weapons had turret set to 0, and therefore didn't require an aim section in the script.
I changed the weapons to use turret=1, but then the Banshee and Venom wouldn't fire, because they didn't have an aim section in their script (since they hadn't needed one). Once I added it, they were able to fire normally again.
Arm Condor armor increased to 4964 (3309) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)").
Core Vindicator armor increased to 5754 (3836) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)").
Arm Peewee armor increased to 278 (208) and line of sight increased to 650 (480).
Arm Peewee and Condor weapon [PEEWEE_EMG] reload reduced to 0.457 (0.467).
Core A.K. armor increased to 324 (247) and line of sight increased to 600 (480).
Core A.K. and Vindicator weapon [AK_LASER] reload increased to 0.505 (0.495).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] added:
turnrate=5000;
guidance=1;
tracks=1;
Arm Janus weapon [JANUS_ROCKET] added:
turnrate=5000;
guidance=1;
tracks=1;
NOTE: This gives their rockets slight tracking, helping them to hit moving targets.
Arm Jeffy armor increased to 458 (305).
Arm Jeffy weapon [ARM_LASER] damage reduced to 18 (27).
Core Weasel armor increased to 525 (350).
Core Weasel weapon [CORE_LASER] damage reduced to 20 (30).
NOTE: Jeffies and Weasels still seem too strong at raiding, so they have been put back to standard armor and firepower, instead of 50% less armor and 50% more firepower.
MaxWaterDepth increased to 8 (0) for the following metal extractors:
Arm Metal Extractor
Core Metal Extractor
Arm Twilight
Core Exploiter
Arm Moho Mine
Core Moho Mine
Arm Moho Twilight
Core Moho Exploiter
NOTE: This will allow the building of extractors on underwater metal patches that are in very shallow water. The extractors will still be partially above water, allowing for surface units to attack them.
KBOTSS2 and TANKDS2 movement classes MaxSlope reduced to 27 (32).
These are movement classes for Kbots and amphibious Kbots. At 32 they were able to climb up and down seemingly impassably steep ridges/cliffs in some spots on maps, so this should help with that.
Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness reduced to 0.333 (0.5).
Arm Hammer script vertical turret speed increased to 180 (45).
NOTE: This makes them raise their turret faster, which helps off-set the delay from their cannon cases sliding back.
Arm Hammer and Core Thud weapon [ARM_HAM] area of effect increased to 128 (64), edge effectiveness increased to 0.1 (0), and weapon velocity increased to 400 (300).
NOTE: For whatever reason, the 300 weapon velocity seemed to impair their accuracy, even for closer targets, so this should help them hit more effectively, and the increased area of effect will make near misses more damaging.
August 26, 2023
TA:T v2.0 Beta 77:
Arm Kbot Lab energy cost increased to 1247 (831), metal cost increased to 510 (340), and build time increased to 10200 (6800).
Core Kbot Lab energy cost increased to 1292 (862), metal cost increased to 529 (353), and build time increased to 10847 (7231).
Arm Advanced Kbot Lab energy cost reduced to 43628 (58170), metal cost reduced to 3570 (4760), and build time reduced to 71400 (95200).
Core Advanced Kbot Lab energy cost reduced to 45229 (60305), metal cost reduced to 3701 (4935), and build time reduced to 75923 (101230).
NOTE: This puts Kbot labs at 75% of their original cost.
NOTE: Previously, Peewees were almost 1/4 the cost of a Flash tank (3.85 Peewees per Flash). This changes that to about 3 Peewees per Flash, which is about a 28% increase in cost. This was done to most Kbots, increasing their cost, armor, and firepower by about 28%. The idea is to make Kbots a bit more robust while still keeping their "cheaper/more units for the cost" feel, and to help them feel more competitive compared to vehicles.
Arm Construction Kbot is unchanged.
Arm Peewee energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 208 (162).
Arm Peewee, Courier, and Condor weapon [PEEWEE_EMG] damage increased to 15 (12) and reload reduced to 0.467 (0.48).
Arm Jethro energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 150 (117).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 50 (39) (Special damages adjusted accordingly).
Arm Rocko energy cost increased to 732 (570), metal cost increased to 76 (59), build time increased to 1937 (1509), and armor increased to 600 (467).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 335 (261).
Arm Hammer energy cost increased to 458 (357), metal cost increased to 48 (37), build time increased to 1211 (943), and armor increased to 187 (146).
Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 127 (99).
Arm Warrior energy cost increased to 1330 (1036), metal cost increased to 137 (107), build time increased to 3522 (2743), and armor increased to 1089 (848).
Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 58 (45).
Arm Flea energy cost increased to 109 (85), metal cost increased to 12 (9), build time increased to 286 (223), and armor increased to 64 (50).
Arm Flea weapon [FLEA_LASER] damage increased to 15 (12) and reload time reduced to 0.73 (0.75).
Core Construction Kbot is unchanged.
Core A.K. energy cost increased to 358 (279), metal cost increased to 37 (29), build time increased to 969 (755), and armor increased to 247 (192).
Core A.K., Emissary, and Vindicator weapon [AK_LASER] damage increased to 28 (22) and reload reduced to 0.495 (0.5).
Core Crasher energy cost increased to 343 (267), metal cost increased to 35 (27), build time increased to 926 (721), and armor increased to 154 (120).
Core Storm energy cost increased to 751 (585), metal cost increased to 77 (60), build time increased to 2030 (1581), and armor increased to 691 (538).
Core Thud energy cost increased to 492 (383), metal cost increased to 50 (39), build time increased to 1331 (1037), and armor increased to 238 (185).
Core Berserker energy cost increased to 1434 (1117), metal cost increased to 148 (115), build time increased to 3880 (3022), and armor increased to 1306 (1015).
Core Berserker weapon [BERSERK] damage increased to 42 (32).
Core Scorpion is unchanged.
Arm Advanced Construction Kbot is unchanged.
Arm Zeus energy cost increased to 12174 (9482), metal cost increased to 417 (325), build time increased to 10742 (8366), and armor increased to 3324 (2589).
Arm Zeus weapon [LIGHTNING] damage increased to 1163 (906) and energy per shot increased to 258 (213).
Arm Fido energy cost increased to 6312 (4916), metal cost increased to 217 (169), build time increased to 5568 (4337), and armor increased to 1723 (1342).
Arm Fido weapon [GAUSS] damage increased to 143 (111).
Arm Fido weapon [BFIDO] damage increased to 343 (267).
Arm Invader is unchanged.
Arm Eraser is unchanged.
Arm Zipper energy cost increased to 3519 (2741), metal cost increased to 121 (94), build time increased to 3103 (2417), and armor increased to 741 (572).
Arm Zipper weapon [ARM_FAST] damage increased to 15 (20) and reload increased to 0.584 (0.567).
Arm Maverick energy cost increased to 18973 (14777), metal cost increased to 434 (338), build time increased to 11159 (8691), and armor increased to 1150 (896).
Arm Maverick weapon [Armmav_weapon] damage increased to 610 (475).
Arm Tick is unchanged.
Arm Marky is unchanged.
Arm Spider is unchanged.
