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tatw/Beta 54 Changes Summary.txt

36 lines
2.3 KiB

Beta 54
Summary of changes:
DONE:
Arm Pit Bull is more accurate.
Core Viper area of effect increased.
Arm Flea range increased and damage reduced.
NOTE: This will help Fleas bring their numbers to bear better in a large group, as they're usually used.
Arm and Core Deep Core Moho Mines metal cost reduced to 1/3, energy cost and build time increased 66%, and energy use almost cut in half.
Arm Lemmings take less damage from other Lemmings explosions.
NOTE: This puts Lemmings as taking 2% of the normal damage from their own blasts, which is what crawling bombs take from their own blasts. This allows them to be used in groups more effectively.
Arm FatBoy and Core Morty weapon velocity increased to fix firing at less than their full ranges.
Arm Fido ballistic weapon mode now has advanced artillery range and damage reduced.
NOTE: This lets the Fidos use their secondary/ballistic weapon mode to perform in more of a light artillery role, whereas previously Arm Advanced Kbots only had heavy artillery in the form of the FatBoy.
Remember that turning Fidos to On switches them to using their long-range ballistic weapon, and to attack the ground in that mode you use the D (D-Gun) button to attack, not the A (Attack) button. Turning the Fidos back to Off switches them to their closer range direct fire Gauss weapon. This lets them flexibly switch from skirmish units to a support artillery role and back again.
Core Shiva cannon range increased to advanced artillery range and damage reduced.
NOTE: This put Shivas more into a medium/heavy artillery role, where before Core Advanced Kbots only have light artillery in the form of Morties. Remember that Shivas only fire their rocket when specifically told to with the D-Gun button.
Arm MERL and Core Diplomat reload and damage increased.
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
Fixed issue with the M.A.T. and the A.M.A.T. triggering a unit drop by themselves without your command.
Arm and Core Commander and Decoy Commander scripts adjusted to help with units locking up and not firing sometimes.
Arm Hulk and Core Envoy now use the Exploiter laser as a weapon instead of the Arm or Core Light Laser weapon.
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.