Compare commits
3
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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9e280b9278 | ||
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c1f2d79a6b | ||
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0483c25ac2 |
@@ -0,0 +1,26 @@
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Beta 86
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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||||
The new TADR release is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, etc. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
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Depthcharges now continue to track targets outside their range, like missiles, making it harder for subs (Or other units) to outrun them.
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Doubled the metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) for Arm Lemmings and Invaders and Core Roaches and Skuttles, so you can only carry half as many (10 Lemmings instead of 20, etc.).
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Arm Gremlin mincloakdistance increased to 50 (25).
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NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
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Tripled the energy costs for the Arm Epoch and Core Black Hydra.
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NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
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Core Cauterizer attack run length and turnrate reduced.
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NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
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Arm Hermes cost reduced, armor increased, and firepower reduced to 1/2. They now use the Arm Chainsaw weapon.
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Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
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Arm and Core Nexus speed reduced to 1.2 (1.3).
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NOTE: This gives them the same speed as Commanders.
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Core Tidal Generator footprint changed to 3x3 (4x4), so they take up as little space as an Arm Tidal Generator.
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@@ -0,0 +1,14 @@
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Beta 90
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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 Commander explosions doing full damage instead of no damage to Arm Moho Twilight, Core Moho Exploiter, and Arm Thunderstorm.
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Arm Guardian and Core Punisher weapons are now line of sight weapons instead of ballistic.
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NOTE: This should help improve their ability to attack incoming units instead of just denying the area.
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Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 1280 (800), reload increased to 1.6 (1.0), weapon velocity reduced to 600 (800), and edge effectiveness reduced to 0 (0.333).
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NOTE: This puts the Radical/Blocker in the "budget Guardian/Punisher" category, giving a faster and cheaper option for defending against light T2 artillery attacks before you have T2 yourself.
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Adjusted Arm Hermes, Flea, and Tripod and Core Oppressor "weight" for the Arm Condor and Core Vindicator to match their current metal cost.
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Doubled build power for the Arm/Core Nanolathe Minelayer Turret.
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+489
-9
@@ -1,3 +1,483 @@
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December 13, 2024
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TA:T v2.0 Beta 90:
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Set the Arm and Core Commander explosion and Arm and Core Decoy Commander explosion to do 0 damage to the Core Moho Exploiter, Arm Moho Twilight, and Arm Thunderstorm (Previously did full damage).
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NOTE: All other structures take no damage from the Commander and Decoy Commander blasts, but these were overlooked somehow.
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Arm Guardian weapon [ARMFIXED_GUN] set to LineOfSight (ballistic).
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Core Punisher weapon [CORFIXED_GUN] set to LineOfSight (ballistic).
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NOTE: Guardians and Punishers were good at area denial, since they prevented things being built within their range, but often fairly bad at actual defense against attacking units. They would frequently miss even slower Kbots, sometimes even with vet status.
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Making their weapon line of sight allows them to hit incoming attackers much more effectively than they could previously.
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Scaled Arm Guardian and Core Punisher models vertically 25%.
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NOTE: This makes them a bit taller, allowing them to shoot over Dragon's Teeth directly in front of them. Previously, since they fired ballistic shots, the barrels were tilted upwards more and cleared the Dragon's Teeth due to that.
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Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 1280 (800), reload increased to 1.6 (1.0), weapon velocity reduced to 600 (800), and edge effectiveness reduced to 0 (0.333).
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NOTE: This puts the Radical/Blocker in the "budget Guardian/Punisher" category, giving a faster and cheaper option for defending against light T2 artillery attacks before you have T2 yourself. It also allows you to try and lock down and control an area more quickly than you could with a Guardian/Punisher. However, it is also much easier to take down than a Guardian or Punisher, as despite the range the smaller cost comes at the expense of much less armor and firepower.
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Adjusted Arm Condor and Core Vindicator weights for the following units that have had metal cost changes that didn't get get corresponding weight changes since Beta 77:
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Arm Courier weight increased to 250 (200).
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Core Emissary weight increased to 250 (200).
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Arm Hermes weight reduced to 600 (750) (1 max per transport).
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Arm Flea weight reduced to 6 (12.5) (166 max per transport).
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Also added the following newer units to the weight lists:
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Arm/Core Nexus weight increased to 175 (100) (Although note that you can't current carry transports inside of a Condor or Vindicator).
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Arm Tripod weight reduced to 66 (100) (15 max per transport).
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Core Oppressor weight reduced to 75 (100) (13 max per transport).
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NOTE: They were previously using the default weight of 100, since they hadn't yet been specifically added.
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Fixed the Arm North/South Fortress Wall metal value to be 270 (Its cost) instead of 108. The East/West Fortress Wall was already set to the correct value.
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Arm and Core Nanolathe Minelayer Turret worker time increased to 60 (30).
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NOTE: This doubles the speed at which Minelayer Turrets can build mines to 2.5 seconds for a light mine, 7.5 seconds for a medium mine, and 22.5 seconds for a heavy mine (Was 5, 15, and 45 seconds). Dragon's Teeth will takes 5 seconds (Was 10).