Arm Pelican energy cost increased to 12223 (9520), metal cost increased to 209 (163), build time increased to 5393 (4200), and armor increased to 1669 (1300).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 171 (133) and energy per shot increased to 38 (31).
Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 141 (110) (Special damages adjusted accordingly).
Arm Sharpshooter is unchanged.
Arm Infiltrator is unchanged.
Arm Decoy Commander is unchanged.
Arm Rector is unchanged.
Arm FARK is unchanged.
Arm Marauder energy cost increased to 32431 (25259), metal cost increased to 556 (433), build time increased to 14307 (11143), and armor increased to 2211 (1722).
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 431 (336).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 128 (100) (Special damages adjusted accordingly).
Arm FatBoy energy cost increased to 18658 (14532), metal cost increased to 641 (499), build time increased to 16464 (12823), and armor increased to 2547 (1983).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage increased to 2653 (2065).
Arm PomPom energy cost increased to 5114 (3983), metal cost increased to 176 (137), build time increased to 4512 (3514), and armor increased to 702 (547).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 212 (165) and energy per shot increased to 73 (57).
Core Advanced Construction Kbot is unchanged.
Core Pyro energy cost increased to 3631 (2828), metal cost increased to 125 (97), build time increased to 3270 (2547), and armor increased to 838 (650).
Core Pyro weapon [FLAMETHROWER] damage increased to 15 (12) and reload reduced to 0.624 (0.643) (Special damages adjusted accordingly).
Core Can energy cost increased to 13068 (10178), metal cost increased to 447 (348), build time increased to 11770 (9167), and armor increased to 4496 (3500).
Core Can weapon [CORE_CANLASER] damage increased to 1098 (855) and energy per shot increased to 244 (202).
Core Roach is unchanged.
Core Spectre is unchanged.
Core Freaker is unchanged.
Core Morty energy cost increased to 4282 (3335), metal cost increased to 146 (114), build time increased to 3856 (3003), and armor increased to 642 (499).
Core Morty weapon [CORE_MORT] damage increased to 396 (308).
Core Dominator energy cost increased to 5984 (4661), metal cost increased to 204 (159), build time increased to 5389 (4197), and armor increased to 895 (697).
Core Dominator weapon [CORHRK_ROCKET] damage increased to 1656 (1290).
Core Voyeur is unchanged.
Core Sumo energy cost increased to 34854 (27146), metal cost increased to 795 (619), build time increased to 20925 (16297), and armor increased to 11704 (9113).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 954 (743) and energy per shot increased to 298 (247).
Core Gimp energy cost increased to 17278 (13457), metal cost increased to 295 (230), build time increased to 7779 (6059), and armor increased to 2590 (2015).
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 400 (311) and energy per shot increased to 89 (73).
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1197 (931).
Core Skuttle is unchanged.
Core Parasite is unchanged.
Core Decoy Commander is unchanged.
Core Necro is unchanged.
Core Commando is unchanged.
Core Shiva energy cost increased to 34800 (27104), metal cost increased to 595 (463), build time increased to 15671 (12205), and armor increased to 2605 (2027).
Core Shiva weapon [SHIVA_CANNON] damage increased to 1073 (835).
Core Shiva weapon [SHIVA_ROCKET] damage increased to 1658 (1290).
Core Aries energy cost increased to 5360 (4175), metal cost increased to 184 (143), build time increased to 5819 (4532), and armor increased to 846 (656).
Adjusted "Weight" values (For Arm Condor and Core Vindicator carrying capacity) for the above Kbots based on the new metal costs.
Arm Jeffy armor increased to 305 (230).
Arm Jeffy weapon [ARM_LASER] damage reduced to 27 (36).
Core Weasel armor increased to 350 (263).
Core Weasel weapon [CORE_LASER] damage reduced to 30 (40).
NOTE: Previously, Jeffies and Weasels had doubled firepower and halved armor, but seemed to be too strong at early raiding. Instead, this puts Jeffies and Weasels at 50% more firepower and 50% less armor than the baseline.
August 24 2023
TA:T v2.0 Beta 76a:
Arm Kbot Lab energy cost reduced to 831 (1662), metal cost reduced to 340 (680), and build time reduced to 6800 (13600).
Core Kbot Lab energy cost reduced to 862 (1723), metal cost reduced to 353 (705), and build time reduced to 7231 (14462).
August 5, 2023
TA:T v2.0 Beta 76:
Core Enforcer weapon [CORE_ROY] changed to [ARM_ROY].
Core Enforcer armor increased to 8394 (7900).
[CORE_ROY] weapon removed and ID 65 given to [CORWOLV_GUN] (ID was 253).
[ARMPB_WEAPON] ID changed to 141 (254).
Core Warlord weapon [CORE_BATSLASER] changed to [CORE_DOOMSDAY_SECONDARY].
Core Warlord armor increased to 44347 (44165).
[CORE_BATSLASER] weapon removed and ID 93 given to [COR_TAAR_RC] (ID was 255).
NOTE:
Weapon IDs 253, 254, and 255 are supposed to be left unused for tree burning and feature destruction on maps, so I moved them to different IDs.
Arm Jeffy speed reduced to 4.337 (4.714), acceleration reduced to 0.035 (0.04), and brake rate increased to 0.035 (0.04).
Arm Jeffy weapon [ARM_LASER] damage increased to 36 (18).
Core Weasel speed reduced to 3.943 (4.286), acceleration reduced to 0.03175 (0.036), and brake rate reduced to 0.03175 (0.036).
Core Weasel weapon [CORE_LASER] damage increased to 40 (20).
NOTE: Jeffies and Weasels have half the standard armor for their cost, so now they have twice the firepower for their cost. In return, they lost a bit of their speed and maneuverability. Hopefully this will make them more viable for light raiding and hit and run attacks. They'll give more firepower than the same metal spent in Flashes or Instigators, but with much less armor, making them best for raiding undefended targets and leaving before reinforcements can arrive. Their scouting and line of sight roles should remain the same.
Arm Moho Twilight weapon [ARMTICK_PARALYZER] renamed to [MOHO_TWILIGHT_EMP_GRENADE]
Arm Condor and Core Vindicator carrying capacity changed to "weight" system:
Previously, they could carry a set number of units (6, specifically), and it didn't matter what kind of units they were.
Now, they can carry a set amount of "weight", currently 1000, and each unit has a specific weight, roughly corresponding to their metal cost. Units are generally rounded to the nearest 25 metal (for Kbots) or 50 metal (for vehicles).
For example, Arm Flashes and Core Insigators have 100 weight, so a Condor or Vindicator could carry 10 of them (1000 / 100 = 10). Stumpies and Raiders weigh 200, so only 5 could be carried. Peewees and A.K.s weigh 25, so 40 could be carried. Of course, you can mix and match, carrying 2 Stumpies (2 * 200 = 400 weight), 4 Flashes (4 * 100 = 400 weight), and 8 Peewees (8 * 25 = 200 weight), for a total of 1000 weight.
This should allow for transporting larger groups of cheaper units and smaller groups of heavier units, while still carrying approximately the same total "value" of units.
