Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
Merged Arm and Core underwater nuclear mines with nuclear mines.
NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not.
Arm Solar Collector build angle reduced to 4096 (16384).
Core Solar Collector build angle decreased to 4096 (16384).
Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
Merged Arm and Core underwater nuclear mines with nuclear mines.
Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine").
NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included.
Arm Solar Collector build angle reduced to 4096 (16384).
Core Solar Collector build angle decreased to 4096 (16384).
April 3, 2023
TA:T v2.0 Beta 71:
Added Arm/Core Bunker, Arm Condor, and Core Vindicator to the special damage lists of all weapons.
NOTE: The biggest issue this fixes was that previously, the Condor and Vindicator were taking the default 1/3 damage from anti-air weapons just like ground units do, giving them triple the armor they should have had against anti-air weapons.
April 3, 2023
TA:T v2.0 Beta 70:
Fixed menu issues with the Arm and Core Advanced Construction Sub (Thanks Chao Storm!).
Core Shodan movement class changed to TANKSH2 (TANKSH3).
NOTE: It looks about the same size as a Leveler, which is TANKSH2 (2x2 footprint). Footprints need to be looked at, since 3x3 currently covers units all the way up to Goliath size.
Added new Bunker unit for both Arm and Core.
This is built from the nanolathe platform (The same place you build nanolathe turrets). It can load and unload units like a transport, but is immobile, although it can be moved by a ground or air transport to a new location as long as it is empty. It has firing ports, allowing units inside to fire outside while remaining protected within the bunker. It can load up to 16 units of 2x2 footprint or smaller.
Removed the Arm/Core M.A.T. and A.M.A.T. units.
Added new Arm Condor and Core Vindicator units.
These replace the M.A.T. unit and are air transports capable of carrying up to six units at a time. They are buildable from the level 1 air plants. They are armed with the Peewee and A.K. weapon, respectively, but it is in the third weapon slot, so it can't be manually targeted.
When first built, text appears below explaining how to initialize it for use. Basically, after first being built, tell it to attack a spot, and then once it reaches that spot, tell it to Stop (Load button), and a loading circle will appear around it. This should only be required to do once after being built.
After that, just move units into the circle while the transport is landed to have them automatically loaded, then hit the U key or click on the Unload button to set them to Unload at the desired location, and they will fly there and unload the units.
To load more units, just land and move more units into the circle again, etc.
The Condor and Vindicator also have an emergency unloading feature: If they take damage which brings them below 10% health, they will automatically unload all of their units wherever they are. This emergency unloading helps prevent units being lost when the transport is about to be destroyed, especially if you aren't watching them.
Damage which would take them from above 10% to 0 in one shot will still destroy them without them being able to unload.
These should perform more smoothly and without the bugs/crashing of the M.A.T., but will need testing to be sure.
Arm Courier now has the Peewee weapon [PEEWEE_EMG] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
Core Emissary now has the A.K. weapon [AK_LASER] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
NOTE: This gives them a very light weapon to defend themselves with, however, they must have at least one unit loaded for the weapon to function (You need someone to "man the gun", so to speak).
Arm Solar Collector build angle increased to 16384 (4096).
Core Solar Collector build angle decreased to 16384 (32768).
Arm Atlas metal cost reduced to 130 (173), energy cost reduced to 2693 (3584), build time reduced to 4110 (5470), armor increased to 3309 (3303), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
Core Valkyrie metal cost reduced to 137 (182), energy cost reduced to 2899 (3851), build time reduced to 4535 (6024), armor increased to 3836 (3822), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
NOTE: This puts the Condor and Vindicator at double the cost of the Atlas and Valkyrie but with the same armor.
The Condor and Vindicator can carry six units, but move more slowly and cost twice as much. The Atlas and Valkyrie can only carry one unit, but are cheaper and the carried unit can still fire.
Arm Advanced Repair Pad metal cost reduced to 300 (570), energy cost reduced to 10326 (19620), and build time reduced to 12517 (23782).
Core Advanced Repair Pad metal cost reduced to 309 (587), energy cost reduced to 10634 (19896), and build time reduced to 12890 (24734).
Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] area of effect increased to 128 (64).
March 26, 2023
TA:T v2.0 Beta 69:
[SMALL_UNITEX] weapon area of effect increased to 200 (100).
[MEDIUM_UNITEX] weapon area of effect increased to 400 (200).
[BIG_UNITEX] weapon area of effect increased to 600 (300).
[SMALL_UNIT] weapon area of effect increased to 260 (130).
[MEDIUM_UNIT] weapon area of effect increased to 520 (260).
[BIG_UNIT] weapon area of effect increased to 780 (390).
[SMALL_BUILDINGEX] weapon area of effect increased to 400 (200).
[MEDIUM_BUILDINGEX] weapon area of effect increased to 600 (300).
[LARGE_BUILDINGEX] weapon area of effect increased to 800 (400).
[ESTOR_BUILDINGEX] weapon area of effect increased to 800 (400).
[SMALL_BUILDING] weapon area of effect increased to 520 (260).
