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.gitattributes vendored

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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text rev31.gp3 filter=lfs diff=lfs merge=lfs -text
TotalA.exe filter=lfs diff=lfs merge=lfs -text

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Beta 91
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Tweaked Arm Guardian and Core Punisher models to help with shots hitting the ground in front of targets.
Added CTRL_W to the Arm Blade and Core Blackdawn and Krow.
Depth charge damage to Commanders reduced to non-amphibious unit levels.
Arm Dragonfly and Core Seahook cruise altitude reduced and Seahook model size increased.
Core Oppressor rocket flighttime increased slightly to fix them not being able to hit targets south of them.
Arm and Core strategic, tactical, and anti-nuke silos are now on the Gantry constuctor build menus (Thanks ChaoStorm).
Defenses that can close or go underground to armor up now all take 1/6 damage, instead of 1/4:
Arm Dragon's Claw
Core Dragon's Maw
Arm PACKO
Arm Pit Bull
Core Viper
Arm Thunderstorm
Arm Ambusher
Core Toaster
Arm Annihilator
Core Doomsday Machine
Arm Vanguard explosion sprite made smaller.
Arm and Core Metal Generators now take 1/4 damage when closed instead of 1/2.
Arm Avatar and Core Mauler weapon shaking reduced.
Line of sight support increased up to 3000 pixels.
Arm Sharpshooter weapon area of effect doubled.
Arm Jeffy and Core Weasel armor reduced and firepower increased.

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Beta 92
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm and Core MRUs energy cost increased to match standard energy drain for building advanced vehicles.
The following amphibious units had their energy cost lowered to 50% above baseline instead of 100% above:
Arm Pincer
Arm Pelican
Arm Triton
Arm Marauder
Core Garpike
Core Gimp
Core Shiva
Core Croc
Core Poison Arrow
Arm PomPom and Core Aries had their energy cost increased by 50% and their speed increased by 25% to match the other amphibious units.
Core Gimp speed increased proportionately match the Arm Pelican.
The following advanced tanks have had their armor increased by 50% and their firepower decreased by 50%:
Arm Mumbo
Arm Triton
Arm Demolisher
Core Reaper
Core Poison Arrow
Core Termite
Core Halberd
The Arm Bulldog and Core Goliath have had their armor doubled and their firepower halved.
Arm Sneaky Pete and Veil and Core Castro and Shroud no longer automatically cloak as soon as you start to build them. The T1 and T2 jamming towers were also set to cost twice as much metal and energy as the T1 and T2 radar towers. This reduced the T1 jammers cost and increased the T2 jammers cost.

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Beta 93
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Removed some colors and added others (Thanks ChaoStorm and Venom!).
New Megamap icons (Thanks ChaoStorm and Wiffer!).
Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
Core Oppressor rockets no longer track.

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Beta 94
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Increased Arm Samson and Core Slasher line of sight and weapon range, reload, velocity, and area of effect.
Increased Arm Swatter, Core Slinger, and Core Exploiter weapon area of effect.
Removed firing ports from Arm Hulk and Core Envoy.
Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
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.
Core Punisher armor increased a bit to compensate for it using the same weapons as the Guardian.
Arm Zipper and Core Pyro speeds increased to match Arm Peewee and Core A.K.
Core Pyro, Reaper, and Dragon's Maw weapons damage increased to 100% baseline (Was 50% baseline).
Core Bladewing and Arm Spider costs cut to 1/3.
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).
All Seaplanes reduced to be the same speed as their advanced aircraft counterparts, instead of being 10% faster.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon area of effect increased.
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.
Arm Gremlin armor halved and firepower doubled.
Arm and Core Minelayer Nanolathe Turret build distance increased to match Fortification Turrets.
Arm Dragon's Claw and Core Dragon's Maw line of sight increased.
Arm Sneaky Pete and Veil and Core Castro and Shroud line of sight increased.
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).
Core Banisher model altered to increase the height of the turret, allowing it to shoot over obstructions more easily.
Core Banisher weapon changed to allow it to hit an empty spot manually targeted on the ground.

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Beta 95
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed the dark green showing up as yellow on the minimap.
Minelaying units now have the same icon as constructors.
Fixed "slow" animations for water explosions.
(Thanks ChaoStorm!)
Fixed Arm Mumbo script to prevent the unit locking up and not firing when under heavy fire.
Arm Mumbo weapon damage increased.
Control G added to Arm Pelican.
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.
Seaplanes made more expensive and heavier than regular advanced aircraft:
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.
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.
Core Viper weapon area of effect increased.
Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
Arm Spirit cost increased, speed reduced, weapon range reduced, damage increased, and reload reduced.
Core Krow cost increased, speed reduced, weapon range reduced, and damage increased.
Arm Bantha weapon velocity increased to improve accuracy.
Core Cauterizer turn rate increased.
Arm and Core Commander explosion area of effect increased.
Arm and Core Decoy Commander explosion area of effect increased.
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.
Arm and Core Micro Fusions cost and output reduced.
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.
Arm and Core Amphibious Complex costs reduced 2/3 to equal the costs of Hovercraft Platforms.
NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
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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; Megamap Icon Settings
[Option] ; General Settings
FillColor=64; ; The color that will be replaced by the player color
TransparentColor=9; ; The color that will be replaced by transparency
SelectedColor=255; ; The color that will be shown only when the unit is selected
HoverColor=84; ; The color that will show when the icon is hovered on
UseCircleHover=FALSE; ; Enable or disable a drawn ring when hovered on, disabled by default
UseDefaultIcon=FALSE; ; Enable to use default icons, disable to use custom icons
[ICON] ; Custom Icons,One tag per icon, list them in order of which you want to search ofr first e.g "AIRCON" has higher priority than "VTOL"
Unknow=UNKNOWN.PCX;
Nothing=NONE.pcx;
NukeIcon=NUKEICON.pcx;
T3CON=T3CON.pcx
AIRCON2=AIRCONS2.pcx
AIRCON=AIRCONS.pcx
KCON2=KBOTCON2.pcx
KCON=KBOTCON.pcx
VCON2=TANKCON2.pcx
VCON=TANKCON.pcx
CSSHIP=CSSHIP.pcx
CSSUB=CSSUB.pcx
SEAPLANECON=SEAPLANECON.pcx
HOVERCON=HOVERCON.pcx
GANTRY=GANTRY.pcx
T3TANK=T3TANK.pcx
T3MECH=T3MECH.pcx
AAFUS=AAFUS.pcx
CAFUS=CAFUS.pcx
DEEPCORE=DEEPCORE.pcx
SHIP3=SHIP3.pcx
SUB3=SUB3.pcx
BUZZSAW=BUZZSAW.pcx
VULCAN=VULCAN.pcx
NUCLEAR=NUCLEAR.pcx
ANTINUKE=ANTINUKE.pcx
BEHEMOTH=BEHEMOTH.pcx
PRUDE=PRUDE.pcx
MOHOGEOTHERMAL=MOHOGEOTHERMAL.pcx
GEO=GEOTHERMAL.pcx
JUNO=JUNO.pcx
SEAPLANE=SEAPLANE.pcx
VTOL2=AIR2.pcx
KBOT2=KBOTT2.PCX
TANK2=TANK2.PCX
SHIP2=SHIP2.pcx
SUB2=SUB2.pcx
BERTHA=BERTHA.pcx
TIMMY=TIMMY.pcx
ARMFUS=ARMFUS.pcx
CORFUS=CORFUS.pcx
ARMMOHO=ARMMOHO.pcx
CORMOHO=CORMOHO.pcx
VTOL=AIRCRAFTCOMBAT.PCX
KBOT=KBOT.pcx
TANK=TANK.pcx
SHIP=NAVAL.pcx
SUB=SUB.pcx
MICRO=MICRO.pcx
ENERGY=ENERGY.pcx
COREXTRACT=COREXTRACT.pcx
EXTRACTOR=EXTRACTOR.pcx
CONVERTER=CONVERTER.pcx
STORAGE=STORAGE.pcx
GUN=GUN.pcx
ANTIAIR=ANTIAIR.pcx
INFORMATION2=INFORMATION2.pcx
INFORMATION=INFORMATION.pcx
MINE=MINE.pcx
HOVER=HOVER.pcx
VPFACTORY2=VFACTORY2.pcx
VPFACTORY=VFACTORY.pcx
HPFACTORY=HFACTORY.pcx
APFACTORY2=AFACTORY2.pcx
APFACTORY=AFACTORY.pcx
KFACTORY2=KFACTORY2.pcx
KFACTORY=KFACTORY.pcx
SHIPFACTORY2=NFACTORY2.pcx
SHIPFACTORY=NFACTORY.pcx
SPFACTORY=SPFACTORY.pcx
UWFACTORY=UWFACTORY.pcx
PLANT=FACTORY.PCX

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235
TA.ini

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; Total Annihilation v3.9.02 advanced settings
; Windowed mode will disable many TA v3.9.02 features (including some of these) and is not recommended
[Preferences] ; custom settings, if any entry is disabled the "TA v3.9.02 default" values will be used
UseVideoMemory=TRUE;
; Unit limit per player
; Set from 20 - 6553 (setting higher than 1500 may cause instability)
; TA v3.1 default is 250
; TA v3.9.02 default is 1500
UnitLimit = 1500;
; Pathfinding cycles
; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
; TA v3.1 default is 1333
; TA v3.9.02 default is 66650
AISearchMapEntries = 66650;
; Special effects limit (smoke, etc.)