Because of this, unloading might take longer (While carrying a lot of units), so:
Arm Condor and Core Vindicator are no longer invincible when doing an emergency drop (automatically unloading units when almost destroyed). They will still attempt to automatically unload units when almost destroyed, but can be damaged and destroyed while doing so.
The emergency-drop itself now triggers when taking fire while under 25% health left, instead of 10%.
Core Vindicator explosion changed to [MEDIUM_UNITEX] ([BIG_UNITEX]), self-destruct explosion changed to [MEDIUM_UNIT] ([BIG_UNIT), and cruising altitude increased to 90 (80).
July 30, 2023
TA:T v2.0 Beta 75:
Fixed the Arm Warrior showing up twice on the Arm Kbot Lab menu (Replaced ARMWAR.TDF with a 0-byte version).
Last version (Beta 74) put in a palette fix for the "red edges" issue.
Gantry units have been brought in line with the standard Kbot and vehicle armor/firepower ratios. Additionally, all gantry units have had their energy cost increased 50%, making them cost three times as much energy per metal as advanced units.
Arm Requiter energy cost increased to 258951 (172634).
Core Precluder energy cost increased to 265473 (176982).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] reload reduced to 60 (90).
Arm Avatar energy cost increased to 144396 (96264).
Core Mauler energy cost increased to 149171 (99447).
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] reload reduced to 4.775 (7.1625).
Arm Antarion energy cost increased to 444498 (296332) and armor increased to 38746 (25830).
Core Gargoyle energy cost increased to 489429 (326286) and armor increased to 46884 (31256).
Added new movement class: SPID4.
NOTE: This is a 4x4 unit spider movement class.
Arm Vanguard movement class set to SPID4 (ATMECH).
NOTE: This allows Vanguards to climb steep surfaces like Recluses, Termites, and other similar units.
Arm Razorback metal cost reduced to 667 (1000), build time reduced to 37403 (56104), and description changed to "Steep-Terrain Battle Mech" ("All-Terrain Battle Mech").
Core Karganeth metal cost reduced to 691 (1037), build time reduced to 39820 (59730), and description changed to "Steep-Terrain Assault Mech" ("All-Terrain Assault Mech").
NOTE: This is because, while Razorbacks and Karganeths can climb much steeper slopes than most units, they cannot "spider-climb" like other "all-terrain" units.
Arm Vanguard metal cost reduced to 1179 (1768) and build time reduced to 66119 (99178).
Core Juggernaut metal cost reduced to 3599 (5398) and build time reduced to 207264 (310896).
Arm Bantha metal cost reduced to 2667 (4000) and build time reduced to 149611 (224416).
Core Krogtaar metal cost reduced to 2765 (4148) and build time reduced to 159284 (238926).
NOTE: Energy costs are increasing for Gantry units by 50%, so when Gantry Kbots costs were reduced by the same percentage to bring them in line with the standard Kbot ratios, it canceled out and the energy costs did not change, even though metal and build time did.
Arm Bolo energy cost increased to 645197 (430131) and armor increased to 107356 (95427).
Arm Bolo and Core Yavac weapon [HELLBORE_CANNON] damage increased to 2136 (1184), energy per shot increased to 1178 (653), and edge effectiveness reduced to 271 (384).
Core Yavac energy cost increased to 664434 (442956) and armor increased to 131519 (111111).
Arm Orcone energy cost increased to 1521299 (1217039), metal cost reduced to 8843 (10611), and build time reduced to 496077 (595292).
Arm Orcone weapon [ARMORCO_FIRE] reload reduced to 1.5976 (2.7).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] reload reduced to 2.9586 (5.0)
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 7962 (4711), weapon velocity reduced to 415 (525), and weapon timer increased to 1.5 (1).
Core Krogoth energy cost increased to 1731938 (1385550), metal cost reduced to 10058 (12070), and build time reduced to 579325 (695190).
Core Krogoth weapon [CORKROG_FIRE] reload reduced to 2.071 (3.5).
Arm Spider energy cost reduced to 4155 (6134).
Arm Recluse weapon [ADV_ROCKET] area of effect increased to 192 (144) and tolerance increased to 2000 (1000).
Arm Penetrator and Arm Bantha weapon [ARMMANNI_WEAPON] reload increased to 5.0676 (3.0), damage increased to 2000 (1184), and energy per shot increased to 1177 (697).
Arm Beamer weapon [TAWF001_weapon] energy per shot increased to 120 (60).
Arm Nanolathe Platform added to the build menu for:
Arm Podger, Bee, and Valiant.
Core Nanolathe Platform added to the build menu for:
Core Spoiler, Scorpion, and Limiter.
NOTE: This will help them in their combat engineer role by allowing them to build a nanoplatform that can be used to make a fortification nanoturret or bunker.
Added hotkeys for fort turrets.
Removed paralysis immunity for:
Arm Antarion, Bantha, Bolo, Millennium, Razorback, Vanguard
Core Krogtaar, Warlord, Karganeth, Gargoyle, Juggernaut, Yavac
The same units, plus the Core Intruder, take 0 damage (Are functionally immune) to the following paralyzing weapons (The source of paralysis is too light to affect units this big):
Arm Spider's [ARM_PARALYZER] weapon
Core Bladewing's [BLADEWING_LYZER] weapon
The same units, plus the Core Intruder, take 5% normal damage from the following paralyzing weapons (Units this big are resistant to this source of paralysis), meaning they are only paralyzed for 5% of the normal duration:
Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon
Arm Tick [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
Arm Moho Twilight [ARMTICK_PARALYZER] weapon
NOTE: This was already on the changelist back in Beta 19 (Except for the Juggernaut, Bolo, and Yavac), but the paralysis immunity was never removed. Also the Beta 19 change was 10%, not 5%, and the Arm Moho Twilight weapon was 0 like the Spider and Bladewing weapons.
This means that very large units *can* be stopped with paralysis, but even heavy paralysis weapons will only stop them for a few seconds, meaning you'll need to hit them with a constant barrage or have multiple EMP weapons to keep them locked down.
This should encourage people to escort their gantry units or have reinforcements standing by, and will give someone without the means of dealing with gantry units a chance to at least slow them down and buy some time.
The Arm Epoch and Orcone and Core Black Hydra and Krogoth are still completely immune to paralysis.
Arm Metal Maker energy cost reduced to 125 (150).
Arm Floating Metal Maker energy cost reduced to 112.5 (135).
Core Metal Maker energy cost reduced to 137.5 (165).
Core Floating Metal Maker energy cost reduced to 125 (150).
NOTE: This should help metal makers to be a bit more viable in the earlier game, while not affecting the efficiency of late-game Moho Metal Makers.
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] non-air unit damage increased to 29 (9).
Arm Flea weapon [FLEA_LASER] reload increased to 0.75 and damage increased to 12 (8).
Core Pyro weapon [FLAMETHROWER] reload time reduced to 0.643 (0.655), burst reduced to 9 (11), and damage increased to 12 (10).