[MEDIUM_BUILDING] weapon area of effect increased to 780 (390).
[LARGE_BUILDING] weapon area of effect increased to 1040 (520).
[ESTOR_BUILDING] weapon area of effect increased to 1040 (520).
[ATOMIC_BLASTSML] weapon area of effect increased to 1000 (500).
[ATOMIC_BLAST] weapon area of effect increased to 1300 (650).
NOTE: This will change most of the regular unit and structure explosions to be able to damage units further out, and making self-destruction of units/buildings more dangerous.
Arm Twilight line of sight increased to 700 (630).
Core Exploiter line of sight increased to 700 (475).
Core Exploiter script changed to increase the deceleration rate of Exploiter's arms when preparing to armor up to 4000 (2000).
NOTE: Exploiters can now utilize their full weapon range from their own line of sight, since they are designed to be self-sufficient. The script change helps them armor up faster.
Changed Arm Pitbull script to prevent it from sometimes closing up while enemies are still in range.
March 23, 2023
TA:T v2.0 Beta 68:
Build menu changes:
Arm and Core Decoy Commanders menu shows D-Gun instead of Special.
Core A.K. hotkey fixed to show the correct letter (Was showing B).
Arm and Core advanced factory/construction unit menus reordered to more close match T1 menus.
Seaplane Constructors can now build all T2 structures that advanced constructors can build and some water structures were added as well (Shark's Teeth, Underwater Moho Metal Maker, Underwater Metal and Energy Storages, floating HLTs (Thunderbolt and Stingray), and Floating Targeting Facility).
Removed second Arm Warrior build button on the second menu page.
(Thanks Chao Storm!)
Arm Sentinel and Arm Fortification Wall HLT Post weapon reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187).
NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units.
This allows the Arm Radical and Core Blocker to be more effective in that role, with their much better blast radius.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] edge effectiveness increased to 0.333 (0.1).
Arm Peewee weapon [PEEWEE_EMG] range reduced to 360 (480), damage increased to 12 (9), and weapon timer reduced to .7 (.9333).
Core A.K. weapon [AK_LASER] range reduced to 360 (480) and damage increased to 22 (17).
NOTE: Light Laser Towers have a range of 500, and Peewees and A.K.s had a range of 480, making LLTs (A cheap and basic defense) less effective against Peewees and A.K.s (Cheap and basic units).
Arm Bulldog speed increased to 3.421 (3.258), turn rate increased to 286 (251), acceleration increased to 0.014 (0.0098) and brake rate increased to 0.014 (0.0098).
Arm Bulldog weapon [ARM_BULL] reload increased to 1.581 (1.0), damage increased to 648 (410), and edge effectiveness increased to 0.25 (0.1).
Core Goliath speed increased to 3.11 (2.962), turn rate increased to 260 (228), acceleration increased to 0.0127 (0.009) and brake rate increased to 0.0127 (0.009).
Core Goliath weapon [COR_GOL] reload increased to 2.371 (1.5), damage increased to 1000 (633), and edge effectiveness increased to 0.25 (0.1).
NOTE: Trying to make Bulldogs and Goliaths less clumsy and more useful.
Arm Wind Generator metal cost increased to 97 (72), energy cost increased to 133 (99), build time increased to 2910 (2160), and armor increased to 97 (72).
Core Wind Generator metal cost increased to 94 (70), energy cost increased to 129 (96), build time increased to 2893 (2154), and armor increased to 103 (77).
NOTE: This should help to make Solar Collectors a bit more competitive and reduce the dominance of Wind Generators. Previously Wind Generators cost about half the metal of a Solar Collector, so the break even point, metal-wise, for using them over Solars was an average of 10 wind strength. If winds were higher, say, 20 or more, then Winds were twice as metal efficient as Solars. Now the break-even point is 13.333 wind strength.
Solar Collectors are much more resistant to raiding due to their much higher armor, as well as having a small amount of built-in energy storage, but they just didn't see nearly as much use as Wind Generators. Hopefully now the Wind/Solar choice will be more of an interesting choice instead of an obvious one.
Arm Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
Core Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
Arm Advanced Solar Collector metal cost reduced to 290 (308), build time reduced to 8700 (9240), energy storage increased to 500 (250), and HealTime increased to 4 (2).
Core Advanced Solar Collector metal cost reduced to 282 (300), build time reduced to 8663 (9216), energy storage increased to 500 (250) and HealTime increased to 4 (2).
NOTE: Adv solars cost 25% more energy than their equivalent in regular solars. Now they cost about 80% of the metal.
HealTime lets Solar Collectors self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit.
HealTime values from 0 to 3 do nothing. Values above 4 are all the same rate of regeneration. Because the Advanced Solars previously had it set to 2, they weren't regenerating, but now they will.
Arm Flea had HealTime=0; removed.
NOTE: See above. The value of 0 wasn't doing anything.
Arm and Core Commander energy production increased to 75 (50).
NOTE: This is intended to lessen the very early game (First 5 to 10 minutes) energy crunch a little bit without affecting the rest of the game.
