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43 lines
2.9 KiB
43 lines
2.9 KiB
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. |