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tatw/TAT-v2.0-Beta-Changelog.txt

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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
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.
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 Archer and Core Shredder weapon [ADVDEPTHCHARGE] weapon timer increased to 10 (3.5) and noautorange set to 1 (not set previously).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] weapon timer increased to 10 (6) and noautorange set to 1 (not set previously).
NOTE: These changes allow depthcharges to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the depthcharge will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for depthcharges. Previously, the depthcharge would stop tracking as soon as it went outside the firing range of the weapon, making it pretty easy for subs to outrun destroyer depthcharges, for example.
Arm Lemming metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 100 (50).
Arm Invader metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
Core Roach metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 250 (125).
Core Skuttle metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) increased to 700 (350).
NOTE: These explosive bomb-type units are more dangerous than their metal cost might imply, so this makes it harder to carry in large amounts of explosive units in a single transport.
Arm Gremlin mincloakdistance increased to 50 (25).
NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
Arm Epoch energy cost increased to 952373 (317453).
Core Black Hydra energy cost increased to 993263 (331088).
NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
Core Cauterizer attackrunlength reduced to 225 (502) and turnrate reduced to 70 (140).
NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
Core Bladewing weapon [BLADEWING_LYZER] replaced with [ARM_PARALYZER].
Core Bladewing weapon [ARM_PARALYZER] tolerance increased to 65500 (4500) and pitchtolerance set to 65500 (not set previously).
NOTE: These two weapons look the same, sound the same, have the same reload, and do the same damage. The only differences are the [BLADEWING_LYZER] has maximum tolerance and pitchtolerance to allow it to shoot in any direction and a tiny difference in range ([BLADEWING_LYZER] has 465 range compared to [ARM_PARALYZER]'s 480). This will let us free up a weapon slot.
Arm Hermes energy cost reduced to 17453 (21639), metal cost reduced to 617 (765), buildtime reduced to 15866 (19672), armor increased to 2945 (2433), acceleration reduced to 0.01045 (0.014), and turnrate reduced to 185 (251).
Arm Hermes weapon [HERMES] replaced with [ARM_CIR].
NOTE: Previously, instead of the 1/2 baseline armor and double firepower most anti-air units have, the Hermes had 1/3 armor and triple the firepower, making it fairly dangerous to ground units, despite the only doing 1/3 damage to ground, since it had such good range and speed.
This change gives the Hermes the Chainsaw/Eradicator weapon instead, and sets it to 1/2 armor and double firepower, as is standard for anti-air units. The Chainsaw/Eradicator weapon is very similar to the Hermes weapon: Almost the same range (1050 vs 1080), same reload, but about 1/2 the damage of the Hermes weapon. So the Hermes will still be very effective against air units and decent against lighter ground units, since it's a Chainsaw/Eradicator on treads, but will be harder to abuse against slower ground units. It will also have more armor and be somewhat cheaper as well. The [HERMES] weapon is still used by the Arm Archer and Core Shredder.
Changed descriptions to reflect that depthcharges do triple damage to underwater and amphibious units, not double. The damage itself did not change, as it has been triple since Beta 62, but the descriptions still showed the old damage multiplier:
Arm Anemone description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
Core Jellyfish description changed to "Depthcharge Launcher (x3 damage to underwater and amphib units)" ("Depthcharge Launcher (x2 damage to underwater and amphib units)"
Arm Crusader description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x3 dmg UW/amphib)" ("Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)"
Core Enforcer description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x3 dmg UW/amphib)" ("Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)"
Arm Conqueror description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x3 dmg UW/amphib)" ("Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)"
Core Executioner description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x3 dmg UW/amphib)" ("Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)"
Arm Archer description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x3dmg UW/amphib)" ("Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)"
Core Shredder description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x3dmg UW/amphib)" ("Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)"
Arm Spotter description changed to "Radar/Sonar/Line of sight with depthcharges (x3 dmg UW/amphib)" ("Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)"
Core Watcher description changed to "Radar/Sonar/Line of sight with depthcharges (x3 dmg UW/amphib)" ("Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)"
Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% 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 Nexus speed reduced to 1.2 (1.3).
NOTE: This gives them the same speed as Commanders.
Core Tidal Generator yardmap changed to "www www www" ("wwww wwww wwww wwww"), FootprintX reduced to 3 (4), and FootprintZ reduced to 3 (4).
NOTE: This reduces the space a Core Tidal Generator takes from 4x4 to 3x3, which is the same as the Arm Tidal Generator. Previously, one could only fit about 7 Core Tidals in the same line that 10 Arm Tidals fit, and Core Tidals took up about 77% more space if arranged in a square.
Arm Fortification HLT Post energy cost increased to 22400 (21831), metal cost increased to 905 (882), build time increased to 18100 (17640), and armor increased to 4054 (4048).
Core Fortification HLT Post energy cost increased to 23264 (22571), metal cost increased to 940 (912), build time increased to 19282 (18708), and armor increased to 4204 (4168).
NOTE: These had a bit too much armor after the adjustment to HLT weapons, so the costs were adjusted up slightly to match.
April 13 2024
TA:T v2.0 Beta 85:
Fixed build menu bug where the Arm Experimental Gantry Constructor was buildable from the Arm Advanced Vehicle Plant (Thanks Setin!).
Fixed build menu bug where the ARM and CORE strategic and tactical nuke stockpile number being hidden by arrows, and the Arm tactical nuke silo build menu was broken (Thanks Magpie and Chaostorm!).
Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
Arm and Core Advanced Construction Sub can now build the Amphibious Complex.
April 2 2024
TA:T v2.0 Beta 84:
Arm Kbot Lab yard map changed to "yccccy occcco occcco occcco occcco yccccy" ("yoccoy occcco occcco occcco occcco yoccoy").
NOTE: This allows a bigger exit gap in the top and bottom of the North/South facing Arm Kbot lab. Previously, it could build 3x3 units, but only 2x2 units could fit out the north or south exits, preventing the 3x3 Nexus Kbot Transport from leaving the lab after being built. The E/W facing labs already worked fine, as do all Core Kbot Labs.
Added Nexus to special damages on weapons.
NOTE:
This should have been done in Beta 83, but got missed.
Arm Nexus damage modifier reduced to 0.5 (0.167).
NOTE: The armor was increased and the damage modifier decreased. The effective armor is the same as before, but it will take 3 times longer to repair than before. This is to help prevent repair nanoturrets being carried inside of them from being too powerful.
Removed firing ports on the Arm Bear.
NOTE:
This was listed in Beta 83 for both the Arm and Core Hover Transports, but was left undone on the Arm Bear.
Adjusted Metal and Energy storage wreckage armor and metal values to reflect current unit armor and metal values.
Core Sumo energy production increased to 20 (2.8) and energy storage increased to 200 (0).
NOTE: This allows enough energy storage for a Sumo to fire its laser once, and enough energy production to fire its laser once every 10 seconds if it has no outside supporting energy.
Core Commando workertime increased to 3150 (2150), speed increased to 1.41 (1.3), and armor increased to 2704 (1850).
NOTE: This increases the Commando reclaim speed to be about 46% faster than the Arm Tick, as it costs about 46% more than the Tick, as well giving the the Commando a better armor per metal ratio than the Tick, which is 27% faster than the Commando.
March 30 2024
TA:T v2.0 Beta 83:
Added a new unit, the Nexus, to the Arm and Core Kbot Labs. The Nexus is a Kbot Transport, able to hold up to 6 units with a 3x3 footprint or smaller. It has firing ports, meaning units inside can fire outside while remaining protected inside the transport. However, as a Kbot transport, it doesn't move very quickly. It has roughly half the armor of the Arm Courier or Core Emissary but travels only slightly faster than the Commander.
This is an experimental unit, but the idea is to eventually give a version to both Arm and Core. For right now, however, they share the same unit.
Added two T3 construction units:
Arm Experimental Construction Vehicle
Core Experimental Construction Vehicle
These are both built from the Experimental Gantries and have triple the build power of an advanced construction vehicle (About 4.5x the construction power of a Commander or a nanolathe turret).
The following structures have been removed from the build menus of advanced construction units and are now only buildable by the Experimental Construction Vehicles:
Advanced Fusions
Deep Core Moho Mine
Hyper Radar
Vulcan/Buzzsaw
Additionally, they can build some of the advanced structures such as Moho Twilights/Exploiters, Toasters/Ambushers, Annihilators/Doomsday Machines, Mercuries/Screamers, Metal Generators, Thunderstorms/Firestorms, Advanced Energy and Metal Storages, and all advanced factories.
Arm Bear transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 16916 (12689), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)").
Core Turtle transportcapacity increased to 16 (6), transportsize reduced to 3 (4), IsAirBase set to 0 (1), armor increased to 19194 (14395), and description changed to "Armored Hover Transport w/ LLT (capacity 16 3x3 units)" ("Hover Transport w/ Firing Ports (capacity 6 units)").
NOTE: This removes firing ports from the Hover transports (The Nexus Kbot transport now has that role) and in return they can carry more units and have somewhat more armor.
Arm Courier description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)").
Core Emissary description changed to "Amphibious Armed and Armored Transport (capacity 16 3x3 units)" ("Amphibious Armed and Armored Transport (capacity 16 units)").
Arm Hulk description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)").
Core Envoy description changed to "Naval Transport w/ Firing Ports (capacity 24 4x4 units)" ("Naval Transport w/ Firing Ports (capacity 24 units)").
Core Intruder description changed to "Amphib. Armed Heavy Assault Transport (capacity 24 4x4 units)" ("Amphibious Armed Heavy Assault Transport (capacity 24 units)").
Arm Wombat weapon [ARMMH_WEAPON] flight time increased to 6.0 (4.25) and turnrate increased to 12615 (8410).
Core Nixer weapon [CORMH_WEAPON] flight time increased to 6.0 (4.5) and turnrate increased to 12615 (8410).
Core Dominator weapon [CORHRK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Arm MERL weapon [ARMTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Core Diplomat weapon [CORTRUCK_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
Core Shiva weapon [SHIVA_ROCKET] flight time increased to 7.0 (5.5) and turnrate increased to 12615 (8410).
NOTE:
I noticed that sometimes vertically launched rockets from Dominators weren't hitting targets at maximum range. The rockets were running out of fuel a bit before arriving (Smoke stops coming out the back) and they just fell and landed in front of it. But this didn't always happen. I finally realized why.
If Dominators are above a target (Attacking a target below/south of themselves), the rockets are already aimed up (Towards the top of the screen), and so have to turn around 180 degrees to hit the target below them, which means they take longer to get there. This is independent of the direction the Dominators themselves are facing.
If they are to the side, they turn less, and if they are below (Attacking a target above/north of themselves), they're already "facing" the right way, so the rockets just arc forward and down and hit.
With a better turn rate and a longer flight time, they now hit targets at maximum range even if the are above/north of the target. I made the same changes to the other vertical launch rocket units for the same reason.
Core Shodan line of sight reduced to 563 (675).
Core Shodan weapon [SHODAN_LASER] range reduced to 563 (675), damage increased to 90 (75), and energy per shot increased to 24 (23).
NOTE: The extra range gave Shodans an advantage compared to Levelers, but too much so. This reduces them to 25% more range than a Leveler instead of 50% more.
Arm Advanced Solar armor increased to 1247 (718) and damagemodifier removed (Was 0.9).
Core Advanced Solar armor increased to 1334 (751) and damagemodifier removed (Was 0.9).
NOTE: This makes advanced solars a little more robust, with about 60% more armor than a regular solar collector. However, regular solar collectors have about 2.5 times more armor than an advanced solar collector when folded up, keeping them a very difficult energy source to raid. The damage modifier wasn't actually doing anything, and therefore removed.
Arm Dragon's Claw line of sight increased to 675 (630).
Core Dragon's Maw line of sight increased to 675 (630).
NOTE: This gives them line of sight equal to their range instead of 88% of their range.
Arm Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)").
Core Moho Geothermal Powerplant energy production reduced to 1400 (2500) and description changed to "Hazardous Energy Source (+1400E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)").
NOTE: Regular Geos used to be worth 500 energy, but were reduced to 350. However, the Moho Geos were still worth 5 "500E" Geos, for 2500 total. This changes them to be worth 4 "350E" Geos, instead.
March 3 2024
TA:T v2.0 Beta 82a:
Hotfix to fix a typo that broke nanoturrets.
March 3 2024
TA:T v2.0 Beta 82:
Added fixes to the silo GUIs and a fix for nano turrets showing the wrong hotkey for the nano platforms (was B, is now Y) (Thanks ChaoStorm!).
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").
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).
Arm Tripod weapon [ARM_GRENADE] had selfprop=1; removed.
NOTE: This was causing the grenade to travel in a mostly straight line after being fired, instead of a ballistic arc, causing it to hit obstructions like wreckage and Dragon's Teeth instead of flying over them.
Core Oppressor weapon [OPPRESSOR_ROCKET] turnrate increased to 12615 (8410).
NOTE: This lets Oppressors hit things in roughly their outer two thirds of their range instead of just the outer half of their range. This means they can hit enemies a bit closer to themselves, while still not really able to engage things up close.
Removed CTRL_H hotkeys from the Arm and Core Construction Hovercraft.
February 10 2024
TA:T v2.0 Beta 81:
Added hotkey fixes to the minelayer units and Bees (Thanks ChaoStorm!).
Arm Wombat weapon [ARMMH_WEAPON] weapontimer reduced to 4 (5).
Core Nixer weapon [CORMH_WEAPON] weapontimer reduced to 4 (5).
NOTE: Other v-launch rocket units had a weapon timer of 4 instead of 5. The weapon timer for Wombats and Nixers was 5, which meant the rocket travelled vertically one extra second before turning to track the target, meaning they were further away and therefore running out of tracking just a little before hitting. Thanks for spotting this, Magpie!
Core Oppressor had CTRL_G hotkey added.
Arm Tripod and Core Oppressor added to special damage lists. Previously, they weren't taking the correct damage from paralyzer weapons and no damage from Commander blasts.
Added CTRL_H and CTRL_G hotkey to:
Arm Construction Hovercraft
Arm Bear
Arm Concealer
Arm Spotter
Core Blotter
Core Construction Hovercraft
Core Turtle
Core Watcher
Added CTRL_H hotkey to:
Arm Pelican
Core Clasher
NOTE: All other hovercraft already had both CTRL_G and CTRL_H hotkeys.
December 15 2023
TA:T v2.0 Beta 80:
ARM Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed.
ARM Construction Aircraft Had following units added to its build menu.
-Floating Hovercraft Platform
-Tidal Generator
-Floating Metal Maker
-Shark's Teeth
-Stingray
-Sentry
-Floating Radar Tower
-Harpoon
CORE Hovercraft Plant & Floating Hovercraft Platforms East and West Orientations removed.
Core Construction Aircraft had following units added to its build menu.
-Floating Hovercraft Platform
-Tidal Generator
-Floating Metal Maker
-Shark's Teeth
-Thunderbolt
-Stinger
-Floating Radar Tower
-Urchin
NOTE:
The above is courtesy of ChaoStorm! This will free up 8 unit slots, and the hovercraft platforms aren't in as heavy use as the other plants. Also, construction aircraft can now build surface water structures. They can't build underwater, but they can still reach the surface.
Also thanks to ChaoStorm, the following build pictures are no longer corrupted or "radioactive" looking:
Arm Flakker NS
Arm Beamer
Arm Thunderstorm
Core HLLT
The StarGate unit was removed in Beta 79 in favor of the new Galactic Gate functionality, but was left out of the changelog.
Removed entries from weapon damages for removed units:
TalGate
ARMHPE
ARMHPW
ARMFHPE
ARMFHPW
CORHPE
CORHPW
CORFHPE
CORFHPW
Three new units added!
Added Arm Tripod:
Built by the T1 Kbot Lab, this hybrid Kbot has a laser for attacking closer targets and a grenade for distance. It costs similarly to a Rocko. The Tripod always prefers the laser weapon over the grenade. The grenade can only fire when the Tripod is stopped (And can steady his aim) and no enemies are in laser range. The Tripod is less specialized in an artillery role than the Hammer, but is also able to defend itself as well as performing in a skirmish role much better than the Hammer.
Added Core Oppressor:
Built by the T1 Kbot Lab, this vertical launch rocket Kbot is a lighter and cheaper version of the Dominator. It costs 50% more than a Thud and has the same range, but due to poor tracking on the rockets is unable to hit closer targets. It is best used on slow or stationary targets at range.
Changed movement class to NANOTURRET (NANOTURRETSMALL) for the following:
Arm and Core Nanolathe Turret
NOTE: Previously, when using the NANOTURRETSMALL movement class, their footprint was too small for the nanlathe platform, thus not allowing them to build other nanolathe platforms at a distance. Now they will be able to again.
Added Arm and Core Nanolathe Minelayer Turret. This is another nanoturret that can be built by nanolathe platforms, just like the other nanoturrets (Repair, fortification, etc.). It has a very low build power (The same as the repair turret) and can only build mines and Dragon's Teeth. The low build power means they'll build mines relatively slowly, but hopefully this will help prevent abuse (Trying to build mines underneath attacking units, building mines in an enemy base, etc.). Minelayer turrets (and nanolathe platforms) are also resistant to mine explosions, taking 1/20 normal damage, just like mine layer units, and regenerate. However, they are destroyed by anti-mine rockets.
Arm and Core Submersible Nanolathe Platform added HealTime=4;.
NOTE: This give the nanolathe platforms the ability to self-repair so they can repair damage from nearby mine explosions, just like minelayer turrets can.
Core Shodan weapon [SHODAN_LASER] energy per shot increased to 23 (17).
NOTE: In Beta 79, the Shodan damage was reduced to 2/3s, so I reduced the energy per shot to 2/3s. However, the range was also increased by 50%, which would increase the energy per shot, but I didn't take that into account.
Arm Fortification HLT Post armor reduced to 4048 (5126).
Core Fortification HLT Post armor reduced to 4168 (5281).
Arm Sentinel armor reduced to 810 (1080).
Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage increased to 1124 (684), reload reduced to 1.089 (1.1775), and energy per shot increased to 624 (253).
Core Gaat Gun armor reduced to 840 (1120).
Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage increased to 1259 (764), reload reduced to 1.175 (1.2915), range reduced to 800 (815), and energy per shot increased to 692 (287).
Arm Stingray armor reduced to 612 (816).
Core Thunderbolt armor reduced to 653 (870).
Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 1260 (705), reload increased to 1.005 (1), and energy per shot increased to 812 (247).
NOTE: Arm and Core HLTs and Fortification HLTs have been put back to half armor/double firepower ratio (Instead of 50% armor/50% more firepower like the other laser weapons). Additionally, their damage was further increased by 33% at the cost of 100% more energy per shot.
In other words, energy weapons normally get 50% more damage than the baseline, but HLTs now get another 50% damage above baseline for a total of double the baseline. So they get 33% more than the 50% above baseline they already had, but at the cost of doubling their energy per shot cost, instead of just 33% more energy per shot. This is in addition to the extra damage from the above armor/firepower ratio adjustment.
This should help HLTs to hit much harder than their cost equivalent in lighter laser defenses (Such as multiple LLTs), but at a much higher energy cost. An HLT will do about 80% more damage than its cost in LLTs, but will use up about 270% more energy to do so. HLTs will destroy Flashes and Instigators in a single shot and Stumpies/Raiders in 2 to 3 shots, making them very effective at handling attacking units with heavy armor.
Arm Light Laser Tower energy cost increased to 556 (446), metal cost increased to 101 (81), build time increased to 3030 (2430), and armor increased to 269 (216).
Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage increased to 75 (60) and energy per shot increased to 28 (22).
Core Light Laser Tower energy cost increased to 578 (462), metal cost increased to 105 (84), build time increased to 3230 (2584), and armor increased to 280 (224).
Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage increased to 81 (65) and energy per shot increased to 30 (24).
NOTE: Making LLTs slightly more expensive gives a bit more armor and firepower, allowing them to be more able to handle a single Flash or Instigator. Beamer and HLLT costs/armor/firepower went up the same percentage (See below).
Core HLLT energy cost increased to 2089 (1671), metal cost increased to 380 (304), build time increased to 11693 (9354), and armor increased to 1224 (979).
Arm Beamer energy cost increased to 2016 (1617), metal cost increased to 367 (294), build time increased to 10998 (8820), and armor increased to 978 (784).
Arm Beamer weapon [TAWF001_weapon] damage reduced to 87 (93) and energy per shot increased to 64 (60).
NOTE: This reduces the overall firepower to 1/2 of the baseline to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot. The Beamer also still takes twice as much energy to fire, due to its penetrating effect.
Arm and Core Bunker added HealTime=4;.
NOTE:
HealTime lets units self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit.
Core Moho Exploiter line of sight increased to 1000 (700).
Arm Wind Generator metal cost reduced to 72 (97), energy cost reduced to 99 (133), build time reduced to 2160 (2910), and armor reduced to 72 (97).
Core Wind Generator metal cost reduced to 70 (94), energy cost reduced to 96 (129), build time reduced to 2154 (2893), and armor reduced to 77 (103).
NOTE: This means Wind Generators cost about 1/2 of a Solar, so if they produce 10 energy, they're roughly equivalent to a solar, metal cost-wise (But not energy cost-wise or armor-wise).
Arm and Core Light Naval Mine buildtime reduced to 600 (1200).
NOTE: This brings their energy drain while building in line with all the other mines.
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] energy per shot increased to 3832 (3000).
Arm Ambusher and Core Toaster turret turn rate increased to 30 (20).
NOTE: This brings it in line with the Guardian and Punisher.
Arm Ambusher weapon [ARMAMB_GUN] damage reduced to 4071 (6107), reload reduced to 3.75 (5.625), and changed to line of sight (ballistic).
Core Toaster weapon [CORTOAST_GUN] damage reduced to 4523 (6785), reload reduced to 4.0 (6.0), and changed to line of sight (ballistic).
NOTE: This will help the Ambusher and Toaster to hit incoming targets more often. Previously, they frequently missed and with the longer reload, they didn't get many chances, and with ballistic shots, they struggled to hit closer targets.
Core Poison Arrow turret turn rate increased to 90 (70).
NOTE: This brings it in line with the Goliath.
Arm and Core MRU self-destruct explosion changed to [MINE_NUKE] ([ATOMIC_BLAST]).
NOTE: They produce half the energy of a fusion, and if purposely detonated should be quite destructive.
Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 489 (407).
Arm Pit Bull weapon [ARMPB_WEAPON] range increased to 1125 (900).
Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] range increased to 300 (240), reload reduced to 0.48 (1.0), and damage reduced to 36 (75).
Arm Gremlin weapon [ARMST_GAUSS] range increased to 300 (240), reload reduced to 0.7 (1.4) and damage reduced to 104 (208).
Arm Warrior weapon [ARMWAR_GAUSS] range increased to 600 (480).
Arm Fido weapon [GAUSS] range increased to 600 (480).
Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range increased to 563 (450), reload reduced to 0.56 (0.866) and damage reduced to 81 (125).
Arm Conqueror weapon [ARM_CRUS] range increased to 1250 (1000), reload reduced to 0.675 (1.35) and damage reduced to 248 (495).
NOTE: To help differentiate Gauss weapons and give them more of a distinct feel, they have been changed to have a faster reload (Some, like the Warrior and Pit Bull, were already fast firing), and also given 25% extra range "free" (Although the Maverick already had 25% more range than standard, so it was given 25% more damage, instead.
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 Doomsday, Gargoyle, Warlord, and Moho Exploiter weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1250 (1188) and damage reduced to 852 (896).
Core Doomsday and Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] range increased to 1200 (1150) and damage reduced to 262 (273).
NOTE: Previously, these weapons were just 5% under T2 artillery range. Now they're at T2 artillery range.
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage reduced to 1452 (4356) and reload reduced to 2.0 (6.0).
NOTE: The faster reload on the Blade/Blackdawn weapon will help them function better in their gunship role, while still remaining very heavy hitters, able to take out a Guardian in three hits, for example.
Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter weapon [ANTIMINE_ROCKET] special damage to Arm and Core Repair turrets set to 0 (800).
NOTE: Anti-Mine rockets damage fortification and minelayer nano-turrets, but don't affect regular nano-turrets, so they shouldn't affect repair turrets, either.
Arm Pit Bull and Core Viper destroyed explosion changed to MEDIUM_BUILDINGEX (LARGE_BUILDINGEX) and self-destruct explosion changed to MEDIUM_BUILDING (LARGE_BUILDING).