NOTE: The above three weapon changes were made to bring the damage up to at least 12. Weapons that do 10 damage used against units with a damage modifier of 0.167 would still damage them until the unit had at least 5 kills (Veteran level 1), and then the additional damage reduction from that would cause them to do 0 damage to them. 12 damage weapons will continue to damage units with that damage modifier even after they reach full veteran status at 25 kills.
July 21, 2023
TA:T v2.0 Beta 74:
Arm LLT and Bear weapon [ARM_LIGHTLASER] range increased to 800 (500) and damage reduced to 81 (129).
Core LLT, HLLT, and Turtle weapon [CORE_LIGHTLASER] range increased to 800 (500) and damage reduced to 87 (139).
NOTE: Despite being one of the most cheap and basic defenses, LLTs weren't used as often as you'd expect. With this change they'll be able to cover a larger area, albeit with lower damage output, and should just generally be a better all-around cheap defense. The difference between a light laser tower and a heavy laser tower isn't range, but how hard they hit.
Arm Sentinel energy cost increased to 2228 (1617), metal cost increased to 405 (294), build time increased to 12150 (8820), and armor increased to 810 (588).
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] damage increased to 866 (629), and energy per shot increased to 320 (232).
Arm Fortification Wall HLT Post armor reduced to 4048 (5575).
Core Gaat Gun energy cost increased to 2310 (1672), metal cost increased to 420 (304), build time increased to 12923 (9354), and armor increased to 840 (608).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] damage increased to 968 (701), and energy per shot increased to 363 (263).
Core Fortification Wall HLT Post armor reduced to 4168 (5760).
NOTE: Heavy Laser Towers now cost 5 times as much as an LLT, and hit even harder than before. With some vet status from kills, it can even destroy Flashes and Instigators in a single hit.
Arm Beamer description changed to "Piercing Energy Beam Turret" ("Beam Laser Turret").
Arm Beamer weapon [TAWF001_weapon] range increased to 800 (675), reload increased to 0.333 (0.15), damage increased to 187 (100), energy per shot increased to 60 (27), and noexplode=1 added.
NOTE: Beamers previously had more range than HLLTs, but no longer have that distinction. Instead, Beamers fire a piercing beam of energy that can blast through multiple targets in its line of fire, similar to a D-Gun.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] range reduced to 465 (600), weapontimer reduced to 1.54 (1.987), and damage increased to 261 (202).
Note: Rockos and Storms were a bit too dominant in Kbot battles, especially considering their cost, even against heavier units like Warriors and Berserkers. Now they'll hit a bit harder, but without quite so much range.
Arm Fido description changed to "Skirmish/Artillery Kbot.X switches weapons.D targets artillery." ("Skirmish Kbot").
Arm Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System").
Arm Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower").
Arm Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units").
Arm Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar").
Arm Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Extended Sonar").
Arm Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming").
Arm Spotter description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges").
Arm Seer description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle").
Arm Marky description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot").
Arm Escort description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship").
Arm Eagle description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane").
Arm Seahawk description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane").
Core Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System").
Core Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower").
Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units").
Core Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar").
Core Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Locates Water Units").
Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming").
Core Watcher description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges").
Core Informant description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle").
Core Voyeur description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot").
Core Phantom description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship").
Core Vulture description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane").
Core Hunter description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane").
NOTE: This is just to make it clear that radar/sonar units also give much better line of sight, which may not be immediately obvious.
Arm Twilight decloak radius increased to 60 (30).
NOTE: This means Twilights will now decloak if an enemy unit is almost touching them.
Arm Condor and Core Vindicator weapon [MUAT_UNLOAD] range increased to 150 (10).
NOTE: This "weapon" is actually used for unloading units, so increasing the range means they have a bigger margin of error for dropping off units and don't have to slow down as much to do it.
June 17, 2023
TA:T v2.0 Beta 73:
Arm Lemming energy cost reduced to 889 (2211) and build time reduced to 1213 (3016).
NOTE: Compared to Arm Invaders (Another mobile bomb unit), the energy per metal ratio was much too high on Lemmings. This should make them more accessible, but still energy intensive.
Arm Gremlin destroyed explosion set to ARMLEMM_KILLED (MEDIUM_UNITEX) and self-destruct count down set to 1 (5). Their self-destruct damage is still unchanged (And more damaging).
NOTE: This allows Gremlins to be used more like armed cloaking Lemmings. If there are defenseless targets nearby, you can decloak and use their weapons. If destroyed, they blow up like Lemmings. Otherwise, you can self-destruct them for even more damage and not leaving wreckage.
[SMALL_UNITEX] weapon area of effect reduced to 173 (200).
[MEDIUM_UNITEX] weapon area of effect reduced to 346 (400).
[BIG_UNITEX] weapon area of effect reduced to 520 (600).
[SMALL_UNIT] weapon area of effect reduced to 225 (260).
[MEDIUM_UNIT] weapon area of effect reduced to 450 (520).
[BIG_UNIT] weapon area of effect reduced to 676 (780).
[SMALL_BUILDINGEX] weapon area of effect reduced to 346 (400).
[MEDIUM_BUILDINGEX] weapon area of effect reduced to 520 (600).
[LARGE_BUILDINGEX] weapon area of effect reduced to 693 (800).
[ESTOR_BUILDINGEX] weapon area of effect reduced to 693 (800).
[SMALL_BUILDING] weapon area of effect reduced to 450 (520).
[MEDIUM_BUILDING] weapon area of effect reduced to 676 (780).
[LARGE_BUILDING] weapon area of effect reduced to 901 (1040).
[ESTOR_BUILDING] weapon area of effect reduced to 901 (1040).
[ATOMIC_BLASTSML] weapon area of effect reduced to 866 (1000).
[ATOMIC_BLAST] weapon area of effect reduced to 1126 (1300).
NOTE: Lowering most of the regular unit and structure explosions to about 75% of what they were before.
Arm Energy Storage metal cost increased to 240 (60), energy cost increased to 2430 (608), build time increased to 6627 (1657), armor increased to 1250 (1000), and energy storage increased to 5000 (1250).
Arm Metal Storage metal cost increased to 152 (76), energy cost increased to 358 (179), build time increased to 2926 (1463), armor increased to 1329 (1063), and metal storage increased to 500 (250).
Arm Underwater Energy Storage metal cost increased to 284 (71), energy cost increased to 3834 (959), build time increased to 7842 (1961), armor increased to 1447 (1158), and energy storage increased to 7500 (1875).
Arm Underwater Metal Storage metal cost increased to 180 (90), energy cost increased to 634 (317), build time increased to 3452 (1726), armor increased to 1625 (1300), and metal storage increased to 750 (375).
Core Energy Storage metal cost increased to 249 (62), energy cost increased to 2489 (622), build time increased to 6962 (1740), armor increased to 1350 (1080), and energy storage increased to 5000 (1250).
Core Metal Storage metal cost increased to 160 (80), energy cost increased to 368 (184), build time increased to 2926 (1463), armor increased to 1306 (1045), and metal storage increased to 500 (250).
Core Underwater Energy Storage metal cost increased to 280 (70), energy cost increased to 3732 (933), build time increased to 7829 (1957), armor increased to 1521 (1217), and energy storage increased to 7500 (1875).