; Setting too low (such as TA v3.1 default) will degrade visual quality
; This setting is still experimental, if you experience visual issues set to 400
; TA v3.1 default is 400
; TA v3.9.02 default is 20480
SfxLimit = 20480;
; Unit model size limit
; Set max width and height for unit model drawing buffer
; TA v3.1 default is 600x600
; TA v3.9.02 default is 1280x1280
X_CompositeBuf = 1280;
Y_CompositeBuf = 1280;
; Unit ID limit
; Set the maximum number of unique unit IDs
; TA v3.1 default is 512
; TA v3.9.02 default is 16000
UnitType = 16000;
; Weapon ID limit
; Set the maximum number of unique weapon IDs
; TA v3.1 default is 256
; TA v3.9.02 default is 16000
WeaponType = 16000;
; Weapon ID multiplayer patch
; Set to TRUE to enable increased Weapon ID limit in multiplayer
; Set to FALSE to allow increased Weapon ID limit only in single player
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE (Weapon ID limit increase not yet compatible with Replayer)
MultiGameWeapon = FALSE;
; Double-click selection
; Enable or disable the new "double-click to select all units of the same type on screen" feature
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
DoubleClick = TRUE;
; Expanded Multiplayer Sharing Menu
; Enable or disable the new expanded multiplayer sharing menu
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
ShareDialogExpand = TRUE;
; Main menu resolution adjuster
; Set to FALSE to keep main menu resolution at the default 640x480
; Set to TRUE to match main menu resolution to the in-game resolution set via options menu
; If TRUE, the main menu will not be upscaled to fit increased output resolution
; If resolution is not valid, the game will not start (use resolution overrider below to fix)
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE
MenuResolution = FALSE;
; Megamap
; Enable or disable the new megamap
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
FullScreenMinimap = TRUE;
; Megamap FPS Limit
MegamapFpsLimit = 1000;
; Megamap Icon Configuration File
; Set the location of the megamap's icon configuration file
; TA v3.9.02 default is .\Icon\iconcfg.ini
MegaMapConfig = .\Icon\iconcfg.ini;
; Megamap Configuration Settings
; Use the fields below to customize the megamap
; Megamap Mouse Wheel Zooming
; Enable or disable ability to zoom in and out of the megamap with the mouse wheel
; TA v3.9.02 default is TRUE;
WheelZoom = TRUE;
; Megamap Mouse Wheel Zoom In Mode
; Set to TRUE to zoom to the cursor location when rolling the wheel up from the megamap
; Set to FALSE to zoom to the previous camera location when rolling the wheel up from the megamap
; TA v3.9.02 default is TRUE;
WheelMoveMegaMap = TRUE;
; Megamap Double-Click to Zoom Option
; Enable or disable the option to zoom to the cursor location...
; ...when double-clicking terrain on the megamap
; TA v3.9.02 default is FALSE;
DoubleClickMoveMegamap = FALSE;
; Megamap Unit Icon Flashing When Under Attack
; Enable or disable megamap unit icon flashing when under attack
UnderAttackFlash=TRUE;
; Megamap Minimum Sensor Range Ring Distances
; Set the minimum sensor values required to display range rings on the megamap
; These settings could be helpful if you want to eliminate clutter from short-ranged rings
; TA v3.9.02 default is 0 for all sensors
MegamapRadarMinimum = 0;
MegamapSonarMinimum = 0;
MegamapSonarJamMinimum = 0;
MegamapRadarJamMinimum = 0;
MegamapAntiNukeMinimum = 0;
; Player Icon and Line Marker Colors
; Customize the colors of the player minimap/megamap icons and line markers
; Set from 0 to 255 to select colors from the TA indexed color palette
; These settings are disabled by default (remove the semicolons to enable)
Player1DotColors=227; ;Default is 227
Player2DotColors=203; ;Default is 212
Player3DotColors=99; ;Default is 80
Player4DotColors=234; ;Default is 235
Player5DotColors=108 ;Default is 108
Player6DotColors=149; ;Default is 219
Player7DotColors=38; ;Default is 208
Player8DotColors=198; ;Default is 93
Player9DotColors=18; ;Default is 130
Player10DotColors=179; ;Default is 67
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
PerPlayerMarkerWidth=10;
PerPlayerMarkerHeight=10;
PlayerMarkerPcx=Icon\smallcircle.pcx;
[REG] ; registry override settings, if any entry is disabled the last value used will be remembered
; Sound mode
; Set to 0 for no sound, 1 for mono sound, and 2 for 3D positional sound
; When set to 3D, the speaker layout is read from the Windows control panel
; All speaker layouts are supported by the 3D sound engine (stereo, 5.1, 7.1, etc.)
; TA v3.1 default is Mono (dword:1)
; TA v3.9.02 default is 3D (dword:2)
"Sound Mode" = dword:2
; Max number of simultaneous sounds before sounds are cut off
; Set from 2 - 32 for specific limits or 33 or higher for unlimited
; TA v3.1 default is 8 (dword:8)
; TA v3.9.02 default is 128 / unlimited (dword:128)
"MixingBuffers" = dword:128
; Default game speed
; Set from 0 - 20 (corresponding to game speed -10 to +10)
; Use plus and minus keys to adjust while playing
; TA and TA v3.9.02 default is 10 which is equivalent to Normal game speed (dword:10)
"GameSpeed" = dword:10
; Group selection hotkey modifier
; Set to 1 to select unit groups with number key and build menus with ALT + number key
; Set to 0 to select build menus with number key and unit groups with ALT + number key
; TA v3.1 default is 0 (dword:0)
; TA v3.9.02 default is 1 (dword:1)
"SwitchAlt" = dword:1
; Max number of players in skirmish mode
; Set from 2 - 10
; TA v3.1 default is 4 (dword:4)
; TA v3.9.02 default is 10 (dword:10)
"NumSkirmishPlayers" = dword:10
; Default setting for display of chat messages from other players
; Set to 1 to enable and 0 to disable
; Use "+screenchat" command in-game to toggle setting for the current game
; TA and TA v3.9.02 default is 1
"ScreenChat" = dword:1
; Music playback mode
; Set to 1 for Play All, 2 for Random, 3 for Repeat, and 4 for Custom.
; When set to Custom, the game will attempt to use the dynamic build/battle system...
; ...however this mode is buggy and almost never works correctly on modern systems...
; ...resulting in only a single track being played, either stopping thereafter (CD version)...
; ...or looping forever (MP3 version), therefore Random is best for most people
; TA v3.1 default is Custom (dword:4)
; TA v3.9.02 default is Random (dword:2)
"CDMode" = dword:2
; Resolution overrider (disabled by default)
; Use this to override the resolution set in the options menu (remove semicolons to enable)
; All resolutions and aspect ratios supported by your setup are supported by the game...
; ...as long as they are available in 8-bit color depth (if not, create a custom resolution)
; If you set a resolution not supported by your setup (driver or display) the game will crash
; The override is set at game launch, using options menu will defeat override until next launch
; Example: dword:1920 x dword:1080 (1920x1080)
;"DisplayModeWidth" = dword:1920
;"DisplayModeHeight" = dword:1080

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October 22, 2025
TA:T v2.0 Beta 95:
Fixed the dark green showing up as yellow on the minimap.
Minelaying units now have the same icon as constructors.
Fixed "slow" animations for water explosions.
(Thanks ChaoStorm!)
Adjusted Arm Mumbo script to avoid it locking up when being hit by lots of enemy fire all at once.
Arm Mumbo weapon [TAWF003_weapon] damage increased to 26 (19).
NOTE: The Mumbo weapon often hits twice on a target, due to the area of effect, but sometimes only hits once. It's hard to estimate how often, but this increase should help better off-set the times it's only hitting once on a target.
Added Control G hotkey to Arm Pelican.
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.
Arm Seaplane Platform description changed to Builds Armored Seaplanes (540 Build Power) (Builds Seaplanes (540 Build Power)).
Arm Construction Seaplane energy cost increased to 20729 (11054), metal cost increased to 288 (153), build time increased to 14063 (7500), armor increased to 916 (586), speed reduced to 6.6363 (7.3), and description changed to Armored Construction Seaplane (Construction Seaplane).