NOTE: They're not big enough to warrant a large building explosion.
Arm Millennium weapon [ARM_BATSAFT] changed to ballistic (line of sight).
Core Warlord weapon [COR_BATS] changed to ballistic (line of sight).
Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] changed to ballistic (line of sight).
NOTE: Changing the battleship and dreadnought cannons to back to ballistic instead of makes them less effective at targeting enemies close range, encouraging you to escort them with Cruisers or other smaller ships will help support them. Also, remember that the Warlord sacrifices a second cannon to have a powerful laser, and that laser has no trouble hitting up close.
This change will also help prevent Battleships and Dreadnoughts from hitting subs with their big blast radius, even though they're underwater, when the subs move in close to attack, making them more vulnerable to sub attacks again encouraging escorts.
Weapons removed:
Removed the following "Range Ring" weapons:
[RANGE_BERTHA] ID=180; (Arm Big Bertha and Vulcan)
[RANGE_TIMMY] ID=194; (Core Intimidator and Buzzsaw)
[RANGE_TACNUKE] ID=98; (Arm Detonator and Core Catalyst)
[RANGE_NUKE] ID=5; (Arm Retaliator and Core Silencer)
Arm Big Bertha and Vulcan radar range increased to 6900 (50).
Core Intimidator and Buzzsaw radar range increased to 7300 (50).
Arm Detonator and Core Catalyst radar range increased to 3800 (0).
NOTE: The radar given to these units is just for the purposes of giving them "range rings", and does not actually give radar coverage. This is so we can remove the range ring weapons they were using to free up weapon ID slots.
The range ring is green instead of white (It was using an anti-nuke type weapon for the range ring before), but it works. Also, previously, the white range ring from the range ring weapons was accurate on the mini-map, but a bit too large on the mega map. That's no longer the case with the "radar" range ring.
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 8410 (12615).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 8410 (12615).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 8410 (12615).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 8410 (12615).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 8410 (12615).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 8410 (12615).
NOTE: This decrease in the tracking of the vertically launched rockets makes them unable to hit targets within approximately the first half of their range. This leaves them effective at ranged engagement but should make them more vulnerable to enemies up close.
Arm Ranger weapon [ARMMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0).
Core Messenger weapon [CORMSHIP_ROCKET] turnrate reduced to 8410 (24384) and tracks set to 1 (0).
NOTE: This gives tracking to the vertically launched rockets used by the Ranger and Messenger.
Core Termite and Clasher weapon [CORE_TERMITE_LASER] soundstart changed to Laser_med2 (LASRHVY3).
Arm Piranha armor reduced to 3335 (6669), turn rate increased to 210 (140), sonar range increased to 1800 (1100), and line of sight increased to 960 (650).
Core Shark armor reduced to 3787 (7574), turn rate increased to 200 (133), sonar range increased to 1800 (1100), and line of sight increased to 960 (650).
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] damage increased to 3191 (2500), reload reduced to 4.51 (4.787), and range increased to 1200 (813).
NOTE: This should help the hunter-killer subs fit their role better, trading armor for more firepower and range. They can one-shot enemy T1 subs. They should usually be able to spot enemy subs or ships before they are spotted, do heavy damage, and then (hopefully) leave before they are detected (hit and run).
Below are changes to unit descriptions. The goal was to give more useful information, such as specific amounts of energy/metal produced or used by a unit, describing the specific types of weapons a unit has, or other information that might not be immediately obvious.
Arm and Core Solar Collector description changed to "Produces Energy (+20E Stores 200E). 4x armor when closed." ("Produces Energy").
Arm and Core Wind Generator description changed to "Produces Energy (+0-25E). Fragile" ("Produces Energy").
Arm and Core Advanced Solar Collector description changed to "Produces Energy (+50E Stores 500E)" ("Produces Energy").
Arm and Core Advanced Solar Collector description changed to "Cloaking Self-Powered Metal Maker (+2M)" ("Cloaking Self-Powered Metal Maker").
Arm and Core Energy Storage description changed to "Increases Energy Storage (+5000E)" ("Increases Energy Storage").
Arm and Core Metal Storage description changed to "Increases Metal Storage (+500M)" ("Increases Metal Storage").
Arm and Core Underwater Energy Storage description changed to "Increases Energy Storage (+7500E)" ("Increases Energy Storage").
Arm and Core Underwater Metal Storage description changed to "Increases Metal Storage (+750M)" ("Increases Metal Storage").
Arm and Core Adv. Submersible Energy Storage description changed to "High Capacity Energy Storage (+15000E)" ("High Capacity Energy Storage").
Arm and Core Adv. Submersible Metal Storage description changed to "High Capacity Metal Storage (+3000M)" ("High Capacity Metal Storage").
Arm Defender and Core Pulverizer description changed to "Anti-air Missile Tower (1/3 damage to non-air units)" ("Anti-air Missile Tower").
Arm Sentry and Core Stinger description changed to "Floating Anti-air Tower (1/3 damage to non-air units)" ("Floating Anti-air Tower").
Arm and Core Dragon's Eye description changed to "Cloaking Submersible Perimeter Camera (line of sight)" ("Submersible Perimeter Camera").
Arm Pack0 description changed to "Pop-Up Med. Anti-Air Battery(1/3 dmg to non-air/Close 4x Armor)" ("Pop-Up Med. Anti-Air Battery").
Core SAM description changed to "Med. Anti-Air Battery (1/3 damage to non-air units)" ("Med. Anti-Air Battery").
Arm and Core Geothermal Powerplant description changed to "Produces Energy (+350E Stores 1000E)" ("Produces Energy / Storage").
Arm and Core Moho Geothermal Powerplant description changed to "Hazardous Energy Source (+2500E Stores 3000E) (Large Explosion)" ("Hazardous Energy Source").
Arm Prude description changed to "Safe Flexible Armored Geothermal Powerplant (+2000E or +24M)" ("Safe Geothermal Powerplant(Produce energy or convert to metal)").
Core Behemoth description changed to "Armored Geothermal Plasma Battery (+2000E Uses energy to fire)" ("Geothermal Plasma Battery").
Arm and Core Metal Extractor description changed to "Extracts Metal (-15E while extracting)" ("Extracts Metal").
Arm and Core Underwater Metal Extractor description changed to "Extracts Metal (+10% M -11.25E while extracting)" ("Extracts Metal").
Arm Twilight description changed to "Stlth/Cloak Metal Extractor(+25% M/-18E/-15E Clk/EMP explosion)" ("Stealthy Cloakable Metal Extractor").
Core Exploiter description changed to "Stealthy Armed Metal Extractor(+25%M -18E Big explosion/Self-D)" ("Stealthy Armed Metal Extractor").
Arm and Core Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor").
Arm and Core Underwater Moho Mine description changed to "Advanced Metal Extractor (x3 M -150E)" ("Advanced Metal Extractor").
Arm Moho Twilight description changed to "Stlth/Clk Moho Mine(x3.75 M/-187E/-150E Clk/EMP weapon/Jam/LOS)" ("Stealthy Cloakable Moho Mine Jammer").
Core Moho Exploiter description changed to "Stealthy Armed Moho Mine (x3.75 M -187E Large explosion/Self-D)" ("Moho Exploiter").
Arm Dragon's Claw description changed to "Hardened pop-up Lightning Turret (EMP immune/Close 4x Armor)" ("Hardened Anti-Swarm Lightning Turret").
Core Dragon's Maw description changed to "Hardened pop-up Flame Turret (EMP immune/Close for 4x Armor)" ("Hardened Anti-Swarm Flamethrower Turret").
Arm and Core Fortification Wall HLT Post description changed to "Hardened heavily armored HLT emplacement (Can't be paralyzed)" ("Hardened HLT Emplacement").
Arm Chainsaw and Core Eradicator description changed to "Heavy Flak Missile Turret (1/3 damage to non-air units)" ("Heavy Flak Missile Turret").
Arm and Core Floating Radar Tower name changed to "Floating Radar Tower" ("Floating Radar Tower (Radar and line of sight)") and description changed to "Floating Radar Tower (Radar and line of sight)" ("Locates Units").
NOTE: When changing the description for the Floating Radar Towers in beta 74, the name was accidentally changed instead of the description. This fixes that.
Arm and Core Tidal Generator description changed to "Produces Energy (Energy output is map dependent)" ("Produces Energy").
Arm Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal").
Arm Floating Metal Maker Generator description changed to "Converts Energy to Metal (-112.5E -> +1M)" ("Converts Energy to Metal").
Arm Moho Metal Maker Generator description changed to "Converts Energy to Metal (-900E -> +8M)" ("Converts Energy to Metal").
Arm Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-910E -> +9M)" ("Converts Energy to Metal").
Core Metal Maker Generator description changed to "Converts Energy to Metal (-137.5E -> +1M)" ("Converts Energy to Metal").
Core Floating Metal Maker Generator description changed to "Converts Energy to Metal (-125E -> +1M)" ("Converts Energy to Metal").
Core Moho Metal Maker Generator description changed to "Converts Energy to Metal (-990E -> +8M)" ("Converts Energy to Metal").
Core Underwater Moho Metal Maker Generator description changed to "Converts Energy to Metal (-1000E -> +9M)" ("Converts Energy to Metal").
Arm Flea description changed to "Very Light Fast Swarm KBot" ("Very Light Swarm KBot").
Arm Peewee description changed to "Light Fast Infantry EMG Kbot" ("Light Infantry Kbot").
Core A.K. description changed to "Light Fast Infantry Kbot" ("Light Infantry Kbot").
Arm Jethro and Core Crasher description changed to "Anti-air Kbot (1/3 damage to non-air units)" ("Anti-air Kbot").
Arm Podger and Core Scorpion and Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket" ("Minelayer/Sweeper w/Anti-Mine EMP Rocket").
Arm Flash description changed to "Light Assault EMG Tank" ("Fast Assault Tank").
Arm Stumpy and Core Raider description changed to "Medium Assault Plasma Tank" ("Medium Assault Tank").
Arm Samson and Core Slasher description changed to "Anti-air Missile Truck (1/3 damage to non-air units)" ("Anti-air Missile Truck").
Arm Panther description changed to "Lightning Tank w/ anti-air missile(1/3 damage to non-air units)" ("Lightning Tank").
Arm and Core MRU description changed to "Cloaking Amphib Mobile Resource Unit (+500E +3M Stores 5kE 1kM)" ("Amphibious Mobile Resource Unit").
Arm Mumbo description changed to "Heavy Rapid-Fire Pulse-Laser Tank" ("Rapid Fire Pulse-Laser Tank").
Core Reaper description changed to "Heavy Flamethrower Tank" ("Flamethrower Tank").
Arm Bulldog description changed to "Heavy Assault Tank" ("Very Heavy Assault Plasma Tank").
Core Goliath description changed to "Very Heavy Assault Tank" ("Very Heavy Assault Plasma Tank").
Arm Luger and Core Pillager description changed to "Mobile Plasma Artillery" ("Mobile Artillery").
Arm Scarab and Core Hedgehog description changed to "Mobile Anti-Nuclear Missile Defense" ("Mobile Anti-missile Defense").
Arm MERL and Core Diplomat description changed to "Heavy Mobile Rocket Launcher" ("Mobile Rocket Launcher").
Core Tremor description changed to "Heavy Rapid-Fire Artillery Vehicle" ("Heavy Artillery Vehicle").
Core Banisher description changed to "Heavy Rocket Tank" ("Heavy Missile Tank").
Core Intruder description changed to "Amphibious Armed Heavy Assault Transport (capacity 24 units)" ("Amphibious Heavy Assault Transport (capacity 24 units)").
Arm Recluse description changed to "All-terrain Rocket Salvo Spider Tank" ("All-terrain Rocket Salvo Tank").
Arm Gremlin description changed to "Cloakable Stealth Tank (Lemming explosion)" ("Cloakable Stealth Tank").
Arm Triton description changed to "Medium Amphibious Plasma Tank (Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)").
Arm Hermes description changed to "Heavy Flak Missile Tank (1/3 damage to non-air units)" ("Heavy Flak Missile Tank").
Core Termite description changed to "All-terrain Assault Laser Vehicle" ("All-terrain Assault Vehicle").
Core Poison Arrow description changed to "Heavy Amphibious Plasma Tank (Fast/Maneuverable)" ("Heavy Amphibious Tank (Fast/Maneuverable)").
Arm Banshee description changed to "Light EMG Gunship" ("Light Gunship").
Arm Zipper description changed to "Fast Assault EMG Kbot" ("Fast Raider Kbot").
Core Pyro description changed to "Fast Assault Flamethrower Kbot (Large explosion/Self-Destruct)" ("Fast Assault Kbot").
Arm Zeus description changed to "Heavy Assault Lightning Kbot" ("Assault Kbot").
Arm Marauder description changed to "Amphib Heavy KBot w/ AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Heavy KBot (Fast/Maneuverable)").
Arm Spider description changed to "All-terrain Paralyzer KBot" ("All-terrain EMP KBot").
Arm Pelican description changed to "Amphibious Kbot with AA (1/3 dmg to non-air)(Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)").
Arm PomPom and Core Aries description changed to "Amphibious Anti-Air Laser KBot (1/3 damage to non-air units)" ("Amphib. Anti-Air Laser KBot").
Arm Tick description changed to "Clking/Stlth Capture/Reclaim KBot(AoE paralyze/Self-D EMP Mine)" ("Stealthy Capture/Reclaim Kbot").
Core Commando description changed to "Clk/Stlth Capture/Reclaim KBot(AoE paralyze gun/Self-D EMPMine)" ("Cloaking Covert Neutralizer KBot").
Core Gimp description changed to "Amphibious Laser Kbot with torpedoes (Fast/Maneuverable)" ("Amphibious Kbot (Fast/Maneuverable)").
Core Dominator description changed to "Heavy Vertical Launch Rocket Kbot" ("Heavy Rocket Kbot").
Core Can description changed to "Heavy Armored Assault Laser Kbot" ("Armored Assault Laser Kbot").
Core Sumo description changed to "Cloaking Slow Very Heavily Armored Laser KBot" ("Cloaking Heavily Armored Assault KBot").
Arm Lemming description changed to "Light Rolling Bomb (Explosion/Self-D is the same)" ("Light Rolling Bomb").
Arm Infiltrator and Core Parasite description changed to "Clk/Stlth Spy/Saboteur Kbot(builds Micro-Nuke/Self-D EMP Mine)" ("Self-repairing Spy/Saboteur Kbot").
Arm Invader and Core Roach description changed to "Amphibious Crawling Bomb (Large Explosion/Larger Self-D)" ("Amphibious Crawling Bomb").
Arm Skimmer and Core Scrubber description changed to "Light Laser Hovercraft" ("Fast Attack Hovercraft").
Arm Anaconda and Core Snapper description changed to "Medium Assault Plasma Hovertank" ("Hovertank").
Arm Swatter and Core Slinger description changed to "Anti-air Hovercraft (1/3 damage to non-air units)" ("Anti-air Hovercraft").
Arm Spotter and Core Watcher description changed to "Radar/Sonar/Line of sight with depthcharges (x2 dmg UW/amphib)" ("Radar/Sonar/Line of sight Hovercraft with depthcharges").
Arm Skeeter and Core Searcher description changed to "Scout Laser Boat with Anti-Air (1/3 damage to non-air units)" ("Scout/Anti-Air Boat").
Arm Decade and Core Supporter description changed to "Corvette Gunboat with dual Gauss turrets" ("Corvette Gunboat").
Arm Crusader and Core Enforcer description changed to "Destroyer w/ laser/plasma cannon/depthcharges(x2 dmg UW/amphib)" ("Destroyer").
Arm Anemone and Core Jellyfish description changed to "Depthcharge Launcher (x2 damage to underwater and amphib units)" ("Depthcharge Launcher").
Arm Blade and Core BlackDawn description changed to "Heavy Rocket Strike Gunship" ("Heavy Sabot Gunship").
Core Cauterizer description changed to "Stealth Very Heavy Incendiary Bomber" ("Stealth Heavy Incendiary Bomber").
Core Krow description changed to "Flying Fortress Triple Laser Turret Gunship" ("Flying Fortress").
Arm Dragonfly description changed to "Heavy Paralyzing Transport (Lift any unit, incl. ships, gantry)" ("Heavy Paralyzing Transport").
Core Seahook description changed to "Heavy Transport (Lift any unit, including ships, gantry units)" ("Heavy-Duty Transport").
Arm and Core Bunker description changed to "Heavily Armored Bunker w/ Firing Ports (capacity 16 2x2 units)" ("Heavily Armored Bunker w/ Firing Ports (capacity 16 units)").
Arm Conqueror description changed to "Cruiser w/decklasers/Gauss cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser").
Core Executioner description changed to "Cruiser w/decklasers/Laser cannon/depthcharge(x2 dmg UW/amphib)" ("Cruiser").
Arm Viking and Core Cronus description changed to "Plasma Artillery Bombardment Ship" ("Artillery Bombardment Ship").
Arm Millennium description changed to "Heavily Armed and Armored Battleship with Dual Plasma Cannons" ("Battleship").
Core Warlord description changed to "Heavily Armed/Armored Battleship w/ Plasma Cannon/Heavy Laser" ("Battleship").
Arm Archer and Core Shredder description changed to "Flak/AA missile(1/3 dmg to non-air)/AdvDcharge(x2dmg UW/amphib)" ("Anti-Air/Anti-Sub Ship").
Arm Sea Serpent description changed to "Heavy Assault Submarine with longer-ranged Torpedo" ("Assault Submarine").
Core Leviathan description changed to "Heavy Battle Submarine with longer-ranged Torpedo" ("Battle Submarine").
Arm Atlantis description changed to "Long-Range Plasma Ship (Big Bertha weapon) w/ light Anti-Air" ("Long-Range Plasma Ship").
Core Zulu description changed to "Long-Range Plasma Ship (Dual Intimidator weapons)" ("Double Cannon Long-Range Plasma Ship").
Arm Epoch description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought").
Core Black Hydra description changed to "Heavily Armed/Armored Dreadnought w/ Plasma Cannon/Tachyon/AA" ("Dreadnought").
Core Nautilus description changed to "Cloaking Capture-Patterning/Reclaiming Sub w/ paralysis weapon" ("Patterning/Reclaiming Sub").
Arm and Core Fusion Reactor description changed to "Produces Energy (+1000E Stores 2000E)" ("Produces/Stores Energy").
Arm and Core Cloakable Fusion Reactor description changed to "Produces Energy (+1250E Stores 2000E Cloak -250E)" ("Produces/Stores Energy").
Arm and Core Underwater Fusion Reactor description changed to "Produces Energy (+1100E Stores 2000E)" ("Produces/Stores Energy").
Arm and Core Advanced Fusion Reactor description changed to "Produces Energy (+5000E Stores 10000E Cloak -750E)" ("Enhanced Energy Output/Storage").
Arm and Core Micro Fusion description changed to "No Safety Interlocks(+250E Stores 500E Low armor/Big explosion)" ("Economical but dangerous.1/4 Regular Fusion.No SafetyInterlocks").
Arm Decoy Fusion Reactor description changed to "Decoy Building (Stores 5000E 1000M)" ("Decoy Building").
Arm and Core Air Repair Pad description changed to "Automatically Repairs up to 4 aircraft simultaneously" ("Automatically Repairs Aircraft").
Arm and Core Fortification Post description changed to "Single Post, Non-Reclaimable (5x Dragon's Teeth armor)" ("Single Post, Non-Reclaimable").
Arm and Core Fortification Horizontal Wall description changed to "3 Post Horizontal Wall Section, Non-Reclaimable" ("Horizontal Section, Non-Reclaimable").
Arm and Core Fortification Vertical Wall description changed to "3 Post Vertical Wall Section, Non-Reclaimable" ("Vertical Section, Non-Reclaimable").
Arm and Core Fortification Horizontal Gate description changed to "Horizontal Gate (5 wide/-100E when closed & blocks enemy shots)" ("Horizontal Gate").
Arm and Core Fortification Vertical Gate description changed to "Vertical Gate (5 wide/-100E when closed & blocks enemy shots)" ("Vertical Gate").
Arm and Core Radar Tower description changed to "Early Warning System (Radar and line of sight -50E)" ("Early Warning System (Radar and line of sight)").
Arm and Core Floating Radar Tower description changed to "Locates Units (Radar and line of sight x1.33 -66E)" ("Locates Units (Radar and line of sight)").
Arm and Core Advanced Radar Tower description changed to "Long-Range Radar (x2 Radar and line of sight -250E)" ("Long-Range Radar (Increased radar and line of sight)").
Arm and Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight -50E)" ("Locates Water Units (Sonar and line of sight)").
Arm and Core Advanced Sonar Station description changed to "Extended Sonar (x2 Sonar and line of sight -250E)" ("Extended Sonar (Increased Sonar and line of sight)").
Arm Sneaky Pete and Core Castro description changed to "Cloakable Jammer/Observation Tower (Cloak -50E Jam -50E)" ("Cloakable Jammer/Observation Tower").
Arm Veil and Core Shroud description changed to "Long-Range Jamming/Observation Tower (Cloak -250E Jam -250E)" ("Long-Range Jamming/Observation Tower").
Arm and Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jammer (x3.2 Radar and LOS -1425E)" ("Extreme Long-Range Radar/Jamming/Line of sight").
Arm Pit Bull description changed to "Pop-up Gauss Cannon (Close for 4x Armor)" ("Pop-up Gauss Cannon").
Core Viper description changed to "Pop-up Rocket Battery (Close for 4x Armor)" ("Pop-up Rocket Battery").
Arm Annihilator description changed to "Tachyon Accelerator (Close for 5x Armor)" ("Tachyon Accelerator").
Core Doomsday Machine description changed to "Armored Triple-Turret Tachyon/Heavy Lasers (Close for 5x Armor)" ("Energy Weapon").
Arm Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-925E Use radar as LOS for targeting)" ("Automatic Radar Targeting").
Core Targeting Facility and Floating Targeting Facility description changed to "Automatic Radar Targeting(-950E Use radar as LOS for targeting)" ("Automatic Radar Targeting").
Arm Thunderstorm description changed to "Triple-Turret Heavy Lightning Tower (Close for 5x Armor)" ("Heavy Lightning Multi-Tower").
Core Firestorm description changed to "Heavy Flamethrower Swarm Defense (Penetrating Flames)" ("Flamethrower Swarm Defense").
Arm Mercury and Core Screamer description changed to "Long-Range Missile Tower (Anti-air only)" ("Long-Range Missile Tower").
Arm Ambusher and Core Toaster description changed to "Heavy Pop-up Plasma Cannon (Close for 4x Armor)" ("Heavy Pop-up Plasma Cannon").
Arm and Core Juno description changed to "Wide-area Electro-Magnetic Pulse Weapon (-1000E while charging)" ("Wide-area Electro-Magnetic Pulse Weapon").
Arm and Core Deep Core Moho Mine description changed to "Advanced Submersible Moho Metal Extractor (x9 M -300E)" ("Adv. Submersible Moho Metal Extractor").
Arm Protector and Core Fortitude description changed to "Cloakable Anti-Nuke System(-208E -8.3M for 120 seconds/missile)" ("Cloakable Anti-Nuke System").
Arm Scarab and Core Hedgehog description changed to "Cloakable Mobile Anti-Nuke(-208E -8.3M for 120 seconds/missile)" ("Mobile Anti-Nuclear Missile Defense").
Arm Colossus and Core Hive description changed to "Carrier/Naval CommandCenter(+500E +2.5M Stores 5kE 1kM)AntiNuke" ("Carrier/Naval Command Center.Makes/Stores Energy/Metal.AntiNuke").
Arm Big Bertha description changed to "Long Range Plasma Cannon (9100E/shot)" ("Long Range Plasma Cannon").
Core Intimidator description changed to "Long Range Plasma Cannon (10000E/shot)" ("Long Range Plasma Cannon").
Arm Vulcan description changed to "Rapid-Fire Long-Range Plasma Cannon (5283E/second)" ("Rapid-Fire Long-Range Plasma Cannon").
Core Buzzsaw description changed to "Rapid-Fire Long-Range Plasma Cannon (5284E/second)" ("Rapid-Fire Long-Range Plasma Cannon").
Arm Detonator and Core Catalyst description changed to "Stealth Tactical Nuclear Silo(-260E -8.3M for 120 seconds/nuke)" ("Stealth Tactical Nuclear Silo").
