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@@ -1,112 +1,3 @@
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April 27, 2024
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TA:T v2.0 Beta 86:
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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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Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
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Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously).
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Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] weapon timer increased to 10 (6) and noautorange set to 1 (not set previously).
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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.
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Arm Lemming metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 100 (50).
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Arm Invader metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
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Core Roach metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
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Core Skuttle metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 700 (350).
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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.
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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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Arm Epoch energy cost increased to 952373 (317453).
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Core Black Hydra energy cost increased to 993263 (331088).
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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 attackrunlength reduced to 225 (502) and turnrate reduced to 70 (140).
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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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Core Bladewing weapon [BLADEWING_LYZER] replaced with [ARM_PARALYZER].
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Core Bladewing weapon [ARM_PARALYZER] tolerance increased to 65500 (4500) and pitchtolerance set to 65500 (not set previously).
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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.
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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).
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Arm Hermes weapon [HERMES] replaced with [ARM_CIR].
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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.
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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.
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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:
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Arm Anemone description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
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Core Jellyfish description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
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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)"
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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)"
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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)"
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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)"
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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)"
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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)"
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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)"
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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)"
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Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% 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 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 yardmap changed to "www www www" ("wwww wwww wwww wwww"), FootprintX reduced to 3 (4), and FootprintZ reduced to 3 (4).
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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.
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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).
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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).
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NOTE: These had a bit too much armor after the adjustment to HLT weapons, so the costs were adjusted up slightly to match.
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April 13 2024
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TA:T v2.0 Beta 85:
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Fixed build menu bug where the Arm Experimental Gantry Constructor was buildable from the Arm Advanced Vehicle Plant (Thanks Setin!).
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Fixed build menu bug where the ARM and CORE strategic and tactical nuke stockpile number being hidden by arrows, and the Arm tactical nuke silo build menu was broken (Thanks Magpie and Chaostorm!).
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Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
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Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
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Arm and Core Advanced Construction Sub can now build the Amphibious Complex.
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April 2 2024
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TA:T v2.0 Beta 84:
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Arm Kbot Lab yard map changed to "yccccy occcco occcco occcco occcco yccccy" ("yoccoy occcco occcco occcco occcco yoccoy").
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NOTE: This allows a bigger exit gap in the top and bottom of the North/South facing Arm Kbot lab. Previously, it could build 3x3 units, but only 2x2 units could fit out the north or south exits, preventing the 3x3 Nexus Kbot Transport from leaving the lab after being built. The E/W facing labs already worked fine, as do all Core Kbot Labs.
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Added Nexus to special damages on weapons.
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NOTE:
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This should have been done in Beta 83, but got missed.
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Arm Nexus damage modifier reduced to 0.5 (0.167).
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NOTE: The armor was increased and the damage modifier decreased. The effective armor is the same as before, but it will take 3 times longer to repair than before. This is to help prevent repair nanoturrets being carried inside of them from being too powerful.
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Removed firing ports on the Arm Bear.
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NOTE:
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This was listed in Beta 83 for both the Arm and Core Hover Transports, but was left undone on the Arm Bear.
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Adjusted Metal and Energy storage wreckage armor and metal values to reflect current unit armor and metal values.
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Core Sumo energy production increased to 20 (2.8) and energy storage increased to 200 (0).
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NOTE: This allows enough energy storage for a Sumo to fire its laser once, and enough energy production to fire its laser once every 10 seconds if it has no outside supporting energy.
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Core Commando workertime increased to 3150 (2150), speed increased to 1.41 (1.3), and armor increased to 2704 (1850).
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NOTE: This increases the Commando reclaim speed to be about 46% faster than the Arm Tick, as it costs about 46% more than the Tick, as well giving the the Commando a better armor per metal ratio than the Tick, which is 27% faster than the Commando.
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March 30 2024
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March 30 2024
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TA:T v2.0 Beta 83:
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TA:T v2.0 Beta 83:
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@@ -334,7 +225,7 @@ NOTE: Arm and Core HLTs and Fortification HLTs have been put back to half armor/
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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.
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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.
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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.
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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.
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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).
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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).
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Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22).
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Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22).
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@@ -2491,7 +2382,7 @@ Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (
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Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
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Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
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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.
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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.
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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.
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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.
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@@ -3807,7 +3698,7 @@ Arm Albatross speed increased to 8.066 (6.05) and attackrunlength set to 250 (Pr
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Core Titan speed increased to 6.666 (5.0) and attackrunlength set to 250 (100).
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Core Titan speed increased to 6.666 (5.0) and attackrunlength set to 250 (100).
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Core Typhon speed increased to 7.333 (5.5) and attackrunlength set to 250 (100).
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Core Typhon speed increased to 7.333 (5.5) and attackrunlength set to 250 (100).
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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.
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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.
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Arm Colossus line of sight increased to 2188 (1650).
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Arm Colossus line of sight increased to 2188 (1650).
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Core Hive line of sight increased to 1989 (1500).
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Core Hive line of sight increased to 1989 (1500).
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@@ -6012,7 +5903,7 @@ NOTE: This matches the countdown for regular Twilights.
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Arm Scarab and Core Hedgehog can now cloak (250 energy to cloak unmoving, 500 while moving).
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Arm Scarab and Core Hedgehog can now cloak (250 energy to cloak unmoving, 500 while moving).
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Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon velocity increased to 135 (90) and start velocity increased to 135 (90).
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Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon velocity increased to 135 (90) and start velocity increased to 135 (90).
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NOTE: This should help prevent ships from outrunning level 1 sub torpedoes quite so easily.
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NOTE: This should help prevent ships from outrunning level 1 sub torpedos quite so easily.
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Arm Gremlin mincloakdistance reverted back to 25 (1).
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Arm Gremlin mincloakdistance reverted back to 25 (1).
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NOTE: They were too abuseable with the change. Putting them back to what they were for more testing.
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NOTE: They were too abuseable with the change. Putting them back to what they were for more testing.
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