Arm Cloakable Fusion Reactor metal cost increased to 3850 (3388), energy cost increased to 80081 (61503), build time increased to 126000 (110880), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
Core Cloakable Fusion Reactor metal cost increased to 3744 (3295), energy cost increased to 83249 (63932), build time increased to 125654 (110585), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
AI only versions of Cloakable fusions costs have increased to match the above, but the energy make is unchanged.
Arm Advanced Fusion Reactor energy cost increased to 512520 (268377).
Core Advanced Fusion Reactor energy cost increased to 532760 (278949)
NOTE: Advanced Fusions already gave you the energy output of five fusions for the metal cost of 3.333, however now the energy cost is that of 10 fusions, due to the advanced tech required to build them. Also, their wreckage was worth half of what it should have been, which has been fixed.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage reduced to 25000 (29500) and edge effectiveness increased to 1.0 (0.0).
NOTE: The default damage reduction adjusts damage to help prevent the super-long health bars that nukes sometimes give units instead of destroying them (silos with veteran status get a bonus to their damage, pushing the 29500 damage over the 32000 cap).
Tactical and strategic nukes do 25000 damage to regular units, which should destroy any of them in a single direct hit. Commanders, anti-nuke silos, mobile anti-nukes, and carriers (Which have anti-nukes) all take reduced damage.
The "34000" damage to high armor units actually does a lot more than 34000 and should also destroy any of those units in a single hit as well, barring a veteran Orcone or Krogoth which might survive with 5-10% armor left.
Mobile tactical nukes just do 25000, which will not outright destroy most of the high armor units (But will still take a decent chunk out of most of them).
The high armor units are:
Arm Bolo
Core Yavac
Arm Antarion
Core Gargoyle
Arm Bantha
Core Krogtaar
Arm Annihilator (When closed)
Core Doomsday Machine (When closed)
Core Juggernaut
Arm Millennium
Core Warlord
Arm Epoch
Core Black Hydra
Arm Ambusher (When closed)
Core Toaster (When closed)
Arm Abel
Core Caine
Core Zulu
Core Intruder
Arm Vulcan
Core Buzzsaw
March 8, 2023
TA:T v2.0 Beta 67:
Core Shodan line of sight increased to 450 (360).
Core Leveler line of sight increased to 450 (360).
NOTE: This gives these mobile defense type units better line of sight, similar to other defenses.
Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness increased to 0.5 (0.1).
NOTE: This helps the "Mobile Riot Cannon" handle groups better than previously.
Core Croc weapon [CORE_MEDIUMCANNON] edge effectiveness increased to 0.5 (0.1).
Arm Brawler description changed to "EMG Gunship" ("Gunship").
Arm Sabre description changed to "Seaplane Laser Gunship" ("Seaplane Gunship").
Core Rapier description changed to "Riot Rocket Gunship" ("Gunship").
Core Rapier weapon [VTOL_ROCKET] edge effectiveness increased to 0.5 (0.0).
Core Cutlass weapon [VTOL_ROCKET2] edge effectiveness increased to 0.5 (0.0).
Core Krogtaar weapon [COR_TAAR_RC] area of effect increased to 160 (128).
Arm Peewee line of sight increased to 480 (360).
Core A.K. line of sight increased to 480 (360).
NOTE: This allows Peewees and A.K.s to act as a faster moving spotting unit, similar to the Jeffy and Weasel. Jethros and Crashers still have more line of sight, but also move slower, sometimes being destroyed before they can move close enough to spot defenses.
Arm Crusader weapon [ARM_ROY] area of effect increased to 160 (128).
Core Enforcer weapon [CORE_ROY] area of effect increased to 176 (128).
Arm Ranger weapon [ARMMSHIP_ROCKET] reload reduced to 9.325 (13.1), damage reduced to 4888 (6867), and area of effect increased to 264 (170).
Core Messenger weapon [CORMSHIP_ROCKET] reload reduced to 10 (14.05), damage reduced to 5568 (7823), and area of effect increased to 292 (180).
Arm Viking and Core Cronus weapon [TREMSHIP] area of effect increased to 256 (176).
NOTE: This is adjusting some of the naval units to have larger area of effects for their weapons, similar to vehicles.
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 12615 (18923).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 12615 (18923).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 12615 (18923).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 12615 (18923).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 12615 (18923).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 12615 (18923).
NOTE: This reduces the vertically launched rockets' turn rate, decreasing their tracking ability. They can still track moving units, but are more likely to miss faster ones, especially air, and can't hit targets very close to themselves.
Core Shiva weapon [SHIVA_CANNON] reload increased to 2.5 (1.0), damage increased to 835 (334), and (in)accuracy increased to 1100 (400).
Arm Shellshocker weapon [TAWF113_weapon] reload reduced to 3.5 (4.5) and damage reduced to 210 (270).
Core Wolverine weapon [CORWOLV_GUN] reload reduced to 3.85 (4.824) and damage reduced to 238 (298).
Arm Luger weapon [ARM_ARTILLERY] reload reduced to 4.375 (6.25), damage reduced to 489 (698), (in)accuracy reduced to 450 (850), and weapon velocity increased to 500 (400).