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NOTE: These haven't seen much use, so perhaps this will help a bit.
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November 30, 2024
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TA:T v2.0 Beta 89:
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Implemented the version number showing up in the multiplayer Battle Room on each person's color. For now, this will be 2.0 (Since these are the betas for v2.0), but will change with each version once the beta is over. Previously, it still showed 3.1, as in original TA. This requires hex editing the TotalA.exe to show the version number.
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To prevent unit version errors caused by the above change, the following units had their version number set to 2.0 (Previously they were higher than 2, and some even had things like "final" as their version):
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aafus.fbi
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aarthover.fbi
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ADVMOHO.fbi
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ahermes.fbi
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ajuno.fbi
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armantar.fbi
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armbc.fbi
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armbfortew.fbi
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armbfortns.fbi
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ArmBValk.fbi
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armcir.fbi
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armcybr.fbi
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armeye.fbi
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armfmine1.fbi
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armfmine3.fbi
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armfmine4.fbi
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armmls.fbi
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ARMnanotc.fbi
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ARMnanotc2.fbi
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ARMnanotc3.fbi
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ARMnanotc4.fbi
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ArmPomPom.fbi
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armrb.fbi
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armrecl.fbi
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armscab.fbi
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armyork.fbi
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aseadragon.fbi
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asubpen.fbi
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blackdawn.fbi
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blade.fbi
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bladew.fbi
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cafus.fbi
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carthover.fbi
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commando.fbi
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consul.fbi
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CORBARREL.FBI
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corblackhy.fbi
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CorBTrans.fbi
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corerad.fbi
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coreye.fbi
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corfmine1.fbi
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corfmine3.fbi
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corfmine4.fbi
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cormabm.fbi
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cormls.fbi
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cornanotc.fbi
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cornanotc2.fbi
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cornanotc3.fbi
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correcl.fbi
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corsktl.fbi
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csubpen.fbi
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intruder.fbi
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marauder.fbi
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nanomlt.fbi
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oppressor.fbi
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shiva.fbi
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tawf114.fbi
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tllviking.fbi
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zulu.fbi
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Fixed a bug where the Core Berserker was missing on any of the special damage lists where all other units are included. This includes:
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Commander Blast
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EMP/Paralyzing weapons, in which case Berserkers took the default damage which is 4x higher (normally that just helps to destroy features more easily).
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The Juno weapon, where Berserkers also took 4x more damage (Although the "correct" damage would still destroy a Berserker).
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Added Arm and Core Experimental Construction Vehicles special damages, as with the Berserkers above.
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Arm and Core Commander explosion [COMMANDER_BLAST] damage increased to 35000 (30000).
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Note: 35000 damage is what tactical and strategic nukes do, which should actually destroy any unit barring a full veteran Orcone or Krogoth, and those would be reduced to about 10% health. This means Commander explosions should take out even heavy gantry units, with the exception mentioned above.
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Arm and Core Nexus description changed to "All-terrain Transport w/ Firing Ports (capacity 6 2x2 units)" ("All-terrain Transport w/ Firing Ports (capacity 6 3x3 units)").
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Arm Jeffy armor reduced to 305 (458).
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Arm Jeffy weapon [ARM_LASER] damage increased to 27 (18).
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Core Weasel armor reduced to 350 (525).
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Core Weasel weapon [CORE_LASER] damage increased to 30 (20).
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NOTE: This puts them at 50% more firepower and 50% less armor again.
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Removed the Control G hotkey from all hovers that already have the Control H hotkey (This is all hover units except the constructors).
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Added the Control W hotkey to the Arm Banshee and Core Venom.
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Arm MRU metalmake reduced to 2.0 (3.0).
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Core MRU metalmake reduced to 2.0 (3.0).
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Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +2M Stores 5kE 1kM)" ("Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)").
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Arm and Core Vehicle Plant, Kbot Lab, Air Plant, and Shipyard workertime reduced to 180 (270).
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Arm and Core Hovercraft Platform and Floating Hovercraft Platform workertime reduced to 360 (540).
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Arm and Core Advanced Vehicle Plant, Advanced Kbot Lab, Advanced Air Plant, Seaplane Platform, Advanced Shipyard, and Amphibious Complex workertime reduced to 540 (810).
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NOTE: Also added buildpower descriptions to the Arm and Core Advanced Shipyards, as they had been missed previously.
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Arm and Core Experimental Gantry workertime reduced to 1620 (2430).
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NOTE: This will slow all plants/labs/etc. down to 2/3 of their old build power. This will hopefully make it a little easier to not stall in the early game, as T1 factories will drain about 7M/second and 66E/second instead of 10M and 100E. Also, it will make rapidly putting out units more difficult without building extra factories or construction units or nanotowers to assist. This should give players a little more time to think and react, at least in the earlier stages of the game.
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Core HLLT armor increased to 1227 (1224).
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Arm Shellshocker weapon [TAWF113_weapon] weaponvelocity increased to 600 (350).
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Core Wolverine weapon [CORWOLV_GUN] weaponvelocity increased to 600 (350).
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Arm Luger weapon [ARM_ARTILLERY] weaponvelocity increased to 600 (500).