Arm Tornado energy cost increased to 5296 (2825), metal cost increased to 166 (89), build time increased to 5390 (2875), armor increased to 497 (318), speed reduced to 8.64 (9.5), and description changed to Armored Stealth Seaplane Fighter (Stealth Seaplane Fighter).
Arm Tsunami energy cost increased to 25483 (13591), metal cost increased to 401 (214), build time increased to 12966 (6915), armor increased to 1916 (1226), speed reduced to 6.667 (7.333), and description changed to Armored Seaplane Bomber (Seaplane Bomber).
Arm Albatross energy cost increased to 7778 (4148), metal cost increased to 245 (131), build time increased to 7915 (4221), armor increased to 1170 (749), speed reduced to 6.667 (7.333), and description changed to Armored Torpedo Seaplane (Torpedo Seaplane).
Arm Sabre energy cost increased to 13510 (7206), metal cost increased to 426 (227), build time increased to 13750 (7333), armor increased to 1695 (1085), speed reduced to 6.82 (7.5), and description changed to Armored Seaplane Laser Gunship (Seaplane Laser Gunship).
Arm Seahawk energy cost increased to 29975 (15986), metal cost increased to 259 (138), build time increased to 30513 (16273), armor increased to 1648 (1055), speed reduced to 8.4 (9.2), and description changed to Armored Radar/Sonar/Line of sight Seaplane (-101E) (Radar/Sonar/Line of sight Seaplane (-101E)).
Core Seaplane Platform description changed to Builds Armored Seaplanes (540 Build Power) (Builds Seaplanes (540 Build Power)).
Core Construction Seaplane energy cost increased to 21786 (11619), metal cost increased to 303 (161), build time increased to 15156 (8083), armor increased to 1059 (678), speed reduced to 6.033 (6.6363), and description changed to Armored Construction Seaplane (Construction Seaplane).
Core Voodoo energy cost increased to 5459 (2911), metal cost increased to 173 (92), build time increased to 5694 (3037), armor increased to 589 (377), speed reduced to 7.855 (8.64), and description changed to Armored Stealth Seaplane Fighter (Stealth Seaplane Fighter).
Core Maelstrom energy cost increased to 26781 (14283), metal cost increased to 423 (225), build time increased to 13978 (7455), armor increased to 2217 (1419), speed reduced to 6.06 (6.666), and description changed to Armored Seaplane Bomber (Seaplane Bomber).
Core Typhoon energy cost increased to 8166 (4355), metal cost increased to 258 (137), build time increased to 8523 (4545), armor increased to 1353 (866), speed reduced to 6.06 (6.666), and description changed to Armored Torpedo Seaplane (Torpedo Seaplane).
Core Cutlass energy cost increased to 14488 (7727), metal cost increased to 456 (243), build time increased to 15115 (8061), armor increased to 1997 (1278), speed reduced to 6.2 (6.82), and description changed to Armored Seaplane Riot Cannon Gunship (Seaplane Riot Cannon Gunship).
Core Hunter energy cost increased to 30700 (16373), metal cost increased to 265 (141), build time increased to 32031 (17083), armor increased to 1852 (1185), speed reduced to 7.64 (8.4), and description changed to Armored Radar/Sonar/Line of sight Seaplane (-101E) (Radar/Sonar/Line of sight Seaplane (-101E)).
NOTE: 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.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage set to 34000 for the Goliath (Was default damage of 25000).
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] special damage set to 34000 for the Goliath (Was default damage of 25000).
NOTE: This prevents a full veteran status Goliath from surviving a direct nuclear hit.
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.
Core Clasher description changed to Heavy Blast-Laser Hovercraft (Heavy Laser Hovercraft).
Core Termite description changed to All-terrain Assault Blast-Laser Vehicle (All-terrain Assault Laser Vehicle).
NOTE: This just reflects that the weapon has a larger area of effect (for a laser).
Core Viper weapon [CORVIPE_LASER] area of effect increased to 168 (128).
Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
Arm Spirit model size increased 33%.
Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 3185 (2389), buildtime increased to 102969 (77227), armor increased to 8635 (6476), and speed reduced to 8.1712 (10.214).
Arm Spirit weapon [Arm_pidr] range reduced to 535 (713), reload reduced to 7.847 (10.463), and damage increased to 16000 (12000).
Core Krow energy cost increased to 214392 (160794), metal cost increased to 3376 (2532), buildtime increased to 111855 (83891), armor increased to 23632 (17724), speed reduced to 4.956 (6.195), acceleration reduced to 0.1285 (0.25), and turn rate reduced to 414 (572).
Core Krow weapon [KROWLASER2] range reduced to 489 (611), damage increased to 652 (391) and energy per shot increased to 156 (117).
Core Krow weapon [KROWLASER] range reduced to 534 (667), damage increased to 358 (215) and energy per shot increased to 95 (71).
Arm Bantha weapon [ARMBANTHA_FIRE] weapon velocity increased to 600 (450) and tolerance reduced to 3500 (6000).
NOTE: This should let them hit faster moving targets more easily.
Core Cauterizer turnrate increased to 140 (70).
Arm and Core Commander explosion [COMMANDER_BLAST] area of effect increased to 1600 (960).
Arm and Core Decoy Commander destroyed explosion [DECOY_COMMANDER_BLAST] area of effect increased to 1600 (960).
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.
Arm and Core Micro Fusion energy cost reduced to 10453 (15072), metal cost reduced to 608 (876), buildtime reduced to 18471 (27751), armor reduced to 352 (616), energy make reduced to 200 (350), and description updated.
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.
Arm Amphibious Complex energy cost reduced to 12836 (19259), metal cost reduced to 2100 (3150), and build time reduced to 42000 (63000).
Core Amphibious Complex energy cost reduced to 13265 (19734), metal cost reduced to 2170 (3231), and build time reduced to 44512 (66277).
NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
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.
Arm Fortification Gates destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and self-destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]).
Core Fortification Gates destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and self-destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]).
September 7, 2025
TA:T v2.0 Beta 94:
Replaced NONE.PCX icon to fix radar dots being black (Thanks ChaoStorm!).
Fixed PACKO having yellow areas on the model (LOGOS.GAF).
Fixed Core Shodan not having an icon (Added TANK category).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 600 (500), reload increased to 1.5696 (1.308), weaponvelocity increased to 650 (450), startvelocity increased to 550 (350), and area of effect increased to 128 (96).
Arm Samson and Core Slasher line of sight increased to 650 (560).
Arm Swatter, Core Slinger, and Exploiter weapon [ARMAH_WEAPON] area of effect increased to 128 (96).
Removed firing ports from Arm Hulk and Core Envoy:
IsAirBase set to 0 (1) and changed description to "Naval Transport (4 units to fire laser)(capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 4x4 units)").
NOTE: This removes the "firing ports" allowing transported units to fire while inside the transport. Depending on the units being carried, it was a nice boost, or very hard to deal with and outclassed other ships. They still have their laser that can be fired if at least 4 units are being carried.
Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
Arm Guardian and Core Punisher scripts altered to support weapon switching.
Core Punisher weapon [CORFIXED_GUN] range reduced to 1280 (1295), changed to ballistic (line of sight), reload increased to 3.75 (2.7), weaponvelocity reduced to 450 (600), and damage increased to 1477 (1119).
Arm Guardian tertiary weapon set to [CORFIXED_GUN] (none).
Core Punisher primary weapon changed to [ARMFIXED_GUN] ([CORFIXED_GUN]) and tertiary weapon set to [CORFIXED_GUN] (none).
Added the following to Arm Guardian and Core Punisher:
wspe_badTargetCategory=VTOL;
Onoffable=1;
Activatewhenbuilt=0;
canDgun=1;
Arm Guardian and Core Punisher description changed to "Med.Range Plasma Battery.X switches weapons.D targets ballistic" ("Medium Range Plasma Battery").
NOTE:
This gives both the Arm Guardian and the Core Punisher the ability to change between a direct fire weapon (like they already had) and a ballistic weapon, which fires more slowly, but does more damage per hit, and has more area of effect. The selected weapon is toggled the same way as the Arm Fido, with the X key (Or clicking the On/Off button). Off (Default) is the direct-fire weapon, and On uses the ballistic weapon, instead. Remember that when using the ballistic weapon, to manually target you must use the D key (Or click the D-Gun button), instead of the A key (Attack button).
Core Punisher armor increased to 4427 (4208).
NOTE: This is because the Punisher is now using the same weapons as the Guardian, despite costing a bit more.
Removed wsec_badTargetCategory=VTOL and added wspe_badTargetCategory=VTOL to Arm Fido.
NOTE: The Fido doesn't have a secondary weapon, only a primary and a tertiary weapon.
