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tatw-2.0b9
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a9300394db | 4 months ago |
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Beta 92
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Arm and Core MRUs energy cost increased to match standard energy drain for building advanced vehicles.
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The following amphibious units had their energy cost lowered to 50% above baseline instead of 100% above:
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Arm Pincer
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Arm Pelican
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Arm Triton
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Arm Marauder
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Core Garpike
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Core Gimp
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Core Shiva
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Core Croc
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Core Poison Arrow
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Arm PomPom and Core Aries had their energy cost increased by 50% and their speed increased by 25% to match the other amphibious units.
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Core Gimp speed increased proportionately match the Arm Pelican.
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The following advanced tanks have had their armor increased by 50% and their firepower decreased by 50%:
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Arm Mumbo
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Arm Triton
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Arm Demolisher
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Core Reaper
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Core Poison Arrow
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Core Termite
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Core Halberd
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The Arm Bulldog and Core Goliath have had their armor doubled and their firepower halved.
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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
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Removed some colors and added others (Thanks ChaoStorm and Venom!).
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New Megamap icons (Thanks ChaoStorm and Wiffer!).
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Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
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Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
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Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
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Core Oppressor rockets no longer track.
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Beta 94
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Increased Arm Samson and Core Slasher line of sight and weapon range, reload, velocity, and area of effect.
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Increased Arm Swatter, Core Slinger, and Core Exploiter weapon area of effect.
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Removed firing ports from Arm Hulk and Core Envoy.
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Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
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Arm Guardian and Core Punisher scripts and weapons altered to support weapon switching. The ballistic weapon fires more slowly but with bigger damage and area of effect. Targeting uses X to switch and D to manually fire the ballistic weapon, like the Arm Fido.
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Core Punisher armor increased a bit to compensate for it using the same weapons as the Guardian.
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Arm Zipper and Core Pyro speeds increased to match Arm Peewee and Core A.K.
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Core Pyro, Reaper, and Dragon's Maw weapons damage increased to 100% baseline (Was 50% baseline).
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Core Bladewing and Arm Spider costs cut to 1/3.
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Core Gimp metal cost increased (This was supposed to have been done in Beta 77, but was missed somehow. The other cost increases (energy, firepower, etc.) were already done then).
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All Seaplanes reduced to be the same speed as their advanced aircraft counterparts, instead of being 10% faster.
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Arm Phalanx and Archer and Core Copperhead and Shredder weapon area of effect increased.
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All flakker weapons set to line of sight instead of ballistic, allowing them to shoot at targets at a very high or low angle they couldn't before.
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Arm Gremlin armor halved and firepower doubled.
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Arm and Core Minelayer Nanolathe Turret build distance increased to match Fortification Turrets.
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Arm Dragon's Claw and Core Dragon's Maw line of sight increased.
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Arm Sneaky Pete and Veil and Core Castro and Shroud line of sight increased.
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Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat weapons had their turn rate reduced to only allow them to hit targets in the outer 25% of their range (Previously the outer 75% of their range).
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Core Banisher model altered to increase the height of the turret, allowing it to shoot over obstructions more easily.
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Core Banisher weapon changed to allow it to hit an empty spot manually targeted on the ground.
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Beta 95
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Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
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Fixed the dark green showing up as yellow on the minimap.
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Minelaying units now have the same icon as constructors.
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Fixed "slow" animations for water explosions.
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(Thanks ChaoStorm!)
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Fixed Arm Mumbo script to prevent the unit locking up and not firing when under heavy fire.
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Arm Mumbo weapon damage increased.
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Control G added to Arm Pelican.
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Fixed a script bug that prevented Arm Guardians and Core Punishers from firing in ballistic mode until they'd fired at least once in direct-fire mode.
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Seaplanes made more expensive and heavier than regular advanced aircraft:
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Previously, Seaplanes had the same armor/firepower as advanced aircraft, but cost only 2/3s as much. This changes Seaplanes to cost 25% more than advanced aircraft, but keep the same weapons, so all of the extra cost goes into armor, boosting their armor by about 56% over advanced aircraft. However, they also move about 10% slower. This makes Seaplanes much more heavily armored for a relatively small increase in cost compared to advanced aircraft while keeping the same weapons.
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Replaced Arm Sentinel and Core Gaat Gun models with their original OTA models which are shorter, but also target fast-moving units like Flash tanks more effectively.
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Core Viper weapon area of effect increased.
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Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
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Arm Spirit cost increased, speed reduced, weapon range reduced, damage increased, and reload reduced.
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Core Krow cost increased, speed reduced, weapon range reduced, and damage increased.
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Arm Bantha weapon velocity increased to improve accuracy.
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Core Cauterizer turn rate increased.
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Arm and Core Commander explosion area of effect increased.
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Arm and Core Decoy Commander explosion area of effect increased.
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NOTE: This increase in the Commander blast area of effect prevents an enemy commander from destroying your commander with his anti-air missile from further away and surviving your blast. As always, remember that Commander blasts only affect units, leaving structures intact.
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Arm and Core Micro Fusions cost and output reduced.
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NOTE: This puts Micro Fusions at the same metal/energy efficiency as regular fusions, instead of 23% more efficient. They also produce less energy each, meaning they take up more space and are therefore more hazardous to use.
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Arm and Core Amphibious Complex costs reduced 2/3 to equal the costs of Hovercraft Platforms.
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NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
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Hovers give better than T1 units, and a couple of advanced things like Micro Fusions, but mostly not advanced. Complexes give full-blown advanced units at half the cost of regular advanced, but you get a short list of units across both Kbots and Vehicles, so you'll just have to work with what you get.
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