Arm Retaliator and Core Silencer description changed to "Strategic Nuclear Missile Silo(-2222E -13.3M for 150 sec/nuke)" ("Strategic Nuclear Missile Silo").
Arm and Core Galactic Gate description changed to "Teleports Units to another Gate (-500E)" ("Teleports Units").
Arm Avatar description changed to "Mobile LRPC (Shorter-ranged faster-firing Big Bertha weapon)" ("Mobile LRPC").
Core Mauler description changed to "Mobile LRPC (Shorter-ranged faster-firing Intimidator weapon)" ("Mobile LRPC").
Arm Razorback description changed to "Steep-Terrain Battle Mech w/ Rapid-Fire Pulse-Laser and Blaster" ("Steep-Terrain Battle Mech").
Core Karganeth description changed to "Steep-Terrain Assault Mech w/ Rapid-Fire Missiles/Flamethrower" ("Steep-Terrain Assault Mech").
Arm Requiter and Core Precluder description changed to "Amphib Mobile Tactical Nuke Silo (-361E -8.3M for 60 sec/nuke)" ("Amphib Mobile Tactical Nuke Launcher").
Arm Antarion description changed to "Mobile Dual Heavy Energy Weapon and Rapid-Fire Missile Platform" ("Mobile Energy/Missile Weapon").
Core Gargoyle description changed to "Mobile Doomsday Machine (Triple-Turret Tachyon/Heavy Lasers)" ("Mobile Energy Weapon").
Core Krogtaar description changed to "Rapid-Fire Riot Cannon Mech" ("Heavy Weapons Riot Mech").
Arm Bantha description changed to "Heavy Attack Mech w/ Impulsion Blaster/Tachyon/VLaunch Rocket" ("Heavy Attack Mech").
Arm Mark XVII Bolo description changed to "Amphibious Continental Siege Unit (HellBore/Laser/Heavy Rocket)" ("Amphibious Continental Siege Unit").
Core Class A Heavy Yavac description changed to "Submersible Super Heavy Assault Unit (HellBore/Dual Hvy Laser)" ("Submersible Super Heavy Assault Unit").
Core Juggernaut description changed to "(barely) Mobile Very Heavy Armored Penetrating Plasma Turret" ("(barely) Mobile Very Heavy Plasma Turret").
Arm Orcone description changed to "Experimental Assault Kbot w/ Piercing Gauss/Tachyon/Hvy Rocket" ("Experimental Assault Kbot").
Core Krogoth description changed to "Experimental Assault Kbot w/ Scattershot/Tachyon/Heavy Rocket" ("Experimental Assault Kbot").
Arm and Core Submersible Nanolathe Platform description changed to "Builds Nanoturrets (Repair, assist, mines, fortify, bunker)" ("Builds Nanolathing Modules").
Arm and Core Nanolathe Turret description changed to "Repairs and assists in large radius (300 Build Power)" ("Repairs and assists in large radius").
Arm and Core Repair Nanolathe Turret description changed to "Repairs in large radius (30 Build Power)" ("Repairs in large radius").
Arm and Core Fortification Nanolathe Turret description changed to "Build light defenses in large radius (Stealth)(300 Build Power)" ("Fortifies in medium radius (stealthy)").
Arm and Core Advanced Fortification Nanolathe Turret description changed to "Build medium defenses in large radius (Cloaks)(900 Build Power)" ("Repairs/Fortifies Large Area (Cloaks)").
Arm and Core Light Mine description changed to "Light Mine (1 to 2 mines will destroy most T1 units)" ("Light Mine").
Arm and Core Medium Mine description changed to "Medium Mine (3x Light Mine damage)" ("Medium Mine").
Arm and Core Heavy Mine description changed to "Heavy Mine (3x Medium Mine damage)" ("Heavy Mine").
Arm and Core Light Naval Mine description changed to "Light Mine, Naval Series (4x regular Light Mine damage)" ("Light Mine, Naval Series").
Arm and Core Heavy Naval Mine description changed to "Heavy Mine, Naval Series (3x Light Naval Mine damage)" ("Heavy Mine, Naval Series").
Arm and Core Nuclear Mine description changed to "Submersible Nuclear Mine (5x Heavy Mine damage)" ("Submersible Nuclear Mine").
Arm and Core Sabotage Mine description changed to "Micro-Nuke (High damage/Tiny Blast Radius/Spies are immune)" ("Micro-Nuke").
NOTE: This is the mine that the Arm Infiltrator and Core Parasite can build, allowing them to destroy most units/structures. They take no damage from the Micro-Nuke, but can still take damage from the explosion of whatever was destroyed.
Arm and Core Construction Aircraft description changed to "Tech Level 1 (60 Build Power)" ("Tech Level 1").
Arm and Core Construction Kbot description changed to "Tech Level 1 (90 Build Power)" ("Tech Level 1").
Arm and Core Construction Vehicle description changed to "Tech Level 1 (150 Build Power)" ("Tech Level 1").
Arm Beaver and Core Muskrat description changed to "Amphibious Construction Vehicle (150 Build Power)" ("Amphibious Construction Vehicle").
Arm and Core Construction Ship description changed to "Tech Level 1 (210 Build Power)" ("Tech Level 1").
Arm Podger and Core Spoiler description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(300BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket").
Core Scorpion description changed to "Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket(180BP)" ("Minelayer/Sweeper Combat Engineer w/Anti-Mine EMP Rocket").
Arm Valiant and Core Limiter description changed to "Minelayer/Sweeper Ship w/Anti-Mine EMP Rocket (420 Build Power)" ("Minelayer/Minesweeper Ship").
Arm and Core Advanced Construction Aircraft description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Kbot description changed to "Tech Level 2 (270 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Vehicle description changed to "Tech Level 2 (450 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Sub description changed to "Tech Level 2 (630 Build Power)" ("Tech Level 2").
Arm and Core Advanced Construction Seaplane description changed to "Tech Level 2 (180 Build Power)" ("Tech Level 2").
Arm Consul and Core Freaker description changed to "Tech Level 2 (180 Build Power)" ("Amphibious Combat Engineer").
Arm and Core Decoy Commander description changed to "Decoy Commander (Has Commander Build Menu) (300 Build Power)" ("Decoy Commander").
Arm and Core Aircraft Plant description changed to "Produces Aircraft (270 Build Power)" ("Produces Aircraft").
Arm and Core Vehicle Plant description changed to "Produces Vehicles (270 Build Power)" ("Produces Vehicles").
Arm and Core Kbot Lab description changed to "Produces Kbots (270 Build Power)" ("Produces Kbots").
Arm and Core Shipyard description changed to "Produces Ships (270 Build Power)" ("Produces Ships").
Arm and Core Hovercraft Platform and Floating Hovercraft Platform description changed to "Builds Hovercraft (540 Build Power)" ("Builds Hovercraft").
Arm and Core Advanced Aircraft Plant description changed to "Produces Advanced Aircraft (810 Build Power)" ("Produces Aircraft").
Arm and Core Advanced Vehicle Plant description changed to "Produces Vehicles (810 Build Power)" ("Produces Vehicles").
Arm and Core Advanced Kbot Lab description changed to "Produces Advanced Kbots (810 Build Power)" ("Produces Kbots").
Arm and Core Seaplane Platform description changed to "Builds Seaplanes (810 Build Power)" ("Seaplane Platform").
Arm and Core Amphibious Complex description changed to "Produces Amphibious/Underwater Units (810 Build Power)" ("Produces Amphibious/Underwater Units").
Arm and Core Experimental Gantry description changed to "Produces Tech Level 3 units (2430 Build Power)" ("Tech Level 3").
November 3, 2023
TA:T v2.0 Beta 79:
Arm Atlas metal cost reduced to 100 (130), energy cost reduced to 2072 (2693), build time reduced to 4208 (5470), armor reduced to 1909 (3309).
Core Valkyrie metal cost reduced to 105 (137), energy cost reduced to 2230 (2899), build time reduced to 3488 (4535), armor reduced to 2205 (3836).
NOTE: This reduces the costs of air transports but also their armor ratio from 4x normal to 3x normal. This should make it riskier to attack with carried units.
Core Shodan line of sight increased to 675 (450).
Core Shodan weapon [SHODAN_LASER] range increased to 675 (450), damage reduced to 75 (112), and energy per shot reduced to 17 (25).
NOTE: This helps differentiate Shodans from Levelers. Previously, in most situations, they performed as well as or worse than Levelers, but rarely better. This gives them a range advantage at the cost of some of their firepower, while keeping their low armor weakness.
Arm Light Laser Tower armor increased to 216 (162).
Arm Light Laser Tower and Turtle weapon [ARM_LIGHTLASER] damage reduced to 60 (81) and energy per shot reduced to 22 (30).
Arm Sentinel armor increased to 1080 (810).
Arm Sentinel and Arm Fortification HLT Post weapon [ARM_LASERH1] damage reduced to 684 (866) and energy per shot reduced to 253 (320).
Arm Beamer armor increased to 784 (588).
Arm Beamer weapon [TAWF001_weapon] damage reduced to 93 (187) and energy per shot reduced to 60 (120).
NOTE: This reduces the overall firepower to 2/3s what it normally would be, to compensate for the fact that the Beamer weapon can hit multiple targets with a single shot.
Arm Stingray energy cost increased to 1680 (1175), metal cost increased to 306 (214), build time increased to 9166 (6410), and armor increased to 816 (659).
Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 705 (669) and energy per shot increased to 247 (234).
NOTE: The Stingray and Thunderbolt were getting more damage than they should be, so I increased their costs to put them roughly where they should be.
Core Light Laser Tower armor increased to 224 (168).
Core Light Laser Tower, HLLT, and Bear weapon [CORE_LIGHTLASER] damage reduced to 65 (87) and energy per shot reduced to 24 (32).
Core Gaat Gun armor increased to 1120 (840).
Core Gaat Gun and Core Fortification HLT Post weapon [CORE_LASERH1] damage reduced to 764 (968) and energy per shot reduced to 287 (363).
Core HLLT armor increased to 979 (732).
Core Exploiter armor increased to 572 (428).
Core Exploiter, Envoy, and Arm Hulk weapon [EXPLOITER_LASER] damage reduced to 66 (99) and energy per shot reduced to 21 (31).
Core Thunderbolt energy cost increased to 1213 (1734), metal cost increased to 316 (221), build time increased to 9708 (6789), and armor increased to 870 (703).
Arm Fortification HLT Post armor increased to 5126 (4048).
Core Fortification HLT Post armor increased to 5281 (4168).
NOTE: Weapons that use energy to fire have a 50% damage bonus, but most of the energy weapon defenses also had their armor halved and their firepower doubled, compared to the baseline. To make battles a little less quick and "glass cannon" feeling, these have been adjusted to only have 50% less armor and 50% more firepower, instead of halved and doubled.
Core Moho Exploiter weapon changed to [CORE_DOOMSDAY_SECONDARY] ([CORFHLT_LASER]).
NOTE: This gives more range to Moho Exploiters, making them more able to defend against longer-ranged attackers.
Arm Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]).
Core Experimental Gantry destroyed explosion changed to [MINE_NUKE] ([ATOMIC_BLASTSML]) and self-destruct explosion changed to [NUCLEAR_MISSILE] ([ATOMIC_BLAST]).
Arm Peewee and Condor weapon [PEEWEE_EMG] reload increased to 0.5484 (0.457) and damage reduced to 12 (15).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] reload increased to 0.8365 (0.79) and damage reduced to 12 (17) (Special damages adjusted accordingly).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage reduced to 223 (335).
Arm Hammer and Core Thud weapon [ARM_HAM] damage reduced to 85 (127).
Arm Warrior weapon [ARMWAR_GAUSS] damage reduced to 39 (58).
Arm Flea weapon [FLEA_LASER] reload increased to 0.876 (0.73) and damage reduced to 12 (15).
Core A.K. and Vindicator weapon [AK_LASER] damage reduced to 19 (28).
Core Berserker weapon [BERSERK] damage reduced to 28 (42).
Arm Zeus weapon [LIGHTNING] damage reduced to 775 (1163) and energy per shot reduced to 172 (258).
Arm Fido weapon [GAUSS] damage reduced to 95 (143).
Arm Fido weapon [BFIDO] damage reduced to 229 (343).
Arm Zipper weapon [ARM_FAST] reload reduced to 0.57 (584) and damage reduced to 13 (20).
Arm Maverick weapon [Armmav_weapon] damage reduced to 407 (610).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage reduced to 114 (171) and energy per shot reduced to 25 (38).
Arm Pelican weapon [ARMAMPH_MISSILE] reload reduced to 2.177 (2.2) and damage reduced to 31 (47) (Special damages adjusted accordingly).
Arm Marauder weapon [ARMMECH_CANNON] damage reduced to 287 (431).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage reduced to 29 (43) (Special damages adjusted accordingly).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage reduced to 1769 (2653).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] reload reduced to 0.521 (0.525), damage reduced to 47 (71), and energy per shot reduced to 48 (73).
Core Pyro weapon [FLAMETHROWER] reload increased to 0.6826 (0.624), damage reduced to 12 (15), and burst reduced to 8 (9) (Special damages adjusted accordingly).
Core Can weapon [CORE_CANLASER] damage reduced to 732 (1098) and energy per shot reduced to 163 (244).
Core Morty weapon [CORE_MORT] damage reduced to 264 (396).
Core Dominator weapon [CORHRK_ROCKET] damage reduced to 1104 (1656).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage reduced to 636 (954) and energy per shot reduced to 199 (298).
Core Gimp weapon [CORAMPH_WEAPON2] damage reduced to 267 (400) and energy per shot reduced to 59 (89).
Core Gimp weapon [CORAMPH_WEAPON1] damage reduced to 798 (1197).
Core Shiva weapon [SHIVA_CANNON] damage reduced to 715 (1073) and reload reduced to 2.4988 (2.5).
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_BLAST] damage reduced to 159 (238).
Arm Vanguard weapon [SHOCKER] damage reduced to 985 (1477).
Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 893 (1340).
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 [CORKROG_ROCKET] damage reduced to 5308 (7962).
Core Karganeth weapon [SUPER_MISSILE] damage reduced to 115 (173).
Core Karganeth weapon [KARG_FLAME] reload increased to 3.558 (2.372).
Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 840 (1260).
Core Juggernaut weapon [JUGGER_FIRE] damage reduced to 847 (1271).
Core Krogoth weapon [CORKROG_FIRE] damage 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.
Arm Zipper armor increased to 963 (741) and line of sight increased to 550 (360).
Core Pyro armor increased to 1094 (838) and line of sight increased to 500 (360).
NOTE: Like the Arm Peewee and Core A.K., the Zipper and Pyro's faster speed no longer comes at the expense of their armor.
Arm Construction Vehicle speed reduced to 2.968 (3.265).
Arm Jeffy speed reduced to 3.943 (4.337).
Arm Flash speed reduced to 3.428 (3.771).
Arm Stumpy speed reduced to 3.265 (3.592).
Arm Samson speed reduced to 2.968 (3.265).
Arm Lemming speed reduced to 3.3 (3.63).
Arm Podger speed reduced to 3.409 (3.75).
Arm Pincer speed reduced to 4.285 (4.714)
Arm Shellshocker speed reduced to 2.968 (3.265).
Arm Janus speed reduced to 2.968 (3.265).
Arm Beaver speed reduced to 2.968 (3.265).
Arm Courier speed reduced to 3.091 (3.4)
Core Construction Vehicle speed reduced to 2.698 (2.968).
Core Weasel speed reduced to 3.585 (3.943).
Core Instigator speed reduced to 3.117 (3.429).
Core Raider speed reduced to 2.968 (3.265).
Core Slasher speed reduced to 2.1.708 (2.968).
Core Leveler speed reduced to 1.708 (1.879).
Core Spoiler speed reduced to 3.098 (3.408).
Core Garpike speed reduced to 3.896 (4.286).
Core Wolverine speed reduced to 2.698 (2.968).
Core Shodan speed reduced to 1.708 (1.879).
Core Muskrat speed reduced to 2.698 (2.968).
Core Emissary speed reduced to 2.81 (3.04).
Arm Advanced Construction Vehicle speed reduced to 2.692 (2.961).
Arm Triton speed reduced to 3.888 (4.2763).
Arm Bulldog speed reduced to 3.11 (3.421).
Arm Jammer speed reduced to 3.428 (3.771).
Arm Luger speed reduced to 2.692 (2.961).
Arm Recluse speed reduced to 3.11 (3.42104).
Arm Seer speed reduced to 3.428 (3.771).
Arm MERL speed reduced to 2.692 (2.961).
Arm Penetrator speed reduced to 2.582 (2.84).
Arm Phalanx speed reduced to 2.692 (2.961).
Arm Scarab speed reduced to 1.845 (2.03).
Arm Gremlin speed reduced to 3.073 (3.380).
Arm Panther speed reduced to 3.192 (3.511).
Arm MRU speed reduced to 1.845 (2.03).
Arm Mumbo speed reduced to 3.11 (3.421).
Arm Hermes speed reduced to 2.692 (2.961).
Arm Consul speed reduced to 3.182 (3.5).
Arm Demolisher speed reduced to 2.969 (3.266).
Core Advanced Construction Vehicle speed reduced to 2.448 (2.693).
Core Croc speed reduced to 3.71 (4.0813).
Core Reaper speed reduced to 2.827 (3.11).
Core Deleter speed reduced to 3.117 (3.429).
Core Pillager speed reduced to 2.448 (2.693).
Core Goliath speed reduced to 2.827 (3.11).
Core Informant speed reduced to 3.117 (3.429).
Core Diplomat speed reduced to 2.448 (2.693).
Core Hedgehog speed reduced to 1.682 (1.85).
Core Copperhead speed reduced to 2.448 (2.693).
Core Poison Arrow speed reduced to 3.45 (3.795).
Core Banisher speed reduced to 2.347 (2.582).
Core Termite speed reduced to 2.7 (2.97).
Core MRU speed reduced to 1.682 (1.85).
Core Tremor speed reduced to 2.448 (2.693).
Core Intruder speed reduced to 2.455 (2.7).
NOTE: This reduces vehicle speeds by 10%. This should make them a little less difficult to engage and target.
Arm Vulcan weapon [RANGE_VULC] changed to [RANGE_BERTHA].
Core Buzzsaw weapon [RANGE_BUZZ] changed to [RANGE_TIMMY].
NOTE: This is to free up a couple of weapon slots. The range on the Bertha is the same as the Vulcan, and the range on the Intimidator the same as the Buzzsaw.
Weapons removed:
[RANGE_VULC] ID=48;
[RANGE_BUZZ] ID=127;
Weapon added:
[GATE_RANGE] ID=127; (This is for the Galactic Gates. See below!)
Added Arm and Core Galactic Gates with teleportation functionality to build menus:
Arm and Core Galactic Gates are now buildable by advanced construction units and can be used to teleport units between themselves. Build two, then select one and have it "attack" (link button) the other, then vice-versa. Once you see the directional arrows, you'll know it's ready to teleport units. Just walk them into the circle around the Galactic Gate, and it will appear next to the other gate. Movement waypoints are canceled when a unit is teleported, so it won't immediately try to go somewhere else.
Big thanks to Wotan of the Total Annihilation: Escalation mod for giving permission for us to use these units with their impressive scripts!
September 2, 2023
TA:T v2.0 Beta 78:
Made the following changes to allow the bunker a bigger footprint and still be buildable by the Nanolathe Platform. This also might help with the issue of units inside occasionally not being able to fire out of the bunker.
Arm and Core Nanolathe Platform footprint increased to 5x5 (3x3), yardmap changed to YardMap=ooooo occco occco occco ooooo; (YardMap=ooo oco ooo;), and horizontal model size scaled up 2.25 times bigger.
Arm and Core Advanced Fortification Nanolathe Turret model size scaled up 1.5 times bigger.
Renamed TINY2 movement class to NANOTURRET and changed the footprint from 1x1 to 3x3.
Added new movement class NANOTURRETSMALL and set the footprint to 2x2.
Changed movement class to NANOTURRETSMALL for the following:
Arm and Core Nanolathe Turret
Arm and Core Repair Nanolathe Turret
NOTE: The 2x2 footprint for NANOTURRETSMALL allows repair turrets and regular turrets to fit inside bunkers that have a 2x2 footprint restriction.
Changed movement class to NANOTURRET for the following:
Arm and Core Fortification Nanolathe Turret
Arm and Core Advanced Fortification Nanolathe Turret
Arm Courier energy cost increased to 4636 (3709), metal cost increased to 246 (197), build time increased to 6321 (5057), and armor increased to 9389 (7509).
Core Emissary energy cost increased to 4779 (3823), metal cost increased to 254 (203), build time increased to 6676 (5341), and armor increased to 10647 (8515).
Arm Courier and Core Emissary scripts changed to require carrying at least four units to be able to fire their weapon (one).
Arm Courier weapon changed to [MED_EMG] ([PEEWEE_EMG]).
Core Emissary weapon changed to [VENOM_LASER] ([AK_LASER]).
NOTE: The Courier and Emissary now use the Banshee and Venom weapons instead of the Peewee and A.K. weapons, increasing their firepower along with their cost.
Arm Banshee weapon [MED_EMG] turret changed to 1 (0).
Core Venom weapon [VENOM_LASER] turret=1 added.
Arm Banshee and Core Venom script now include AimPrimary section.
NOTE: The Arm Courier and Core Emissary can only fire while they are carrying at least four units inside. Their scripts do this by preventing the "aim" section of the script from running while they are empty.
When they got the Banshee and Venom weapons, they were suddenly able to fire while empty, because the those weapons had turret set to 0, and therefore didn't require an aim section in the script.
I changed the weapons to use turret=1, but then the Banshee and Venom wouldn't fire, because they didn't have an aim section in their script (since they hadn't needed one). Once I added it, they were able to fire normally again.
Arm Condor armor increased to 4964 (3309) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)").
Core Vindicator armor increased to 5754 (3836) and description changed to "Multi-Unit Lightly Armed Air Transport (capacity 1000 metal)" ("Multi-Unit Lightly Armed Air Transport (capacity 6 units)").
Arm Peewee armor increased to 278 (208) and line of sight increased to 650 (480).
Arm Peewee and Condor weapon [PEEWEE_EMG] reload reduced to 0.457 (0.467).
Core A.K. armor increased to 324 (247) and line of sight increased to 600 (480).
Core A.K. and Vindicator weapon [AK_LASER] reload increased to 0.505 (0.495).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] added:
turnrate=5000;
guidance=1;
tracks=1;
Arm Janus weapon [JANUS_ROCKET] added:
turnrate=5000;
guidance=1;
tracks=1;
NOTE: This gives their rockets slight tracking, helping them to hit moving targets.
Arm Jeffy armor increased to 458 (305).
Arm Jeffy weapon [ARM_LASER] damage reduced to 18 (27).
Core Weasel armor increased to 525 (350).
Core Weasel weapon [CORE_LASER] damage reduced to 20 (30).
NOTE: Jeffies and Weasels still seem too strong at raiding, so they have been put back to standard armor and firepower, instead of 50% less armor and 50% more firepower.
MaxWaterDepth increased to 8 (0) for the following metal extractors:
Arm Metal Extractor
Core Metal Extractor
Arm Twilight
Core Exploiter
Arm Moho Mine
Core Moho Mine
Arm Moho Twilight
Core Moho Exploiter
NOTE: This will allow the building of extractors on underwater metal patches that are in very shallow water. The extractors will still be partially above water, allowing for surface units to attack them.
KBOTSS2 and TANKDS2 movement classes MaxSlope reduced to 27 (32).
These are movement classes for Kbots and amphibious Kbots. At 32 they were able to climb up and down seemingly impassably steep ridges/cliffs in some spots on maps, so this should help with that.
Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness reduced to 0.333 (0.5).
Arm Hammer script vertical turret speed increased to 180 (45).
NOTE: This makes them raise their turret faster, which helps off-set the delay from their cannon cases sliding back.
Arm Hammer and Core Thud weapon [ARM_HAM] area of effect increased to 128 (64), edge effectiveness increased to 0.1 (0), and weapon velocity increased to 400 (300).
NOTE: For whatever reason, the 300 weapon velocity seemed to impair their accuracy, even for closer targets, so this should help them hit more effectively, and the increased area of effect will make near misses more damaging.
August 26, 2023
TA:T v2.0 Beta 77:
Arm Kbot Lab energy cost increased to 1247 (831), metal cost increased to 510 (340), and build time increased to 10200 (6800).