Arm Zipper speed increased to 2.535 (2.3).
Core Pyro speed increased to 2.305 (2.091).
Increased flamethrower weapons from 50% bonus damage to 100% bonus damage:
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.6719 (0.6826) and damage increased to 21 (16) and special damages adjusted accordingly.
Core Reaper weapon [CORE_REAP] reload reduced to 0.4718 (0.481) and damage increased to 17 (13) and special damages adjusted accordingly.
Core Dragon's Maw weapon [DMAW] damage increased to 16 (12).
NOTE: Flames are very damaging, and don't cost energy, but move relatively slowly and spread out as they travel, often causing them to miss a lot unless in a target-rich environment or against targets that are stationary.
Core Bladewing energy cost reduced to 142 (425), metal cost reduced to 9 (27), armor reduced to 25 (76), buildtime reduced to 296 (888), destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX), and self-destruct explosion set to SMALL_UNITEX (SMALL_UNIT).
Arm Spider energy cost reduced to 1385 (4155), metal cost reduced to 32 (95), armor reduced to 252 (756), buildtime reduced to 1203 (3608), destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX), and self-destruct explosion set to SMALL_UNITEX (SMALL_UNIT).
Core Gimp metal cost increased to 295 (230).
NOTE: This was supposed to have been done in Beta 77, and the rest of the changes were made at that time (Increased energy cost, buildtime, armor, firepower, etc.) but the metal cost was left unchanged at 230 instead of being increased to 295.
Arm Tornado speed reduced to 9.5 (10.45).
Core Voodoo speed reduced to 8.64 (9.5).
Arm Albatross speed reduced to 7.333 (8.0663).
Core Typhoon speed reduced to 6.666 (7.333).
Arm Tsunami speed reduced to 7.333 (8.066).
Core Maelstrom speed reduced to 6.666 (7.333).
Arm Sabre speed reduced to 7.5 (8.25).
Core Cutlass speed reduced to 6.82 (7.49).
Arm Seahawk speed reduced to 9.2 (10.12).
Core Hunter speed reduced to 8.4 (9.24).
Arm Construction Seaplane speed reduced to 7.3 (8.03).
Core Construction Seaplane speed reduced to 6.6363 (7.7).
Core Advanced Construction Aircraft speed reduced to 6.6363 (7).
NOTE: This puts all Seaplanes at the same speed as their advanced aircraft counterparts, instead of being 10% faster.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] area of effect increased to 192 (150) and set to lineofsight (ballistic).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] set to lineofsight (ballistic).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] set to lineofsight (ballistic).
NOTE: Due to being ballistic, flakkers wouldn't shoot at things with too low or too high of an angle. An aircraft directly over a flakker could not be shot. This should fix that.
Arm and Core Fortress walls damaged version armor increased to 29500 (14750).
Arm Gremlin armor reduced to 1012 (2022).
Arm Gremlin weapon [ARMST_GAUSS] damage increased to 208 (104).
NOTE: Since Gremlins may not have much time after decloaking before they are destroyed and explode, this will help them to do more damage in that time.
Arm and Core Minelayer Nanolathe Turret build distance increased to 1325 (1000), line of sight increased to 1325 (1000), and description changed to "Build mines and DT in large radius (Cloaks) (60 Build Power)" ("Build mines and DT in medium radius (Cloaks) (60 Build Power)").
Arm Dragon's Claw line of sight increased to 900 (675).
Core Dragon's Maw line of sight increased to 900 (675).
Arm Sneaky Pete line of sight increased to 1325 (1094).
Core Castro line of sight increased to 1205 (995).
Arm Veil line of sight increased to 2650 (2188).
Core Shroud line of sight increased to 2409 (1989).
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 8.5 (7.0), and noautorange set to 0 (1).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 8.5 (7.0), and noautorange set to 0 (1).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 9.5 (7.0), and noautorange set to 0 (1).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 5632 (12615), flight time increased to 9.0 (7.0), and noautorange set to 0 (1).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 7168 (12615), flight time increased to 7.0 (6.0), and noautorange set to 0 (1).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 7168 (12615), flight time increased to 7.0 (6.0), and noautorange set to 0 (1).
NOTE: This decrease in the tracking of the vertically launched rockets makes them only able to hit targets in approximately the outer 25% of their range. Previously they could hit targets in the outer 75% of their range.
Core Banisher model adjusted to put the turret higher up to help it avoid hitting obstructions on the ground when firing.
NOTE: This should help make it easier to fire over wreckage or even small bumps in the terrain than before.
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] burnblow set to 1 (Not set previously) and weapontimer increased to 5 (3).
NOTE: The burnblow will allow it to hit an empty spot manually targeted on the ground instead of veering off to the side and then blowing up somewhere else.
May 9, 2025
TA:T v2.0 Beta 93:
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:
Removed:
White
Green
Yellow
Black
Sky Blue
Tan
Red
Added:
Greyish Blue
Lime
Dark Green
Orange
Pink
Mustard
Darker Red
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!
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.
Thanks ChaoStorm and Wiffer!
Arm Spider and Core Bladewing weapon [ARM_PARALYZER] damage reduced to 30 (300) and the special damage to features reduced to 300 (1200).
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.
Arm Mumbo description changed to "Heavy Rapid-Fire Piercing Pulse-Laser Tank" ("Heavy Rapid-Fire Pulse-Laser Tank").
Arm Mumbo weapon [TAWF003_weapon] damage reduced to 19 (38), energy per shot increased to 22 (11), and noexplode=1 added.
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.
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).
NOTE: This doubles the energy cost per shot to give 33% more damage and a big (for a beam weapon) area of effect.
Fixed the build power for Arm and Core Advanced Shipyards being in the name of the unit instead of the description.
Fixed the Arm and Core Minelayer Nanolathe Turret description to show the correct build power of 60.
Core Oppressor weapon [OPPRESSOR_ROCKET] had "guidance" and "tracks" disabled.
NOTE: This means Oppressor rockets will not track.
February 14, 2025
TA:T v2.0 Beta 92:
Arm MRU energy cost increased to 58071 (34169) and build time reduced to 52791 (61600).
Core MRU energy cost increased to 56403 (35517) and build time reduced to 52604 (61437).
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.
Arm Pincer energy cost reduced to 1514 (2019).
Arm Pelican energy cost reduced to 9167 (12223).
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)").
Arm Triton energy cost reduced to 19134 (25512).
Arm Marauder energy cost reduced to 24323 (32431).
Core Garpike energy cost reduced to 1555 (2073).
Core Gimp energy cost reduced to 12959 (17278) and speed increased to 2.0 (1.82).
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)").
Core Shiva energy cost reduced to 26100 (34800).
Core Croc energy cost reduced to 9702 (12936).
Core Poison Arrow energy cost reduced to 28980 (38640).
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.
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.
Some amphibious units remain at twice the energy cost, as they are specialized in other ways:
Arm Courier
Arm Sharpshooter
Arm Infiltrator
Arm Invader
Core Emissary
Core Skuttle
Core Parasite
Core Roach
Core Intruder
Arm Mumbo armor increased to 6114 (4076).
Arm Mumbo weapon [TAWF003_weapon] damage reduced to 38 (57).
Arm Triton armor increased to 6458 (4305).
Arm Triton weapon [ARM_MEDIUMCANNON] damage reduced to 269 (404).
Arm Demolisher armor increased to 9183 (6122).
Arm Demolisher weapon [ARM_HLIGHTNING] damage reduced to 269 (404).
Arm Bulldog armor increased to 19810 (9905).
Arm Bulldog weapon [ARM_BULL] damage reduced to 324 (648).
Core Reaper armor increased to 7450 (4967).
Core Reaper weapon [CORE_REAP] burst reduced to 8 (12) and burstrate increased to 0.08 (.04).
Core Poison Arrow armor increased to 10773 (7182).
Core Poison Arrow weapon [CORE_PARROW] damage reduced to 400 (600).
Core Termite armor increased to 10931 (7287).
Core Termite and Clasher weapon [CORE_TERMITE_LASER] damage reduced to 243 (364).
Core Clasher armor increased to 10901 (7267).
Core Goliath armor increased to 22404 (11202).
Core Goliath weapon [COR_GOL] damage reduced to 500 (1000).
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.
This is an experimental change and might need adjusting.
Arm Sneaky Pete init_cloaked changed to 0 (1).
Arm Veil init_cloaked changed to 0 (1).
Shroud Castro init_cloaked changed to 0 (1).
Core Shroud init_cloaked changed to 0 (1).
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.
Arm Sneaky Pete metal cost reduced to 98 (206), energy cost reduced to 1500 (2008), and build time reduced to 4091 (6180).
Arm Veil metal cost increased to 490 (362), energy cost increased to 22500 (11151), and build time increased to 20455 (13516).