Core Underwater Metal Storage metal cost increased to 176 (88), energy cost increased to 572 (286), build time increased to 3200 (1600), armor increased to 1750 (1400), and metal storage increased to 750 (375).
NOTE: Level 1 Energy Storages are back to their original costs and storage limits, up from 1/4. Metal Storages have been moved up to 1/2 their original costs and storage limits.
Arm and Core Geothermal Powerplant energy production reduced to 350 (500).
NOTE: This will make Geos not quite as big a jump up in energy production earlier on, while still keeping them very valuable.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.492 (1.6875) and damage reduced to 450 (509).
NOTE: Arm Rockos died to one shot from this weapon, but Core Storms took two. Now they both take two.
Arm Janus armor increased to 711 (603).
Arm Janus weapon [JANUS_ROCKET] damage reduced to 317 (374), area of effect increased to 192 (144), and edge effectiveness increased to 0.25 (0).
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] range reduced to 700 (1050).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] range reduced to 700 (900).
NOTE: The [ARMSEAP_WEAPON1] weapon range was supposed to have been previously increased from 900 to 1350, but didn't get changed. However, it's being lowered now.
Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range reduced to 450 (600) and damage increased to 125 (94).
NOTE: This helps accentuate the role of corvettes/gunboats as focused fighting ships good at dealing damage, as opposed to PT boats who also have an anti-air weapon, or the destroyers who have depthcharges and a longer range cannon. They should be able to generally defeat their cost in either PT boats or destroyers, at the cost of lacking those ships' flexibility.
April 13, 2023 April 13, 2023
TA:T v2.0 Beta 72: TA:T v2.0 Beta 72:
@@ -8,7 +837,6 @@ Merged Arm and Core underwater nuclear mines with nuclear mines.
Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine"). Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine").
NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included. NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included.
Arm Solar Collector build angle reduced to 4096 (16384). Arm Solar Collector build angle reduced to 4096 (16384).
Core Solar Collector build angle decreased to 4096 (16384). Core Solar Collector build angle decreased to 4096 (16384).
@@ -125,7 +953,7 @@ Removed second Arm Warrior build button on the second menu page.
(Thanks Chao Storm!) (Thanks Chao Storm!)
Arm Sentinel and Arm Fortification Wall HLT Post weapon reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165). Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187). Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187).
NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units. NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units.
@@ -1110,7 +1938,7 @@ Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429),
Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma") Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma")
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"). Arm Razorback weapon [MECH_RAPIDLASER] area of effect increased to 64 (12), tolerance increased to 6000 (1000), explosiongaf set to RazFX2 ("fx"), and explosionart set to "exploblu" ("explode5").
NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect. NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect.
Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16). Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16).
@@ -1495,7 +2323,7 @@ Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon Arm Stiletto [CORGRIPN_BOMB] weapon
Arm [TICK_EMP] weapon Arm Tick [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
@@ -1560,7 +2388,7 @@ NOTE: This damage is the same as a strategic nuke and should help it to destroy
Arm Decoy Fusion metal cost increased to 327 (218), energy cost increased to 5396 (3597), build time increased to 9810 (6540), armor increased to 1800 (1200), energy storage increased to 5000 (300) and metal storage increased to 1000 (100). Arm Decoy Fusion metal cost increased to 327 (218), energy cost increased to 5396 (3597), build time increased to 9810 (6540), armor increased to 1800 (1200), energy storage increased to 5000 (300) and metal storage increased to 1000 (100).
NOTE: This lets a Decoy Fusion store more metal and energy, making them more passively useful in addition to being used as a decoy. NOTE: This lets a Decoy Fusion store more metal and energy, making them more passively useful in addition to being used as a decoy.
Arm Energy Storage metal cost reduced to 60 (240), energy cost reduced to 608 (240), build time reduced to 1657 (6627), armor reduced to 1000 (1250), and energy storage reduced to 1250 (5000). Arm Energy Storage metal cost reduced to 60 (240), energy cost reduced to 608 (2430), build time reduced to 1657 (6627), armor reduced to 1000 (1250), and energy storage reduced to 1250 (5000).
Arm Metal Storage metal cost reduced to 76 (305), energy cost reduced to 179 (715), build time reduced to 1463 (5850), armor reduced to 1063 (1329), and metal storage reduced to 250 (1000). Arm Metal Storage metal cost reduced to 76 (305), energy cost reduced to 179 (715), build time reduced to 1463 (5850), armor reduced to 1063 (1329), and metal storage reduced to 250 (1000).
@@ -5796,7 +6624,7 @@ Core Gimp and Core Clasher weapon [CORAMPH_WEAPON2] damage increased to 698 (465
Core Can weapon [CORE_CANLASER] range increased to 480 (320) and weapon velocity increased to 1000 (700). Core Can weapon [CORE_CANLASER] range increased to 480 (320) and weapon velocity increased to 1000 (700).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac [CORSUMO_WEAPON] weapon damage increased to 743 (495). Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 743 (495).
Arm Panther weapon [ARMLATNK_WEAPON] damage increased to 197 (131). Arm Panther weapon [ARMLATNK_WEAPON] damage increased to 197 (131).
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WHAT IS THIS
tdraw.dll is an upgrade for Total Annihilation. It patches the game to fix many bugs and add many features.
It is an integral component of the TA Community Patch, the other parts being tplayx.dll (the recorder) and server.exe (the replayer).
tdraw.dll has a long provenance dating back to the work of SY_Yeha, who introduced whiteboard markers and the TA Hook and new hotkeys to TA.
Later work by Xpoy extended hotkey support, added new shortcut commands, uni-code font support, megamap, weapon-id crack (not present in current release) and porting music patch from GOG version,
and later support was provided by Rime.
The present release includes contributions from Axle and FunkyFresh, and owes a debt to TAG_Venom for extensive testing and critical feeback, and to Gamma and Wotan for further testing and feature suggestions.
CONFIGURATIONS
The release .zip files are annotated with a build configuration tag: "tdraw-<config>.zip". The various configurations are:
* tdraw-full.zip: all features enabled
* tdraw-escalation.zip: built for TA:Escalation. disables the following features
- mex snap
- that is all
* tdraw-minimal.zip: disables the following features
- mex/wreck snap
- options for construction units to stay put when guarding
- options for construction units to only reclaim or onlt assist while patrolling
- auto kickout construction units that are blocking another builder
- weather report at top of screen
- sync wind speed between players
- map DT's always visible.
INSTALLATION
Drop tdraw.dll into your TA directory.
