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Beta 61
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Summary of changes:
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Arm Bulldog and Core Goliath reload and damage reduced.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
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NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
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Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
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Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
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NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
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Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
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NOTE: Halved the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
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Beta 72
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
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Merged Arm and Core underwater nuclear mines with nuclear mines.
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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.
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Arm Solar Collector build angle reduced to 4096 (16384).
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Core Solar Collector build angle decreased to 4096 (16384).
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Beta 79
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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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.
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Core Shodan line of sight and range increased and damage reduced.
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Laser defenses armor increased and damage reduced.
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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.
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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.
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Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]).
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NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers.
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Arm and Core Gantries now self-destruct as strategic nukes.
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All Kbots (Including gantry Kbots) have had their firepower per metal ratio reduced by 1/3.
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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.
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Arm Zipper and Core Pyro armor increased and line of sight increased.
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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.
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All vehicles had their speed reduced by 10%. This should make them a little less difficult to engage and target.
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Added Arm and Core Galactic Gates with teleportation functionality to build menus:
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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.
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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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-1699
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