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Core Pillager weapon [CORE_ARTILLERY] weaponvelocity increased to 600 (500).
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Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weaponvelocity increased to 600 (400).
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Core Tremor weapon [TREM1] weaponvelocity increased to 600 (400).
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NOTE: This will help vehicle artillery feel "heavier" and be more effective without actually increasing their damage. Previously even faster Kbots like Peewees could often charge vehicle artillery and be mostly un-hit, unless the artillery was manually targetted or had higher veteran status.
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Arm Flea armor reduced to 12 (16).
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Arm Flea weapon [FLEA_LASER] damage increased to 24 (18).
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NOTE: T
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Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate reduced to 8410 (12615) and flighttime reduced to 4.75 (5.5).
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NOTE: This lets Oppressors hit things in roughly the outer third of their range, meaning any units closer than that will be missed by the rockets. For example, Peewees charging retreating Oppressors will almost never take any hits before destroying the Oppressors. Also, the reduced flighttime makes it easier for a unit fired on at maximum Oppressor range to retreat and have the rocket run out of fuel before hitting them, including Commanders.
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Arm Tripod metal cost reduced to 61 (71), energy cost reduced to 582 (677), buildtime reduced to 1539 (1791), and armor reduced to 485 (652).
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Arm Tripod weapon [ARM_GRENADE] damage increased to 247 (166).
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NOTE: Previously, because the Tripod shares its laser weapon with the Arm Skeeter and Core Searcher, I couldn't adjust it to have more damage without affecting those units, so the extra firepower the Tripod would have gotten was instead put into extra armor. Now, the metal cost has been adjusted down to match the laser weapon, and the armor is just at the usual Arm Kbot baseline. The grenade, however, has had the damage boosted by 50%, since it can only fire when holding still and the laser weapon isn't firing.
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Arm and Core Moho Mines and Underwater Moho Mines self-destruct explosion has been set to TINY_BUILDINGEX (LARGE_BUILDING). This makes it safe to self-destruct a Moho Mine to replace it with a Deep Core without blowing up a lot of surrounding stuff, just like you can with metal extractors when you replace them with Moho Mines.
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Arm Bee metal make reduced to 0 (0.1).
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Minelayer vehicles, Kbots, and ships now take 40% normal damage from mines (20% normal damage).
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NOTE: Minelayers can quickly build mines next to themselves to defend against nearby attacking units while taking little damage. This changes still allows them to do that, but at a higher cost in self-damage.
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Arm and Core Radar Towers energy use reduced to 40 (50).
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Arm and Core Floating Radar Towers energy use reduced to 53 (66).
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Arm and Core Advanced Radar Towers energy use reduced to 200 (250).
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Arm and Core Hyper Radar Towers energy use reduced to 1140 (1425).
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Arm Seer and Core Informant energy use reduced to 32 (40) (And added energy use to description).
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Arm Marky and Core Voyeur energy use reduced to 18 (23) (And added energy use to description).
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Arm Escort and Core Phantom energy use reduced to 106 (133) (And added energy use to description).
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Arm Spotter and Core Watcher energy use reduced to 36 (45) (And added energy use to description).
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Arm Eagle and Core Vulture energy use reduced to 42 (53) (And added energy use to description).
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Arm Seahawk and Core Hunter energy use reduced to 101 (126) (And added energy use to description).
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Arm and Core Sonar Station energy use reduced to 40 (50).
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Arm and Core Advanced Sonar Station energy use reduced to 200 (250).
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NOTE: This reduces the energy cost of radar and sonar to 80% of what it was.
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Core Firestorm model increased in size by 50% to better reflect its potential danger. The wreckage has been increased in size by 100%, as it was somewhat undersized to begin with.
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Arm Twilight cloaking cost reduced to 10 (15).
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Core Exploiter damage modifier increased to 0.75 (0.5).
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NOTE: This reduces the Exploiter armor (while armored up) to 763 (previously 1144), so 2/3s the previous amount. The armor while unarmored is unchanged.
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August 17, 2024
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TA:T v2.0 Beta 88:
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Arm Flea energy cost reduced to 55 (109), metal cost reduced to 6 (12), buildtime reduced to 143 (286), armor reduced to 16 (64), speed increased to 2.535 (2.33), and line of sight increased to 400 (320).
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|
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Arm Flea weapon [FLEA_LASER] damage increased to 18 (16) and reload reduced to 0.75 (0.876).
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|
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NOTE: This is an attempt to help differentiate Fleas from Peewees, as previously, despite being cheaper and more numerous, they still performed roughly comparably to Peewees in most situations. Now, they are even cheaper and trade more armor for firepower. This means Fleas do almost 2.5 times as much damage as Peewees do for the same metal cost, but are extremely fragile, destroyed from a single hit from even a Jeffy laser or Jethro missile, and even more vulnerable to area of effect weapons like flamethrowers.
|
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|
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This change lets them use their numbers to overwhelm slower-firing units with poor area of effect. They can also do damage faster and cheaper than Peewees, but only if there is little to no resistance. Peewees should do better in some situations, and Fleas in others, at least in theory.
