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@@ -1,3 +1,135 @@
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May 8, 2025
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TA:T v2.0 Beta 93:
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Added new colors! We're trying out some new colors, but this requires removing some others, so this is what we're trying out for now:
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Removed:
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White
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Green
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Yellow
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Black
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Sky Blue
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Tan
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Red
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Added:
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Greyish Blue
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Lime
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Dark Green
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Orange
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Pink
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Mustard
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Darker Red
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Feedback is welcome, since this is just something we're trying out. Thank you ChaoStorm for your hard work, and also Venom of ProTA for being a huge help in answering a lot of questions and pointing us in the right direction!
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Added new megamap icons! Chaostorm has been working hard on adding category tages to 330 different units for the icons, as well as the icons themselves (Along with a lot of help from Wiffer!). This release comes with a TA.ini file and an Icons folder to replace the existing ones (We recommend backing up your existing Icons folder and TA.ini file). The icons are still a work in progress, but the idea is to help make units showing up on the megamap more useful and identifiable for strategic play. We'll need feedback on how visible they are, how easy they are to identify, etc. Also, remember that the new icons only show on the megamap for units you have line of sight on. Radar coverage will just show regular dots. You should still be able to turn off the new icons and use the normal ones if you want.
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Thanks ChaoStorm and Wiffer!
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Arm Spider and Core Bladewing weapon [ARM_PARALYZER] damage reduced to 30 (300) and the special damage to features reduced to 300 (1200).
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NOTE: This reduces the paralysis time for each shot from 10 seconds to 1 second. The special damage to features was changed from 4x regular damage to 10x regular damage. This means a single Bladewing or Spider can keep a unit locked down if they fire on it continually, but it will unfreeze as soon as they stop. Of course, multiple shots from multiple units can still stack the paralysis, but each extra shot will only add an additional one second, instead of ten.
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Arm Mumbo description changed to "Heavy Rapid-Fire Piercing Pulse-Laser Tank" ("Heavy Rapid-Fire Pulse-Laser Tank").
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Arm Mumbo weapon [TAWF003_weapon] damage reduced to 19 (38), energy per shot increased to 22 (11), and noexplode=1 added.
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NOTE: This makes the Mumbo weapon pierce through targets and features, much like the Arm Beamer does. In return, it does half the previous damage (As it can potentially hit a target multiple times on the way through), and costs twice as much energy to fire.
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Core Termite weapon [CORE_TERMITE_LASER] area of effect increased to 64 (12), edge effectiveness reduced to 0.5 (1.0), energy per shot increased to 172 (86), damage increased to 324 (243), explosiongaf set to yellowboom (fx), and explosionart set to yellowboom (explode5).
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NOTE: This doubles the energy cost per shot to give 33% more damage and a big (for a beam weapon) area of effect.
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Fixed the build power for Arm and Core Advanced Shipyards being in the name of the unit instead of the description.
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Fixed the Arm and Core Minelayer Nanolathe Turret description to show the correct build power of 60.
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Core Oppressor weapon [OPPRESSOR_ROCKET] had "guidance" and "tracks" disabled.
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NOTE: This means Oppressor rockets will not track.
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February 14, 2025
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TA:T v2.0 Beta 92:
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Arm MRU energy cost increased to 58071 (34169) and build time reduced to 52791 (61600).
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Core MRU energy cost increased to 56403 (35517) and build time reduced to 52604 (61437).
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NOTE: This puts the Arm and Core MRU at standard energy and metal drain for advanced vehicles (Around 21 metal/second and 580 energy/second). This means they'll build somewhat more quickly, but also cost more energy than before. This is more energy than a Fusion costs, but also mobile and close to triple the armor.
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Arm Pincer energy cost reduced to 1514 (2019).
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Arm Pelican energy cost reduced to 9167 (12223).
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Arm PomPom energy cost increased to 7671 (5114), speed increased to 1.7625 (1.41), and description changed to "Amphib AntiAir Laser KBot(1/3 dmg to non-air Fast/Maneuverable)" ("Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)").
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Arm Triton energy cost reduced to 19134 (25512).
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Arm Marauder energy cost reduced to 24323 (32431).
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Core Garpike energy cost reduced to 1555 (2073).
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Core Gimp energy cost reduced to 12959 (17278) and speed increased to 2.0 (1.82).
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Core Aries energy cost increased to 8072 (5360), build time reduced to 4847 (5819), speed increased to 1.6025 (1.282), and description changed to "Amphib AntiAir Laser KBot(1/3 dmg to non-air Fast/Maneuverable)" ("Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)").