Core Pillager weapon [CORE_ARTILLERY] reload reduced to 4.8125 (7.33), damage reduced to 602 (917), (in)accuracy reduced to 500 (950), and weapon velocity increased to 500 (400).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload reduced to 4.0 (5.625), damage reduced to 289 (406), and (in)accuracy reduced to 400 (725).
Core Morty weapon [CORE_MORT] reload reduced to 3.0 (4.54) and damage reduced to 308 (466).
Arm Bee energy cost increased to 1219 (914), metal cost increased to 77 (58), buildtime increased to 2481 (1861).
NOTE: This increases the Bee's cost from 50% that of a Construction Aircraft to 66%, so instead of providing double the buildpower per metal (Same build power, half cost), it's only 50% more buildpower for the cost.
Arm Spotter description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
Core Watcher description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
Arm Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
Arm Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
Core Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
Core Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
NOTE: This makes Fortification Nanolathe Turrets a bit more expensive, so it's more of a trade-off between using construction units to build them more slowly, but for less metal. If you have the metal, or if you just really need to fortify quickly, then there's the more expensive option.
Advanced Fortification Nanolathe Turrets were increased the same way, but their energy cost was increased an extra 50% since they're able to build some advanced tech defenses.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] edge effectiveness increased to 0.5 (0.315).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] edge effectiveness increased to 0.5 (0.333).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] edge effectiveness increased to 0.5 (0.375).
February 21, 2023
TA:T v2.0 Beta 66:
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 500 (400), reload increased to 1.308 (1.115), and damage reduced to 91 (97).
Arm Skeeter armor increased to 714 (612).
Arm Decade armor increased to 3054 (2618).
Arm Lurker armor increased to 2833 (2428).
Arm Crusader armor increased to 7030 (6026).
Arm Hulk armor increased to 15467 (13257).
Arm Valiant armor increased to 1934 (1658).
Core Searcher armor increased to 832 (713).
Core Supporter armor increased to 3579 (3068).
Core Snake armor increased to 3186 (2731).
Core Enforcer armor increased to 7900 (6771).
Core Envoy armor increased to 17515 (15012).
Core Limiter armor increased to 2169 (1859).
Arm Conqueror armor increased to 13326 (11422).
Arm Millennium armor increased to 38514 (33012).
Arm Piranha armor increased to 6669 (5716).
Arm Colossus armor increased to 26740 (22920).
Arm Ranger armor increased to 6033 (5171).
Arm Fibber armor increased to 700 (600).
Arm Sea Serpent armor increased to 25429 (21796).
Arm Atlantis armor increased to 10941 (9378).
Arm Abel armor increased to 14319 (12273).
Arm Epoch armor increased to 134620 (115385).
Arm Archer armor increased to 5784 (4958).
Arm Viking armor increased to 5842 (5007).
Arm Escort armor increased to 2835 (2430).
Arm Death Cavalry armor increased to 1360 (1166).
Core Executioner armor increased to 15454 (13246).
Core Warlord armor increased to 44164 (37855).
Core Shark armor increased to 7574 (6492).
Core Hive armor increased to 30678 (26295).
Core Messenger armor increased to 6825 (5850).
Core Nautilus armor increased to 4032 (3456).
Core Leviathan armor increased to 29099 (24942).
Core Zulu armor increased to 24072 (20633).
Core Caine armor increased to 16648 (14270).
Core Black Hydra armor increased to 154697 (132597).
Core Shredder armor increased to 6790 (5820).
Core Cronus armor increased to 7124 (6106).
Core Phantom armor increased to 3213 (2754).
Core Grim Reaper armor increased to 1549 (1328).
NOTE: This brings ships up to the same armor per metal ratio as vehicles use (Previously they had less, even though they originally had more before vehicle's had their armor ratio increased).
Arm Construction KBot armor reduced to 203 (405).
Core Construction KBot armor reduced to 238 (475).
Arm Construction Vehicle armor reduced to 919 (1838).
Core Construction Vehicle armor reduced to 1077 (2153).
Arm Beaver armor reduced to 919 (1838).
Core Muskrat armor reduced to 1077 (2153).
Arm Construction Aircraft armor reduced to 293 (585).
Core Construction Aircraft armor reduced to 339 (678).
Arm Construction Ship armor reduced to 967 (1658).
Core Construction Ship armor reduced to 1084 (1859).
Arm Construction Hovercraft armor reduced to 1461 (2921).
Core Construction Hovercraft armor reduced to 1712 (3423).
Arm Advanced Construction KBot armor reduced to 368 (736).
Core Advanced Construction KBot armor reduced to 430 (860).
Arm Advanced Construction Vehicle armor reduced to 1669 (3338).
Core Advanced Construction Vehicle armor reduced to 1953 (3906).
Arm Advanced Construction Aircraft armor reduced to 586 (1171).
Core Advanced Construction Aircraft armor reduced to 678 (1355).
Arm Advanced Construction Seaplane armor reduced to 586 (1171).
Core Advanced Construction Seaplane armor reduced to 678 (1355).
Arm Advanced Construction Sub armor reduced to 1374 (2355).