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|
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Arm and Core Wind Generator WindGenerator increased to 30 (25) and description changed to "Produces Energy (+0-30E). Fragile" ("Produces Energy (+0-25E). Fragile").
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NOTE: At some point in the past, Wind Generators were changed to give a maximum of 25 energy, instead of 30. This was probably to prevent Wind Generators from being such a strong option compared to Solars, but Wind Generators have been very easy to destroy and prone to chain reactions if built close together for a long time, so there's no reason not to have them back at 30, as in OTA.
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|
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Core Exploiter destroyed explosion set to [LARGE_BUILDINGEX] ([ESTOR_BUILDINGEX]).
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NOTE: This lowers the strength of the destroyed explosion for Exploiters. The new destroyed explosion is about 69% of the old damage and the same area of effect.
|
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|
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The built-in explosion for Exploiters are designed to allow even an overwhelmed Exploiter to at least damage or kill a few units as it's being destroyed. However, the explosion was strong enough to make it overly punishing to attack with a large group which is often what was needed to destroy the Exploiter in the first place. This tones it down somewhat, allowing for more survivors after an Exploiter is destroyed.
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|
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The Exploiter self-destruct explosion has not been changed.
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|
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Arm Janus turret turn rate reduced to 110 (200).
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Arm Janus weapon [JANUS_ROCKET] area of effect reduced to 168 (192) and edge effectiveness reduced to 0 (0.25).
|
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|
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Arm Tripod weapon [ARM_GRENADE] (in)accuracy reduced to 0 (400) and area of effect increased to 128 (80).
|
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|
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Core Oppressor destroyed explosion changed to [SMALL_UNITEX] ([MEDIUM_UNITEX]).
|
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Core Oppressor self-destruct explosion changed to [SMALL_UNIT] ([MEDIUM_UNIT]).
|
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NOTE: Previously, Oppressors were blowing up like bigger units, causing groups of them to take much more damage from nearby units dying.
|
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|
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Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (96) and edge effectiveness reduced to 0 (0.333).
|
||||
|
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Arm and Core Micro Fusion energy cost increased to 15072 (10766), metal cost increased to 876 (626), buildtime increased to 27751 (19822), armor increased to 616 (440), energy make increased to 350 (250), and description updated.
|
||||
|
||||
|
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Arm Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (212), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
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|
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Core Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (213), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
|
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NOTE: Starting off with a shipyard on an all or mostly water map is much more vulnerable to rushing from the enemy since your Commander cannot defend your base from underwater. Shipyards now have a built-in torpedo launcher to defend themselves, allowing more of a buffer for you to put up other defenses or ships of your own.
|
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|
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Core Shipyard (south facing) added NOTSHIP and NOTLAND categories to match the north, east, and west facing versions.
|
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|
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Arm Sonar Station line of sight increased to 1094 (875).
|
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Core Sonar Station line of sight increased to 995 (794).
|
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|
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Arm Advanced Sonar Station line of sight increased to 2188 (1750).
|
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Core Advanced Sonar Station line of sight increased to 1989 (1588).
|
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NOTE: This brings line of sight for sonar stations up to match ground based radar towers (A floating radar tower still gives more line of sight than a regular sonar station).
|
||||
|
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Arm Harpoon line of sight increased to 800 (500), sonar distance increased to 800 (440), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
|
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Core Urchin line of sight increased to 800 (500), sonar distance increased to 800 (450), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
|
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|
||||
Arm Harpoon and Shipyard and Core Urchin and Shipyard weapon [COAX_TORPEDO] reload increased to 2.785 (2.4), damage increased to 1063 (916), and special damages to amphibious units and submarines increased to 3189 (previously just the default damage).
|
||||
NOTE: To make a naval start more defensible, especially against early submarines, torpedo launchers have more sonar and line of sight coverage and their torpedoes are much more destructive to underwater units (Like subs, or amphibious units, but not ships), similar to depth charges. The damage to ships remains the same, meaning they are reliable defenses against surface units, but not as devastating as floating Heavy Laser Towers.
|
||||
|
||||
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] range reduced to 960 (1200) and damage increased to 3989 (3191).
|
||||
NOTE: This forces Hunter-Killer subs get somewhat closer before firing, making them a little less difficult to engage than before.
|
||||
|
||||
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] range increased to 360 (310) and reload increased to 3.809 (3.28).
|
||||
NOTE This should make it a little easier to engage submarines with depthcharges.
|
||||
|
||||
Changed the Arm Stingray and Core Thunderbolt models so that the turret is taller, allowing it to more easily shoot over Shark's Teeth surrounding them.
|
||||
|
||||
|
||||
|
||||
June 22, 2024
|
||||
TA:T v2.0 Beta 87:
|
||||
|
||||
Fixed incorrect Bunker hotkey on the Arm/Core Nanolathe Platform menu and Slasher and Leveler hotkeys in the Core Vehicle Plant (Thanks Chaostorm!).
|
||||
|
||||
Fixed some Arm and Core Commander menu pages showing "SPECIAL" instead of "DGUN", and some Decoy Commander pages showing "DGUN" instead of "SPECIAL" (Thanks ChaoStorm!).