Ensure the following files are also present in your TA directory:
- ddraw.dll (available from https://github.com/FunkyFr3sh/cnc-ddraw)
- totala.ini
You may need to rename totala.ini and tdraw.dll to whatever your mod is using. See below for reference. For other mods, please consult with the mod maintainers.
ini file dll file
Beta patch 3.9.02 TA.ini tdraw.dll
Escalation 9.9.6 TAESC.ini taesc.dll
Mayhem 10.9.2 Settings.ini mdraw.dll
ProTA 4.6 ProTA.ini tdraw.dll
Zero Alpha5-060322 tazero.ini zdraw.dll
NEW FEATURES IN BRIEF:
*2026.6.8
- bugfix for VoteReject - prevent local user from rejecting himself
*2026.6.3
- add "nottounderwater" flag for weapons (see NEW FEATURES IN DETAIL)
- fix bug potentially being the root cause of since-year-1997 intermittent black screen on join games
- better quality megamap render
*2026.5.28
- Fix construction units intermittently trying to sit within the footprint of rotated structures before building them
*2026.5.15
- Fix intermittent 6x8 staircase yardmap on south-facing rotatable factories
- New "PreviewObject3D=" unit key to override the 3DO model used for the nanoframe ghost preview (see NEW FEATURES IN DETAIL)
*2026.5.9
- Lag-switch mitigation: detects and freezes local simulation when network goes dark
- Vote-to-reject system for in-progress multiplayer games (see NEW FEATURES IN DETAIL)
- add "nottoair" flag for weapons (see NEW FEATURES IN DETAIL)
- add "surfacefire" flag for weapons (see NEW FEATURES IN DETAIL)
- +autoteam bugfix for occasional players stranded by themselves
- Diagnostic logging for crashes 004cbed5 and 0049cf19
- Building rotation: press '/' (configurable) to cycle the build cursor
facing for buildings whose FBI permits it (see NEW FEATURES IN DETAIL)
- Nanoframe ghost preview at the build cursor (see NEW FEATURES IN DETAIL)
- Fix for ctrl-z (and ctrl-a / ctrl-b / ctrl-c) silently truncating selections for unit ids >= 512
- Export engine-backed player elimination status to gpgnet4ta via shared memory,
so games where a commander dies but play continues are reported with the correct outcome
*2026.2.17 - Fix false trigger on version check
*2026.2.10 - Minor adjustment to diagnostic crash detection ("ERROR: dstRect out of bounds", allow CopyScreenContext all the way to the edge of destination context)
*2026.2.7 - Disable AUTOTEAM, RANDOMTEAM and CRCREPORT buttons for non-host players
*2026.2.5 - Add support for AUTOTEAM, RANDOMTEAM and CRCREPORT buttons in battleroom (guis/lounge2.gui)
*2026.2.2 - Custom ctrl-f2 menu skin for escalation
*2026.1.29 - Create seperate builds for full-featured (tdraw-full.zip), escalation (tdraw-escalation.zip), and minimal (tdraw-minimal.zip) feature sets.
*2025.12.13 - Add diagnostics for crash at 004cbed5
*2025.12.6 - Fix crash when game installed in a long path (eg C:\Program Files (x86)\Steam\steamapps\common\Total Annihilation\PROTA)
*2025.11.26 - New keys for unit definitions (units/*.fbi) to customise per-unit veterancy
*2025.8.29 - Bugfix for multithreaded version/cheat check
*2025.8.19 - Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
*2025.8.1 - Set build square preview to yellow if user can build there but it contains a unit that will be kicked out
*2025.7.12
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
- Mod developers can opt-in to "Improved behaviour of con units".
Modifies what construction units that are guarding factories do after completing each unit: either stay put; cavedog; or scatter.
Set byte at TotalA.exe:0x101f1f to 0x00 to disable the feature (default) or 0x01 to enable the feature.
Note that if one player's 0x101f1f setting doesn't match that of other players, an in-game cheat warning will be triggered.
Once enabled, see ctrl-f2 menu for related user configurable options.
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
- With fixed position, start positions are assigned in order given by TAF auto balance
so that players are positioned opposite an opponent of similar skill
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
*v2025.5.18
- Improved behaviour of con units when guarding a factory - they stay put after finishing a build
*v2025.4.24
- Fix crash on parsing spawned unit initial commands - its now possible to copy-paste mission scripts from campaign
- Log cheat warnings to tdrawlog.txt for offline analysis
- Fix for non functional perm-los sonar patch (which otherwise requires watcher's com to be in top-left of map to work)
*v2024.12.5
- Fix crash on print-screen (and presumably many other related crashes)
*v2024.12.3
- Fix crash on +logo
- Fix rare intermitent crash on adding / moving / deleting whiteboard markers
*v2024.10.27
- Ability to create multiplayer/skirmish maps with neutral units and/or additional per-player spawn units
- Add a controls to hide/minimise the allies resource bar
- Make the allies resource bar actually work with ctrl-f2 setting "background=None"
- Fix incorrect player logo colour for "new marker added" messages
- Player the "Mission Complete" sound upon winning a multiplayer/skirmish game
- Fix bug causing "unit limit reached" in between single player missions
- Remove shared metal/energy from player "totals"
- Get TAHook to use the click-snapped start position
- Increase size capacity of whiteboard marker messages
- Fix for 10 player (and other) VerCheck false positives
- Support for watching all 10 players in 10 player replays (pending a corresponding TAF update to activate it)
*v2024.3.31 and prior
- Set start positions based on battleroom teams (or alliances)
- Repair battleroom teams icons so they can be used to create teams before to launching
- Add +autoteam battleroom and in-game commands to automatically assign teams
- Add +randomteam battleroom command to automatically assign random teams
- Add .exereport battleroom command to report CRC32 of each player's totala.exe
- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll (may be a different filename depending on mod)
- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll (may be a different filename depending on mod)
- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3 (may be a different filename depending on mod)
- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once
- ClickSnap to snap to nearest mex, geo or reclaimable feature
- Add ability to drag queued orders around the map
- Con units patrol behaviour - hold position: reclaim only
- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
- Option to render DTs and fortwalls that belong to the map (not built by a player)
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
- Show clock and weather report (wind and tidal strength) on top resource panel
- Sync wind speed across all players
- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")
- Disable relay of F11 chatmacro text to other players
- Enable start button in multiplayer lobby if only one player + AI are present
- Add +noshake and .ready buttons to sharing menu
- Add .autopause button to battleroom screen
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
- Prevent +logo commands from affecting other players
- Ctrl-B doesn't select aircraft carriers
- Ctrl-F centres view on selected factory
- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack
- Set +lostype as a cheatcode (not available unless cheats enabled)
- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll
- Use the same .ini file as TotalA.exe
- Use the same registry path as TotalA.exe
- Add FPS counter to megamap, increase megamap FPS
- Fix blue background on scoreboard
- Grey background on mega map to distinguish from unmapped area
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
- Improve responsiveness of whiteboard marker movements sent to remote players
- Render cursor while in megamap
- Fix crash when removing markers
- Fix crash on simultaneous whiteboard marker move and delete
- Fix rare crash on TA Hook line drawing
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
- Use CTRL_F and CTRL_B unit category tags for ctrl+f and ctrl+b hotkeys in preference to heuristics
- Change ctrl+s to use CTRL_W and NOTAIR/NAIR categories so as not to select jammers etc
NEW FEATURES IN DETAIL:
- Start positions
Start positions are now assigned based on battleroom teams/alliances.
With fixed positions, host and their team are assigned the odd positions in the order that they joined the lobby.
With random positions, host and their team are randomly assigned the even or odd positions, and they are assigned in random order.
The Teams icons now function correctly, so they can be used to arrange teams in the battleroom if desired.