Core Advanced Construction Sub armor reduced to 1541 (2642).
NOTE: This cuts armor in half for all regular construction units, making them more vulnerable. It seemed odd that a construction vehicle had about the same armor as a tank of the same cost. They're designed for building, not fighting. Be careful with them in combat zones.
Arm Banshee speed increased to 7.5 (5.625).
Arm Brawler speed increased to 7.5 (5.625).
Arm Sabre speed increased to 8.25 (6.1875).
Arm Blade speed increased to 6.8145 (3.75).
Core Venom speed increased to 6.82 (5.115).
Core Rapier speed increased to 6.82 (5.115).
Core Cutlass speed increased to 7.49 (5.6175).
Core BlackDawn speed increased to 6.195 (3.41025).
Core Krow speed increased to 6.195 (4.64625).
Core Leveler weapon [CORLEVLR_WEAPON] explosiongaf set to "fireball" ("fx"), and explosionart set to "fireball" ("explode3").
NOTE: This is purely cosmetic, but hopefully helps the Leveler shots to look more distinct.
Changed Arm and Core A.M.A.T. description to Advanced Multi Air Transport w/ Firing Ports (Advanced Multi Air Transport).
Changed Arm and Core M.A.T. description to Multi Air Transport (capacity 4 units) (Multi Air Transport).
Changed Arm Courier description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
Changed Core Emissary description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
Changed Arm Hulk description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
Changed Core Envoy description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
Changed Arm Bear description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
Changed Core Turtle description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
Changed Core Intruder description to Amphibious Heavy Assault Transport (capacity 24 units) (Amphibious Heavy Assault Transport).
Arm Sneaky Pete cloaking cost reduced to 50 (150).
Core Castro cloaking cost reduced to 50 (150).
Arm Veil cloaking cost reduced to 250 (750).
Core Shroud cloaking cost reduced to 250 (750).
Cleaned up Arm and Core Commander special damages:
Arm and Core Light Mine weapon [MINE_LIGHT] special damage to Arm and Core Commander increased to 163 (65).
Arm and Core Medium Mine weapon [MINE_MEDIUM] special damage to Arm and Core Commander increased to 488 (195).
Arm and Core Heavy Mine weapon [MINE_HEAVY] special damage to Arm and Core Commander increased to 1463 (585).
Arm and Core Light Naval Mine weapon [FMINE_LIGHT] special damage to Arm and Core Commander increased to 650 (260).
Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] special damage to Arm and Core Commander increased to 1950 (780).
NOTE: This means Commanders now take 1/4 damage from mines instead of 1/10.
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] (And [AINUKE]) special damage to Arm and Core Commander increased to 3000 (1500).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] now does the default damage to Arm and Core Commander of 2456 (1228).
Arm Spirit weapon [Arm_pidr] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commander reduced to 1556 (3111).
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Penetrator weapon [ARMMANNI_WEAPON] now does the default damage to Arm and Core Commander of 1184 (592).
Arm and Core Sabotage Mine weapon [MINE_SABOTAGE] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] special damage to Arm and Core Commander increased to 3000 (2083).
Core Skuttle self-destruct weapon [SKUTTLE_SELF_DESTRUCT_BLAST] special damage to Arm and Core Commander increased to 3000 (1900).
Core Leviathan weapon [CORSSUB_WEAPON] special damage to Arm and Core Commander increased to 3000 (2406).
Arm Sea Serpent weapon [TAWF009_WEAPON] special damage to Arm and Core Commander increased to 3000 (2158).
Arm Invader and Core Roach destroyed explosion [CRAWL_BLASTSML] special damage to Arm and Core Commander increased to 1800 (999).
Arm Bantha and Invader and Core Skuttle, Roach, and Zulu self-destruct explosion [CRAWL_BLAST] special damage to Arm and Core Commander increased to 900 (499).
NOTE: In general, things that would one-shot a Commander (Like nukes, etc.) will do a maximum of 3000 damage, which is still 75% of the Commander's armor. They also take half damage from a few heavy weapons like Annihilator/Doomsday tachyon weapons and crawling bomb blasts.
Arm Atlas armor increased to 3303 (2477) and speed increased to 10.0 (8.3).
Core Valkyrie armor increased to 3822 (2867) and speed increased to 9.09 (7.55).
Arm and Core M.A.T. acceleration reduced to 0.03 (0.06).
February 7, 2023
TA:T v2.0 Beta 65:
Arm Invader speed increased to 2.535 (1.94) and armor reduced to 771 (1008).
Core Roach speed increased to 2.305 (1.76) and armor reduced to 882 (1155).
Fixed the Arm Banshee script so it now shows an explosion when destroyed instead of just falling to pieces (Thanks for spotting this, Magpie!).
Arm Freedom Fighter armor reduced to 79 (84).
Core Avenger armor reduced to 91 (97).
Arm Hawk armor reduced to 318 (339).
Core Vamp armor reduced to 377 (402).
Arm Tornado armor reduced to 318 (339).
Core Voodoo armor reduced to 377 (402).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload reduced to 1.24 (1.617).