|
||||
|
||||
Added Big Bertha and Prude to the Arm Experimental Construction Vehicle build menu.
|
||||
Added Intimidator and Behemoth to the Core Experimental Construction Vehicle build menu.
|
||||
NOTE: These are high end structures that make sense to be on the Gantry Constructor build menus (Thanks again, ChaoStorm!).
|
||||
|
||||
Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] range increased to 800 (675) and damage reduced to 56 (66).
|
||||
Core Exploiter armor increased to 1144 (572) and damage modifier increased to 0.5 (0.25).
|
||||
NOTE: Previously, Exploiters had their baseline armor of 572 when armored up, but only 143 when unarmored (Armoring up increases their armor by x4). For comparison, even a regular Core Metal Extractor has 254. This change puts them at their baseline armor of 572 when unarmored, and armoring up increases their armor by x2, for a total of 1144. Exploiters couldn't take much damage even when armored up, and when unarmored were destroyed very easily, especially since T1 artillery could easily destroy them with a shot or two without danger of return fire. Despite their extra cost, Exploiters sometimes were destroyed easily without much return on the investment. Now they will be somewhat tougher and even when being destroyed by artillery will at least do some damage in return before dying.
|
||||
|
||||
Arm Twilight armor reduced to 940 (1128).
|
||||
|
||||
Core Moho Exploiter weapon [CORMEXP_ROCKET] damage increased to 213 (141).
|
||||
Core Moho Exploiter armor reduced to 4944 (7576).
|
||||
NOTE: When Moho Exploiters previously changed out their laser weapon for the better range and damage Doomsday secondary weapon, their armor wasn't reduced to compensate for the extra range and damage. This implements that reduction, plus a bit extra to give their rockets a little boost.
|
||||
|
||||
Core Moho Exploiter destroyed explosion set to [ESTOR_BUILDING] ([ATOMIC_BLASTSML]).
|
||||
Core Moho Exploiter self-destruct explosion set to [ATOMIC_BLAST] ([ESTOR_BUILDING]).
|
||||
|
||||
Core Viper weapon [CORVIPE_LASER] area of effect reduced to 96 (128).
|
||||
|
||||
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.0 (1.492) and damage reduced to 302 (450).
|
||||
|
||||
|
||||
NOTE: The below changes increase the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
|
||||
|
||||
Arm Peewee and Condor weapon [PEEWEE_EMG] damage increased to 16 (12).
|
||||
|
||||
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 16 (12) (Special damages adjusted accordingly).
|
||||
|
||||
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 297 (223).
|
||||
|
||||
Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 113 (85).
|
||||
|
||||
Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 52 (39).
|
||||
|
||||
Arm Flea weapon [FLEA_LASER] damage increased to 16 (12).
|
||||
|
||||
Arm Tripod energy cost reduced to 677 (782), metal cost reduced to 71 (82), and buildtime reduced to 1791 (2069).
|
||||
|
||||
|
||||
Core A.K. and Vindicator weapon [AK_LASER] damage increased to 25 (19) and reload reduced to 0.498 (0.505).
|
||||
|
||||
Core Berserker weapon [BERSERK] damage increased to 56 (42) and energy per shot increased to 12.5 (9.4).
|
||||
|
||||
Core Oppressor weapon [OPPRESSOR_ROCKET] damage increased to 405 (304).
|
||||
|
||||
|
||||
Arm Zeus weapon [LIGHTNING] damage increased to 1033 (775) and energy per shot increased to 229 (172).
|
||||
|
||||
Arm Fido weapon [GAUSS] damage increased to 127 (95).
|
||||
Arm Fido weapon [BFIDO] damage increased to 305 (229).
|
||||
|
||||
Arm Zipper weapon [ARM_FAST] damage increased to 17 (13) and reload reduced to 0.559 (0.57).
|
||||
|
||||
Arm Maverick weapon [Armmav_weapon] damage increased to 652 (489).
|
||||
|
||||
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 152 (114) and energy per shot increased to 33 (25).
|
||||
Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 41 (31) and reload reduced to 2.159 (2.177) (Special damages adjusted accordingly).
|
||||
|
||||
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 383 (287).
|
||||
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 39 (29) (Special damages adjusted accordingly).
|
||||
|
||||
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 2359 (1769).
|
||||
|
||||
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 63 (47) and energy per shot increased to 64 (48).
|
||||
|
||||
|
||||
Core Pyro weapon [FLAMETHROWER] damage increased to 16 (12) (Special damages adjusted accordingly).
|
||||
|
||||
Core Can weapon [CORE_CANLASER] damage increased to 976 (732) and energy per shot increased to 217 (163).
|
||||
|
||||
Core Morty weapon [CORE_MORT] damage increased to 264 (352).
|
||||
|
||||
Core Dominator weapon [CORHRK_ROCKET] damage increased to 1472 (1104).
|
||||
|
||||
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 848 (636) and energy per shot increased to 265 (199).
|
||||
|
||||
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 356 (267) and energy per shot increased to 79 (59).
|
||||
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1064 (798).