This is optional, it is perfectly fine to arrange teams by creating alliances too.
- Autoteam
In the battleroom, host can type "+autoteam" to have teams assigned automatically.
These teams will then determine the start positions as described above.
If launched from TAF, the battleroom +autoteam will assign autobalanced teams based on the player rating.
Otherwise teams are assigned randomly.
The +randomteam command is available to use should you prefer random teams over autobalanced teams.
Alternatively, if host types "+autoteam" in-game, alliances are created based on actual start positions.
For more than 2 teams, host can type eg "+autoteam 3" to create the desired number of teams.
- MexSnap and WreckSnap
This patch includes ability to snap mexes and geos to the nearest metal or geo patch (MexSnap),
and to snap reclaim commands to the nearest reclaim (WreckSnap).
While holding down shift, press q and e alternately to switch between building mexes and reclaiming features.
If Mex/WreckSnap is temporarily interfering with your wishes,
you can hold down alt to override it.
The override key can be configured in the ctrl-f2 options menu.
The Mex/WreckSnap radii can also be configured independently via the ctrl-f2 options menu.
Press ctrl-f2, click on the "MexSnap" or "WreckSnap" field and press a number 0 to 9.
0 disables the Mex/WreckSnap and a larger radius results in snapping to features further away.
Note that Mex/WreckSnap is disabled by default.
It needs to be enabled by the mod maintainer.
If your Mex/WreckSnap radius shows as "NA" in the ctrl-f2 menu,
it is likely that Mex/WreckSnap hasn't been enabled by your mod maintainer.
- Move Queued Orders
After queueing a build order or a move order,
you can later move them around by selecting the unit
and left mouse dragging the order to a new position.
- Construction Units Patrol Behaviour
Patrol behaviour of contructions units is modified depending on their movement orders:
Hold Position: your construction units will only look for reclaim
Maneuvre/roam: your construction units will both look for reclaim and for units that need repair or assist
Mash the 'v' key to get the desired movement order and then set a patrol route.
- Neutral unit and/or per-player additional unit spawn
To enable this feature add a "[units]" section under the "[Schema 0]" section of your map's .ota file. eg
[Schema 0]
{
....
[units]
{
[unit0]
{
Unitname=ARMHLT;
Ident=;
XPos=3164;
YPos=0;
ZPos=2250;
Player=11;
HealthPercentage=100;
}
[unit0]
{
Unitname=ARMPEEP;
Ident=;
XPos=268;
YPos=0;
ZPos=384;
Player=1;
HealthPercentage=100;
CreationCountdown=30;
InitialMission=p 1750 1828;
}
}
These additional units will spawn in for skirmish/multiplayer.
The "Player" key in the .ota file refers to the map position 1..10.
Whichever player is spawned into these positions will receive ownership of the respective units.
You can set Player=11. If any Player=11 units are defined, then the last player (eg the 6th in a 3v3)
receives ownership of the Player=11 units as long as they are an AI. He does not receive ownership of any other units.
If a player receives any units by this mechanism, they won't receive a commander.
If you want the player to have a commander,
then either don't define any units for that position,
or include a commander unit in the list of units.
The required fields for each unit are UnitName, XPos, ZPos and Player.
YPos and HealthPercentage are ignored.
Optional CreationCountdown is in seconds and InitialMission works.
Optional Ident makes it possible to refer to the unit in InitialMission of another unit.
You'll have to look at eg totala4.hpi/maps/*.OTA for examples of InitialMission scripts to copy.
- Vote-to-Reject
When a player is to be rejected during an in-progress multiplayer game, the rejection must now be
approved by a majority vote rather than taking effect immediately.
Manual reject (initiated via Tab → Control → player → reject prompt):
The proposer's YES is counted automatically. All other non-target players are shown a vote dialog
and may click YES or NO. The reject passes if at least 2/3 of non-target active players vote YES
(minimum 1). If the target has a teammate, that teammate must vote YES for the reject to pass.
If the vote fails by a NO majority it is cancelled immediately; otherwise the vote times out after
60 seconds with no effect and a 90-second cooldown is imposed before another vote can be proposed.
Timeout reject (triggered automatically when a player stops responding for 30 seconds):
All players are shown the vote dialog. The reject passes if at least 2 players vote YES
(or just 1 in a 2-player game), provided at least one ally of the timed-out player has voted YES.
If a NO majority makes the threshold unreachable, voting closes early and the player is
automatically rejected when the 90-second vote timer expires.
The vote dialog:
Each active vote appears as a row in an overlay dialog at the top-centre of the screen.
Each row shows the vote subject ("X has timed out - vote to reject?" or
"VOTE: X wants to reject Y"), the current tally (Ny/Nn/total, countdown), and YES / NO buttons.
Clicking YES or NO casts your vote and broadcasts it to all other players.
For timeout votes where the local player is an ally of the timed-out player, a ".take" button
is also shown. Clicking it broadcasts the chat message ".take", which the recorder (tplayx.dll)
interprets as the player taking over the timed-out player's units. Once the recorder confirms
the take, the corresponding vote is automatically cancelled.
- Per-Unit Veterancy Customization
This patch introduces new optional keys for unit definition files (units/*.fbi)
that allow you to customize veterancy behavior for individual units.
Example
[UNITINFO]
{
UnitName=ARMMART;
...
VeterancyThresholds=6 12 18 24 30; // OTA default: 5 10 15 20 25
VeterancyAccuracyBuffRate=3; // OTA default: 12
}
New Keys
- VeterancyThresholds:
Sets the number of kills required to reach each veterancy level (VetLevel).
Example: "6 12 18 24 30" means:
- 6 kills for VetLevel 1
- 12 kills for VetLevel 2
- 18 kills for VetLevel 3
- etc.
OTA's default thresholds are "5 10 15 20 25".
- VeterancyAccuracyBuffRate:
Controls how quickly a units weapon accuracy improves with kills, independently of veterancy levels.
- Accuracy starts at a factor of 1 with 0 kills.
- This factor increases by +1 every VeterancyAccuracyBuffRate kills.
- Formula: accuracyFactor = 1 + floor(kills / VeterancyAccuracyBuffRate)
- OTAs default rate is 12.
- Set to zero to disable accuracy buff altogether
Veterancy Effects (Unchanged)
This patch does NOT change what veterancy levels do, only how they are earned.
For reference, each VetLevel in OTA gives:
- Capture cost: +10% worker time needed to capture the unit
- Damage taken: -4% damage received
- Damage dealt: +6% damage dealt
- Target tracking: improved weapon target tracking (effect uncertain)
- Reload time: -6% weapon reload time
- Accuracy buff: improved firing accuracy (randomness reduced by an increasing factor)
Note: Reload time also appears to be affected by the units health.
Veterancy Limits
OTA limits:
- Capture cost: no limit
- Damage taken: up to 5 levels
- Damage dealt: up to 5 levels
- Target tracking: up to 1 level
- Reload time: up to 5 levels
- Accuracy buff: no limit
With this patch:
- Capture cost: no limit
Beyond the last specified threshold, kill requirements are extrapolated linearly from the last two thresholds.