Arm Banshee armor reduced to 331 (662), speed reduced to 5.625 (7.5), and acceleration increased to 0.4 (0.25).
Arm Brawler armor reduced to 1085 (2170), speed reduced to 5.625 (7.5), and acceleration increased to 0.32 (0.2).
Arm Sabre armor reduced to 1085 (2170), speed reduced to 6.1875 (8.25), and acceleration increased to 0.36 (0.225).
Arm Blade armor reduced to 3293 (6586), speed reduced to 3.75 (5.0), and acceleration increased to 0.28 (0.175).
Core Venom armor reduced to 375 (749), speed reduced to 5.115 (6.82), and acceleration increased to 0.36 (0.225).
Core Rapier armor reduced to 1278 (2555), speed reduced to 5.115 (6.82), and acceleration increased to 0.29 (0.175).
Core Cutlass armor reduced to 1278 (2555), speed reduced to 5.6175 (7.49), and acceleration increased to 0.32 (0.2).
Core BlackDawn armor reduced to 3878 (7756), speed reduced to 3.41025 (4.547), and acceleration increased to 0.24 (0.15).
Core Krow turn rate increased to 572 (414), speed reduced to 4.64625 (6.195), and acceleration increased to 0.25 (0.1285).
Core Krow weapon [KROWLASER2] damage reduced to 215 (430) and energy per shot reduced to 71 (142).
Core Krow weapon [KROWLASER] damage reduced to 391 (782) and energy per shot reduced to 117 (234).
Arm Spirit armor reduced to 6476 (12951).
NOTE: This halves the armor of gunships in return for their doubled firepower. They are also slower, but more agile, able to dodge better. This puts them into more of a helicopter role, able to quickly do serious damage to non-anti-air ground units as well as being able to better dodge their shots, but without the armor to handle return anti-air fire from units or defenses.
In short, they should be more dangerous to non-AA units and more vulnerable to AA units/defenses.
The Krow is an exception in that it does not have doubled firepower, but also does not halve its armor, making it much more heavily armored than normal gunships.
February 4, 2023
TA:T v2.0 Beta 64:
Core Dominator weapon [CORHRK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
Arm MERL weapon [ARMTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 380 (700), weapon acceleration reduced to 40 (84), and turnrate reduced to 18923 (28384).
Core Diplomat weapon [CORTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
Arm Wombat weapon [ARMMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
Core Nixer weapon [CORMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
Core Shiva weapon [SHIVA_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
NOTE: This slows down the turning rate of the above vertically launched rockets, their speed, and limits their fuel more than before. This should make their rockets easier to dodge and prevent them from tracking more than a bit past the normal range, giving aircraft a chance to potentially escape.
Arm Sneaky Pete description changed to "Cloakable Jammer/Observation Tower" ("Cloakable Jammer Tower"), line of sight increased to 1094 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
Core Castro description changed to "Cloakable Jammer/Observation Tower" ("Short-Range Jamming Device"), line of sight increased to 995 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
80
Arm Veil description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 2188 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
Core Shroud description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 1989 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
NOTE: Arm Sneaky Pete and Veil and Core Castro and Shroud now additionally function as cloakable observation towers, as well as radar jammers.
This allows them to be used as improved or advanced Dragon's Eyes that have the same line of sight as a level 1 or advanced radar tower (For the Sneaky Pete/Castro and Veil/Shroud, respectively). You can toggle cloaking and jamming independently, so you can have them just jam radar for some energy (As was already the case), or just cloak for triple the energy cost (And have a much improved Dragon's Eye), or do both at once.
Level 1 jammers have a larger decloak radius than Dragon's Eyes, and the advanced jammers even more so, so you'll have to be careful. The nice thing for both is that if you just want them to jam your base, you can skip the cloaking and save energy, if you want to.
February 3, 2023
TA:T v2.0 Beta 63:
Arm Banshee energy cost reduced to 1103 (1470)
Arm Brawler energy cost reduced to 10808 (14411)
Arm Sabre energy cost reduced to 7206 (9608)
Arm Blade energy cost reduced to 32912 (43883)
Core Venom energy cost reduced to 1132 (1509)
Core Rapier energy cost reduced to 11590 (15453)
Core Cutlass energy cost reduced to 7727 (10302)
Core BlackDawn energy cost reduced to 35163 (46884)
Core Krow energy cost reduced to 160794 (214392)
Arm Construction Aircraft energy cost reduced to 1827 (2436).
Core Construction Aircraft energy cost reduced to 1919 (2558).
Arm Peeper energy cost reduced to 529 (705).
Core Fink energy cost reduced to 565 (753).
Arm Freedom Fighter energy cost reduced to 353 (471).
Core Avenger energy cost reduced to 362 (482).
Arm Thunder energy cost reduced to 1942 (2589).
Core Shadow energy cost reduced to 1994 (2658).
Arm Bee energy cost reduced to 914 (1218).
Core Bladewing energy cost reduced to 425 (567).
Arm Atlas energy cost reduced to 3584 (4779).
Core Valkyrie energy cost reduced to 3851 (5135).