|
||||
|
||||
Core Shiva weapon [SHIVA_CANNON] damage increased to 953 (715).
|
||||
Core Shiva weapon [SHIVA_ROCKET] damage increased to 1473 (1105).
|
||||
|
||||
|
||||
Arm Razorback weapon [MECH_RAPIDLASER] damage increased to 116 (87) and energy per shot increased to 35 (26).
|
||||
Arm Razorback weapon [MECH_BLAST] damage increased to 212 (159).
|
||||
|
||||
Arm Vanguard weapon [SHOCKER] damage increased to 1313 (985).
|
||||
|
||||
Arm Bantha weapon [ARMBANTHA_FIRE] damage increased to 1191 (893).
|
||||
|
||||
Arm Orcone weapon [ARMORCO_FIRE] damage increased to 463 (347).
|
||||
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage increased to 5209 (3907) and energy per shot increased to 8784 (6588).
|
||||
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
|
||||
|
||||
Core Karganeth weapon [SUPER_MISSILE] damage increased to 153 (115).
|
||||
Core Karganeth weapon [KARG_FLAME] damage increased to 16 (12).
|
||||
|
||||
Core Krogtaar weapon [COR_TAAR_RC] damage increased to 1120 (840).
|
||||
|
||||
Core Juggernaut weapon [JUGGER_FIRE] damage increased to 1129 (847).
|
||||
|
||||
Core Krogoth weapon [CORKROG_FIRE] reload increased to 1727 (1295).
|
||||
|
||||
NOTE: This increases the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
|
||||
|
||||
|
||||
Arm Atlas metal cost reduced to 67 (100), energy cost reduced to 1381 (2072), build time reduced to 2805 (4208), armor reduced to 1273 (1909).
|
||||
|
||||
Core Valkyrie metal cost reduced to 70 (105), energy cost reduced to 1487 (2230), build time reduced to 2325 (3488), armor reduced to 1470 (2205).
|
||||
|
||||
NOTE: This reduces the cost for air transports to 2/3. This makes them more cost-effective to use with cheaper units for attacking, but also makes carrying more expensive units, such as Shodans, riskier, since the transports are easier to shoot down.
|
||||
|
||||
Reduced KBot movement class KBOTSS2 Maxslope to 19 (27).
|
||||
Reduced KBot movement class KBOTSF2 Maxslope to 19 (22).
|
||||
Reduced KBot movement class TANKDS2 Maxslope to 19 (27).
|
||||
NOTE: This should prevent Kbots from climbing seemingly too steep cliff sides.
|
||||
|
||||
Arm Courier primary weapon changed to [PEEWEE_EMG] ([MED_EMG]).
|
||||
Arm Courier secondary weapon set to [PEEWEE_EMG] (None previously).
|
||||
|
||||
Core Emissary primary weapon changed to [AK_LASER] ([VENOM_LASER]).
|
||||
Core Emissary secondary weapon set to [AK_LASER] (None previously).
|
||||
Changed Core Emissary to fire from the door part of its model instead of the body to prevent outgoing weapon fire from being too low and hitting the ground.
|
||||
|
||||
NOTE: The Courier and Emissary now use Peewee and A.K. weapons again, but with two weapons each.
|
||||
|
||||
Arm Banshee weapon [MED_EMG] turret changed to 0 (1).
|
||||
Core Venom weapon [VENOM_LASER] turret changed to 0 (1).
|
||||
NOTE: Since these weapons aren't being used by the vehicle transports anymore, we can set them back to non-turret weapons, which means the Banshee and Venom go back to having a firing arc that prevents them from firing in a narrow cone directly behind themselves (To not so easily shoot pursuing fighters).
|
||||
|
||||
|
||||
|
||||
April 27, 2024
|
||||
TA:T v2.0 Beta 86:
|
||||
|
||||
The new TADR release (Thanks TADR devs!) is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, showing the current wind speed and tidal strength, etc. You can bring up the control panel in game with Control F2. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
|
||||
|
||||
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
|
||||
|
||||
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously).
|
||||
|
||||
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] weapon timer increased to 10 (6) and noautorange set to 1 (not set previously).
|
||||
|
||||
NOTE: These changes allow depthcharges to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the depthcharge will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for depthcharges. Previously, the depthcharge would stop tracking as soon as it went outside the firing range of the weapon, making it pretty easy for subs to outrun destroyer depthcharges, for example.
|
||||
|
||||
Arm Lemming metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 100 (50).
|
||||
Arm Invader metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
|
||||
Core Roach metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
|
||||
Core Skuttle metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 700 (350).
|
||||
NOTE: These explosive bomb-type units are more dangerous than their metal cost might imply, so this makes it harder to carry in large amounts of explosive units in a single transport.
|
||||
|
||||
Arm Gremlin mincloakdistance increased to 50 (25).
|
||||
NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
|
||||
|
||||
Arm Epoch energy cost increased to 952373 (317453).
|
||||
Core Black Hydra energy cost increased to 993263 (331088).
|
||||
NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
|
||||
|
||||
Core Cauterizer attackrunlength reduced to 225 (502) and turnrate reduced to 70 (140).