Core Kbot Lab energy cost increased to 1292 (862), metal cost increased to 529 (353), and build time increased to 10847 (7231).
Arm Advanced Kbot Lab energy cost reduced to 43628 (58170), metal cost reduced to 3570 (4760), and build time reduced to 71400 (95200).
Core Advanced Kbot Lab energy cost reduced to 45229 (60305), metal cost reduced to 3701 (4935), and build time reduced to 75923 (101230).
NOTE: This puts Kbot labs at 75% of their original cost.
NOTE: Previously, Peewees were almost 1/4 the cost of a Flash tank (3.85 Peewees per Flash). This changes that to about 3 Peewees per Flash, which is about a 28% increase in cost. This was done to most Kbots, increasing their cost, armor, and firepower by about 28%. The idea is to make Kbots a bit more robust while still keeping their "cheaper/more units for the cost" feel, and to help them feel more competitive compared to vehicles.
Arm Construction Kbot is unchanged.
Arm Peewee energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 208 (162).
Arm Peewee, Courier, and Condor weapon [PEEWEE_EMG] damage increased to 15 (12) and reload reduced to 0.467 (0.48).
Arm Jethro energy cost increased to 333 (259), metal cost increased to 35 (27), build time increased to 881 (686), and armor increased to 150 (117).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 50 (39) (Special damages adjusted accordingly).
Arm Rocko energy cost increased to 732 (570), metal cost increased to 76 (59), build time increased to 1937 (1509), and armor increased to 600 (467).
Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 335 (261).
Arm Hammer energy cost increased to 458 (357), metal cost increased to 48 (37), build time increased to 1211 (943), and armor increased to 187 (146).
Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 127 (99).
Arm Warrior energy cost increased to 1330 (1036), metal cost increased to 137 (107), build time increased to 3522 (2743), and armor increased to 1089 (848).
Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 58 (45).
Arm Flea energy cost increased to 109 (85), metal cost increased to 12 (9), build time increased to 286 (223), and armor increased to 64 (50).
Arm Flea weapon [FLEA_LASER] damage increased to 15 (12) and reload time reduced to 0.73 (0.75).
Core Construction Kbot is unchanged.
Core A.K. energy cost increased to 358 (279), metal cost increased to 37 (29), build time increased to 969 (755), and armor increased to 247 (192).
Core A.K., Emissary, and Vindicator weapon [AK_LASER] damage increased to 28 (22) and reload reduced to 0.495 (0.5).
Core Crasher energy cost increased to 343 (267), metal cost increased to 35 (27), build time increased to 926 (721), and armor increased to 154 (120).
Core Storm energy cost increased to 751 (585), metal cost increased to 77 (60), build time increased to 2030 (1581), and armor increased to 691 (538).
Core Thud energy cost increased to 492 (383), metal cost increased to 50 (39), build time increased to 1331 (1037), and armor increased to 238 (185).
Core Berserker energy cost increased to 1434 (1117), metal cost increased to 148 (115), build time increased to 3880 (3022), and armor increased to 1306 (1015).
Core Berserker weapon [BERSERK] damage increased to 42 (32).
Core Scorpion is unchanged.
Arm Advanced Construction Kbot is unchanged.
Arm Zeus energy cost increased to 12174 (9482), metal cost increased to 417 (325), build time increased to 10742 (8366), and armor increased to 3324 (2589).
Arm Zeus weapon [LIGHTNING] damage increased to 1163 (906) and energy per shot increased to 258 (213).
Arm Fido energy cost increased to 6312 (4916), metal cost increased to 217 (169), build time increased to 5568 (4337), and armor increased to 1723 (1342).
Arm Fido weapon [GAUSS] damage increased to 143 (111).
Arm Fido weapon [BFIDO] damage increased to 343 (267).
Arm Invader is unchanged.
Arm Eraser is unchanged.
Arm Zipper energy cost increased to 3519 (2741), metal cost increased to 121 (94), build time increased to 3103 (2417), and armor increased to 741 (572).
Arm Zipper weapon [ARM_FAST] damage increased to 15 (20) and reload increased to 0.584 (0.567).
Arm Maverick energy cost increased to 18973 (14777), metal cost increased to 434 (338), build time increased to 11159 (8691), and armor increased to 1150 (896).
Arm Maverick weapon [Armmav_weapon] damage increased to 610 (475).
Arm Tick is unchanged.
Arm Marky is unchanged.
Arm Spider is unchanged.
Arm Pelican energy cost increased to 12223 (9520), metal cost increased to 209 (163), build time increased to 5393 (4200), and armor increased to 1669 (1300).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 171 (133) and energy per shot increased to 38 (31).
Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 141 (110) (Special damages adjusted accordingly).
Arm Sharpshooter is unchanged.
Arm Infiltrator is unchanged.
Arm Decoy Commander is unchanged.
Arm Rector is unchanged.
Arm FARK is unchanged.
Arm Marauder energy cost increased to 32431 (25259), metal cost increased to 556 (433), build time increased to 14307 (11143), and armor increased to 2211 (1722).
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 431 (336).
Arm Marauder and Phoenix and Core Hurricane weapon [BOMBER_MISSILE] damage increased to 128 (100) (Special damages adjusted accordingly).
Arm FatBoy energy cost increased to 18658 (14532), metal cost increased to 641 (499), build time increased to 16464 (12823), and armor increased to 2547 (1983).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] damage increased to 2653 (2065).
Arm PomPom energy cost increased to 5114 (3983), metal cost increased to 176 (137), build time increased to 4512 (3514), and armor increased to 702 (547).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 212 (165) and energy per shot increased to 73 (57).
Core Advanced Construction Kbot is unchanged.
Core Pyro energy cost increased to 3631 (2828), metal cost increased to 125 (97), build time increased to 3270 (2547), and armor increased to 838 (650).
Core Pyro weapon [FLAMETHROWER] damage increased to 15 (12) and reload reduced to 0.624 (0.643) (Special damages adjusted accordingly).
Core Can energy cost increased to 13068 (10178), metal cost increased to 447 (348), build time increased to 11770 (9167), and armor increased to 4496 (3500).
Core Can weapon [CORE_CANLASER] damage increased to 1098 (855) and energy per shot increased to 244 (202).
Core Roach is unchanged.
Core Spectre is unchanged.
Core Freaker is unchanged.
Core Morty energy cost increased to 4282 (3335), metal cost increased to 146 (114), build time increased to 3856 (3003), and armor increased to 642 (499).
Core Morty weapon [CORE_MORT] damage increased to 396 (308).
Core Dominator energy cost increased to 5984 (4661), metal cost increased to 204 (159), build time increased to 5389 (4197), and armor increased to 895 (697).
Core Dominator weapon [CORHRK_ROCKET] damage increased to 1656 (1290).
Core Voyeur is unchanged.
Core Sumo energy cost increased to 34854 (27146), metal cost increased to 795 (619), build time increased to 20925 (16297), and armor increased to 11704 (9113).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 954 (743) and energy per shot increased to 298 (247).
Core Gimp energy cost increased to 17278 (13457), metal cost increased to 295 (230), build time increased to 7779 (6059), and armor increased to 2590 (2015).
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 400 (311) and energy per shot increased to 89 (73).
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 1197 (931).
Core Skuttle is unchanged.
Core Parasite is unchanged.
Core Decoy Commander is unchanged.
Core Necro is unchanged.
Core Commando is unchanged.
Core Shiva energy cost increased to 34800 (27104), metal cost increased to 595 (463), build time increased to 15671 (12205), and armor increased to 2605 (2027).
Core Shiva weapon [SHIVA_CANNON] damage increased to 1073 (835).
Core Shiva weapon [SHIVA_ROCKET] damage increased to 1658 (1290).
Core Aries energy cost increased to 5360 (4175), metal cost increased to 184 (143), build time increased to 5819 (4532), and armor increased to 846 (656).
Adjusted "Weight" values (For Arm Condor and Core Vindicator carrying capacity) for the above Kbots based on the new metal costs.
Arm Jeffy armor increased to 305 (230).
Arm Jeffy weapon [ARM_LASER] damage reduced to 27 (36).
Core Weasel armor increased to 350 (263).
Core Weasel weapon [CORE_LASER] damage reduced to 30 (40).
NOTE: Previously, Jeffies and Weasels had doubled firepower and halved armor, but seemed to be too strong at early raiding. Instead, this puts Jeffies and Weasels at 50% more firepower and 50% less armor than the baseline.
August 24 2023
TA:T v2.0 Beta 76a:
Arm Kbot Lab energy cost reduced to 831 (1662), metal cost reduced to 340 (680), and build time reduced to 6800 (13600).
Core Kbot Lab energy cost reduced to 862 (1723), metal cost reduced to 353 (705), and build time reduced to 7231 (14462).
August 5, 2023
TA:T v2.0 Beta 76:
Core Enforcer weapon [CORE_ROY] changed to [ARM_ROY].
Core Enforcer armor increased to 8394 (7900).
[CORE_ROY] weapon removed and ID 65 given to [CORWOLV_GUN] (ID was 253).
[ARMPB_WEAPON] ID changed to 141 (254).
Core Warlord weapon [CORE_BATSLASER] changed to [CORE_DOOMSDAY_SECONDARY].
Core Warlord armor increased to 44347 (44165).
[CORE_BATSLASER] weapon removed and ID 93 given to [COR_TAAR_RC] (ID was 255).
NOTE:
Weapon IDs 253, 254, and 255 are supposed to be left unused for tree burning and feature destruction on maps, so I moved them to different IDs.
Arm Jeffy speed reduced to 4.337 (4.714), acceleration reduced to 0.035 (0.04), and brake rate increased to 0.035 (0.04).
Arm Jeffy weapon [ARM_LASER] damage increased to 36 (18).
Core Weasel speed reduced to 3.943 (4.286), acceleration reduced to 0.03175 (0.036), and brake rate reduced to 0.03175 (0.036).
Core Weasel weapon [CORE_LASER] damage increased to 40 (20).
NOTE: Jeffies and Weasels have half the standard armor for their cost, so now they have twice the firepower for their cost. In return, they lost a bit of their speed and maneuverability. Hopefully this will make them more viable for light raiding and hit and run attacks. They'll give more firepower than the same metal spent in Flashes or Instigators, but with much less armor, making them best for raiding undefended targets and leaving before reinforcements can arrive. Their scouting and line of sight roles should remain the same.
Arm Moho Twilight weapon [ARMTICK_PARALYZER] renamed to [MOHO_TWILIGHT_EMP_GRENADE]
Arm Condor and Core Vindicator carrying capacity changed to "weight" system:
Previously, they could carry a set number of units (6, specifically), and it didn't matter what kind of units they were.
Now, they can carry a set amount of "weight", currently 1000, and each unit has a specific weight, roughly corresponding to their metal cost. Units are generally rounded to the nearest 25 metal (for Kbots) or 50 metal (for vehicles).
For example, Arm Flashes and Core Insigators have 100 weight, so a Condor or Vindicator could carry 10 of them (1000 / 100 = 10). Stumpies and Raiders weigh 200, so only 5 could be carried. Peewees and A.K.s weigh 25, so 40 could be carried. Of course, you can mix and match, carrying 2 Stumpies (2 * 200 = 400 weight), 4 Flashes (4 * 100 = 400 weight), and 8 Peewees (8 * 25 = 200 weight), for a total of 1000 weight.
This should allow for transporting larger groups of cheaper units and smaller groups of heavier units, while still carrying approximately the same total "value" of units.
Because of this, unloading might take longer (While carrying a lot of units), so:
Arm Condor and Core Vindicator are no longer invincible when doing an emergency drop (automatically unloading units when almost destroyed). They will still attempt to automatically unload units when almost destroyed, but can be damaged and destroyed while doing so.
The emergency-drop itself now triggers when taking fire while under 25% health left, instead of 10%.
Core Vindicator explosion changed to [MEDIUM_UNITEX] ([BIG_UNITEX]), self-destruct explosion changed to [MEDIUM_UNIT] ([BIG_UNIT), and cruising altitude increased to 90 (80).
July 30, 2023
TA:T v2.0 Beta 75:
Fixed the Arm Warrior showing up twice on the Arm Kbot Lab menu (Replaced ARMWAR.TDF with a 0-byte version).
Last version (Beta 74) put in a palette fix for the "red edges" issue.
Gantry units have been brought in line with the standard Kbot and vehicle armor/firepower ratios. Additionally, all gantry units have had their energy cost increased 50%, making them cost three times as much energy per metal as advanced units.
Arm Requiter energy cost increased to 258951 (172634).
Core Precluder energy cost increased to 265473 (176982).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] reload reduced to 60 (90).
Arm Avatar energy cost increased to 144396 (96264).
Core Mauler energy cost increased to 149171 (99447).
Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] reload reduced to 4.775 (7.1625).
Arm Antarion energy cost increased to 444498 (296332) and armor increased to 38746 (25830).
Core Gargoyle energy cost increased to 489429 (326286) and armor increased to 46884 (31256).
Added new movement class: SPID4.
NOTE: This is a 4x4 unit spider movement class.
Arm Vanguard movement class set to SPID4 (ATMECH).
NOTE: This allows Vanguards to climb steep surfaces like Recluses, Termites, and other similar units.
Arm Razorback metal cost reduced to 667 (1000), build time reduced to 37403 (56104), and description changed to "Steep-Terrain Battle Mech" ("All-Terrain Battle Mech").
Core Karganeth metal cost reduced to 691 (1037), build time reduced to 39820 (59730), and description changed to "Steep-Terrain Assault Mech" ("All-Terrain Assault Mech").
NOTE: This is because, while Razorbacks and Karganeths can climb much steeper slopes than most units, they cannot "spider-climb" like other "all-terrain" units.
Arm Vanguard metal cost reduced to 1179 (1768) and build time reduced to 66119 (99178).
Core Juggernaut metal cost reduced to 3599 (5398) and build time reduced to 207264 (310896).
Arm Bantha metal cost reduced to 2667 (4000) and build time reduced to 149611 (224416).
Core Krogtaar metal cost reduced to 2765 (4148) and build time reduced to 159284 (238926).
NOTE: Energy costs are increasing for Gantry units by 50%, so when Gantry Kbots costs were reduced by the same percentage to bring them in line with the standard Kbot ratios, it canceled out and the energy costs did not change, even though metal and build time did.
Arm Bolo energy cost increased to 645197 (430131) and armor increased to 107356 (95427).
Arm Bolo and Core Yavac weapon [HELLBORE_CANNON] damage increased to 2136 (1184), energy per shot increased to 1178 (653), and edge effectiveness reduced to 271 (384).
Core Yavac energy cost increased to 664434 (442956) and armor increased to 131519 (111111).
Arm Orcone energy cost increased to 1521299 (1217039), metal cost reduced to 8843 (10611), and build time reduced to 496077 (595292).
Arm Orcone weapon [ARMORCO_FIRE] reload reduced to 1.5976 (2.7).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] reload reduced to 2.9586 (5.0)
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 7962 (4711), weapon velocity reduced to 415 (525), and weapon timer increased to 1.5 (1).
Core Krogoth energy cost increased to 1731938 (1385550), metal cost reduced to 10058 (12070), and build time reduced to 579325 (695190).
Core Krogoth weapon [CORKROG_FIRE] reload reduced to 2.071 (3.5).
Arm Spider energy cost reduced to 4155 (6134).
Arm Recluse weapon [ADV_ROCKET] area of effect increased to 192 (144) and tolerance increased to 2000 (1000).
Arm Penetrator and Arm Bantha weapon [ARMMANNI_WEAPON] reload increased to 5.0676 (3.0), damage increased to 2000 (1184), and energy per shot increased to 1177 (697).
Arm Beamer weapon [TAWF001_weapon] energy per shot increased to 120 (60).
Arm Nanolathe Platform added to the build menu for:
Arm Podger, Bee, and Valiant.
Core Nanolathe Platform added to the build menu for:
Core Spoiler, Scorpion, and Limiter.
NOTE: This will help them in their combat engineer role by allowing them to build a nanoplatform that can be used to make a fortification nanoturret or bunker.
Added hotkeys for fort turrets.
Removed paralysis immunity for:
Arm Antarion, Bantha, Bolo, Millennium, Razorback, Vanguard
Core Krogtaar, Warlord, Karganeth, Gargoyle, Juggernaut, Yavac
The same units, plus the Core Intruder, take 0 damage (Are functionally immune) to the following paralyzing weapons (The source of paralysis is too light to affect units this big):
Arm Spider's [ARM_PARALYZER] weapon
Core Bladewing's [BLADEWING_LYZER] weapon
The same units, plus the Core Intruder, take 5% normal damage from the following paralyzing weapons (Units this big are resistant to this source of paralysis), meaning they are only paralyzed for 5% of the normal duration:
Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon
Arm Tick [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
Arm Moho Twilight [ARMTICK_PARALYZER] weapon
NOTE: This was already on the changelist back in Beta 19 (Except for the Juggernaut, Bolo, and Yavac), but the paralysis immunity was never removed. Also the Beta 19 change was 10%, not 5%, and the Arm Moho Twilight weapon was 0 like the Spider and Bladewing weapons.
This means that very large units *can* be stopped with paralysis, but even heavy paralysis weapons will only stop them for a few seconds, meaning you'll need to hit them with a constant barrage or have multiple EMP weapons to keep them locked down.
This should encourage people to escort their gantry units or have reinforcements standing by, and will give someone without the means of dealing with gantry units a chance to at least slow them down and buy some time.
The Arm Epoch and Orcone and Core Black Hydra and Krogoth are still completely immune to paralysis.
Arm Metal Maker energy cost reduced to 125 (150).
Arm Floating Metal Maker energy cost reduced to 112.5 (135).
Core Metal Maker energy cost reduced to 137.5 (165).
Core Floating Metal Maker energy cost reduced to 125 (150).
NOTE: This should help metal makers to be a bit more viable in the earlier game, while not affecting the efficiency of late-game Moho Metal Makers.
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] non-air unit damage increased to 29 (9).
Arm Flea weapon [FLEA_LASER] reload increased to 0.75 and damage increased to 12 (8).
Core Pyro weapon [FLAMETHROWER] reload time reduced to 0.643 (0.655), burst reduced to 9 (11), and damage increased to 12 (10).
NOTE: The above three weapon changes were made to bring the damage up to at least 12. Weapons that do 10 damage used against units with a damage modifier of 0.167 would still damage them until the unit had at least 5 kills (Veteran level 1), and then the additional damage reduction from that would cause them to do 0 damage to them. 12 damage weapons will continue to damage units with that damage modifier even after they reach full veteran status at 25 kills.
July 21, 2023
TA:T v2.0 Beta 74:
Arm LLT and Bear weapon [ARM_LIGHTLASER] range increased to 800 (500) and damage reduced to 81 (129).
Core LLT, HLLT, and Turtle weapon [CORE_LIGHTLASER] range increased to 800 (500) and damage reduced to 87 (139).
NOTE: Despite being one of the most cheap and basic defenses, LLTs weren't used as often as you'd expect. With this change they'll be able to cover a larger area, albeit with lower damage output, and should just generally be a better all-around cheap defense. The difference between a light laser tower and a heavy laser tower isn't range, but how hard they hit.
Arm Sentinel energy cost increased to 2228 (1617), metal cost increased to 405 (294), build time increased to 12150 (8820), and armor increased to 810 (588).
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] damage increased to 866 (629), and energy per shot increased to 320 (232).
Arm Fortification Wall HLT Post armor reduced to 4048 (5575).
Core Gaat Gun energy cost increased to 2310 (1672), metal cost increased to 420 (304), build time increased to 12923 (9354), and armor increased to 840 (608).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] damage increased to 968 (701), and energy per shot increased to 363 (263).
Core Fortification Wall HLT Post armor reduced to 4168 (5760).
NOTE: Heavy Laser Towers now cost 5 times as much as an LLT, and hit even harder than before. With some vet status from kills, it can even destroy Flashes and Instigators in a single hit.
Arm Beamer description changed to "Piercing Energy Beam Turret" ("Beam Laser Turret").
Arm Beamer weapon [TAWF001_weapon] range increased to 800 (675), reload increased to 0.333 (0.15), damage increased to 187 (100), energy per shot increased to 60 (27), and noexplode=1 added.
NOTE: Beamers previously had more range than HLLTs, but no longer have that distinction. Instead, Beamers fire a piercing beam of energy that can blast through multiple targets in its line of fire, similar to a D-Gun.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] range reduced to 465 (600), weapontimer reduced to 1.54 (1.987), and damage increased to 261 (202).
Note: Rockos and Storms were a bit too dominant in Kbot battles, especially considering their cost, even against heavier units like Warriors and Berserkers. Now they'll hit a bit harder, but without quite so much range.
Arm Fido description changed to "Skirmish/Artillery Kbot.X switches weapons.D targets artillery." ("Skirmish Kbot").
Arm Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System").
Arm Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower").
Arm Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units").
Arm Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar").
Arm Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Extended Sonar").
Arm Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming").
Arm Spotter description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges").
Arm Seer description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle").
Arm Marky description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot").
Arm Escort description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship").
Arm Eagle description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane").
Arm Seahawk description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane").
Core Radar Tower description changed to "Early Warning System (Radar and line of sight)" ("Early Warning System").
Core Floating Radar Tower description changed to "Floating Radar Tower (Radar and line of sight)" ("Floating Radar Tower").
Core Sonar Station description changed to "Locates Water Units (Sonar and line of sight)" ("Locates Water Units").
Core Advanced Radar Tower description changed to "Long-Range Radar (Increased radar and line of sight)" ("Long-Range Radar").
Core Advanced Sonar Station description changed to "Extended Sonar (Increased Sonar and line of sight)" ("Locates Water Units").
Core Hyper Radar Tower description changed to "Extreme Long-Range Radar/Jamming/Line of sight" ("Extreme Long-Range Radar/Jamming").
Core Watcher description changed to "Radar/Sonar/Line of sight Hovercraft with depthcharges" ("Radar/Sonar Hovercraft with depthcharges").
Core Informant description changed to "Radar Vehicle (Radar and line of sight)" ("Radar Vehicle").
Core Voyeur description changed to "Radar Kbot (Radar and line of sight)" ("Radar Kbot").
Core Phantom description changed to "Radar/Sonar/Line of sight/Jamming Ship" ("Radar/Sonar and Jamming Ship").
Core Vulture description changed to "Radar/Sonar/Line of sight Plane" ("Radar/Sonar Plane").
Core Hunter description changed to "Radar/Sonar/Line of sight Seaplane" ("Advanced Radar/Sonar Seaplane").
NOTE: This is just to make it clear that radar/sonar units also give much better line of sight, which may not be immediately obvious.
Arm Twilight decloak radius increased to 60 (30).
NOTE: This means Twilights will now decloak if an enemy unit is almost touching them.
Arm Condor and Core Vindicator weapon [MUAT_UNLOAD] range increased to 150 (10).
NOTE: This "weapon" is actually used for unloading units, so increasing the range means they have a bigger margin of error for dropping off units and don't have to slow down as much to do it.
June 17, 2023
TA:T v2.0 Beta 73:
Arm Lemming energy cost reduced to 889 (2211) and build time reduced to 1213 (3016).
NOTE: Compared to Arm Invaders (Another mobile bomb unit), the energy per metal ratio was much too high on Lemmings. This should make them more accessible, but still energy intensive.
Arm Gremlin destroyed explosion set to ARMLEMM_KILLED (MEDIUM_UNITEX) and self-destruct count down set to 1 (5). Their self-destruct damage is still unchanged (And more damaging).
NOTE: This allows Gremlins to be used more like armed cloaking Lemmings. If there are defenseless targets nearby, you can decloak and use their weapons. If destroyed, they blow up like Lemmings. Otherwise, you can self-destruct them for even more damage and not leaving wreckage.
[SMALL_UNITEX] weapon area of effect reduced to 173 (200).
[MEDIUM_UNITEX] weapon area of effect reduced to 346 (400).
[BIG_UNITEX] weapon area of effect reduced to 520 (600).
[SMALL_UNIT] weapon area of effect reduced to 225 (260).
[MEDIUM_UNIT] weapon area of effect reduced to 450 (520).
[BIG_UNIT] weapon area of effect reduced to 676 (780).
[SMALL_BUILDINGEX] weapon area of effect reduced to 346 (400).
[MEDIUM_BUILDINGEX] weapon area of effect reduced to 520 (600).
[LARGE_BUILDINGEX] weapon area of effect reduced to 693 (800).