Arm and Core M.A.T. energy cost reduced to 4178 (5570).
Arm Advanced Construction Aircraft energy cost reduced to 16583 (22110).
Core Advanced Construction Aircraft energy cost reduced to 17429 (23238).
Arm Hawk energy cost reduced to 4237 (5649).
Core Vamp energy cost reduced to 4367 (5822).
Arm Phoenix energy cost reduced to 20386 (27181).
Core Hurricane energy cost reduced to 21425 (28567).
Arm Eagle energy cost reduced to 23980 (31973).
Core Vulture energy cost reduced to 24560 (32746).
Arm Lancet energy cost reduced to 6222 (8296).
Core Titan energy cost reduced to 6533 (8711).
Arm Dragonfly energy cost reduced to 42257 (56343).
Core Seahook energy cost reduced to 43766 (58354).
Arm Spirit energy cost reduced to 151766 (202355).
Arm Stiletto energy cost reduced to 32452 (43269).
Core Cauterizer energy cost reduced to 75429 (100572).
Arm and Core A.M.A.T. energy cost reduced to 44604 (59472).
Arm Construction Seaplane energy cost reduced to 11054 (14739).
Core Construction Seaplane energy cost reduced to 11619 (15492).
Arm Tornado energy cost reduced to 2825 (3766).
Core Voodoo energy cost reduced to 2911 (3881).
Arm Tsunami energy cost reduced to 13591 (18121).
Core Maelstrom energy cost reduced to 14283 (19044).
Arm Albatross energy cost reduced to 4148 (5531).
Core Typhoon energy cost reduced to 4355 (5807).
Arm Seahawk energy cost reduced to 15986 (21315).
Core Hunter energy cost reduced to 16373 (21831).
NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.5x higher than vehicles. This brings them down to 1.333x higher than vehicles.
Arm Banshee weapon [MED_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Venom weapon [VENOM_LASER] damage increased to 80 (40), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Brawler weapon [VTOL_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Rapier weapon [VTOL_ROCKET] damage increased to 256 (128), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage increased to 4356 (2178), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Sabre weapon [VTOL_EMG2] damage increased to 226 (113), energy per shot increased to 54 (27), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Cutlass weapon [VTOL_ROCKET2] damage increased to 388 (194), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
NOTE: The tolerance changes allow gunships to fire in all directions again except for about a 45° arc directly behind them. Hopefully this will mostly prevent pursuing fighters from being shot while they chase gunships.
Core Krow weapon [KROWLASER2] damage increased to 430 (215) and energy per shot increased to 142 (71).
Core Krow weapon [KROWLASER] damage increased to 782 (391) and energy per shot increased to 234 (117).
Arm Spirit weapon [Arm_pidr] reload reduced to 10.463 (20.926).
NOTE: Changing the gunship firepower ratio to 50% better than vehicles. Gunships have 2/3 the armor ratio of vehicles, because armor is heavier to carry while flying, so they put more weapons into the gunships instead. This means that while they will get less armor per metal compared to vehicles, they will have more firepower per metal cost. This ends up doubling their current firepower.
Arm Spotter armor reduced to 675 (1349).
Core Watcher armor reduced to 756 (1511).
NOTE: This is to balance out their having gained the depthcharge weapon.
February 2, 2023
TA:T v2.0 Beta 62a:
Fixed bug where the Arm and Core repair nano turret could build nano platforms.
February 1, 2023
TA:T v2.0 Beta 62:
Core Gimp line of sight increased to 400 (360) and sonar increased to 440 (400).
Core Gimp weapon [CORAMPH_WEAPON1] turn rate increased to 4500 (750).
Arm Stumpy and Core Raider and Croc scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
Core Croc description changed to "Amphibious Light Riot Cannon Tank w/ Torpedo(Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)"), armor reduced to 1603 (2405), turret turn rate increased to 240 (90), line of sight increased to 400 (291), ActivateWhenBuilt set to 1 (previously not set), and sonar range set to 440 (previously not set).
Core Croc weapon [CORE_MEDIUMCANNON] range increased to 500 (375), reload reduced to 0.797 (0.8), damage increased to 92 (82), and area of effect increased to 208 (160).
Core Croc [CORCROC_TORPEDO] weapon added.
NOTE: The Croc now has a longer range and a bigger blast area for its fast-firing cannon and additionally has gained a torpedo weapon it can fire underwater. Like the Core Gimp, the Croc can't fire both weapons at the same time (Since one is a cannon and one is a torpedo), so both weapons get the full firepower from the Croc's costs, somewhat similar to the Fido's two weapons (Both surface weapons, but can't be used at the same time).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon timer increased to 5 (3).
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
Core Gimp weapon [CORAMPH_WEAPON1] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
Arm Sea Serpent weapon [TAWF009_WEAPON] weapon timer increased to 10 (8.75) and noautorange set to 1 (not set previously).
Core Leviathan weapon [CORSSUB_WEAPON] weapon timer increased to 10 (8.753) and noautorange set to 1 (not set previously).
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] weapon timer increased to 10 (5.55) and noautorange set to 1 (not set previously).
Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon timer increased to 10 (5.63) and noautorange set to 1 (not set previously).
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] weapon timer increased to 10 (6.504) and noautorange set to 1 (not set previously).
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (8.5) and noautorange set to 1 (not set previously).
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.
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.
There were three units that were in the Core Contingency data file that weren't being used by TA:T but were still taking up unit slots:
ARMMINE5
CORMINE4
CORMINE5
I went through the ccdata.ccx and copied over any files that were in ccdata.ccx, but not in rev31.gp3 (Because for any files in both places TA will give the rev31.gp3 file priority), to a folder.
Then I removed any files that had to do with ARMMINE5, CORMINE4, or CORMINE5 (.fbi, .pcx, .gaf, etc.).
This should free up three unit slots, bringing the total units used in TA: Twilight to 509 (510 if using the TADEMO.UFO). However, it means you will need to remove the ccdata.ccx file from your TOTALA folder. It *did* fix the Zulu Control-Z issue, though.
Arm Mercury and Core Screamer weapon [ADVSAM] noautorange set to 1 (not set previously).
Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 2389 (1792), build time increased to 77227 (57920), armor increased to 12951 (9713).
Arm Spirit weapon [Arm_pidr] range increased to 713 (535), reload increased to 20.926 (10.463), and damage increased to 12000 (6000) (Special damages adjusted).
Core Krow energy cost increased to 214392 (160794), metal cost increased to 2532 (1899), buildtime increased to 83891 (62918), and armor increased to 17724 (13293).
Core Krow weapon [KROWLASER2] damage increased to 391 (293) and energy per shot increased to 117 (88).
Core Krow weapon [KROWLASER] damage increased to 215 (161) and energy per shot increased to 71 (53).
Core Cauterizer energy cost increased to 100572 (95439), metal cost increased to 1352 (1283), buildtime increased to 44801 (42515), and armor increased to 6455 (5388).
Core Cauterizer weapon [INFERNOBOMB] damage increased to 2000 (1066) and reload time reduced to 0.235 (.31).
NOTE: This puts the Cauterizer at four times the cost of a Hurricane, but with similar damage to, and much better area of effect than, those same four Hurricanes, as well as a bit better armor, giving it a better chance to survive long enough to drop its bombs. It is somewhat slower and less maneuverable, though.
Arm Spotter and Core Watcher have had the [DEPTHCHARGE] weapon added.
NOTE: This gives hovercraft a way of engaging with underwater units/structures.
Arm and Core Deep Core Mine wreckage and heap metal amounts adjusted to the correct values.
Arm and Core Advanced Fortification Nano Turrets can now build nano platforms.
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] reload increased to 4.787 (2.7), area of effect increased to 128 (96), edge effectiveness increased to 0.75 (0.5), damage increased to 2500 (1410), weapon velocity increased to 225 (180), start velocity increased to 225 (180) (Special damages removed).
NOTE: This allows Hunter/Killer subs to one-shot level 1 subs.
The following weapons have also had special damages to some units removed:
Arm Lurker and Core Snake weapon [ARM_TORPEDO].
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO].
Arm Sea Serpent weapon [TAWF009_WEAPON].
Core Leviathan weapon [CORSSUB_WEAPON].
NOTE: The special damages were previously half damage to the Arm Sea Serpent and Archer and Core Leviathan and Shredder. Now they do regular damage.
Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] special damages to amphibious units and submarines increased to 1026 (683).
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (2650).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (previously just the default damage of 1037).
NOTE: This puts depth charge damage to triple damage against amphibious units and submarines instead of double (Or normal damage for the depth charge launchers).
January 20, 2023
TA:T v2.0 Beta 61:
Arm Bulldog weapon [ARM_BULL] reload decreased to 1.0 (1.5), damage reduced to 410 (615), and edge effectiveness increased to 0.1 (0).
Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0 (0.1).
Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0.1 (0).
Core Commando CTRL_G hotkey removed.
Arm Atlantis CTRL_N hotkey removed.
@ -957,9 +1776,9 @@ TA:T v2.0 Beta 46:
Arm Vulcan and Core Buzzsaw wreckage armor and metal values fixed.
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage increased to 419 (497).
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage reduced to 419 (497).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage increased to 467 (553).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage reduced to 467 (553).
Arm Guardian weapon [ARMFIXED_GUN] weapon velocity reduced to 600 (800).
Core Punisher weapon [CORFIXED_GUN] weapon velocity reduced to 600 (800).
@ -2964,7 +3783,7 @@ Core Diplomat weapon [CORTRUCK_ROCKET] range increased to 1425 (1200) and damage
Arm Luger weapon [ARM_ARTILLERY] range increased to 1450 (1225) and damage reduced to 590 (698).
Core Diplomat weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917).
Core Pillager weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917).
Core Tremor weapon [TREM1] range increased to 1475 (1250) and damage reduced to 341 (402).
@ -4855,7 +5674,7 @@ TA:T v2.0 Beta 2:
Arm Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 64 (51).
Core Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55).
Core Light Laser Tower weapon [CORE_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55).