Core Castro metal cost reduced to 100 (218), energy cost reduced to 1600 (2238), and build time reduced to 4476 (6798).
Core Shroud metal cost increased to 500 (369), energy cost increased to 24000 (11895), and build time increased to 22360 (14788).
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.
January 10, 2025
TA:T v2.0 Beta 91:
Reverted the Arm Guardian and Core Punisher models to the original, and then just scaled up the height of the base on the Guardian and the turret on the Punisher, leaving the rest of the models unscaled. The height of the turrets is also higher than in Beta 90 to help with some issues of shots hitting the ground prematurely before reaching the target.
Added CTRL_W to the Core Krow (Thanks Tasto!).
Added CTRL_W to the Arm Blade and Core Blackdawn.
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commanders reduced to 1037 (1556).
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] special damage to Arm and Core Commanders reduced to 342 (1026).
NOTE: This puts depthcharge damage at the default for Commanders, instead of doing extra damage as to other amphibious units.
Arm Atlas cruise altitude reduced to 80 (90).
NOTE: This matches the Core Valkyrie, which is already at 80.
Arm Dragonfly cruise altitude reduced to 200 (450).
Core Seahook cruise altitude reduced to 200 (450).
NOTE: This allows ground units to more easily target these heavy transports while they are hovering and carrying units, but it will also let them pick up or drop off units more quickly (Since they don't have to lower themselves as far to reach the ground
Core Seahook model size increased 33%.
NOTE: This just helps it match the Arm Dragonfly's size and better fit the size of an air transport able to carry even the heaviest units.
Core Oppressor weapon [OPPRESSOR_ROCKET] flighttime increased to 6.25 (4.75).
NOTE: As mentioned before for other vertically launched rockets, if Oppressors were above a target (Attacking a target below/south of themselves), the rockets have to turn around 180 degrees to hit the target below them, which means they take longer to get there. Due to this, and the lowered flighttime of the rockets, Oppressors couldn't hit a target south of them due to the rockets running out of fuel before hitting. If the Oppressors were close enough for the rockets to hit, they were too close for the rockets to successfully turn in time to hit the target. This should fix that.
Added Arm Retaliator, Detonator, and Protector and Core Silencer, Catalyst, and Fortitude to the respective Arm and Core Experimental (Gantry) Construction Vehicle build menus (Thanks ChaoStorm!).
Swapped the Core Krogtaar and Juggernaut spots on the Gantry build menu to better match up with the Arm Gantry build menu.
Arm Dragon's Claw damage modifer reduced to 0.167 (0.25) and description updated.
Core Dragon's Maw damage modifer reduced to 0.167 (0.25) and description updated.
NOTE: This makes Dragon's Claws and Maws 50% more armored when closed than before (6x instead of 4x). This strengthens their "damage or delay" role, similar to a mine field, in that an enemy can choose to safely engage them with artillery, but it will take a fair amount of time to destroy them, or they can engage them while open, but will take damage while doing so.
Arm Ambusher damage modifer reduced to 0.167 (0.25) and description updated.
Arm Annihilator damage modifer reduced to 0.167 (0.2) and description updated.
Arm Pit Bull damage modifer reduced to 0.167 (0.25) and description updated.
Arm PACKO damage modifer reduced to 0.167 (0.25) and description updated.
Arm Thunderstorm damage modifer reduced to 0.167 (0.2) and description updated.
Core Doomsday Machine damage modifer reduced to 0.167 (0.2) and description updated.
Core Toaster damage modifer reduced to 0.167 (0.25) and description updated.
Core Viper damage modifer reduced to 0.167 (0.25) and description updated.
NOTE: This reduces damage taken while underground or closed to 1/6 normal, effectively giving them 6x as much armor while armored up. Previously, most were 4x or 5x.
Removed DamageModifier tags on units that didn't have them enabled, so it was inactive:
Arm Metal Maker
Arm Advanced Fusion Reactor
Arm Scarab
Core Advanced Fusion Reactor
Core Berserker (Was already commented out)
Core Hedgehog
Core Metal Extractor
Arm Vanguard weapon [SHOCKER] damage increased to 1319 (1313), reload increased to 2.5 (2.489), explosiongaf set to "fx" ("mineboom"), and explosionart set to "explode2" ("mineboom").
NOTE: This sets the explosion animation to the same one used by the Arm Guardian, which is very similar in fire rate, damage, and range, and sets it to the same reload as well. The previous explosion animation gave the impression they were doing a lot more damage than they actually were.
Arm Metal Generator damage modifier reduced to 0.25 (0.5) and description set to "Cloaking Self-Powered Metal Maker (+2M) (Close for 4x Armor)" ("Cloaking Self-Powered Metal Maker (+2M)").
Core Metal Generator damage modifier reduced to 0.25 (0.5) and description set to "Cloaking Self-Powered Metal Maker (+2M) (Close for 4x Armor)" ("Cloaking Self-Powered Metal Maker (+2M)").
Core Juggernaut description changed to "(barely) Mobile Very Heavily Armored Penetrating Plasma Turret" ("(barely) Mobile Very Heavy Armored Penetrating Plasma Turret")
Increased the line of sight limit in the LOS.tdf file to 3000 pixels (Was 2000).
NOTE: This meant that Arm Advanced Radar and Sonar were getting their LOS slightly cut short, and LOS for Hyper Radars for both sides was truncated a fair amount.
Arm HyperRadar line of sight increased to 3000 (2625).
Core HyperRadar line of sight increased to 2727 (2386).
NOTE: Since HyperRadars can only be built by T3 constructors, this makes them nicer to have.
Arm Avatar description changed to "Mobile LRPC (Shorter-range faster-firing Big Bertha 3832E/shot)" ("Mobile LRPC (Shorter-ranged faster-firing Big Bertha weapon)").
Core Mauler description changed to "Mobile LRPC (Shorter-range faster-firing Intimidatr 3832E/shot)" ("Mobile LRPC (Shorter-ranged faster-firing Intimidator weapon)").
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] shakemagnitude reduced to 10 (20) and shakeduration reduced to 0.3 (0.6).
NOTE: This reflects their lower damage and also makes them less distracting when firing unless there are a lot of them.
Arm Sharpshooter description changed to "Amphibious Cloaking Tachyon Sniper Kbot (8732E/shot)" ("Amphibious Cloaking Tachyon Sniper Kbot").
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] area of effect increased to 64 (32).
NOTE: This matches other heavy Tachyon weapons like the Annihilator weapon or the primary Doomsday weapon. It also makes it easier to hit targets just behind a wall or Dragon's Teeth.
Arm Jeffy armor reduced to 209 (305).
Arm Jeffy weapon [ARM_LASER] damage increased to 36 (27).
Core Weasel armor reduced to 263 (350).
Core Weasel weapon [CORE_LASER] damage increased to 40 (30).
NOTE: This puts Jeffies and Weasels back at half standard vehicle armor and double standard vehicle firepower. They'll give more firepower than the same metal spent in Flashes or Instigators, but with much less armor, making them best for raiding lightly defended or undefended targets and leaving before reinforcements can arrive.
December 13, 2024
TA:T v2.0 Beta 90:
Set the Arm and Core Commander explosion and Arm and Core Decoy Commander explosion to do 0 damage to the Core Moho Exploiter, Arm Moho Twilight, and Arm Thunderstorm (Previously did full damage).
NOTE: All other structures take no damage from the Commander and Decoy Commander blasts, but these were overlooked somehow.
Arm Guardian weapon [ARMFIXED_GUN] set to LineOfSight (ballistic).
Core Punisher weapon [CORFIXED_GUN] set to LineOfSight (ballistic).
NOTE: Guardians and Punishers were good at area denial, since they prevented things being built within their range, but often fairly bad at actual defense against attacking units. They would frequently miss even slower Kbots, sometimes even with vet status.
Making their weapon line of sight allows them to hit incoming attackers much more effectively than they could previously.
Scaled Arm Guardian and Core Punisher models vertically 25%.
NOTE: This makes them a bit taller, allowing them to shoot over Dragon's Teeth directly in front of them. Previously, since they fired ballistic shots, the barrels were tilted upwards more and cleared the Dragon's Teeth due to that.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 1280 (800), reload increased to 1.6 (1.0), weapon velocity reduced to 600 (800), and edge effectiveness reduced to 0 (0.333).
NOTE: This puts the Radical/Blocker in the "budget Guardian/Punisher" category, giving a faster and cheaper option for defending against light T2 artillery attacks before you have T2 yourself. It also allows you to try and lock down and control an area more quickly than you could with a Guardian/Punisher. However, it is also much easier to take down than a Guardian or Punisher, as despite the range the smaller cost comes at the expense of much less armor and firepower.
Adjusted Arm Condor and Core Vindicator weights for the following units that have had metal cost changes that didn't get get corresponding weight changes since Beta 77:
Arm Courier weight increased to 250 (200).