|
||||
NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
|
||||
|
||||
Core Bladewing weapon [BLADEWING_LYZER] replaced with [ARM_PARALYZER].
|
||||
Core Bladewing weapon [ARM_PARALYZER] tolerance increased to 65500 (4500) and pitchtolerance set to 65500 (not set previously).
|
||||
NOTE: These two weapons look the same, sound the same, have the same reload, and do the same damage. The only differences are the [BLADEWING_LYZER] has maximum tolerance and pitchtolerance to allow it to shoot in any direction and a tiny difference in range ([BLADEWING_LYZER] has 465 range compared to [ARM_PARALYZER]'s 480). This will let us free up a weapon slot.
|
||||
|
||||
Arm Hermes energy cost reduced to 17453 (21639), metal cost reduced to 617 (765), buildtime reduced to 15866 (19672), armor increased to 2945 (2433), acceleration reduced to 0.01045 (0.014), and turnrate reduced to 185 (251).
|
||||
Arm Hermes weapon [HERMES] replaced with [ARM_CIR].
|
||||
NOTE: Previously, instead of the 1/2 baseline armor and double firepower most anti-air units have, the Hermes had 1/3 armor and triple the firepower, making it fairly dangerous to ground units, despite the only doing 1/3 damage to ground, since it had such good range and speed.
|
||||
|
||||
This change gives the Hermes the Chainsaw/Eradicator weapon instead, and sets it to 1/2 armor and double firepower, as is standard for anti-air units. The Chainsaw/Eradicator weapon is very similar to the Hermes weapon: Almost the same range (1050 vs 1080), same reload, but about 1/2 the damage of the Hermes weapon. So the Hermes will still be very effective against air units and decent against lighter ground units, since it's a Chainsaw/Eradicator on treads, but will be harder to abuse against slower ground units. It will also have more armor and be somewhat cheaper as well. The [HERMES] weapon is still used by the Arm Archer and Core Shredder.
|
||||
|
||||
Changed descriptions to reflect that depthcharges do triple damage to underwater and amphibious units, not double. The damage itself did not change, as it has been triple since Beta 62, but the descriptions still showed the old damage multiplier:
|
||||
Arm Anemone description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
|
||||
Core Jellyfish description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
|
||||
Arm Crusader description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x3 dmg UW/amphib)" ("Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)"
|
||||
Core Enforcer description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x3 dmg UW/amphib)" ("Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)"
|
||||
Arm Conqueror description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x3 dmg UW/amphib)" ("Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)"
|
||||
Core Executioner description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x3 dmg UW/amphib)" ("Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)"
|
||||
Arm Archer description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x3dmg UW/amphib)" ("Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)"
|
||||
Core Shredder description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x3dmg UW/amphib)" ("Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)"
|
||||
Arm Spotter description changed to "Radar/Sonar/Line of sight with depthcharges (x3 dmg UW/amphib)" ("Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)"
|
||||
Core Watcher description changed to "Radar/Sonar/Line of sight with depthcharges (x3 dmg UW/amphib)" ("Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)"
|
||||
|
||||
Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
|
||||
NOTE: Minelayers can quickly build mines next to themselves to defend against nearby attacking units while taking little damage. This changes still allows them to do that, but at a higher cost in self-damage.
|
||||
|
||||
Arm and Core Nexus speed reduced to 1.2 (1.3).
|
||||
NOTE: This gives them the same speed as Commanders.
|
||||
|
||||
Core Tidal Generator yardmap changed to "www www www" ("wwww wwww wwww wwww"), FootprintX reduced to 3 (4), and FootprintZ reduced to 3 (4).
|
||||
NOTE: This reduces the space a Core Tidal Generator takes from 4x4 to 3x3, which is the same as the Arm Tidal Generator. Previously, one could only fit about 7 Core Tidals in the same line that 10 Arm Tidals fit, and Core Tidals took up about 77% more space if arranged in a square.
|
||||
|
||||
Arm Fortification HLT Post energy cost increased to 22400 (21831), metal cost increased to 905 (882), build time increased to 18100 (17640), and armor increased to 4054 (4048).
|
||||
|
||||
Core Fortification HLT Post energy cost increased to 23264 (22571), metal cost increased to 940 (912), build time increased to 19282 (18708), and armor increased to 4204 (4168).
|
||||
NOTE: These had a bit too much armor after the adjustment to HLT weapons, so the costs were adjusted up slightly to match.
|
||||
|
||||
|
||||
|
||||
April 13 2024
|
||||
TA:T v2.0 Beta 85:
|
||||
|
||||
@@ -130,7 +610,7 @@ Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey
|
||||
|
||||
Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0).
|
||||
|
||||
Changed the sweetspot that is targeted by enemies to "torso" ("base").
|
||||
Changed the Arm Tripod sweetspot that is targeted by enemies to "torso" ("base").
|
||||
NOTE: Base was on the ground under the unit, causing units to fire at the ground in front of the Tripod sometimes.
|
||||
|
||||
Increased Arm Tripod torso turn rate to 150 (90 and 100 for secondary and tertiary weapons).