[ESTOR_BUILDINGEX] weapon area of effect reduced to 693 (800).
[SMALL_BUILDING] weapon area of effect reduced to 450 (520).
[MEDIUM_BUILDING] weapon area of effect reduced to 676 (780).
[LARGE_BUILDING] weapon area of effect reduced to 901 (1040).
[ESTOR_BUILDING] weapon area of effect reduced to 901 (1040).
[ATOMIC_BLASTSML] weapon area of effect reduced to 866 (1000).
[ATOMIC_BLAST] weapon area of effect reduced to 1126 (1300).
NOTE: Lowering most of the regular unit and structure explosions to about 75% of what they were before.
Arm Energy Storage metal cost increased to 240 (60), energy cost increased to 2430 (608), build time increased to 6627 (1657), armor increased to 1250 (1000), and energy storage increased to 5000 (1250).
Arm Metal Storage metal cost increased to 152 (76), energy cost increased to 358 (179), build time increased to 2926 (1463), armor increased to 1329 (1063), and metal storage increased to 500 (250).
Arm Underwater Energy Storage metal cost increased to 284 (71), energy cost increased to 3834 (959), build time increased to 7842 (1961), armor increased to 1447 (1158), and energy storage increased to 7500 (1875).
Arm Underwater Metal Storage metal cost increased to 180 (90), energy cost increased to 634 (317), build time increased to 3452 (1726), armor increased to 1625 (1300), and metal storage increased to 750 (375).
Core Energy Storage metal cost increased to 249 (62), energy cost increased to 2489 (622), build time increased to 6962 (1740), armor increased to 1350 (1080), and energy storage increased to 5000 (1250).
Core Metal Storage metal cost increased to 160 (80), energy cost increased to 368 (184), build time increased to 2926 (1463), armor increased to 1306 (1045), and metal storage increased to 500 (250).
Core Underwater Energy Storage metal cost increased to 280 (70), energy cost increased to 3732 (933), build time increased to 7829 (1957), armor increased to 1521 (1217), and energy storage increased to 7500 (1875).
Core Underwater Metal Storage metal cost increased to 176 (88), energy cost increased to 572 (286), build time increased to 3200 (1600), armor increased to 1750 (1400), and metal storage increased to 750 (375).
NOTE: Level 1 Energy Storages are back to their original costs and storage limits, up from 1/4. Metal Storages have been moved up to 1/2 their original costs and storage limits.
Arm and Core Geothermal Powerplant energy production reduced to 350 (500).
NOTE: This will make Geos not quite as big a jump up in energy production earlier on, while still keeping them very valuable.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] reload reduced to 1.492 (1.6875) and damage reduced to 450 (509).
NOTE: Arm Rockos died to one shot from this weapon, but Core Storms took two. Now they both take two.
Arm Janus armor increased to 711 (603).
Arm Janus weapon [JANUS_ROCKET] damage reduced to 317 (374), area of effect increased to 192 (144), and edge effectiveness increased to 0.25 (0).
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] range reduced to 700 (1050).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] range reduced to 700 (900).
NOTE: The [ARMSEAP_WEAPON1] weapon range was supposed to have been previously increased from 900 to 1350, but didn't get changed. However, it's being lowered now.
Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range reduced to 450 (600) and damage increased to 125 (94).
NOTE: This helps accentuate the role of corvettes/gunboats as focused fighting ships good at dealing damage, as opposed to PT boats who also have an anti-air weapon, or the destroyers who have depthcharges and a longer range cannon. They should be able to generally defeat their cost in either PT boats or destroyers, at the cost of lacking those ships' flexibility.
April 13, 2023
TA:T v2.0 Beta 72:
Fixed extended share menu that wasn't working. Also added hover and floating hover platforms and advanced vehicle plants to the Arm Beaver and Core Muskrat build menus (Thanks Chao!).
Merged Arm and Core underwater nuclear mines with nuclear mines.
Arm and Core Nuclear Mines MaxWaterDepth set to 255 (0) and description changed to "Submersible Nuclear Mine" ("Nuclear Mine").
NOTE: This frees up two unit slots, and they were identical in every way (cost, model, etc.) except for being able to be built underwater or not. Thanks to some Chao cleverness, they still have their "underwater" picture on the build menus for the minelayer ships and advanced construction subs. This should also fix the issue with recorded games crashing if the TADEMO unit was included.
Arm Solar Collector build angle reduced to 4096 (16384).
Core Solar Collector build angle decreased to 4096 (16384).
April 3, 2023
TA:T v2.0 Beta 71:
Added Arm/Core Bunker, Arm Condor, and Core Vindicator to the special damage lists of all weapons.
NOTE: The biggest issue this fixes was that previously, the Condor and Vindicator were taking the default 1/3 damage from anti-air weapons just like ground units do, giving them triple the armor they should have had against anti-air weapons.
April 3, 2023
TA:T v2.0 Beta 70:
Fixed menu issues with the Arm and Core Advanced Construction Sub (Thanks Chao Storm!).
Core Shodan movement class changed to TANKSH2 (TANKSH3).
NOTE: It looks about the same size as a Leveler, which is TANKSH2 (2x2 footprint). Footprints need to be looked at, since 3x3 currently covers units all the way up to Goliath size.
Added new Bunker unit for both Arm and Core.
This is built from the nanolathe platform (The same place you build nanolathe turrets). It can load and unload units like a transport, but is immobile, although it can be moved by a ground or air transport to a new location as long as it is empty. It has firing ports, allowing units inside to fire outside while remaining protected within the bunker. It can load up to 16 units of 2x2 footprint or smaller.
Removed the Arm/Core M.A.T. and A.M.A.T. units.
Added new Arm Condor and Core Vindicator units.
These replace the M.A.T. unit and are air transports capable of carrying up to six units at a time. They are buildable from the level 1 air plants. They are armed with the Peewee and A.K. weapon, respectively, but it is in the third weapon slot, so it can't be manually targeted.
When first built, text appears below explaining how to initialize it for use. Basically, after first being built, tell it to attack a spot, and then once it reaches that spot, tell it to Stop (Load button), and a loading circle will appear around it. This should only be required to do once after being built.
After that, just move units into the circle while the transport is landed to have them automatically loaded, then hit the U key or click on the Unload button to set them to Unload at the desired location, and they will fly there and unload the units.
To load more units, just land and move more units into the circle again, etc.
The Condor and Vindicator also have an emergency unloading feature: If they take damage which brings them below 10% health, they will automatically unload all of their units wherever they are. This emergency unloading helps prevent units being lost when the transport is about to be destroyed, especially if you aren't watching them.
Damage which would take them from above 10% to 0 in one shot will still destroy them without them being able to unload.
These should perform more smoothly and without the bugs/crashing of the M.A.T., but will need testing to be sure.
Arm Courier now has the Peewee weapon [PEEWEE_EMG] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
Core Emissary now has the A.K. weapon [AK_LASER] and description changed to "Amphibious Armed and Armored Transport (capacity 16 units)" ("Amphibious Armored Transport (capacity 16 units)").
NOTE: This gives them a very light weapon to defend themselves with, however, they must have at least one unit loaded for the weapon to function (You need someone to "man the gun", so to speak).
Arm Solar Collector build angle increased to 16384 (4096).
Core Solar Collector build angle decreased to 16384 (32768).
Arm Atlas metal cost reduced to 130 (173), energy cost reduced to 2693 (3584), build time reduced to 4110 (5470), armor increased to 3309 (3303), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
Core Valkyrie metal cost reduced to 137 (182), energy cost reduced to 2899 (3851), build time reduced to 4535 (6024), armor increased to 3836 (3822), and description changed to "Air Transport w/ Firing Port (capacity 1 unit)" ("Air Transport").
NOTE: This puts the Condor and Vindicator at double the cost of the Atlas and Valkyrie but with the same armor.
The Condor and Vindicator can carry six units, but move more slowly and cost twice as much. The Atlas and Valkyrie can only carry one unit, but are cheaper and the carried unit can still fire.
Arm Advanced Repair Pad metal cost reduced to 300 (570), energy cost reduced to 10326 (19620), and build time reduced to 12517 (23782).
Core Advanced Repair Pad metal cost reduced to 309 (587), energy cost reduced to 10634 (19896), and build time reduced to 12890 (24734).
Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] area of effect increased to 128 (64).
March 26, 2023
TA:T v2.0 Beta 69:
[SMALL_UNITEX] weapon area of effect increased to 200 (100).
[MEDIUM_UNITEX] weapon area of effect increased to 400 (200).
[BIG_UNITEX] weapon area of effect increased to 600 (300).
[SMALL_UNIT] weapon area of effect increased to 260 (130).
[MEDIUM_UNIT] weapon area of effect increased to 520 (260).
[BIG_UNIT] weapon area of effect increased to 780 (390).
[SMALL_BUILDINGEX] weapon area of effect increased to 400 (200).
[MEDIUM_BUILDINGEX] weapon area of effect increased to 600 (300).
[LARGE_BUILDINGEX] weapon area of effect increased to 800 (400).
[ESTOR_BUILDINGEX] weapon area of effect increased to 800 (400).
[SMALL_BUILDING] weapon area of effect increased to 520 (260).
[MEDIUM_BUILDING] weapon area of effect increased to 780 (390).
[LARGE_BUILDING] weapon area of effect increased to 1040 (520).
[ESTOR_BUILDING] weapon area of effect increased to 1040 (520).
[ATOMIC_BLASTSML] weapon area of effect increased to 1000 (500).
[ATOMIC_BLAST] weapon area of effect increased to 1300 (650).
NOTE: This will change most of the regular unit and structure explosions to be able to damage units further out, and making self-destruction of units/buildings more dangerous.
Arm Twilight line of sight increased to 700 (630).
Core Exploiter line of sight increased to 700 (475).
Core Exploiter script changed to increase the deceleration rate of Exploiter's arms when preparing to armor up to 4000 (2000).
NOTE: Exploiters can now utilize their full weapon range from their own line of sight, since they are designed to be self-sufficient. The script change helps them armor up faster.
Changed Arm Pitbull script to prevent it from sometimes closing up while enemies are still in range.
March 23, 2023
TA:T v2.0 Beta 68:
Build menu changes:
Arm and Core Decoy Commanders menu shows D-Gun instead of Special.
Core A.K. hotkey fixed to show the correct letter (Was showing B).
Arm and Core advanced factory/construction unit menus reordered to more close match T1 menus.
Seaplane Constructors can now build all T2 structures that advanced constructors can build and some water structures were added as well (Shark's Teeth, Underwater Moho Metal Maker, Underwater Metal and Energy Storages, floating HLTs (Thunderbolt and Stingray), and Floating Targeting Facility).
Removed second Arm Warrior build button on the second menu page.
(Thanks Chao Storm!)
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] reload increased to 1.1775 (0.785), damage increased to 629 (419), and energy per shot increased to 232 (165).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] reload increased to 1.2915 (0.861), damage increased to 701 (467), and energy per shot increased to 263 (187).
NOTE: HLTs do heavy damage but with very little area of effect, but their reload was rapid enough that they could still be used effectively against large groups of light units. This slows down their fire rate while keeping the damage per second the same, meaning they do heavy damage but are not as good against large groups of lightly armored units.
This allows the Arm Radical and Core Blocker to be more effective in that role, with their much better blast radius.
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] edge effectiveness increased to 0.333 (0.1).
Arm Peewee weapon [PEEWEE_EMG] range reduced to 360 (480), damage increased to 12 (9), and weapon timer reduced to .7 (.9333).
Core A.K. weapon [AK_LASER] range reduced to 360 (480) and damage increased to 22 (17).
NOTE: Light Laser Towers have a range of 500, and Peewees and A.K.s had a range of 480, making LLTs (A cheap and basic defense) less effective against Peewees and A.K.s (Cheap and basic units).
Arm Bulldog speed increased to 3.421 (3.258), turn rate increased to 286 (251), acceleration increased to 0.014 (0.0098) and brake rate increased to 0.014 (0.0098).
Arm Bulldog weapon [ARM_BULL] reload increased to 1.581 (1.0), damage increased to 648 (410), and edge effectiveness increased to 0.25 (0.1).
Core Goliath speed increased to 3.11 (2.962), turn rate increased to 260 (228), acceleration increased to 0.0127 (0.009) and brake rate increased to 0.0127 (0.009).
Core Goliath weapon [COR_GOL] reload increased to 2.371 (1.5), damage increased to 1000 (633), and edge effectiveness increased to 0.25 (0.1).
NOTE: Trying to make Bulldogs and Goliaths less clumsy and more useful.
Arm Wind Generator metal cost increased to 97 (72), energy cost increased to 133 (99), build time increased to 2910 (2160), and armor increased to 97 (72).
Core Wind Generator metal cost increased to 94 (70), energy cost increased to 129 (96), build time increased to 2893 (2154), and armor increased to 103 (77).
NOTE: This should help to make Solar Collectors a bit more competitive and reduce the dominance of Wind Generators. Previously Wind Generators cost about half the metal of a Solar Collector, so the break even point, metal-wise, for using them over Solars was an average of 10 wind strength. If winds were higher, say, 20 or more, then Winds were twice as metal efficient as Solars. Now the break-even point is 13.333 wind strength.
Solar Collectors are much more resistant to raiding due to their much higher armor, as well as having a small amount of built-in energy storage, but they just didn't see nearly as much use as Wind Generators. Hopefully now the Wind/Solar choice will be more of an interesting choice instead of an obvious one.
Arm Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
Core Solar Collector energy storage increased to 200 (100) and added HealTime=4;.
Arm Advanced Solar Collector metal cost reduced to 290 (308), build time reduced to 8700 (9240), energy storage increased to 500 (250), and HealTime increased to 4 (2).
Core Advanced Solar Collector metal cost reduced to 282 (300), build time reduced to 8663 (9216), energy storage increased to 500 (250) and HealTime increased to 4 (2).
NOTE: Adv solars cost 25% more energy than their equivalent in regular solars. Now they cost about 80% of the metal.
HealTime lets Solar Collectors self-repair, although it drains 3-4 energy while self-repairing, just like any other regenerating unit.
HealTime values from 0 to 3 do nothing. Values above 4 are all the same rate of regeneration. Because the Advanced Solars previously had it set to 2, they weren't regenerating, but now they will.
Arm Flea had HealTime=0; removed.
NOTE: See above. The value of 0 wasn't doing anything.
Arm and Core Commander energy production increased to 75 (50).
NOTE: This is intended to lessen the very early game (First 5 to 10 minutes) energy crunch a little bit without affecting the rest of the game.
Arm Cloakable Fusion Reactor metal cost increased to 3850 (3388), energy cost increased to 80081 (61503), build time increased to 126000 (110880), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
Core Cloakable Fusion Reactor metal cost increased to 3744 (3295), energy cost increased to 83249 (63932), build time increased to 125654 (110585), energy make increased to 1250 (1100), and cloaking cost increased to 250 (200).
AI only versions of Cloakable fusions costs have increased to match the above, but the energy make is unchanged.
Arm Advanced Fusion Reactor energy cost increased to 512520 (268377).
Core Advanced Fusion Reactor energy cost increased to 532760 (278949)
NOTE: Advanced Fusions already gave you the energy output of five fusions for the metal cost of 3.333, however now the energy cost is that of 10 fusions, due to the advanced tech required to build them. Also, their wreckage was worth half of what it should have been, which has been fixed.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage reduced to 25000 (29500), special damages for all high armor units (Except the Intruder) set to 34000 (30000), and edge effectiveness increased to 1.0 (0.0).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage reduced to 25000 (29500) and edge effectiveness increased to 1.0 (0.0).
NOTE: The default damage reduction adjusts damage to help prevent the super-long health bars that nukes sometimes give units instead of destroying them (silos with veteran status get a bonus to their damage, pushing the 29500 damage over the 32000 cap).
Tactical and strategic nukes do 25000 damage to regular units, which should destroy any of them in a single direct hit. Commanders, anti-nuke silos, mobile anti-nukes, and carriers (Which have anti-nukes) all take reduced damage.
The "34000" damage to high armor units actually does a lot more than 34000 and should also destroy any of those units in a single hit as well, barring a veteran Orcone or Krogoth which might survive with 5-10% armor left.
Mobile tactical nukes just do 25000, which will not outright destroy most of the high armor units (But will still take a decent chunk out of most of them).
The high armor units are:
Arm Bolo
Core Yavac
Arm Antarion
Core Gargoyle
Arm Bantha
Core Krogtaar
Arm Annihilator (When closed)
Core Doomsday Machine (When closed)
Core Juggernaut
Arm Millennium
Core Warlord
Arm Epoch
Core Black Hydra
Arm Ambusher (When closed)
Core Toaster (When closed)
Arm Abel
Core Caine
Core Zulu
Core Intruder
Arm Vulcan
Core Buzzsaw
March 8, 2023
TA:T v2.0 Beta 67:
Core Shodan line of sight increased to 450 (360).
Core Leveler line of sight increased to 450 (360).
NOTE: This gives these mobile defense type units better line of sight, similar to other defenses.
Core Leveler weapon [CORLEVLR_WEAPON] edge effectiveness increased to 0.5 (0.1).
NOTE: This helps the "Mobile Riot Cannon" handle groups better than previously.
Core Croc weapon [CORE_MEDIUMCANNON] edge effectiveness increased to 0.5 (0.1).
Arm Brawler description changed to "EMG Gunship" ("Gunship").
Arm Sabre description changed to "Seaplane Laser Gunship" ("Seaplane Gunship").
Core Rapier description changed to "Riot Rocket Gunship" ("Gunship").
Core Rapier weapon [VTOL_ROCKET] edge effectiveness increased to 0.5 (0.0).
Core Cutlass weapon [VTOL_ROCKET2] edge effectiveness increased to 0.5 (0.0).
Core Cutlass description changed to "Seaplane Riot Cannon Gunship" ("Seaplane Gunship").
Core Krogtaar weapon [COR_TAAR_RC] area of effect increased to 160 (128).
Arm Peewee line of sight increased to 480 (360).
Core A.K. line of sight increased to 480 (360).
NOTE: This allows Peewees and A.K.s to act as a faster moving spotting unit, similar to the Jeffy and Weasel. Jethros and Crashers still have more line of sight, but also move slower, sometimes being destroyed before they can move close enough to spot defenses.
Arm Crusader weapon [ARM_ROY] area of effect increased to 160 (128).
Core Enforcer weapon [CORE_ROY] area of effect increased to 176 (128).
Arm Ranger weapon [ARMMSHIP_ROCKET] reload reduced to 9.325 (13.1), damage reduced to 4888 (6867), and area of effect increased to 264 (170).
Core Messenger weapon [CORMSHIP_ROCKET] reload reduced to 10 (14.05), damage reduced to 5568 (7823), and area of effect increased to 292 (180).
Arm Viking and Core Cronus weapon [TREMSHIP] area of effect increased to 256 (176).
NOTE: This is adjusting some of the naval units to have larger area of effects for their weapons, similar to vehicles.
Core Dominator weapon [CORHRK_ROCKET] turnrate reduced to 12615 (18923).
Arm MERL weapon [ARMTRUCK_ROCKET] turnrate reduced to 12615 (18923).
Core Diplomat weapon [CORTRUCK_ROCKET] turnrate reduced to 12615 (18923).
Arm Wombat weapon [ARMMH_WEAPON] turnrate reduced to 12615 (18923).
Core Nixer weapon [CORMH_WEAPON] turnrate reduced to 12615 (18923).
Core Shiva weapon [SHIVA_ROCKET] turnrate reduced to 12615 (18923).
NOTE: This reduces the vertically launched rockets' turn rate, decreasing their tracking ability. They can still track moving units, but are more likely to miss faster ones, especially air, and can't hit targets very close to themselves.
Core Shiva weapon [SHIVA_CANNON] reload increased to 2.5 (1.0), damage increased to 835 (334), and (in)accuracy increased to 1100 (400).
Arm Shellshocker weapon [TAWF113_weapon] reload reduced to 3.5 (4.5) and damage reduced to 210 (270).
Core Wolverine weapon [CORWOLV_GUN] reload reduced to 3.85 (4.824) and damage reduced to 238 (298).
Arm Luger weapon [ARM_ARTILLERY] reload reduced to 4.375 (6.25), damage reduced to 489 (698), (in)accuracy reduced to 450 (850), and weapon velocity increased to 500 (400).
Core Pillager weapon [CORE_ARTILLERY] reload reduced to 4.8125 (7.33), damage reduced to 602 (917), (in)accuracy reduced to 500 (950), and weapon velocity increased to 500 (400).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload reduced to 4.0 (5.625), damage reduced to 289 (406), and (in)accuracy reduced to 400 (725).
Core Morty weapon [CORE_MORT] reload reduced to 3.0 (4.54) and damage reduced to 308 (466).
Arm Bee energy cost increased to 1219 (914), metal cost increased to 77 (58), buildtime increased to 2481 (1861).
NOTE: This increases the Bee's cost from 50% that of a Construction Aircraft to 66%, so instead of providing double the buildpower per metal (Same build power, half cost), it's only 50% more buildpower for the cost.
Arm Spotter description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
Core Watcher description changed to "Radar/Sonar Hovercraft with depthcharges" ("Radar/Sonar Hovercraft").
Arm Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
Arm Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
Core Fortification Nanolathe Turret energy cost increased to 8118 (5870), metal cost increased to 650 (470) and build time increased to 6764 (4891).
Core Advanced Fortification Nanolathe Turret energy cost increased to 36530 (17609), metal cost increased to 1950 (1409) and build time increased to 13530 (9783).
NOTE: This makes Fortification Nanolathe Turrets a bit more expensive, so it's more of a trade-off between using construction units to build them more slowly, but for less metal. If you have the metal, or if you just really need to fortify quickly, then there's the more expensive option.
Advanced Fortification Nanolathe Turrets were increased the same way, but their energy cost was increased an extra 50% since they're able to build some advanced tech defenses.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] edge effectiveness increased to 0.5 (0.315).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] edge effectiveness increased to 0.5 (0.333).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] edge effectiveness increased to 0.5 (0.375).
February 21, 2023
TA:T v2.0 Beta 66:
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range increased to 500 (400), reload increased to 1.308 (1.115), and damage reduced to 91 (97).
Arm Skeeter armor increased to 714 (612).
Arm Decade armor increased to 3054 (2618).
Arm Lurker armor increased to 2833 (2428).
Arm Crusader armor increased to 7030 (6026).
Arm Hulk armor increased to 15467 (13257).
Arm Valiant armor increased to 1934 (1658).
Core Searcher armor increased to 832 (713).
Core Supporter armor increased to 3579 (3068).
Core Snake armor increased to 3186 (2731).
Core Enforcer armor increased to 7900 (6771).
Core Envoy armor increased to 17515 (15012).
Core Limiter armor increased to 2169 (1859).
Arm Conqueror armor increased to 13326 (11422).
Arm Millennium armor increased to 38514 (33012).
Arm Piranha armor increased to 6669 (5716).
Arm Colossus armor increased to 26740 (22920).
Arm Ranger armor increased to 6033 (5171).
Arm Fibber armor increased to 700 (600).
Arm Sea Serpent armor increased to 25429 (21796).
Arm Atlantis armor increased to 10941 (9378).
Arm Abel armor increased to 14319 (12273).
Arm Epoch armor increased to 134620 (115385).
Arm Archer armor increased to 5784 (4958).
Arm Viking armor increased to 5842 (5007).
Arm Escort armor increased to 2835 (2430).
Arm Death Cavalry armor increased to 1360 (1166).
Core Executioner armor increased to 15454 (13246).
Core Warlord armor increased to 44164 (37855).
Core Shark armor increased to 7574 (6492).
Core Hive armor increased to 30678 (26295).
Core Messenger armor increased to 6825 (5850).
Core Nautilus armor increased to 4032 (3456).
Core Leviathan armor increased to 29099 (24942).
Core Zulu armor increased to 24072 (20633).
Core Caine armor increased to 16648 (14270).
Core Black Hydra armor increased to 154697 (132597).
Core Shredder armor increased to 6790 (5820).
Core Cronus armor increased to 7124 (6106).
Core Phantom armor increased to 3213 (2754).
Core Grim Reaper armor increased to 1549 (1328).
NOTE: This brings ships up to the same armor per metal ratio as vehicles use (Previously they had less, even though they originally had more before vehicle's had their armor ratio increased).
Arm Construction KBot armor reduced to 203 (405).
Core Construction KBot armor reduced to 238 (475).