Core Emissary weight increased to 250 (200).
Arm Hermes weight reduced to 600 (750) (1 max per transport).
Arm Flea weight reduced to 6 (12.5) (166 max per transport).
Also added the following newer units to the weight lists:
Arm/Core Nexus weight increased to 175 (100) (Although note that you can't current carry transports inside of a Condor or Vindicator).
Arm Tripod weight reduced to 66 (100) (15 max per transport).
Core Oppressor weight reduced to 75 (100) (13 max per transport).
NOTE: They were previously using the default weight of 100, since they hadn't yet been specifically added.
Fixed the Arm North/South Fortress Wall metal value to be 270 (Its cost) instead of 108. The East/West Fortress Wall was already set to the correct value.
Arm and Core Nanolathe Minelayer Turret worker time increased to 60 (30).
NOTE: This doubles the speed at which Minelayer Turrets can build mines to 2.5 seconds for a light mine, 7.5 seconds for a medium mine, and 22.5 seconds for a heavy mine (Was 5, 15, and 45 seconds). Dragon's Teeth will takes 5 seconds (Was 10).
NOTE: These haven't seen much use, so perhaps this will help a bit.
November 30, 2024
TA:T v2.0 Beta 89:
Implemented the version number showing up in the multiplayer Battle Room on each person's color. For now, this will be 2.0 (Since these are the betas for v2.0), but will change with each version once the beta is over. Previously, it still showed 3.1, as in original TA. This requires hex editing the TotalA.exe to show the version number.
To prevent unit version errors caused by the above change, the following units had their version number set to 2.0 (Previously they were higher than 2, and some even had things like "final" as their version):
aafus.fbi
aarthover.fbi
ADVMOHO.fbi
ahermes.fbi
ajuno.fbi
armantar.fbi
armbc.fbi
armbfortew.fbi
armbfortns.fbi
ArmBValk.fbi
armcir.fbi
armcybr.fbi
armeye.fbi
armfmine1.fbi
armfmine3.fbi
armfmine4.fbi
armmls.fbi
ARMnanotc.fbi
ARMnanotc2.fbi
ARMnanotc3.fbi
ARMnanotc4.fbi
ArmPomPom.fbi
armrb.fbi
armrecl.fbi
armscab.fbi
armyork.fbi
aseadragon.fbi
asubpen.fbi
blackdawn.fbi
blade.fbi
bladew.fbi
cafus.fbi
carthover.fbi
commando.fbi
consul.fbi
CORBARREL.FBI
corblackhy.fbi
CorBTrans.fbi
corerad.fbi
coreye.fbi
corfmine1.fbi
corfmine3.fbi
corfmine4.fbi
cormabm.fbi
cormls.fbi
cornanotc.fbi
cornanotc2.fbi
cornanotc3.fbi
correcl.fbi
corsktl.fbi
csubpen.fbi
intruder.fbi
marauder.fbi
nanomlt.fbi
oppressor.fbi
shiva.fbi
tawf114.fbi
tllviking.fbi
zulu.fbi
Fixed a bug where the Core Berserker was missing on any of the special damage lists where all other units are included. This includes:
Commander Blast
EMP/Paralyzing weapons, in which case Berserkers took the default damage which is 4x higher (normally that just helps to destroy features more easily).
The Juno weapon, where Berserkers also took 4x more damage (Although the "correct" damage would still destroy a Berserker).
Added Arm and Core Experimental Construction Vehicles special damages, as with the Berserkers above.
Arm and Core Commander explosion [COMMANDER_BLAST] damage increased to 35000 (30000).
Note: 35000 damage is what tactical and strategic nukes do, which should actually destroy any unit barring a full veteran Orcone or Krogoth, and those would be reduced to about 10% health. This means Commander explosions should take out even heavy gantry units, with the exception mentioned above.
Arm and Core Nexus description changed to "All-terrain Transport w/ Firing Ports (capacity 6 2x2 units)" ("All-terrain Transport w/ Firing Ports (capacity 6 3x3 units)").
Arm Jeffy armor reduced to 305 (458).
Arm Jeffy weapon [ARM_LASER] damage increased to 27 (18).
Core Weasel armor reduced to 350 (525).
Core Weasel weapon [CORE_LASER] damage increased to 30 (20).
NOTE: This puts them at 50% more firepower and 50% less armor again.
Removed the Control G hotkey from all hovers that already have the Control H hotkey (This is all hover units except the constructors).
Added the Control W hotkey to the Arm Banshee and Core Venom.
Arm MRU metalmake reduced to 2.0 (3.0).
Core MRU metalmake reduced to 2.0 (3.0).
Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +2M Stores 5kE 1kM)" ("Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)").
Arm and Core Vehicle Plant, Kbot Lab, Air Plant, and Shipyard workertime reduced to 180 (270).
Arm and Core Hovercraft Platform and Floating Hovercraft Platform workertime reduced to 360 (540).
Arm and Core Advanced Vehicle Plant, Advanced Kbot Lab, Advanced Air Plant, Seaplane Platform, Advanced Shipyard, and Amphibious Complex workertime reduced to 540 (810).
NOTE: Also added buildpower descriptions to the Arm and Core Advanced Shipyards, as they had been missed previously.
Arm and Core Experimental Gantry workertime reduced to 1620 (2430).
NOTE: This will slow all plants/labs/etc. down to 2/3 of their old build power. This will hopefully make it a little easier to not stall in the early game, as T1 factories will drain about 7M/second and 66E/second instead of 10M and 100E. Also, it will make rapidly putting out units more difficult without building extra factories or construction units or nanotowers to assist. This should give players a little more time to think and react, at least in the earlier stages of the game.
Core HLLT armor increased to 1227 (1224).
Arm Shellshocker weapon [TAWF113_weapon] weaponvelocity increased to 600 (350).
Core Wolverine weapon [CORWOLV_GUN] weaponvelocity increased to 600 (350).
Arm Luger weapon [ARM_ARTILLERY] weaponvelocity increased to 600 (500).
Core Pillager weapon [CORE_ARTILLERY] weaponvelocity increased to 600 (500).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weaponvelocity increased to 600 (400).
Core Tremor weapon [TREM1] weaponvelocity increased to 600 (400).
NOTE: This will help vehicle artillery feel "heavier" and be more effective without actually increasing their damage. Previously even faster Kbots like Peewees could often charge vehicle artillery and be mostly un-hit, unless the artillery was manually targetted or had higher veteran status.
Arm Flea armor reduced to 12 (16).
Arm Flea weapon [FLEA_LASER] damage increased to 24 (18).
NOTE: This puts the Flea at 1/4 armor and 4x firepower, making it very damaging for its cost, but also meaning it will die to virtually any weapon or explosion.
Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate reduced to 8410 (12615) and flighttime reduced to 4.75 (5.5).
NOTE: This lets Oppressors hit things in roughly the outer third of their range, meaning any units closer than that will be missed by the rockets. For example, Peewees charging retreating Oppressors will almost never take any hits before destroying the Oppressors. Also, the reduced flighttime makes it easier for a unit fired on at maximum Oppressor range to retreat and have the rocket run out of fuel before hitting them, including Commanders.
Arm Tripod metal cost reduced to 61 (71), energy cost reduced to 582 (677), buildtime reduced to 1539 (1791), and armor reduced to 485 (652).
Arm Tripod weapon [ARM_GRENADE] damage increased to 247 (166).
NOTE: Previously, because the Tripod shares its laser weapon with the Arm Skeeter and Core Searcher, I couldn't adjust it to have more damage without affecting those units, so the extra firepower the Tripod would have gotten was instead put into extra armor. Now, the metal cost has been adjusted down to match the laser weapon, and the armor is just at the usual Arm Kbot baseline. The grenade, however, has had the damage boosted by 50%, since it can only fire when holding still and the laser weapon isn't firing.
Arm and Core Moho Mines and Underwater Moho Mines self-destruct explosion has been set to TINY_BUILDINGEX (LARGE_BUILDING). This makes it safe to self-destruct a Moho Mine to replace it with a Deep Core without blowing up a lot of surrounding stuff, just like you can with metal extractors when you replace them with Moho Mines.
Arm Bee metal make reduced to 0 (0.1).
Minelayer vehicles, Kbots, and ships now take 40% normal damage from mines (20% normal damage).
NOTE: Minelayers can quickly build mines next to themselves to defend against nearby attacking units while taking little damage. This changes still allows them to do that, but at a higher cost in self-damage.
Arm and Core Radar Towers energy use reduced to 40 (50).
Arm and Core Floating Radar Towers energy use reduced to 53 (66).
Arm and Core Advanced Radar Towers energy use reduced to 200 (250).
Arm and Core Hyper Radar Towers energy use reduced to 1140 (1425).
Arm Seer and Core Informant energy use reduced to 32 (40) (And added energy use to description).