- Damage taken: up to 25 levels or the number of VeterancyThresholds, whichever is lower
- Damage dealt: up to the number of VeterancyThresholds
- Target tracking: up to 1 level
- Reload time: up to 16 levels or the number of VeterancyThresholds, whichever is lower
- Accuracy buff: no limit
- Weapon TDF flags: nottoair, nottounderwater and surfacefire
Two new optional keys for weapon definition files (weapons/*.tdf) give mod developers
finer control over which unit types a weapon can target.
nottoair=1
The weapon cannot target or fire at flying units (units with an airborne movement state).
Useful for weapons that are physically implausible against air targets, such as depth charges
or large ballistic artillery.
Example:
[DEPTH_CHARGE]
{
...
nottoair=1;
}
nottounderwater=1
The weapon cannot target or fire at fully-submerged units (a target whose top is at or below
sea level, such as a dived submarine). Ordinary weapons already cannot reach underwater
targets; this flag is meant for waterweapon=1 weapons, letting them hit surface ships while
leaving submerged units to torpedoes and depth charges. It is the underwater mirror of
nottoair.
Example:
[NAVAL_GUN]
{
...
waterweapon=1;
nottounderwater=1;
}
surfacefire=1
Used together with waterweapon=1. Normally a water weapon can only target submarines and
other units that are at or below sea level. With surfacefire=1 the weapon can also target
surface units above sea level, such as hovercraft or land units near the shoreline.
Both auto-aim and manual targeting are affected.
Example:
[TORPEDO_SURFACE]
{
...
waterweapon=1;
surfacefire=1;
}
- Building rotation
While a building is selected for placement, press '/' to cycle through the
facings the unit allows. Shift may be held while pressing '/' so you can
rotate without lifting the line-build modifier. Most buildings only allow
their default facing, in which case the key does nothing. The rotate key
can be reassigned in the ctrl-f2 menu.
Alternatively, hold the snap-override key (default Alt — also configurable
in ctrl-f2) and scroll the mouse wheel: forward = counter-clockwise, back
= clockwise. This leaves plain mouse-wheel free for the megamap.
A third option is built into the build menu itself. Each rotatable
structure button has a small overlay marker on each cardinal it can
face (S = bottom edge, E = right, N = top, W = left). Click the
button on the corresponding edge to enter placement mode with that
rotation already chosen — clicks in the centre of the button select
the unit normally and keep the previously chosen rotation. Tick or
un-tick "Build menu rotation overlay" in the ctrl-f2 menu to enable
or disable the overlay (when off, the build menu is stock vanilla
and clicks behave as if it were never installed).
Mod authors can replace the built-in chevron art by dropping a 4-
frame GAF at anims/buildrotate.gaf beside their other animations.
Frames are interpreted in the order S, E, N, W (matching the
rotation index), and each frame's hotspot is anchored just inside
the cardinal margin band of the build button so the artwork sits
cleanly inside the button rather than straddling the edge. An
optional second file anims/buildrotateclick.gaf (also 4 frames in
the same order) is blitted in place of the idle GAF for the brief
click-feedback flash; if absent, no flash is rendered (mods opting
into a custom GAF need to ship the companion click GAF themselves
if they want one). When neither GAF loads the built-in chevrons
are used. A reference generator and example .gaf files live under
tools/make_buildrotate_gaf.py in the source tree.
Mod developers opt-in per unit by adding a "Rotations=" key to the
[UNITINFO] section of the FBI listing the cardinal letters they want
to allow, e.g.
[UNITINFO]
{
...
Rotations=SENW;
}
Limitation: a few mods script their Create() function to forcibly TURN
the unit body (e.g. so structures face the centre of the map). Such
scripts run after the build cursor's rotation is applied and overwrite
it, so the Rotations= key has no visible effect on those units.
- Nanoframe ghost preview
A small green animated preview of the building you're about to place
is drawn inside the build rectangle. It rotates in step with the
rotate-build key, and disappears on red (can't-build) squares. When
shift-line / shift-row building, the preview is shown at every
rectangle in the row.
Mod authors with upgrade-style units (where the 3DO model contains
both the basic and upgraded geometry, and the COB script controls
visibility at runtime) can list the pieces that should appear in the
preview by adding a "PreviewPieces=" key to [UNITINFO]:
[UNITINFO]
{
...
PreviewPieces=base, turret, sleeve, barrel, cover;
}
Names are matched case-insensitively against 3DO piece names; comma,
space, or semicolon may be used as separators. When the key is set,
ONLY listed pieces are rendered. When the key is omitted (the usual
case), every piece is rendered minus a small hardcoded set of
cosmetic / firing-effect names (flare, flash, muzzle, fire, flame,
wake).
Per-rotation overrides are also available — useful when the visible
pieces should differ by facing. Use any of:
PreviewPiecesS=... facing south (rotation 0)
PreviewPiecesE=... facing east (rotation 1)
PreviewPiecesN=... facing north (rotation 2)
PreviewPiecesW=... facing west (rotation 3)
Lookup order for the active rotation:
1. PreviewPieces<S|E|N|W>= if set (non-empty), uses ONLY that list.
2. PreviewPieces= the default for every rotation.
3. neither set every piece minus the ephemeral filter.
For units whose Create() script auto-rotates the structure toward
the nearest enemy Commander, the preview can be made to face the
same direction — preventing the jarring snap when the build commits
— by adding:
[UNITINFO]
{
...
PreviewFaceOpponent=1;
}
At each preview frame we find the nearest enemy commander to the
build cursor (each enemy player's first unit slot, which is the
commander in all but pathological cases), and snap the line from
the cursor to that commander to the nearest cardinal (S / E / N /
W). PreviewFaceOpponent overrides the Rotations= restriction —
setting this key is the author's explicit signal that the unit's
heading is script-driven, so the preview must face whichever
cardinal the script will pick regardless of what Rotations= permits
the player to cycle through.
To avoid leaking enemy positions through fog-of-war scanning, the
override only applies when the build cursor is within the actual
builddistance of one of the local player's selected, completed
construction units (each builder gets its own threshold from its
FBI builddistance=). Outside that radius the preview falls back to
the player's rotate-build selection — same as if PreviewFaceOpponent
were unset.
Falls back to the player's rotate-build selection in single-player
or any case where no enemy commander can be found (e.g. all enemies
dead).
Mod authors who want the preview to display a completely different
model than the unit's actual Object3D= (e.g. a simplified silhouette,
or the upgraded form of a unit whose 3DO bundles multiple variants)
can name an alternative 3DO with a "PreviewObject3D=" key:
[UNITINFO]
{
...
PreviewObject3D=corarmvp_preview;
}
The value is a 3DO base name (no extension); the file is loaded from
the HPI archive at objects3d/<name>.3DO on first use and cached
for the rest of the game session. All other preview FBI keys
(PreviewPieces, PreviewFaceOpponent, etc.) apply to this overridden
model — piece-name whitelists are matched against the OVERRIDE 3DO's
piece names, not the unit's real one.
If the named 3DO can't be found in the HPI, a warning is logged to
tdrawlog.txt and the preview falls back to the unit's real model;
no other behaviour is affected.