Arm Construction Vehicle armor reduced to 919 (1838).
Core Construction Vehicle armor reduced to 1077 (2153).
Arm Beaver armor reduced to 919 (1838).
Core Muskrat armor reduced to 1077 (2153).
Arm Construction Aircraft armor reduced to 293 (585).
Core Construction Aircraft armor reduced to 339 (678).
Arm Construction Ship armor reduced to 967 (1658).
Core Construction Ship armor reduced to 1084 (1859).
Arm Construction Hovercraft armor reduced to 1461 (2921).
Core Construction Hovercraft armor reduced to 1712 (3423).
Arm Advanced Construction KBot armor reduced to 368 (736).
Core Advanced Construction KBot armor reduced to 430 (860).
Arm Advanced Construction Vehicle armor reduced to 1669 (3338).
Core Advanced Construction Vehicle armor reduced to 1953 (3906).
Arm Advanced Construction Aircraft armor reduced to 586 (1171).
Core Advanced Construction Aircraft armor reduced to 678 (1355).
Arm Advanced Construction Seaplane armor reduced to 586 (1171).
Core Advanced Construction Seaplane armor reduced to 678 (1355).
Arm Advanced Construction Sub armor reduced to 1374 (2355).
Core Advanced Construction Sub armor reduced to 1541 (2642).
NOTE: This cuts armor in half for all regular construction units, making them more vulnerable. It seemed odd that a construction vehicle had about the same armor as a tank of the same cost. They're designed for building, not fighting. Be careful with them in combat zones.
Arm Banshee speed increased to 7.5 (5.625).
Arm Brawler speed increased to 7.5 (5.625).
Arm Sabre speed increased to 8.25 (6.1875).
Arm Blade speed increased to 6.8145 (3.75).
Core Venom speed increased to 6.82 (5.115).
Core Rapier speed increased to 6.82 (5.115).
Core Cutlass speed increased to 7.49 (5.6175).
Core BlackDawn speed increased to 6.195 (3.41025).
Core Krow speed increased to 6.195 (4.64625).
Core Leveler weapon [CORLEVLR_WEAPON] explosiongaf set to "fireball" ("fx"), and explosionart set to "fireball" ("explode3").
NOTE: This is purely cosmetic, but hopefully helps the Leveler shots to look more distinct.
Changed Arm and Core A.M.A.T. description to Advanced Multi Air Transport w/ Firing Ports (Advanced Multi Air Transport).
Changed Arm and Core M.A.T. description to Multi Air Transport (capacity 4 units) (Multi Air Transport).
Changed Arm Courier description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
Changed Core Emissary description to Amphibious Armored Transport (capacity 16 units) (Amphibious Armored Transport).
Changed Arm Hulk description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
Changed Core Envoy description to Naval Transport w/ Firing Ports (capacity 24 units) (Naval Transport w/ Firing Ports).
Changed Arm Bear description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
Changed Core Turtle description to Hover Transport w/ Firing Ports (capacity 6 units) (Hover Transport w/ Firing Ports).
Changed Core Intruder description to Amphibious Heavy Assault Transport (capacity 24 units) (Amphibious Heavy Assault Transport).
Arm Sneaky Pete cloaking cost reduced to 50 (150).
Core Castro cloaking cost reduced to 50 (150).
Arm Veil cloaking cost reduced to 250 (750).
Core Shroud cloaking cost reduced to 250 (750).
Cleaned up Arm and Core Commander special damages:
Arm and Core Light Mine weapon [MINE_LIGHT] special damage to Arm and Core Commander increased to 163 (65).
Arm and Core Medium Mine weapon [MINE_MEDIUM] special damage to Arm and Core Commander increased to 488 (195).
Arm and Core Heavy Mine weapon [MINE_HEAVY] special damage to Arm and Core Commander increased to 1463 (585).
Arm and Core Light Naval Mine weapon [FMINE_LIGHT] special damage to Arm and Core Commander increased to 650 (260).
Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] special damage to Arm and Core Commander increased to 1950 (780).
NOTE: This means Commanders now take 1/4 damage from mines instead of 1/10.
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] (And [AINUKE]) special damage to Arm and Core Commander increased to 3000 (1500).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] now does the default damage to Arm and Core Commander of 2456 (1228).
Arm Spirit weapon [Arm_pidr] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damage to Arm and Core Commander reduced to 1556 (3111).
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Penetrator weapon [ARMMANNI_WEAPON] now does the default damage to Arm and Core Commander of 1184 (592).
Arm and Core Sabotage Mine weapon [MINE_SABOTAGE] special damage to Arm and Core Commander increased to 3000 (1500).
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] special damage to Arm and Core Commander increased to 3000 (2083).
Core Skuttle self-destruct weapon [SKUTTLE_SELF_DESTRUCT_BLAST] special damage to Arm and Core Commander increased to 3000 (1900).
Core Leviathan weapon [CORSSUB_WEAPON] special damage to Arm and Core Commander increased to 3000 (2406).
Arm Sea Serpent weapon [TAWF009_WEAPON] special damage to Arm and Core Commander increased to 3000 (2158).
Arm Invader and Core Roach destroyed explosion [CRAWL_BLASTSML] special damage to Arm and Core Commander increased to 1800 (999).
Arm Bantha and Invader and Core Skuttle, Roach, and Zulu self-destruct explosion [CRAWL_BLAST] special damage to Arm and Core Commander increased to 900 (499).
NOTE: In general, things that would one-shot a Commander (Like nukes, etc.) will do a maximum of 3000 damage, which is still 75% of the Commander's armor. They also take half damage from a few heavy weapons like Annihilator/Doomsday tachyon weapons and crawling bomb blasts.
Arm Atlas armor increased to 3303 (2477) and speed increased to 10.0 (8.3).
Core Valkyrie armor increased to 3822 (2867) and speed increased to 9.09 (7.55).
Arm and Core M.A.T. acceleration reduced to 0.03 (0.06).
February 7, 2023
TA:T v2.0 Beta 65:
Arm Invader speed increased to 2.535 (1.94) and armor reduced to 771 (1008).
Core Roach speed increased to 2.305 (1.76) and armor reduced to 882 (1155).
Fixed the Arm Banshee script so it now shows an explosion when destroyed instead of just falling to pieces (Thanks for spotting this, Magpie!).
Arm Freedom Fighter armor reduced to 79 (84).
Core Avenger armor reduced to 91 (97).
Arm Hawk armor reduced to 318 (339).
Core Vamp armor reduced to 377 (402).
Arm Tornado armor reduced to 318 (339).
Core Voodoo armor reduced to 377 (402).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload reduced to 1.24 (1.617).
Arm Banshee armor reduced to 331 (662), speed reduced to 5.625 (7.5), and acceleration increased to 0.4 (0.25).
Arm Brawler armor reduced to 1085 (2170), speed reduced to 5.625 (7.5), and acceleration increased to 0.32 (0.2).
Arm Sabre armor reduced to 1085 (2170), speed reduced to 6.1875 (8.25), and acceleration increased to 0.36 (0.225).
Arm Blade armor reduced to 3293 (6586), speed reduced to 3.75 (5.0), and acceleration increased to 0.28 (0.175).
Core Venom armor reduced to 375 (749), speed reduced to 5.115 (6.82), and acceleration increased to 0.36 (0.225).
Core Rapier armor reduced to 1278 (2555), speed reduced to 5.115 (6.82), and acceleration increased to 0.29 (0.175).
Core Cutlass armor reduced to 1278 (2555), speed reduced to 5.6175 (7.49), and acceleration increased to 0.32 (0.2).
Core BlackDawn armor reduced to 3878 (7756), speed reduced to 3.41025 (4.547), and acceleration increased to 0.24 (0.15).
Core Krow turn rate increased to 572 (414), speed reduced to 4.64625 (6.195), and acceleration increased to 0.25 (0.1285).
Core Krow weapon [KROWLASER2] damage reduced to 215 (430) and energy per shot reduced to 71 (142).
Core Krow weapon [KROWLASER] damage reduced to 391 (782) and energy per shot reduced to 117 (234).
Arm Spirit armor reduced to 6476 (12951).
NOTE: This halves the armor of gunships in return for their doubled firepower. They are also slower, but more agile, able to dodge better. This puts them into more of a helicopter role, able to quickly do serious damage to non-anti-air ground units as well as being able to better dodge their shots, but without the armor to handle return anti-air fire from units or defenses.
In short, they should be more dangerous to non-AA units and more vulnerable to AA units/defenses.
The Krow is an exception in that it does not have doubled firepower, but also does not halve its armor, making it much more heavily armored than normal gunships.
February 4, 2023
TA:T v2.0 Beta 64:
Core Dominator weapon [CORHRK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
Arm MERL weapon [ARMTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 380 (700), weapon acceleration reduced to 40 (84), and turnrate reduced to 18923 (28384).
Core Diplomat weapon [CORTRUCK_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
Arm Wombat weapon [ARMMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
Core Nixer weapon [CORMH_WEAPON] flight time reduced to 4.5 (10) and turnrate reduced to 18923 (28384).
Core Shiva weapon [SHIVA_ROCKET] flight time reduced to 5.5 (10), weapon velocity reduced to 415 (700), weapon acceleration reduced to 38 (80), and turnrate reduced to 18923 (28384).
NOTE: This slows down the turning rate of the above vertically launched rockets, their speed, and limits their fuel more than before. This should make their rockets easier to dodge and prevent them from tracking more than a bit past the normal range, giving aircraft a chance to potentially escape.
Arm Sneaky Pete description changed to "Cloakable Jammer/Observation Tower" ("Cloakable Jammer Tower"), line of sight increased to 1094 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
Core Castro description changed to "Cloakable Jammer/Observation Tower" ("Short-Range Jamming Device"), line of sight increased to 995 (150), cloaking cost increased to 150 (50), increased minimum cloak distance to 75 (35), and set stealth to 1 (Previously not set).
80
Arm Veil description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 2188 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
Core Shroud description changed to "Long-Range Jamming/Observation Tower" ("Long-Range Jamming Tower"), line of sight increased to 1989 (350) and added init_cloaked=1, set cloaking cost to 750 (previously not set), set minimum cloak distance to 150 (previously not set), and set stealth to 1 (Previously not set).
NOTE: Arm Sneaky Pete and Veil and Core Castro and Shroud now additionally function as cloakable observation towers, as well as radar jammers.
This allows them to be used as improved or advanced Dragon's Eyes that have the same line of sight as a level 1 or advanced radar tower (For the Sneaky Pete/Castro and Veil/Shroud, respectively). You can toggle cloaking and jamming independently, so you can have them just jam radar for some energy (As was already the case), or just cloak for triple the energy cost (And have a much improved Dragon's Eye), or do both at once.
Level 1 jammers have a larger decloak radius than Dragon's Eyes, and the advanced jammers even more so, so you'll have to be careful. The nice thing for both is that if you just want them to jam your base, you can skip the cloaking and save energy, if you want to.
February 3, 2023
TA:T v2.0 Beta 63:
Arm Banshee energy cost reduced to 1103 (1470)
Arm Brawler energy cost reduced to 10808 (14411)
Arm Sabre energy cost reduced to 7206 (9608)
Arm Blade energy cost reduced to 32912 (43883)
Core Venom energy cost reduced to 1132 (1509)
Core Rapier energy cost reduced to 11590 (15453)
Core Cutlass energy cost reduced to 7727 (10302)
Core BlackDawn energy cost reduced to 35163 (46884)
Core Krow energy cost reduced to 160794 (214392)
Arm Construction Aircraft energy cost reduced to 1827 (2436).
Core Construction Aircraft energy cost reduced to 1919 (2558).
Arm Peeper energy cost reduced to 529 (705).
Core Fink energy cost reduced to 565 (753).
Arm Freedom Fighter energy cost reduced to 353 (471).
Core Avenger energy cost reduced to 362 (482).
Arm Thunder energy cost reduced to 1942 (2589).
Core Shadow energy cost reduced to 1994 (2658).
Arm Bee energy cost reduced to 914 (1218).
Core Bladewing energy cost reduced to 425 (567).
Arm Atlas energy cost reduced to 3584 (4779).
Core Valkyrie energy cost reduced to 3851 (5135).
Arm and Core M.A.T. energy cost reduced to 4178 (5570).
Arm Advanced Construction Aircraft energy cost reduced to 16583 (22110).
Core Advanced Construction Aircraft energy cost reduced to 17429 (23238).
Arm Hawk energy cost reduced to 4237 (5649).
Core Vamp energy cost reduced to 4367 (5822).
Arm Phoenix energy cost reduced to 20386 (27181).
Core Hurricane energy cost reduced to 21425 (28567).
Arm Eagle energy cost reduced to 23980 (31973).
Core Vulture energy cost reduced to 24560 (32746).
Arm Lancet energy cost reduced to 6222 (8296).
Core Titan energy cost reduced to 6533 (8711).
Arm Dragonfly energy cost reduced to 42257 (56343).
Core Seahook energy cost reduced to 43766 (58354).
Arm Spirit energy cost reduced to 151766 (202355).
Arm Stiletto energy cost reduced to 32452 (43269).
Core Cauterizer energy cost reduced to 75429 (100572).
Arm and Core A.M.A.T. energy cost reduced to 44604 (59472).
Arm Construction Seaplane energy cost reduced to 11054 (14739).
Core Construction Seaplane energy cost reduced to 11619 (15492).
Arm Tornado energy cost reduced to 2825 (3766).
Core Voodoo energy cost reduced to 2911 (3881).
Arm Tsunami energy cost reduced to 13591 (18121).
Core Maelstrom energy cost reduced to 14283 (19044).
Arm Albatross energy cost reduced to 4148 (5531).
Core Typhoon energy cost reduced to 4355 (5807).
Arm Seahawk energy cost reduced to 15986 (21315).
Core Hunter energy cost reduced to 16373 (21831).
NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.5x higher than vehicles. This brings them down to 1.333x higher than vehicles.
Arm Banshee weapon [MED_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Venom weapon [VENOM_LASER] damage increased to 80 (40), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Brawler weapon [VTOL_EMG] damage increased to 24 (12), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Rapier weapon [VTOL_ROCKET] damage increased to 256 (128), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage increased to 4356 (2178), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Arm Sabre weapon [VTOL_EMG2] damage increased to 226 (113), energy per shot increased to 54 (27), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
Core Cutlass weapon [VTOL_ROCKET2] damage increased to 388 (194), area of effect increased to 181 (128), tolerance increased to 27500 (16375) and pitchtolerance increased to 65500 (16375).
NOTE: The tolerance changes allow gunships to fire in all directions again except for about a 45° arc directly behind them. Hopefully this will mostly prevent pursuing fighters from being shot while they chase gunships.
Core Krow weapon [KROWLASER2] damage increased to 430 (215) and energy per shot increased to 142 (71).
Core Krow weapon [KROWLASER] damage increased to 782 (391) and energy per shot increased to 234 (117).
Arm Spirit weapon [Arm_pidr] reload reduced to 10.463 (20.926).
NOTE: Changing the gunship firepower ratio to 50% better than vehicles. Gunships have 2/3 the armor ratio of vehicles, because armor is heavier to carry while flying, so they put more weapons into the gunships instead. This means that while they will get less armor per metal compared to vehicles, they will have more firepower per metal cost. This ends up doubling their current firepower.
Arm Spotter armor reduced to 675 (1349).
Core Watcher armor reduced to 756 (1511).
NOTE: This is to balance out their having gained the depthcharge weapon.
February 2, 2023
TA:T v2.0 Beta 62a:
Fixed bug where the Arm and Core repair nano turret could build nano platforms.
February 1, 2023
TA:T v2.0 Beta 62:
Core Gimp line of sight increased to 400 (360) and sonar increased to 440 (400).
Core Gimp weapon [CORAMPH_WEAPON1] turn rate increased to 4500 (750).
Arm Stumpy and Core Raider and Croc scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
Core Croc description changed to "Amphibious Light Riot Cannon Tank w/ Torpedo(Fast/Maneuverable)" ("Amphibious Tank (Fast/Maneuverable)"), armor reduced to 1603 (2405), turret turn rate increased to 240 (90), line of sight increased to 400 (291), ActivateWhenBuilt set to 1 (previously not set), and sonar range set to 440 (previously not set).
Core Croc weapon [CORE_MEDIUMCANNON] range increased to 500 (375), reload reduced to 0.797 (0.8), damage increased to 92 (82), and area of effect increased to 208 (160).
Core Croc [CORCROC_TORPEDO] weapon added.
NOTE: The Croc now has a longer range and a bigger blast area for its fast-firing cannon and additionally has gained a torpedo weapon it can fire underwater. Like the Core Gimp, the Croc can't fire both weapons at the same time (Since one is a cannon and one is a torpedo), so both weapons get the full firepower from the Croc's costs, somewhat similar to the Fido's two weapons (Both surface weapons, but can't be used at the same time).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon timer increased to 5 (3).
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] weapon timer increased to 10 (6.5) and noautorange set to 1 (not set previously).
Core Gimp weapon [CORAMPH_WEAPON1] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
Arm Sea Serpent weapon [TAWF009_WEAPON] weapon timer increased to 10 (8.75) and noautorange set to 1 (not set previously).
Core Leviathan weapon [CORSSUB_WEAPON] weapon timer increased to 10 (8.753) and noautorange set to 1 (not set previously).
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] weapon timer increased to 10 (5.55) and noautorange set to 1 (not set previously).
Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon timer increased to 10 (5.63) and noautorange set to 1 (not set previously).
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] weapon timer increased to 10 (6.504) and noautorange set to 1 (not set previously).
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] weapon timer increased to 10 (8.5) and noautorange set to 1 (not set previously).
Core Croc weapon [CORCROC_TORPEDO] weapon timer increased to 10 (3) and noautorange set to 1 (not set previously).
NOTE: These changes allow torpedoes to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the torpedo will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 10 seconds for torpedoes. Previously, the torpedo would stop tracking as soon as it went outside the firing range of the weapon.
Previously, TA:T was over the 512 unit limit (If using the TA Demo Recorder TADEMO.UFO unit), which caused some issues. For example, using Control-Z while having a Core Zulu selected would cause all selected units to start a self-destruct countdown as though Control-D had been pressed. It also seems to occasionally cause different kinds of units that shared a weapon type to not fire.
There were three units that were in the Core Contingency data file that weren't being used by TA:T but were still taking up unit slots:
ARMMINE5
CORMINE4
CORMINE5
I went through the ccdata.ccx and copied over any files that were in ccdata.ccx, but not in rev31.gp3 (Because for any files in both places TA will give the rev31.gp3 file priority), to a folder.
Then I removed any files that had to do with ARMMINE5, CORMINE4, or CORMINE5 (.fbi, .pcx, .gaf, etc.).
This should free up three unit slots, bringing the total units used in TA: Twilight to 509 (510 if using the TADEMO.UFO). However, it means you will need to remove the ccdata.ccx file from your TOTALA folder. It *did* fix the Zulu Control-Z issue, though.
Arm Mercury and Core Screamer weapon [ADVSAM] noautorange set to 1 (not set previously).
Arm Spirit energy cost increased to 202355 (151766), metal cost increased to 2389 (1792), build time increased to 77227 (57920), armor increased to 12951 (9713).
Arm Spirit weapon [Arm_pidr] range increased to 713 (535), reload increased to 20.926 (10.463), and damage increased to 12000 (6000) (Special damages adjusted).
Core Krow energy cost increased to 214392 (160794), metal cost increased to 2532 (1899), buildtime increased to 83891 (62918), and armor increased to 17724 (13293).
Core Krow weapon [KROWLASER2] damage increased to 391 (293) and energy per shot increased to 117 (88).
Core Krow weapon [KROWLASER] damage increased to 215 (161) and energy per shot increased to 71 (53).
Core Cauterizer energy cost increased to 100572 (95439), metal cost increased to 1352 (1283), buildtime increased to 44801 (42515), and armor increased to 6455 (5388).
Core Cauterizer weapon [INFERNOBOMB] damage increased to 2000 (1066) and reload time reduced to 0.235 (.31).
NOTE: This puts the Cauterizer at four times the cost of a Hurricane, but with similar damage to, and much better area of effect than, those same four Hurricanes, as well as a bit better armor, giving it a better chance to survive long enough to drop its bombs. It is somewhat slower and less maneuverable, though.
Arm Spotter and Core Watcher have had the [DEPTHCHARGE] weapon added.
NOTE: This gives hovercraft a way of engaging with underwater units/structures.
Arm and Core Deep Core Mine wreckage and heap metal amounts adjusted to the correct values.
Arm and Core Advanced Fortification Nano Turrets can now build nano platforms.
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] reload increased to 4.787 (2.7), area of effect increased to 128 (96), edge effectiveness increased to 0.75 (0.5), damage increased to 2500 (1410), weapon velocity increased to 225 (180), start velocity increased to 225 (180) (Special damages removed).
NOTE: This allows Hunter/Killer subs to one-shot level 1 subs.
The following weapons have also had special damages to some units removed:
Arm Lurker and Core Snake weapon [ARM_TORPEDO].
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO].
Arm Sea Serpent weapon [TAWF009_WEAPON].
Core Leviathan weapon [CORSSUB_WEAPON].
NOTE: The special damages were previously half damage to the Arm Sea Serpent and Archer and Core Leviathan and Shredder. Now they do regular damage.
Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] special damages to amphibious units and submarines increased to 1026 (683).
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (2650).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] special damages to amphibious units and submarines increased to 3975 (previously just the default damage of 1037).
NOTE: This puts depth charge damage to triple damage against amphibious units and submarines instead of double (Or normal damage for the depth charge launchers).
January 20, 2023
TA:T v2.0 Beta 61:
Arm Bulldog weapon [ARM_BULL] reload decreased to 1.0 (1.5), damage reduced to 410 (615), and edge effectiveness increased to 0.1 (0).
Core Goliath weapon [COR_GOL] reload decreased to 1.5 (2.25), damage reduced to 633 (949), and edge effectiveness increased to 0.1 (0).
Core Commando CTRL_G hotkey removed.
Arm Atlantis CTRL_N hotkey removed.
Core Zulu CTRL_N hotkey removed.
Core Dominator weapon [CORHRK_ROCKET] weapontimer increased to 4 (2) and tracks set to 1 (0).
Arm MERL weapon [ARMTRUCK_ROCKET] weapontimer increased to 4 (3) and tracks set to 1 (0).
Core Diplomat weapon [CORTRUCK_ROCKET] weapontimer increased to 4 (2) and tracks set to 1 (0).
Arm Wombat weapon [ARMMH_WEAPON] tracks set to 1 (0).
Core Nixer weapon [CORMH_WEAPON] tracks set to 1 (0).
Core Shiva weapon [SHIVA_ROCKET] weapontimer increased to 4 (3) and tracks set to 1 (0).
Arm Ranger weapon [ARMMSHIP_ROCKET] weapontimer increased to 4 (3).
Core Messenger weapon [CORMSHIP_ROCKET] weapontimer increased to 4 (3).
NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
Arm Maverick description changed to "Lightly Armored Heavy Offensive Kbot" ("Heavy Offensive Kbot").
Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] toairweapon set to 0 (1) and special damages added (Previously no special damages).
NOTE: The [BOMBER_MISSILE] weapon will now hit ground for 1/3 normal damage, whereas before it targeted air units only.
Arm Marauder armor reduced to 1722 (3447).
Arm Marauder weapon [ARMAMPH_MISSILE] replaced with [BOMBER_MISSILE].
Arm Marauder weapon [ARMMECH_CANNON] damage increased to 336 (170).
Arm Marauder weapon [ARMMECH_CANNON] weapontimer decreased to 1 (2), tolerance increased to 4500 (1600), turnrate set to 3000 (0), tracks set to 1 (0), and selfprop set to 1 (0).
NOTE: This halves the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.
January 5, 2023
TA:T v2.0 Beta 60:
Arm Penetrator armor increased to 4673 (3115).
Arm Penetrator weapon [ARMMANNI_WEAPON] reload increased to 3.0 (2.0).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 96 (48).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] area of effect increased to 96 (32).
Arm Banshee weapon [MED_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Venom weapon [VENOM_LASER] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 16375 (32750) and pitchtolerance reduced to 16375 (32750).
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 16375 (32750) and pitchtolerance increased to 16375 (32750).
NOTE: Attempt 2: This reduces gunships to a close to 180° firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
Arm Blade speed reduced to 5.0 (7.15).
Core Blackdawn speed reduced to 4.547 (6.5).