Arm Marky and Core Voyeur energy use reduced to 18 (23) (And added energy use to description).
Arm Escort and Core Phantom energy use reduced to 106 (133) (And added energy use to description).
Arm Spotter and Core Watcher energy use reduced to 36 (45) (And added energy use to description).
Arm Eagle and Core Vulture energy use reduced to 42 (53) (And added energy use to description).
Arm Seahawk and Core Hunter energy use reduced to 101 (126) (And added energy use to description).
Arm and Core Sonar Station energy use reduced to 40 (50).
Arm and Core Advanced Sonar Station energy use reduced to 200 (250).
NOTE: This reduces the energy cost of radar and sonar to 80% of what it was.
Core Firestorm model increased in size by 50% to better reflect its potential danger. The wreckage has been increased in size by 100%, as it was somewhat undersized to begin with.
Arm Twilight cloaking cost reduced to 10 (15).
Core Exploiter damage modifier increased to 0.75 (0.5).
NOTE: This reduces the Exploiter armor (while armored up) to 763 (previously 1144), so 2/3s the previous amount. The armor while unarmored is unchanged.
August 17, 2024
TA:T v2.0 Beta 88:
Arm Flea energy cost reduced to 55 (109), metal cost reduced to 6 (12), buildtime reduced to 143 (286), armor reduced to 16 (64), speed increased to 2.535 (2.33), and line of sight increased to 400 (320).
Arm Flea weapon [FLEA_LASER] damage increased to 18 (16) and reload reduced to 0.75 (0.876).
NOTE: This is an attempt to help differentiate Fleas from Peewees, as previously, despite being cheaper and more numerous, they still performed roughly comparably to Peewees in most situations. Now, they are even cheaper and trade more armor for firepower. This means Fleas do almost 2.5 times as much damage as Peewees do for the same metal cost, but are extremely fragile, destroyed from a single hit from even a Jeffy laser or Jethro missile, and even more vulnerable to area of effect weapons like flamethrowers.
This change lets them use their numbers to overwhelm slower-firing units with poor area of effect. They can also do damage faster and cheaper than Peewees, but only if there is little to no resistance. Peewees should do better in some situations, and Fleas in others, at least in theory.
Arm and Core Wind Generator WindGenerator increased to 30 (25) and description changed to "Produces Energy (+0-30E). Fragile" ("Produces Energy (+0-25E). Fragile").
NOTE: At some point in the past, Wind Generators were changed to give a maximum of 25 energy, instead of 30. This was probably to prevent Wind Generators from being such a strong option compared to Solars, but Wind Generators have been very easy to destroy and prone to chain reactions if built close together for a long time, so there's no reason not to have them back at 30, as in OTA.
Core Exploiter destroyed explosion set to [LARGE_BUILDINGEX] ([ESTOR_BUILDINGEX]).
NOTE: This lowers the strength of the destroyed explosion for Exploiters. The new destroyed explosion is about 69% of the old damage and the same area of effect.
The built-in explosion for Exploiters are designed to allow even an overwhelmed Exploiter to at least damage or kill a few units as it's being destroyed. However, the explosion was strong enough to make it overly punishing to attack with a large group which is often what was needed to destroy the Exploiter in the first place. This tones it down somewhat, allowing for more survivors after an Exploiter is destroyed.
The Exploiter self-destruct explosion has not been changed.
Arm Janus turret turn rate reduced to 110 (200).
Arm Janus weapon [JANUS_ROCKET] area of effect reduced to 168 (192) and edge effectiveness reduced to 0 (0.25).
Arm Tripod weapon [ARM_GRENADE] (in)accuracy reduced to 0 (400) and area of effect increased to 128 (80).
Core Oppressor destroyed explosion changed to [SMALL_UNITEX] ([MEDIUM_UNITEX]).
Core Oppressor self-destruct explosion changed to [SMALL_UNIT] ([MEDIUM_UNIT]).
NOTE: Previously, Oppressors were blowing up like bigger units, causing groups of them to take much more damage from nearby units dying.
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (96) and edge effectiveness reduced to 0 (0.333).
Arm and Core Micro Fusion energy cost increased to 15072 (10766), metal cost increased to 876 (626), buildtime increased to 27751 (19822), armor increased to 616 (440), energy make increased to 350 (250), and description updated.
Arm Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (212), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
Core Shipyard has had the [COAX_TORPEDO] weapon added, line of sight increased to 500 (213), sonar distance increased to 500 (0), and description changed to "Produces Ships (270 Build Power)(Torpedo Launcher x3 dmg to UW)" ("Produces Ships (270 Build Power)").
NOTE: Starting off with a shipyard on an all or mostly water map is much more vulnerable to rushing from the enemy since your Commander cannot defend your base from underwater. Shipyards now have a built-in torpedo launcher to defend themselves, allowing more of a buffer for you to put up other defenses or ships of your own.
Core Shipyard (south facing) added NOTSHIP and NOTLAND categories to match the north, east, and west facing versions.
Arm Sonar Station line of sight increased to 1094 (875).
Core Sonar Station line of sight increased to 995 (794).
Arm Advanced Sonar Station line of sight increased to 2188 (1750).
Core Advanced Sonar Station line of sight increased to 1989 (1588).
NOTE: This brings line of sight for sonar stations up to match ground based radar towers (A floating radar tower still gives more line of sight than a regular sonar station).
Arm Harpoon line of sight increased to 800 (500), sonar distance increased to 800 (440), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
Core Urchin line of sight increased to 800 (500), sonar distance increased to 800 (450), and description changed to "Torpedo Launcher (x3 damage to underwater and amphib units)" ("Torpedo Launcher").
Arm Harpoon and Shipyard and Core Urchin and Shipyard weapon [COAX_TORPEDO] reload increased to 2.785 (2.4), damage increased to 1063 (916), and special damages to amphibious units and submarines increased to 3189 (previously just the default damage).
NOTE: To make a naval start more defensible, especially against early submarines, torpedo launchers have more sonar and line of sight coverage and their torpedoes are much more destructive to underwater units (Like subs, or amphibious units, but not ships), similar to depth charges. The damage to ships remains the same, meaning they are reliable defenses against surface units, but not as devastating as floating Heavy Laser Towers.
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] range reduced to 960 (1200) and damage increased to 3989 (3191).
NOTE: This forces Hunter-Killer subs get somewhat closer before firing, making them a little less difficult to engage than before.
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] range increased to 360 (310) and reload increased to 3.809 (3.28).
NOTE This should make it a little easier to engage submarines with depthcharges.
Changed the Arm Stingray and Core Thunderbolt models so that the turret is taller, allowing it to more easily shoot over Shark's Teeth surrounding them.
June 22, 2024
TA:T v2.0 Beta 87:
Fixed incorrect Bunker hotkey on the Arm/Core Nanolathe Platform menu and Slasher and Leveler hotkeys in the Core Vehicle Plant (Thanks Chaostorm!).
Fixed some Arm and Core Commander menu pages showing "SPECIAL" instead of "DGUN", and some Decoy Commander pages showing "DGUN" instead of "SPECIAL" (Thanks ChaoStorm!).
Added Big Bertha and Prude to the Arm Experimental Construction Vehicle build menu.
Added Intimidator and Behemoth to the Core Experimental Construction Vehicle build menu.
NOTE: These are high end structures that make sense to be on the Gantry Constructor build menus (Thanks again, ChaoStorm!).
Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] range increased to 800 (675) and damage reduced to 56 (66).
Core Exploiter armor increased to 1144 (572) and damage modifier increased to 0.5 (0.25).
NOTE: Previously, Exploiters had their baseline armor of 572 when armored up, but only 143 when unarmored (Armoring up increases their armor by x4). For comparison, even a regular Core Metal Extractor has 254. This change puts them at their baseline armor of 572 when unarmored, and armoring up increases their armor by x2, for a total of 1144. Exploiters couldn't take much damage even when armored up, and when unarmored were destroyed very easily, especially since T1 artillery could easily destroy them with a shot or two without danger of return fire. Despite their extra cost, Exploiters sometimes were destroyed easily without much return on the investment. Now they will be somewhat tougher and even when being destroyed by artillery will at least do some damage in return before dying.
Arm Twilight armor reduced to 940 (1128).
Core Moho Exploiter weapon [CORMEXP_ROCKET] damage increased to 213 (141).
Core Moho Exploiter armor reduced to 4944 (7576).
NOTE: When Moho Exploiters previously changed out their laser weapon for the better range and damage Doomsday secondary weapon, their armor wasn't reduced to compensate for the extra range and damage. This implements that reduction, plus a bit extra to give their rockets a little boost.
Core Moho Exploiter destroyed explosion set to [ESTOR_BUILDING] ([ATOMIC_BLASTSML]).