|
||||
@@ -267,7 +747,7 @@ NOTE: Arm and Core HLTs and Fortification HLTs have been put back to half armor/
|
||||
|
||||
In other words, energy weapons normally get 50% more damage than the baseline, but HLTs now get another 50% damage above baseline for a total of double the baseline. So they get 33% more than the 50% above baseline they already had, but at the cost of doubling their energy per shot cost, instead of just 33% more energy per shot. This is in addition to the extra damage from the above armor/firepower ratio adjustment.
|
||||
|
||||
This should help HLTs to hit much harder than their cost equivalent in lighter laser defenses (Such as multiple LLTs), but at a much higher energy cost. An HLT will do about 80% more damage than its cost in LLTs, but will use up about 270% more energy to do so. HLTs will destroy Flashes and Instigators in a single shot and Stumpies/Raiders in 2 to 3 shots, making them very effective and handling attacking units with heavy armor.
|
||||
This should help HLTs to hit much harder than their cost equivalent in lighter laser defenses (Such as multiple LLTs), but at a much higher energy cost. An HLT will do about 80% more damage than its cost in LLTs, but will use up about 270% more energy to do so. HLTs will destroy Flashes and Instigators in a single shot and Stumpies/Raiders in 2 to 3 shots, making them very effective at handling attacking units with heavy armor.
|
||||
|
||||
Arm Light Laser Tower energy cost increased to 556 (446), metal cost increased to 101 (81), build time increased to 3030 (2430), and armor increased to 269 (216).
|
||||
Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22).
|
||||
@@ -333,7 +813,7 @@ NOTE: To help differentiate Gauss weapons and give them more of a distinct feel,
|
||||
|
||||
Core Executioner weapon [COR_CRUS] reload reduced to 1.0 (1.5), damage reduced to 593 (890), and energy per shot reduced to 277 (546).
|
||||
|
||||
Core Berserker weapon [BERSERK] damage reduced to 42 (28) and energy per shot increased to 9.4 (0).
|
||||
Core Berserker weapon [BERSERK] damage increased to 42 (28) and energy per shot increased to 9.4 (0).
|
||||
|
||||
Core Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896).
|
||||
|
||||
@@ -947,13 +1427,13 @@ 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 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).
|
||||
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage reduced 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).
|
||||
@@ -962,7 +1442,7 @@ 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).
|
||||
Core Krogoth weapon [CORKROG_FIRE] damage 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.
|
||||
|
||||
@@ -2424,7 +2904,7 @@ Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (
|
||||
|
||||
Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
|
||||
|
||||
NOTE: These changes allow torpedos to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the torpedo will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for torpedos. Previously, the torpedo would stop tracking as soon as it went outside the firing range of the weapon.
|
||||
NOTE: These changes allow torpedoes to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the torpedo will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for torpedoes. Previously, the torpedo would stop tracking as soon as it went outside the firing range of the weapon.
|
||||
|
||||
Previously, TA:T was over the 512 unit limit (If using the TA Demo Recorder TADEMO.UFO unit), which caused some issues. For example, using Control-Z while having a Core Zulu selected would cause all selected units to start a self-destruct countdown as though Control-D had been pressed. It also seems to occasionally cause different kinds of units that shared a weapon type to not fire.
|
||||
|
||||
@@ -3740,7 +4220,7 @@ Arm Albatross speed increased to 8.066 (6.05) and attackrunlength set to 250 (Pr
|
||||
Core Titan speed increased to 6.666 (5.0) and attackrunlength set to 250 (100).
|
||||
|
||||
Core Typhon speed increased to 7.333 (5.5) and attackrunlength set to 250 (100).
|
||||
NOTE: This brings Torpedo Bombers and Seaplane Torpedo Bombers up to the same speeds as their advanced bomber and seaplane bomber counterparts. It also lets them fire off their torpedos from a longer distance, potentially giving them a better chance at dropping their torpedos before being destroyed.
|
||||
NOTE: This brings Torpedo Bombers and Seaplane Torpedo Bombers up to the same speeds as their advanced bomber and seaplane bomber counterparts. It also lets them fire off their torpedoes from a longer distance, potentially giving them a better chance at dropping their torpedoes before being destroyed.
|
||||
|
||||
Arm Colossus line of sight increased to 2188 (1650).
|
||||
Core Hive line of sight increased to 1989 (1500).
|
||||
@@ -5945,7 +6425,7 @@ NOTE: This matches the countdown for regular Twilights.
|
||||
Arm Scarab and Core Hedgehog can now cloak (250 energy to cloak unmoving, 500 while moving).
|
||||
|
||||
Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon velocity increased to 135 (90) and start velocity increased to 135 (90).
|
||||
NOTE: This should help prevent ships from outrunning level 1 sub torpedos quite so easily.
|
||||
NOTE: This should help prevent ships from outrunning level 1 sub torpedoes quite so easily.
|
||||
|
||||
Arm Gremlin mincloakdistance reverted back to 25 (1).
|
||||
NOTE: They were too abuseable with the change. Putting them back to what they were for more testing.
|
||||
|
||||
Reference in New Issue
Block a user