NOTE: This puts Blades and Blackdawns at 2/3s the speed of other gunships, as befits their role as a very heavy gunship.
Arm MERL weapon [ARMTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 641 (380), and weapon acceleration increased to 84 (40).
Core Diplomat weapon [CORTRUCK_ROCKET] weapontimer reduced to 3 (5), weapon velocity increased to 700 (415), and weapon acceleration increased to 80 (38).
NOTE: This speeds up the rockets to around what Core Dominators use.
Arm Big Bertha weapon [ARM_BERTHACANNON] area of effect increased to 233 (144) and (in)accuracy reduced to 1250 (1750).
Arm Vulcan weapon [ARMVULC_WEAPON] shake magnitude reduced to 5 (20).
Core Intimidator weapon [CORE_INTIMIDATOR] area of effect increased to 256 (192) and (in)accuracy reduced to 1375 (1925).
Core Buzzsaw weapon [CORBUZZ_WEAPON] shake magnitude reduced to 5 (20).
NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
Added Control G hotkey to Core Banisher and Commando.
Removed Control P hotkey from Arm and Core M.A.T. and A.M.A.T.
Added Control P hotkey to Core Cauterizer.
Added Control N hotkey to Arm Atlantis and Core Zulu and Cronus.
Arm Bee armor reduced to 69 (160).
Core Bladewing armor reduced to 76 (190).
NOTE: Drones are cheap and effective, but not well armored.
Arm Mercury and Core Screamer weapon [ADVSAM] reload reduced to 1.25 (1.87425), and damage reduced to 1000 (1500).
Arm Demolisher and Panther and Core Poison Arrow scripts had the HitByWeapon and RockUnit functions commented out to prevent freezing up when hit by lots of weapons simultaneously.
Arm Demolisher turret turn rate increased to 75 (65).
Arm Demolisher weapon [ARM_HLIGHTNING] reload reduced to 1.5 (2.5), damage reduced to 404 (674), area of effect increased to 128 (96), and energy per shot reduced to 119 (198).
Arm Marauder secondary weapon (missile) turret turn rate increased to 300 (140).
Arm Rector energy cost increased to 90204 (45102).
Arm Death Cavalry energy cost increased to 157632 (78816).
Core Necro energy cost increased to 81720 (40860).
Core Grim Reaper energy cost increased to 165864 (82932).
NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.
December 18, 2022
TA:T v2.0 Beta 59:
Arm Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
Core Construction Kbot energy make reduced to 5.3 (8) and metal metal reduced to 0.11 (0.16).
Arm Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32). Also removed extra standingmoveorder=1; line.
Core Advanced Construction Kbot energy make reduced to 11 (16) and metal metal reduced to 0.21 (0.32).
NOTE: This reduces the energy and metal production of construction Kbots by 1/3 to match their costs being reduced by 1/3 from their original cost back in Beta 25.
Arm Penetrator armor reduced to 3115 (4673).
Arm Penetrator weapon [ARMMANNI_WEAPON] reload reduced to 2.0 (5.066), damage reduced to 1184 (2000), area of effect increased to 64 (32), and energy per shot reduced to 697 (1177). Special damages adjusted accordingly.
NOTE: This should help balance out the Arm Penetrator as compared to the Core Banisher. The Penetrator does more damage and fires more rapidly, but has less armor and requires energy to fire. The Banisher has tracking and a much bigger blast radius and doesn't require energy to fire, but fires much more slowly and does less damage per second (though not per shot).
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] area of effect increased to 64 (48).
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] area of effect increased to 64 (48).
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
Arm Decade and Core Supporter had CTRL_N added to Category.
NOTE: This should fix the Control N hot key not selecting them.
Multiple fixes for menu errors (Arm Conqueror missing from non-south facing advanced shipyard menus, Arm Invader missing from all Advanced KBot Lab menus, etc.)
Added Shark's Teeth to the build menus for Arm Beaver and Core Muskrat.
Added missing Amphibious Complex to the Arm Beaver build menu.
Added Floating Radars to the build menus for Arm Beaver and Core Muskrat.
Fixed the Core Reaper build picture (It was showing the OTA double-cannoned build picture).
Arm Podger metal cost increased to 204 (103), energy cost increased to 2914 (1456), buildtime increased to 5246 (2648), and armor increased to 1838 (928).
Core Spoiler metal cost increased to 217 (107), energy cost increased to 3110 (1513), buildtime increased to 5718 (2820), and armor increased to 2153 (1062).
Core Scorpion metal cost increased to 57 (29), energy cost increased to 839 (419), buildtime increased to 1511 (755), and armor increased to 475 (242).
Arm Valiant metal cost increased to 255 (142), energy cost increased to 2869 (1597), buildtime increased to 4918 (2738), and armor increased to 1658 (986).
Core Limiter cost increased to 260 (148), energy cost increased to 2925 (1665), buildtime increased to 5142 (2928), and armor increased to 1859 (1079).
NOTE: Previously, minelayers had twice the build power of an equivalent construction unit and cost half as much to build, giving them four times the build power per cost of a construction unit. Now they still have double the build power, but cost the same as a construction unit, keeping them effective for assisting construction units or rapidly putting up mines and basic level 1 defenses, but as much as before.
Arm Banshee weapon [MED_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Venom weapon [VENOM_LASER] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Brawler weapon [VTOL_EMG] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Rapier weapon [VTOL_ROCKET] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Arm Sabre weapon [VTOL_EMG2] tolerance reduced to 32750 (65500) and pitchtolerance reduced to 32750 (65500).
Core Cutlass weapon [VTOL_ROCKET2] tolerance reduced to 32750 (65500) and pitchtolerance increased to 32750 (65500).
NOTE: This reduces gunships to a 180 degree firing arc (In the front). This will help prevent gunships from easily shooting fighters chasing them from behind.
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
TA:T v2.0 Beta 58:
Complete build menu overhaul: Added new, bigger menus (12 units per page instead of 6), and new hotkeys, custom crafted by TA:T's own ChaoStorm! Thanks Chao!
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
Arm Peewee armor reduced to 162 (212), speed increased to 2.535 (1.94), and line of sight increased to 360 (320).
Arm Peewee weapon [PEEWEE_EMG] range increased to 480 (360), damage reduced to 9 (12), and weapon timer increased to .9333 (.7).
Core A.K. armor reduced to 192 (251), speed increased to 2.305 (1.76), and line of sight increased to 360 (320).
Core A.K. weapon [AK_LASER] range increased to 480 (360) and damage reduced to 17 (22).
NOTE: Despite being the "standard/basic" level 1 Kbot, Peewees/A.K.s were being outperformed by most of the other Kbots in most situations, but didn't have something they were overly good at in comparison.
This change has them trading armor for speed and damage for range, allowing them to close the distance to a target more quickly and come into range sooner, but at the cost of doing less damage and being easier to destroy. They should be a better overall swarm unit; light, fast, built cheaply, and destroyed easily.
Arm and Core Sabotage Mine/Micro Nuke build time increased to 900 (10).
NOTE: This means it will take one second for a Spy Kbot to build the micro-nuke. This is enough time to decloak to build it and have it destroy something before the spy is destroyed, but long enough that it can't be rapidly clicked on a large gantry unit and used 5 to 10 times before the spy is destroyed.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] area of effect reduced to 96 (128).
Arm Janus weapon [JANUS_ROCKET] reload reduced to 3.8 (5.263), damage increased to 374 (518), and tolerance increased to 2000 (1000).
Core Krogtaar weapon [COR_TAAR_RC] weapon velocity increased to 800 (600).
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
Arm Infiltrator and Core Parasite weapon [TWILIGHT] range increased to 1200 (800).
Added anti-mine rockets to the Arm Valiant and Core Limiter:
firestandorders=1;
StandingFireOrder=0;
canpatrol=0; (Was 1)
CanAttack=1;
Weapon1=ANTIMINE_ROCKET;
BadTargetCategory=VTOL;
wpri_badTargetCategory=VTOL;
and their scripts were changed to allow them to use a weapon.
Arm Spider turret turn rate increased to 480 (180).
Arm and Core Construction Hovercraft can now build:
Micro Fusions
Moho Metal Makers
Amphibious Complex
Seaplane Platform
Arm Moho Twilight now has a defensive paralysis weapon. The following was added:
canattack=1;
shootme=1;
firestandorders=1;
StandingFireOrder=1;
canstop=1;
downloadable=1;
Weapon1=ARMTICK_PARALYZER; (Not currently used by any unit)
wpri_badTargetCategory=ALL;
BadTargetCategory=NOWEAPON;
NoChaseCategory=ALL;
immunetoparalyzer=1;
and its script was changed to allow it to use a weapon.
NOTE: The weapon is a burst of EMP grenades that spray out in a circle in random directions, hopefully paralyzing its enemies. It defaults to Return Fire, so that if enemies go by without noticing it, it won't reveal itself unnecessarily. Of course, you can set it to Fire at Will or Hold Fire, if you so choose.
September 24, 2022
TA:T v2.0 Beta 57:
Core Instigator description changed to "Light Assault Laser Tank" ("Light Assault Tank").
Core Instigator weapon [GATOR_LASER] energy per shot increased to 9 (0) and damage increased to 80 (53).
NOTE: Arm Flash tanks already get a 25% damage bonus from their EMG weapons which take no energy. Core Instigators now get a 50% damage bonus (Like most other energy weapons), but will require energy to fire.
Arm Spider turn rate increased to 1650 (1020), steeringmode set to 2 (1), and brake rate increased to 0.25 (0.15).
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect reduced to 384 (512).
Core Bladewing speed reduced to 6.82 (7.0).
NOTE: This should help Bladewings stay in a group with Venoms more easily.
Arm Bee build distance increased to 300 (60), armor reduced to 160 (369), and speed reduced to 7.5 (7.7).
NOTE: This helps Bees not to stack right on top of each other so much when building/repairing (Since units stacked exactly on top of each other seem to ignore area of effect damage a lot). Bees are small flying nano-drones, able to quickly bring build/repair power to bear, but also fragile and vulnerable to attack, much like nano-turrets.
Arm Metal Generator metal cost reduced to 501 (1050), energy cost reduced to 10017 (31491), build time reduced to 18214 (57258), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
Core Metal Generator metal cost reduced to 520 (1089), energy cost reduced to 10209 (32094), build time reduced to 19039 (59850), metalmake=3.0 removed, makesmetal=2 added, and onoffable set to 1 (0).
NOTE: This makes Metal Generators about 50% more metal efficient than Fusions and Moho Metal Makers (For the metal spent, since Metal Generators don't use energy unless cloaking). They already closed up to take less damage like solars do, but previously didn't stop making metal when they did so ("metalmake" always produces metal, but "makesmetal" only produces when the unit is on). Now they do stop making metal when closed and can be manually toggled on or off.
Arm MRU metalmake increased to 3.0 (1.0).
Core MRU metalmake increased to 3.0 (1.0).
Fixed the Core north-facing Shipyard model being about 18% bigger than the models that face the other directions.
August 24, 2022
TA:T v2.0 Beta 56:
Arm Bee armor increased to 369 (160).
Core Bladewing StandingMoveOrder set to 2 (1).
NOTE: This sets them to Roaming as their default.
Core Bladewing metal cost reduced to 27 (68), energy cost reduced to 567 (1429), and buildtime reduced to 888 (2237).
Arm Mumbo weapon [TAWF003_weapon] model set to "rbshot" ("RazPlasma")
Arm Razorback weapon [MECH_RAPIDLASER] area of effect increased to 64 (12), tolerance increased to 6000 (1000), explosiongaf set to RazFX2 ("fx"), and explosionart set to "exploblu" ("explode5").
NOTE: This gives it the same kind of "pulse-laser" semi-plasma/energy bolt that the Mumbo has with a modest area of effect.
Core Karganeth weapon [KARG_FLAME] damage reduced to 12 (16).
NOTE: This reduced the flame bonus on the Karganeth from 100% to 50%, as was done to other flame units in Beta 55.
Arm Bantha torso turn rate increased to 185 (100).
Arm Bantha weapon [ARMBANTHA_FIRE] area of effect increased to 128 (64).
Core Krogtaar weapon [COR_TAAR_RC] range increased to 750 (500) and damage reduced to 1260 (1890).
Arm Detonator energy cost reduced to 111449 (222897) and build time reduced to 101317 (202634).
Arm Protector energy cost reduced to 89159 (178317) and build time reduced to 81053 (162106).
Arm Scarab energy cost reduced to 88000 (176000) and build time reduced to 40000 (80000).
Core Catalyst energy cost reduced to 114306 (228612) and build time reduced to 106579 (213158).
Core Fortitude energy cost reduced to 91445 (182889) and build time reduced to 85263 (170526).
Core Hedgehog energy cost reduced to 92321 (184642) and build time reduced to 43051 (86101).
NOTE: This cuts the energy costs on tactical nuclear silos and anti-nuke silos/units while keeping their energy drain while building them the same. Previously tactical nuclear silos cost 80% of the energy and metal of a strategic nuclear silo.
This should help tactical silos to be more accessible in the mid-game.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage increased to 387 (335) (special damages to fighters and bombers adjusted accordingly).
Arm Spider armor increased to 756 (555).
Arm Antarion metal cost increased to 5167 (3750), energy cost increased to 296332 (215066), build time increased to 289889 (210390), armor reduced to 25830 (26020), acceleration increased to 0.00675 (0.0045), turn rate increased to 126 (84), and added DamageModifier=0.5; (And set ARMORED to 1; in their scripts) while reducing their armor accordingly.
Arm Antarion weapon [ARMANTAR_LASER] reload reduced to 0.75 (1.5), damage increased to 746 (662), energy per shot increased to 476 (422), and weapon velocity reduced to 1000 (1500).
NOTE: The reduction in weapon velocity is to help prevent shots from missing.
NOTE: This puts the Antarion at roughly 10% less cost than the Gargoyle and with similar ratios of armor vs firepower.
Core Gargoyle acceleration increased to 0.006 (0.004), turn rate increased to 116 (77), and armor increased to 31256 (30680).
July 21, 2022
TA:T v2.0 Beta 55:
Arm and Core Light Mine buildtime reduced to 150 (600).
Arm and Core Medium Mine buildtime reduced to 450 (900).
Arm EMP Mine and Core Neutron Mine buildtime reduced to 2769 (4500).
Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime increased to 6923 (5400).
NOTE: This standardizes the energy drain of building all mines to match the heavy mine (about 325 energy per second, assuming a mine layer vehicle). Previously, the light and medium mines were noticeably slower to build to keep their energy drain lower for earlier game use, but they use up such a small amount of energy over all that it doesn't matter much. Now they will build more quickly, allowing a minefield to be set up more rapidly.
Arm Mumbo description changed to "Rapid Fire Pulse-Laser Tank" ("Rapid Fire Laser Tank").
Arm Mumbo weapon [TAWF003_weapon] range decreased to 375 (563), damage increased to 57 (39), area of effect increased to 64 (12), rendertype set to 1 (0), explosiongaf set to RazFX2 (fx), explosionart set to exploblu (explode5), and model set to RazPlasma (Not set previously).
NOTE: This gives the Mumbo a semi-plasma/energy bolt kind of laser weapon which has a modest area of effect, allowing it to compete better with the Core Reaper (Which still has much better area of effect, but whose flames move more slowly and therefore are less accurate).
Arm Viking and Core Cronus weapon [TREMSHIP] range reduced to 1250 (1725) and damage increased to 794 (575).
NOTE: The range reduction will allow coastal defenses to more easily engage advanced naval units.
Arm Courier and Core Emissary transportsize increased to 3 (2).
NOTE: This allows them to carry units with a 3x3 footprint, including Samsons/Slashers, as well as bigger units like Mumbos and Reapers.
Arm Hulk and Core Envoy transport capacity increased to 24 (16).
Arm PACKO and Atlantis and Core SAM weapon [GA2] area of effect increased to 48 (12).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] tolerance increased to 15000 (5000).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] tolerance increased to 15000 (5000).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance increased to 15000 (5000).
NOTE: This is to help them be more willing to take a less than perfect shot when firing at fast moving gunships up close.
Arm FARK can now build:
Arm Metal Maker
Arm Advanced Solar
Arm Geothermal Powerplant
Arm Thunder attackrunlength reduced to 225 (300).
Core Shadow attackrunlength reduced to 251 (333).
Arm Thunder and Core Shadow weapon [ARMBOMB] area of effect reduced to 108 (256) and damage increased to 200 (75) (special damages to fighters and bombers adjusted accordingly).
Arm Phoenix attackrunlength reduced to 225 (450).
Core Hurricane attackrunlength reduced to 251 (502).
Arm Tsunami attackrunlength reduced to 225 (566).
Core Maelstrom attackrunlength reduced to 251 (630).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 162 (256) and damage increased to 335 (145) (special damages to fighters and bombers adjusted accordingly).
NOTE: This increases the damage to the target area somewhat, but lowers the width and length of the "strip" in which targets are taking damage, making them not as devastating to groups. They should also be harder to use to continuously "chain-bomb" with (Though not impossible).
Arm and Core Commander and Decoy Commander scripts altered to comment out a line that set a variable to 1 when using the D-Gun which prevented other weapons from firing until it was reset, which sometimes didn't happen for quite a while:
AimTertiary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
// Static_Var_4 = 1;
NOTE: This should fix Commanders/Decoy Commanders from locking up and not firing their regular weapons after a D-Gun shot is fired.
Arm and Core Commander and Decoy Commander armor reduced to 4000 (6000).
NOTE: This will make Commanders somewhat more vulnerable to larger level 1 groups and make reckless behavior more risky.
Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.5 (0.25).
Increased damage from [NANOBOOM] weapon to Arm and Core Nano Turrets to 1250 (250) so they are destroyed when the platform is, just like all of the other nano turret types.
Fixed some incorrect armor values on some of the advanced plant wreckages/heaps (They got missed in Beta 29 when the armor of wreckages and heaps were doubled).
Arm Advanced Shipyard (North, East, and West facing) wreckages metal value reduced (They were worth about twice as much metal as they should have been).
Arm Banshee energy cost reduced to 1470 (1676), speed reduced to 7.5 (9.576) and acceleration reduced to 0.25 (0.5).
Arm Brawler energy cost reduced to 14411 (16431), speed reduced to 7.5 (9.576) and acceleration reduced to 0.2 (0.4).
Arm Sabre energy cost reduced to 9608 (10954), speed reduced to 8.25 (10.534) and acceleration reduced to 0.225 (0.45).
Arm Blade energy cost reduced to 43883 (50033), speed reduced to 7.15 (9.129) and acceleration reduced to 0.175 (0.35).
Core Venom energy cost reduced to 1509 (1721), speed reduced to 6.82 (8.72) and acceleration reduced to 0.225 (0.45).
Core Rapier energy cost reduced to 15453 (17619), speed reduced to 6.82 (8.72) and acceleration reduced to 0.175 (0.35).
Core Cutlass energy cost reduced to 10302 (11746), speed reduced to 7.49 (9.577) and acceleration reduced to 0.2 (0.4).
Core BlackDawn energy cost reduced to 46884 (53454), speed reduced to 6.5 (8.311) and acceleration reduced to 0.15 (0.3).
Core Krow energy cost reduced to 160794 (183327), speed reduced to 6.195 (7.921) and acceleration reduced to 0.1285 (0.257).
NOTE: This slows gunships down and makes them less agile, reflecting their heaviness compared to other aircraft.
Arm Construction Aircraft energy cost reduced to 2436 (2777).
Core Construction Aircraft energy cost reduced to 2558 (2916).
Arm Peeper energy cost reduced to 705 (804).
Core Fink energy cost reduced to 753 (858).
Arm Freedom Fighter energy cost reduced to 471 (537).
Core Avenger energy cost reduced to 482 (550).
Arm Thunder energy cost reduced to 2589 (2952).
Core Shadow energy cost reduced to 2658 (3030).
Arm Bee energy cost reduced to 1218 (1389).
Core Bladewing energy cost reduced to 1429 (1629).
Arm Atlas energy cost reduced to 4779 (5449).
Core Valkyrie energy cost reduced to 5135 (5855).
Arm and Core M.A.T. energy cost reduced to 5570 (6351).
Arm Advanced Construction Aircraft energy cost reduced to 22110 (25208).
Core Advanced Construction Aircraft energy cost reduced to 23238 (26495).
Arm Hawk energy cost reduced to 5649 (6441).
Core Vamp energy cost reduced to 5822 (6638).
Arm Phoenix energy cost reduced to 27181 (30990).
Core Hurricane energy cost reduced to 28567 (32570).
Arm Eagle energy cost reduced to 31973 (36453).
Core Vulture energy cost reduced to 32746 (37335).
Arm Lancet energy cost reduced to 8296 (9459).
Core Titan energy cost reduced to 8711 (9932).
Arm Dragonfly energy cost reduced to 56343 (64239).
Core Seahook energy cost reduced to 58354 (66531).
Arm Spirit energy cost reduced to 151766 (173034).
Arm Stiletto energy cost reduced to 43269 (49332).
Core Cauterizer energy cost reduced to 95439 (108813).
Arm and Core A.M.A.T. energy cost reduced to 59472 (67806).
Arm Construction Seaplane energy cost reduced to 14739 (16805).
Core Construction Seaplane energy cost reduced to 15492 (17663).
Arm Tornado energy cost reduced to 3766 (4294).
Core Voodoo energy cost reduced to 3881 (4425).
Arm Tsunami energy cost reduced to 18121 (20660).
Core Maelstrom energy cost reduced to 19044 (21713).
Arm Albatross energy cost reduced to 5531 (6306).
Core Typhoon energy cost reduced to 5807 (6621).
Arm Seahawk energy cost reduced to 21315 (24302).
Core Hunter energy cost reduced to 21831 (24890).
NOTE: All aircraft had their energy costs reduced. Previously their energy-per-metal cost was 1.7x higher than vehicles. This brings them down to 1.5x higher than vehicles.
Arm Chainsaw and Core Eradicator weapon [ARM_CIR] reload reduced to 0.75 (1.5) and damage reduced to 48 (95) (Special damages adjusted accordingly).
Arm and Core Fortification Nano Turrets line of sight, radar range, and build distance increased to 1325 (1000).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect increased to 48 (12).
June 19, 2022
TA:T v2.0 Beta 54:
Arm Pit Bull weapon [ARMPB_WEAPON] added the following:
turnrate=3000;
selfprop=1;
guidance=1;
tracks=1;
Core Viper weapon [CORVIPE_LASER] area of effect increased to 128 (64).
Arm Flea weapon [FLEA_LASER] range increased to 360 (240) and damage reduced to 8 (12).
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 Mine energy cost increased to 250800 (150480), metal cost reduced to 1520 (4560), build time increased to 230887 (138532), and energy use reduced to 300 (562.5).
NOTE: This change to Deep Core Moho Mines means that they will only cost twice the metal of a Moho Mine and twice the energy to run, while still bringing in three times as much metal. However, they have a much longer build time and higher energy cost, making it difficult to skip Moho Mines in the earlier game and use Deep Cores instead.
This makes a Deep Core Moho Mine bring in about 2.3 times as much metal per metal spent (Including building energy to run it) on a 2.0 metal patch as the equivalent metal spent on energy production and Moho Metal Makers.
Arm Lemming destroyed/self-destruct explosion [ARMLEMM_KILLED] special damages to Lemmings reduced to 9 (44).
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.
Core Morty weapon [CORE_MORT] weapon velocity increased to 400 (350).
Arm FatBoy weapon [ARM_FATBOY_NOTALASER] weapon velocity increased to 400 (360).
NOTE: The Core Morty and Arm FatBoy were mostly not firing at their full range due to their weapon velocity being too low for them to achieve that range.
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] weapon velocity increased to 400 (350).
Arm Fido weapon [BFIDO] range increased to 1200 (780), weapon velocity increased to 400 (350), damage reduced to 267 (410), and accuracy set to 600 (0 before).
NOTE: This lets the Fidos use their secondary/ballistic weapon mode 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 weapon [SHIVA_CANNON] range increased to 1200 (800) and damage reduced to 334 (501).
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 armor increased to 2515 (2480).
Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 18.65 (13.4) and damage increased to 2696 (1965).
Core Diplomat armor reduced to 2951 (3029).
Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 20 (14.37) and damage increased to 3147 (2203).
NOTE: This should help MERLs and Diplomats more effectively engage heavier defensive lines.
