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3 Commits
tatw-2.0b9
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tatw
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3f578ce371 | 3 months ago |
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04e02e3186 | 4 months ago |
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1a217acb68 | 5 months ago |
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Beta 93
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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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Removed some colors and added others (Thanks ChaoStorm and Venom!).
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New Megamap icons (Thanks ChaoStorm and Wiffer!).
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Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
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Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
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Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
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Core Oppressor rockets no longer track.
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Beta 94
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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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Increased Arm Samson and Core Slasher line of sight and weapon range, reload, velocity, and area of effect.
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Increased Arm Swatter, Core Slinger, and Core Exploiter weapon area of effect.
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Removed firing ports from Arm Hulk and Core Envoy.
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Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
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Arm Guardian and Core Punisher scripts and weapons altered to support weapon switching. The ballistic weapon fires more slowly but with bigger damage and area of effect. Targeting uses X to switch and D to manually fire the ballistic weapon, like the Arm Fido.
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Core Punisher armor increased a bit to compensate for it using the same weapons as the Guardian.
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Arm Zipper and Core Pyro speeds increased to match Arm Peewee and Core A.K.
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Core Pyro, Reaper, and Dragon's Maw weapons damage increased to 100% baseline (Was 50% baseline).
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Core Bladewing and Arm Spider costs cut to 1/3.
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Core Gimp metal cost increased (This was supposed to have been done in Beta 77, but was missed somehow. The other cost increases (energy, firepower, etc.) were already done then).
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All Seaplanes reduced to be the same speed as their advanced aircraft counterparts, instead of being 10% faster.
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Arm Phalanx and Archer and Core Copperhead and Shredder weapon area of effect increased.
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All flakker weapons set to line of sight instead of ballistic, allowing them to shoot at targets at a very high or low angle they couldn't before.
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Arm Gremlin armor halved and firepower doubled.
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Arm and Core Minelayer Nanolathe Turret build distance increased to match Fortification Turrets.
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Arm Dragon's Claw and Core Dragon's Maw line of sight increased.
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Arm Sneaky Pete and Veil and Core Castro and Shroud line of sight increased.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat weapons had their turn rate reduced to only allow them to hit targets in the outer 25% of their range (Previously the outer 75% of their range).
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Core Banisher model altered to increase the height of the turret, allowing it to shoot over obstructions more easily.
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Core Banisher weapon changed to allow it to hit an empty spot manually targeted on the ground.
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Beta 95
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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 the dark green showing up as yellow on the minimap.
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Minelaying units now have the same icon as constructors.
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Fixed "slow" animations for water explosions.
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(Thanks ChaoStorm!)
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Fixed Arm Mumbo script to prevent the unit locking up and not firing when under heavy fire.
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Arm Mumbo weapon damage increased.
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Control G added to Arm Pelican.
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Fixed a script bug that prevented Arm Guardians and Core Punishers from firing in ballistic mode until they'd fired at least once in direct-fire mode.
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Seaplanes made more expensive and heavier than regular advanced aircraft:
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Previously, Seaplanes had the same armor/firepower as advanced aircraft, but cost only 2/3s as much. This changes Seaplanes to cost 25% more than advanced aircraft, but keep the same weapons, so all of the extra cost goes into armor, boosting their armor by about 56% over advanced aircraft. However, they also move about 10% slower. This makes Seaplanes much more heavily armored for a relatively small increase in cost compared to advanced aircraft while keeping the same weapons.
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Replaced Arm Sentinel and Core Gaat Gun models with their original OTA models which are shorter, but also target fast-moving units like Flash tanks more effectively.
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Core Viper weapon area of effect increased.
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Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
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Arm Spirit cost increased, speed reduced, weapon range reduced, damage increased, and reload reduced.
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Core Krow cost increased, speed reduced, weapon range reduced, and damage increased.
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Arm Bantha weapon velocity increased to improve accuracy.
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Core Cauterizer turn rate increased.
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Arm and Core Commander explosion area of effect increased.
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Arm and Core Decoy Commander explosion area of effect increased.
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NOTE: This increase in the Commander blast area of effect prevents an enemy commander from destroying your commander with his anti-air missile from further away and surviving your blast. As always, remember that Commander blasts only affect units, leaving structures intact.
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Arm and Core Micro Fusions cost and output reduced.
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NOTE: This puts Micro Fusions at the same metal/energy efficiency as regular fusions, instead of 23% more efficient. They also produce less energy each, meaning they take up more space and are therefore more hazardous to use.
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Arm and Core Amphibious Complex costs reduced 2/3 to equal the costs of Hovercraft Platforms.
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NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
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Hovers give better than T1 units, and a couple of advanced things like Micro Fusions, but mostly not advanced. Complexes give full-blown advanced units at half the cost of regular advanced, but you get a short list of units across both Kbots and Vehicles, so you'll just have to work with what you get.
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