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Core Shiva energy cost reduced to 26100 (34800).
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Core Croc energy cost reduced to 9702 (12936).
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Core Poison Arrow energy cost reduced to 28980 (38640).
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NOTE: Amphibious units previously cost twice the standard energy for their metal cost. This change puts them at 50% more than standard, instead of 100% more. The Gimp speed was increased to put it at 10% slower than the Pelican, where it should have been. The Arm PomPom and the Core Aries were already at standard energy cost, despite being amphibious, so they were increased to 50% more than standard and given the standard 25% increase in speed. Also, the Aries, due to an error back in Beta 23, has had a 20% slower build time than it should since then, which was fixed.
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Amphibious units can be nice to build even when not using them in the water, but the heavy energy cost made them harder to justify. For example, the Core Croc is roughly similar to the Panther in cost and role, but cost twice as much energy, which made it a lot harder to build in larger groups.
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Some amphibious units remain at twice the energy cost, as they are specialized in other ways:
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Arm Courier
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Arm Sharpshooter
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Arm Infiltrator
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Arm Invader
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Core Emissary
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Core Skuttle
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Core Parasite
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Core Roach
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Core Intruder
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Arm Mumbo armor increased to 6114 (4076).
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Arm Mumbo weapon [TAWF003_weapon] damage reduced to 38 (57).
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Arm Triton armor increased to 6458 (4305).
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Arm Triton weapon [ARM_MEDIUMCANNON] damage reduced to 269 (404).
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Arm Demolisher armor increased to 9183 (6122).
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Arm Demolisher weapon [ARM_HLIGHTNING] damage reduced to 269 (404).
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Arm Bulldog armor increased to 19810 (9905).
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Arm Bulldog weapon [ARM_BULL] damage reduced to 324 (648).
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Core Reaper armor increased to 7450 (4967).
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Core Reaper weapon [CORE_REAP] burst reduced to 8 (12) and burstrate increased to 0.08 (.04).
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Core Poison Arrow armor increased to 10773 (7182).
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Core Poison Arrow weapon [CORE_PARROW] damage reduced to 400 (600).
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Core Termite armor increased to 10931 (7287).
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Core Termite and Clasher weapon [CORE_TERMITE_LASER] damage reduced to 243 (364).
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Core Clasher armor increased to 10901 (7267).
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Core Goliath armor increased to 22404 (11202).
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Core Goliath weapon [COR_GOL] damage reduced to 500 (1000).
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NOTE: Advanced vehicles, battle tanks, specifically, seem to struggle to engage advanced defensive lines. Tanks, with their heavier armor and better speed, are usually a good choice in attacking defensive lines, and they seem to do well at T1, but T2 tanks were seeming somewhat lacking. This gives advanced tanks more armor at the cost of firepower, which shouldn't affect how they perform against other units, but should help them be better at surviving long enough to fire on defensive lines. This is only for battle tanks, not supporting vehicles. They get 50% more armor and have their firepower reduced by 50%, except for Bulldogs and Goliaths, which have double armor and half firepower situating them for potentially being good at cracking defensive lines.
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This is an experimental change and might need adjusting.
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Arm Sneaky Pete init_cloaked changed to 0 (1).
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Arm Veil init_cloaked changed to 0 (1).
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Shroud Castro init_cloaked changed to 0 (1).
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Core Shroud init_cloaked changed to 0 (1).
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NOTE: This means they won't automatically cloak as soon as you start to build them, which drained extra energy the whole time you were building them. The extra cloaking energy cost for the Sneaky Pete and Castro, for example, more than doubled their total energy cost to build. The downside is now the enemy can see what you're building, but this usually didn't come into play.
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Arm Sneaky Pete metal cost reduced to 98 (206), energy cost reduced to 1500 (2008), and build time reduced to 4091 (6180).
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Arm Veil metal cost increased to 490 (362), energy cost increased to 22500 (11151), and build time increased to 20455 (13516).
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Core Castro metal cost reduced to 100 (218), energy cost reduced to 1600 (2238), and build time reduced to 4476 (6798).
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Core Shroud metal cost increased to 500 (369), energy cost increased to 24000 (11895), and build time increased to 22360 (14788).
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NOTE: This changes T1 and T2 jammers to be twice the metal and twice the energy cost of their radar equivalents, which makes the T1 jammers cheaper and the T2 jammers more expensive.
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January 10, 2025
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TA:T v2.0 Beta 91:
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