Core Moho Exploiter self-destruct explosion set to [ATOMIC_BLAST] ([ESTOR_BUILDING]).
Core Viper weapon [CORVIPE_LASER] area of effect reduced to 96 (128).
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.0 (1.492) and damage reduced to 302 (450).
NOTE: The below changes increase the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
Arm Peewee and Condor weapon [PEEWEE_EMG] damage increased to 16 (12).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 16 (12) (Special damages adjusted accordingly).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 297 (223).
Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 113 (85).
Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 52 (39).
Arm Flea weapon [FLEA_LASER] damage increased to 16 (12).
Arm Tripod energy cost reduced to 677 (782), metal cost reduced to 71 (82), and buildtime reduced to 1791 (2069).
Core A.K. and Vindicator weapon [AK_LASER] damage increased to 25 (19) and reload reduced to 0.498 (0.505).
Core Berserker weapon [BERSERK] damage increased to 56 (42) and energy per shot increased to 12.5 (9.4).
Core Oppressor weapon [OPPRESSOR_ROCKET] damage increased to 405 (304).
Arm Zeus weapon [LIGHTNING] damage increased to 1033 (775) and energy per shot increased to 229 (172).
Arm Fido weapon [GAUSS] damage increased to 127 (95).
Arm Fido weapon [BFIDO] damage increased to 305 (229).
Arm Zipper weapon [ARM_FAST] damage increased to 17 (13) and reload reduced to 0.559 (0.57).
Arm Maverick weapon [Armmav_weapon] damage increased to 652 (489).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 152 (114) and energy per shot increased to 33 (25).
Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 41 (31) and reload reduced to 2.159 (2.177) (Special damages adjusted accordingly).
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 383 (287).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 39 (29) (Special damages adjusted accordingly).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 2359 (1769).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 63 (47) and energy per shot increased to 64 (48).
Core Pyro weapon [FLAMETHROWER] damage increased to 16 (12) (Special damages adjusted accordingly).
Core Can weapon [CORE_CANLASER] damage increased to 976 (732) and energy per shot increased to 217 (163).
Core Morty weapon [CORE_MORT] damage increased to 264 (352).
Core Dominator weapon [CORHRK_ROCKET] damage increased to 1472 (1104).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 848 (636) and energy per shot increased to 265 (199).
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 356 (267) and energy per shot increased to 79 (59).
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1064 (798).
Core Shiva weapon [SHIVA_CANNON] damage increased to 953 (715).
Core Shiva weapon [SHIVA_ROCKET] damage increased to 1473 (1105).
Arm Razorback weapon [MECH_RAPIDLASER] damage increased to 116 (87) and energy per shot increased to 35 (26).
Arm Razorback weapon [MECH_BLAST] damage increased to 212 (159).
Arm Vanguard weapon [SHOCKER] damage increased to 1313 (985).
Arm Bantha weapon [ARMBANTHA_FIRE] damage increased to 1191 (893).
Arm Orcone weapon [ARMORCO_FIRE] damage increased to 463 (347).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage increased to 5209 (3907) and energy per shot increased to 8784 (6588).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage increased to 153 (115).
Core Karganeth weapon [KARG_FLAME] damage increased to 16 (12).
Core Krogtaar weapon [COR_TAAR_RC] damage increased to 1120 (840).
Core Juggernaut weapon [JUGGER_FIRE] damage increased to 1129 (847).
Core Krogoth weapon [CORKROG_FIRE] reload increased to 1727 (1295).
NOTE: This increases the firepower per metal ratio of all Kbots to +33% what it was. Kbots had their firepower reduced to 2/3s back in Beta 79 and have been struggling somewhat since then, so this should help with that.
Arm Atlas metal cost reduced to 67 (100), energy cost reduced to 1381 (2072), build time reduced to 2805 (4208), armor reduced to 1273 (1909).
Core Valkyrie metal cost reduced to 70 (105), energy cost reduced to 1487 (2230), build time reduced to 2325 (3488), armor reduced to 1470 (2205).
NOTE: This reduces the cost for air transports to 2/3. This makes them more cost-effective to use with cheaper units for attacking, but also makes carrying more expensive units, such as Shodans, riskier, since the transports are easier to shoot down.
Reduced KBot movement class KBOTSS2 Maxslope to 19 (27).
Reduced KBot movement class KBOTSF2 Maxslope to 19 (22).
Reduced KBot movement class TANKDS2 Maxslope to 19 (27).
NOTE: This should prevent Kbots from climbing seemingly too steep cliff sides.
Arm Courier primary weapon changed to [PEEWEE_EMG] ([MED_EMG]).
Arm Courier secondary weapon set to [PEEWEE_EMG] (None previously).
Core Emissary primary weapon changed to [AK_LASER] ([VENOM_LASER]).
Core Emissary secondary weapon set to [AK_LASER] (None previously).
Changed Core Emissary to fire from the door part of its model instead of the body to prevent outgoing weapon fire from being too low and hitting the ground.
NOTE: The Courier and Emissary now use Peewee and A.K. weapons again, but with two weapons each.
Arm Banshee weapon [MED_EMG] turret changed to 0 (1).
Core Venom weapon [VENOM_LASER] turret changed to 0 (1).
NOTE: Since these weapons aren't being used by the vehicle transports anymore, we can set them back to non-turret weapons, which means the Banshee and Venom go back to having a firing arc that prevents them from firing in a narrow cone directly behind themselves (To not so easily shoot pursuing fighters).
April 27, 2024 April 27, 2024
TA:T v2.0 Beta 86: TA:T v2.0 Beta 86:
The new TADR release (Thanks TADR devs!) is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, showing the current wind speed and tidal strength, etc. You can bring up the control panel in game with Control F2. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt. 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.
Arm Crusader, Conqueror, and Spotter and Core Enforcer, Executioner, and Watcher weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously). Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously). Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously).
@ -1058,7 +197,7 @@ Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey
Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0). Core Viper weapon [CORVIPE_LASER] edge effectiveness increased to 0.333 (0).
Changed the Arm Tripod sweetspot that is targeted by enemies to "torso" ("base"). Changed the sweetspot that is targeted by enemies to "torso" ("base").
NOTE: Base was on the ground under the unit, causing units to fire at the ground in front of the Tripod sometimes. NOTE: Base was on the ground under the unit, causing units to fire at the ground in front of the Tripod sometimes.
Increased Arm Tripod torso turn rate to 150 (90 and 100 for secondary and tertiary weapons). Increased Arm Tripod torso turn rate to 150 (90 and 100 for secondary and tertiary weapons).
@ -1261,7 +400,7 @@ NOTE: To help differentiate Gauss weapons and give them more of a distinct feel,
Core Executioner weapon [COR_CRUS] reload reduced to 1.0 (1.5), damage reduced to 593 (890), and energy per shot reduced to 277 (546). Core Executioner weapon [COR_CRUS] reload reduced to 1.0 (1.5), damage reduced to 593 (890), and energy per shot reduced to 277 (546).
Core Berserker weapon [BERSERK] damage increased to 42 (28) and energy per shot increased to 9.4 (0). Core Berserker weapon [BERSERK] damage reduced to 42 (28) and energy per shot increased to 9.4 (0).
Core Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896). Core Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896).
@ -1875,13 +1014,13 @@ Core Shiva weapon [SHIVA_ROCKET] damage reduced to 1105 (1658).
Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 87 (130) and energy per shot reduced to 26 (39). Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 87 (130) and energy per shot reduced to 26 (39).
Arm Razorback weapon [MECH_BLAST] damage reduced to 159 (238). Arm Razorback weapon [MECH_BLAST] damage reduced to 159 (238).
Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477). Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477)
Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340). Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340).
Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 347 (521). Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 347 (521).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 3907 (5860) and energy per shot reduced to 6588 (9881). Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 3907 (5860) and energy per shot reduced to 6588 (9881).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage reduced to 5308 (7962). Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173). Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173).
Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372). Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372).
@ -1890,7 +1029,7 @@ Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 840 (1260).
Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271). Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271).
Core Krogoth weapon [CORKROG_FIRE] damage reduced to 1295 (1943). Core Krogoth weapon [CORKROG_FIRE] reload reduced to 1295 (1943).
NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken. NOTE: This reduces the firepower per metal ratio of all Kbots to 2/3 what it was. This should help battles to not be so "glass cannon-y" and give more time for players to react to damage taken.
@ -3592,21 +2731,6 @@ NOTE: This reduces gunships to a 180 degree firing arc (In the front). This will
Claws and Maws to lower damage modifier. Even lower than 0.1667 would be fine, since even if they're immune to low-level damage like Peewees while closed up, they can't attack back and it would make them cooler.
October 7, 2022 October 7, 2022
TA:T v2.0 Beta 58: TA:T v2.0 Beta 58:

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TotalA.exe (Stored with Git LFS)

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rev31.gp3 (Stored with Git LFS)

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