[TINY_BUILDINGEX] weapon, which is used many places, had
commandfire=1;
added to it. This doesn't affect the explosion, but it is also used as the fake weapon on the M.A.T. and the A.M.A.T. used to trigger unloading/dropping carried units. Without it being command fire, it sometimes fires itself, thereby dropping the units before you wanted them to be. Now they will never unload until you specifically tell them to.
Added CTRL_P to the Core Venom category list.
Arm Bolo wreckage size increased 50% to match the size of the unit itself.
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay increased to 5000 (3000).
NOTE: Hopefully this will help prevent Commanders from not firing and locking up as much.
Arm Hulk weapon changed to [EXPLOITER_LASER] ([ARM_LIGHTLASER]).
Core Envoy weapon changed to [EXPLOITER_LASER] ([CORE_LIGHTLASER]).
NOTE: As before, the laser won't fire until you have at least 4 units loaded on board to man the gun.
June 5, 2022
TA:T v2.0 Beta 53:
Arm Bear weapon changed to [ARM_LIGHTLASER] ([EXPLOITER_LASER]).
Core Turtle weapon changed to [CORE_LIGHTLASER] ([EXPLOITER_LASER]).
Core Exploiter armor reduced to 428 (808).
Core Exploiter weapon [EXPLOITER_LASER] damage increased to 99 (37) and energy per shot increased to 31 (25).
NOTE: This gives the Exploiter more of an LLT balance, with heavier firepower but more fragile armor.
Core Exploiter armoring up animation doubled in speed.
Core Termite and Clasher weapon [CORE_TERMITE_LASER] reload reduced to 1.0 (2.1), energy per shot reduced to 86 (180), and damage reduced to 364 (765).
Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] energy per shot increased to 30 (15).
NOTE: This was listed as changed in Beta 14, but got left out.
Arm Recluse speed increased to 3.42104 (3.105), acceleration increased to 0.1875 (0.15), brakerate increased to 0.1875 (0.15), and turnrate increased to 660 (510).
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] damage increased to 2000 (1203), reload increased to 7.4813 (4.5), area of effect reduced to 244 (312), edge effectiveness reduced to 0 (0.1), and special damages to Commanders removed (Was 1000).
Arm Zipper weapon [ARM_FAST] tolerance increased to 5000 (2000).
Arm and Core Commander and Decoy Commander scripts RestorePosition() sleep delay set back to 3000 (1000).
NOTE: This change was made back in Beta 10 but seems to have been the cause of an issue with Commanders sometimes not firing very consistently. Hopefully this will fix that.
Lowered flamethrower weapons from 100% bonus damage to 50% bonus damage:
Core Dragon's Maw weapon [DMAW] damage reduced to 12 (16).
Core Pyro weapon [FLAMETHROWER] damage reduced to 10 (13).
Core Reaper weapon [CORE_REAP] damage reduced to 13 (17).
Core Firestorm weapon [FIRESTORM_WPN] damage reduced to 13 (17).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] added the following:
turnrate=25000;
guidance=1;
tracks=1;
selfprop=1;
and tolerance increased to 5000 (1500).
Arm Mumbo weapon [TAWF003_weapon] range increased to 563 (375) and damage reduced to 39 (58).
Arm Mausser brake rate increased to 0.09 (0.045).
Arm Wombat brake rate increased to 0.09 (0.045).
Core Navarone brake rate increased to 0.082 (0.041).
Core Nixer brake rate increased to 0.082 (0.041).
NOTE: This should help these units to stop and fire at their maximum range instead of sliding to a stop closer than they need to be.
Arm Stiletto speed increased to 9.5 (7.5), acceleration increased to 0.35 (0.16), brake rate increased to 6 (0.8), and turn rate increased to 572 (450).
NOTE: These are the same movement values that Arm Hawks have, making the Stiletto much zippier.
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] reload increased to 6.0 (3.0) and damage increased to 2178 (1089).
NOTE: This should make Blades and Blackdawns better at taking out a single heavier target, since their damage is more front-loaded and they have heavier armor, but the longer reload should decrease their effectiveness against smaller/multiple targets.
Arm Beamer metal cost increased to 294 (196), energy cost increased to 1617 (1078), buildtime increased to 8820 (5880), and armor increased to 588 (390).
Arm Beamer weapon [TAWF001_weapon] damage increased to 100 (67) and energy per shot increased to 27 (18.2).
Core HLLT metal cost increased to 304 (203), energy cost increased to 1671 (1116), buildtime increased to 9354 (6246), armor increased to 732 (490), third [CORE_LIGHTLASER] weapon added, and description changed to "Anti-Swarm Triple LLT" ("Anti-Swarm Double LLT").
NOTE: The Arm Beamer and Core HLLT now cost as much as the Heavy Laser Turrets of their respective sides. The HLLT now has three turrets, instead of two. It has the same firepower as three LLTs, but costs 20% more. However, it has about 45% more armor than all three LLTs combined, and all of that armor is in a single unit instead of being spread among three units.
Additionally, it's cheaper to put Dragon's Teeth around one HLLT than three LLTs, and the HLLT will get to full veteran status much faster.
The Beamer should have similar advantages compared to three LLTs. It isn't able to fire on multiple targets at once like the HLLT, but it has more range, enabling it to hit units that could destroy the HLLT from outside its range.
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 3 (10), damage to air reduced to 40 (59), damage to ground reduced to 13 (59), and model changed to missile (shipmissile).
Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1066 (1731) and area of effect reduced to 320 (455).
Arm Sharpshooter energy cost increased to 124784 (62392), buildtime increased to 55016 (27508), stationary cloaking energy cost increased to 225 (75), and moving cloaking energy cost increased to 600 (200).
Core Skuttle energy cost increased to 117774 (58887), buildtime increased to 53036 (26518), stationary cloaking energy cost increased to 300 (100), and moving cloaking energy cost increased to 900 (300).
NOTE: This makes Sharpshooters and Skuttles a choice you have to commit more resources to producing and which will be harder to use groups of at the same time.
Paralysis/EMP weapons and the Juno weapon now do 4x regular damage to features (Wreckage, dragon's teeth, etc).
[ARMTICK_PARALYZER] weapon (Not currently used)
Arm Spider's [ARM_PARALYZER] weapon
Core Bladewing's [BLADEWING_LYZER] weapon
Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon
Arm Tick [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
Arm and Core Juno [Juno_Pulse]
NOTE: This allow paralysis/EMP weapons to more easily clear wreckage or blast through Dragon's Teeth and fortification walls. Area of effect weapons like the Arm Tick and Core Commando weapons will be more effective at breaching a defensive line than ones with little area of effect, like the Arm Spider or Core Bladewing.
October 16, 2021
TA:T v2.0 Beta 52:
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] and explosionart set to explode3 (explode2).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] explosiongaf set to sexy (fx), and explosionart set to explode4x (explode3).
NOTE: This is just a cosmetic change to use smaller explosion graphics so as to better reflect the smaller amounts of damage actually being done by the weapons.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] range increased to 600 (465), weapontimer increased to 1.987 (1.54), area of effect increased to 128 (96), damage reduced to 202 (259), and burnblow set to 1 (0).
Note: This should help Rockos and Storms be a bit more effective against defenses.
Arm Construction Aircraft metal cost set to 115 (58).
NOTE: In Beta 44, when the Arm Bee costs were changed, the Arm Construction Aircraft was mistakenly given the same metal cost as the Bee. This is just reverting it back to what it should be.
Arm Banshee weapon [MED_EMG] tolerance increased to 65500 (6000) and pitchtolerance increased to 65500 (12000).
Core Venom weapon [VENOM_LASER] tolerance increased to 65500 (6000) and pitchtolerance increased to 65500 (12000).
Arm Brawler weapon [VTOL_EMG] tolerance increased to 65500 (6000) and pitchtolerance increased to 65500 (12000).
Core Rapier weapon [VTOL_ROCKET] tolerance increased to 65500 (6000) and pitchtolerance increased to 65500 (12000).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance increased to 65500 (6000) and pitchtolerance set to 65500 (0).
Arm Sabre weapon [VTOL_EMG2] tolerance increased to 65500 (2000) and pitchtolerance increased to 65500 (12000).
Core Cutlass weapon [VTOL_ROCKET2] tolerance set to 65500 (0) and pitchtolerance increased to 65500 (12000).
NOTE: This gives gunships a 360 degree firing arc like Core Bladewings have so they can shoot in any direction at all times. Essentially, they have their weapons mounted on a quickly turning turret. This will make them better at shooting at targets as they fly over an area.
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] edge effectiveness reduced to 0.333 (0.85).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] edge effectiveness reduced to 0.375 (0.9).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] ranged reduced to 700 (1050), damage increased to 150 (100), and edge effectiveness reduced to 0.315 (0.8).
NOTE: Reducing Flak weapons edge effectiveness should help gunships to last a bit longer when bunched up, but still allow them to destroy fighters with ease.
The Arm Phalanx and Archer and Core Copperhead and Shredder weapon change was to help the Phalanx and Copperhead specifically be better at their anti-air role, since they're all you have to work with in advanced vehicles (Barring the Arm Hermes). They gain damage at the expense of losing range, but most aircraft cover the distance rapidly enough it doesn't make as much difference as you might think.
Arm Thunder and Core Shadow weapon [ARMBOMB] damage reduced to 25% (50%) against regular, advanced, and seaplane fighters and bombers.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage reduced to 25% (50%) against regular, advanced, and seaplane fighters and bombers.
NOTE: This is to help prevent bombers and fighters nearby taking damage from bombs while flying overhead.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 256 (400).
NOTE: This puts Advanced/Seaplane Bomber bombs at the same area of effect as level 1 bombers. The bigger area of effect was too easy to do widespread damage with, especially if you keep up a steady stream of bombs, eclipsing the usefulness of other aircraft.
Arm and Core Commander destroyed explosion [COMMANDER_BLAST] special damage increased to 30000 (23000).
NOTE: This damage is the same as a strategic nuke and should help it to destroy almost any unit (But not structure).
Arm Decoy Fusion metal cost increased to 327 (218), energy cost increased to 5396 (3597), build time increased to 9810 (6540), armor increased to 1800 (1200), energy storage increased to 5000 (300) and metal storage increased to 1000 (100).
NOTE: This lets a Decoy Fusion store more metal and energy, making them more passively useful in addition to being used as a decoy.
Arm Energy Storage metal cost reduced to 60 (240), energy cost reduced to 608 (2430), build time reduced to 1657 (6627), armor reduced to 1000 (1250), and energy storage reduced to 1250 (5000).
Arm Metal Storage metal cost reduced to 76 (305), energy cost reduced to 179 (715), build time reduced to 1463 (5850), armor reduced to 1063 (1329), and metal storage reduced to 250 (1000).
Arm Underwater Energy Storage metal cost reduced to 71 (284), energy cost reduced to 959 (3834), build time reduced to 1961 (7842), armor reduced to 1158 (1447), and energy storage reduced to 1875 (7500).
Arm Underwater Metal Storage metal cost reduced to 90 (360), energy cost reduced to 317 (1266), build time reduced to 1726 (6904), armor reduced to 1300 (1625), and metal storage reduced to 375 (1500).
Core Energy Storage metal cost reduced to 62 (249), energy cost reduced to 622 (2489), build time reduced to 1740 (6962), armor reduced to 1080 (1350), and energy storage reduced to 1250 (5000).
Core Metal Storage metal cost reduced to 80 (320), energy cost reduced to 184 (735), build time reduced to 1463 (5850), armor reduced to 1045 (1306), and metal storage reduced to 250 (1000).
Core Underwater Energy Storage metal cost reduced to 70 (280), energy cost reduced to 933 (3732), build time reduced to 1957 (7829), armor reduced to 1217 (1521), and energy storage reduced to 1875 (7500).
Core Underwater Metal Storage metal cost reduced to 88 (350), energy cost reduced to 286 (1144), build time reduced to 1600 (6398), armor reduced to 1400 (1750), and metal storage reduced to 375 (1500).
June 11, 2021
TA:T v2.0 Beta 51:
Revised M.A.T. script to prevent picking up more than four units in multiplayer.
Changed the limit of AI metal extractors that can be built at Gentle/Moderate/Suicide difficulty to 2/3/8 (Was 1/3/9).
NOTE: Easy (Gentle) AIs are hardcoded by the game engine to receive 50% of the energy and metal from any metal or energy production structures. For example, they get 10 energy from solars, a metal extractor that would give 2.0 metal gives them 1.0, and so forth.
Medium (Moderate) AIs get 70% of energy/metal, and Hard (Suicide) gets 100%.
Increased the limit for regular (non-special AI) metal extractors for Gentle/Moderate/Suicide to 4/8/16 (Was 0/0/0).
NOTE: This should help them to spread out and build extractors elsewhere, and hopefully expand their defenses and "territory" a bit, although it does increase the risk of the AI building multiple regular extractors before it gets a special one, and therefore slowing down its initial expansion.
Arm and Core special AI metal extractor metal storage increased to 2000 (1000) and energy storage increased to 6000 (1000).
June 9, 2021
TA:T v2.0 Beta 50:
Added M.A.T. to the various special aircraft damage lists (It was missing before).
Changed AI files to be consistent with each other (Some of the specific unit type profiles, like ground-only, etc, were using a different list than the normal default profile (Not counting the ground-only differences, of course)).
Changed the limit of AI metal extractors that can be built at Gentle/Moderate/Suicide difficulty to 1/3/9 (Was 2/4/8).
NOTE: Since the AI metal extractors give a large resource bonus to the AI, this should have the effect of making the Gentle and Moderate AIs less lethal, since Gentle AIs will have half the early bonus resources they were before, and Moderate AIs will have 75% of before. They'll still be able to build up resources with regular metal and energy production, but it should take longer to ramp up.
The idea is to make Gentle quite a bit easier, so it is more suitable for beginning players, Moderate a reasonable challenge for more advanced players, and Suicide very difficult, even for long-time players. Of course, erring on the side of easier might be best, since you can always add an additional AI to play against (2 or 3 AIs instead of 1, etc).
June 1, 2021
TA:T v2.0 Beta 49:
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload reduced to 10 (20) and damage reduced to 59 (118).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload increased to 1.617 (0.75), damage increased to 97 (45), and area of effect increased to 128 (32).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] reload reduced to 10 (20) and damage reduced to 298 (596).
NOTE: The reduction in reload on the secondary fighter/advanced fighter missiles will help it to not be quite so "front-loaded" where it does a heavy amount of damage on the first strike and then much less afterwards. Since fighters frequently don't last too long anyway, giving them 20 seconds of damage for their first shot was very powerful.
The change to the primary weapon on advanced fighters allows them to destroy level 1 fighters in a single shot and the large area of effect should help against swarms of level 1 fighters. Advanced Fighters should be very good at achieving and maintaining air superiority, but were frequently losing out to large numbers of level 1 fighters which are a smaller investment.
Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] range increased to 1050 (700), damage increased to 4334 (2167), and area of effect increased to 166 (96).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] range increased to 1350 (900), damage increased to 2506 (1253), and area of effect increased to 111 (64).
NOTE: Previously an advanced bomber would do about the same amount of damage to a cruiser as a torpedo bomber. Now they should hit harder, and from further away, making them better at attacking naval targets (Since that's what they're designed for).
Arm Thunder armor increased to 351 (234).
Core Shadow armor increased to 395 (263).
Arm Phoenix armor increased to 1226 (817).
Core Hurricane armor increased to 1419 (946).
Arm Lancet armor increased to 749 (499).
Core Titan armor increased to 866 (577).
Arm Tsunami armor increased to 1226 (817).
Core Maelstrom armor increased to 1419 (946).
Arm Albatross armor increased to 749 (499).
Core Typhoon armor increased to 866 (577).
Arm Stiletto armor increased to 974 (649).
Core Cauterizer armor increased to 5388 (3592).
Core Cauterizer weapon [INFERNOBOMB] damage reduced to 1731 (2596).
NOTE: All bombers have been given a 50% boost to armor so they aren't so easily dropped when attacking under fire. They were getting fighter armor ratios before. The Core Cauterizer is already pretty nasty, so while it gets the 50% extra armor, it also has its firepower reduced by the same proportion.
Arm Thunder and Core Shadow weapon [ARMBOMB] damage reduced to half against regular, advanced, and seaplane fighter.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage reduced to half against regular, advanced, and seaplane fighters.
NOTE: This is to help prevent fighters nearby taking damage from bombs while flying overhead.
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range reduced to 400 (560), reload increased to 1.115 (0.79), damage increased to 97 (49), and area of effect increased to 96 (64).
NOTE: This helps level 1 vehicle anti-air perform better against fighters and gunships, since they tended to lack somewhat before compared to other anti-air units.
Arm Banshee armor increased to 662 (497) and speed increased to 9.576 (7.5).
Arm Brawler armor increased to 2170 (1628) and speed increased to 9.576 (7.5).
Arm Sabre armor increased to 2170 (1628) and speed increased to 10.534 (8.25).
Arm Sabre weapon [VTOL_EMG2] energy per shot reduced to 27 (36).
Arm Blade armor increased to 6586 (4940) and speed increased to 9.129 (7.15).
Core Venom armor increased to 749 (562) and speed increased to 8.72 (6.82).
Core Rapier armor increased to 2555 (1916) and speed increased to 8.72 (6.82).
Core Cutlass armor increased to 2555 (1916) and speed increased to 9.577 (7.49).
Core BlackDawn armor increased to 7756 (5817) and speed increased to 8.311 (6.5).
Core Krow armor increased to 13293 (9970) and speed increased to 7.921 (6.195).
Arm Spirit armor increased to 9713 (7285) and speed increased to 10.214 (8).
NOTE: Increased gunship armor ratios by 33%. This puts their armor ratio at 2/3s that of vehicles (Was 1/2). Their firepower ratio remains unchanged at 75% that of vehicles, but since their base range is 320 instead of vehicles' 240, it actually works out to be the same. Also increased level 1 gunship speeds to be about 80% of level 1 fighter speed, and then adjusted the rest of the gunship speeds accordingly.
Arm Commander and Decoy Commander and Core Commander and Decoy Commander weapon [BOMBER_MISSILE] replaced with [ARMSHIP_MISSILE].
Arm Commander, Decoy Commander, and Ranger and Core Commander, Decoy Commander, and Messenger weapon [ARMSHIP_MISSILE] reload reduced to 0.666 (1.0), damage reduced to 100 (150), weapon velocity increased to 650 (450), area of effect increased to 64 (12), and tolerance increased to 32000 (8000).
NOTE: This will allow Commanders to take out fighters in a single shot.
Arm Anaconda and Core Snapper movement class changed to TANKHOVER2 (TANKHOVER3).
NOTE: This should help them maneuver better in a group.
Core Rapier weapon [VTOL_ROCKET] reload reduced to 1.0 (1.393), damage reduced to 128 (178), and explosionart set to explode3 (explode2).
Arm Blade and Core BlackDawn weapon [Vtol_Sabot] reload increased to 3.0 (2.0) and damage increased to 1089 (726).
Arm Swatter and Core Slinger and Exploiter weapon [ARMAH_WEAPON] range reduced to 600 (700), reload increased to 1.143 (1.0), damage increased to 100 (75), turn rate increased to 80000 (63000), and area of effect increased to 96 (12).
Note: This will allow them to one-shot level 1 fighters and do better against gunships, similar to Samsons/Slashers.
Core Clasher metal cost increased to 693 (634), energy cost increased to 13064 (11952), build time increased to 23782 (21757), and armor increased to 7267 (6666).
Core Clasher weapon changed to [CORE_TERMITE_LASER] ([CORAMPH_WEAPON2]).
May 25, 2021
TA:T v2.0 Beta 48:
Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 931 (134) and edge effectiveness reduced to 0.5 (0.99).
Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 311 (267) and energy per shot increased to 73 (63).
NOTE: Gimps can't fire both weapons at the same time (Since one is a laser and one is a torpedo), so they both get the full firepower from the Gimp's costs, somewhat similar to the Fido's two weapons (Both surface weapons, but can't be used at the same time).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] burnblow set to 0.
NOTE: This fixes a problem where the rocket blows up after the weapontimer of 1 second finishes.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage increased to 29500 (23000) and special damages for all high armor units set to 30000 (80000).
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage increased to 29500 (23000), and special damages for all high armor units set to 30000 (82500).
NOTE: Previously, even though the nuke damage would work right against highly-armored units with no kills, if they had veteran status, the damage would roll over and give them extra health. Due to the effect of roll-over damage, 30000 damage actually will destroy almost any unit in a single hit except for an Orcone or Krogoth with veteran status, and even those will be left with 10% or less health.
If you are bringing Gantry units or the like to attack someone, bringing a mobile anti-nuke unit might be advisable.
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage increased to 29500 (23000).
Core Goliath weapon [COR_GOL] reload reduced to 2.25 (3.3) and damage reduced to 949 (1392).
Arm Atlas armor reduced to 2477 (3438).
Core Valkyrie armor reduced to 2867 (4079).
NOTE: This puts air transports at 3 times normal gunship armor, but they also allow the unit inside to keep firing while carried.
Arm and Core AMAT name changed to A.M.A.T. (AMAT).
Added M.A.T. (Multi Air Transport) to the level 1 Air Plant for Arm and Core. It functions similarly (And looks the same, only smaller) as the A.M.A.T., but is cheaper, faster, less armored, and only holds 4 units. It has no firing ports, so units inside cannot fire.
Arm and Core M.A.T. and A.M.A.T. weapon [ARM_DISINTEGRATOR] changed to [TINY_BUILDINGEX].
weapon [TINY_BUILDINGEX] range increased to 400 (96) so it can be used to trigger more accurate unloading in the M.A.T. and the A.M.A.T.
NOTE: This weapon is only used as an explosion for things like metal extractors, Fleas, Nano turrets, etc, so the range doesn't do anything since only area of effect applies in that situation.
NOTE: This should let the A.M.A.T. and M.A.T. drop off their carried units at the targeted attack spot, instead of quite a bit behind it.
May 18, 2021
TA:T v2.0 Beta 47:
Arm Courier and Core Emissary transport capacity increased to 16 (10).
Arm Dragon's Claw weapon [DCLAW] damage increased to 96 (64), energy per shot increased to 32 (0), and weapon velocity increased to 1000 (700).
Arm Panther weapon [Armlatnk_weapon] weapon velocity increased to 700 (500).
Arm Zeus weapon [LIGHTNING] weapon velocity increased to 700 (500).
Arm Demolisher weapon [ARM_HLIGHTNING] weapon velocity increased to 700 (500).
Arm Thunderstorm weapon [THUNDERSTORM_WPN] weapon velocity increased to 1000 (700).
Arm Zipper armor reduced to 572 (748).
Arm Zipper weapon [ARM_FAST] reload reduced to 0.567 (0.584) and damage increased to 15 (12).
NOTE: This reduces the Zipper's armor to compensate for their speed instead of their firepower.
Arm Pelican energy cost increased to 9520 (4760), speed increased to 2.2 (1.76), and "(Fast/Maneuverable)" added to the description.
Arm Pelican weapon [ARMAMPH_WEAPON1] reload reduced to 0.73 (1.27), energy per shot reduced to 31 (54), and damage reduced to 133 (231).
Core Pyro speed increased to 2.091 (1.6) and armor reduced to 650 (846).
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.655 (0.672) and damage increased to 13 (10).
NOTE: Pyros also lose armor to gain speed.
Note: Flamethrowers are now at +100% normal damage instead of +50% to compensate for their spread and low velocity, both of which make it easier to miss targets. They'll do more damage than usual at close range or against larger targets, but less damage against faster or smaller targets at longer range. At medium range against medium targets, they should be around the normal damage.
Core Reaper weapon [CORE_REAP] reload reduced to 0.481 (0.49), damage increased to 17 (13), and area of effect increased to 128 (90).
Core Dragon's Maw weapon [DMAW] damage increased to 16 (12).
Core Firestorm weapon [FIRESTORM_WPN] reload reduced to 0.696 (0.72), area of effect increased to 128 (72), and damage increased to 17 (8).
Core Karganeth weapon [KARG_FLAME] area of effect increased to 90 (72), edge effectiveness reduced to 0.5 (0.99), and damage increased to 16 (12).
Arm Bulldog weapon [ARM_BULL] reload increased to 1.5 (1.0), damage increased to 615 (410), and edge effectiveness reduced to 0 (0.1).
Core Goliath weapon [COR_GOL] reload increased to 3.3 (2.2), damage increased to 1392 (928), area of effect reduced to 271 (362), and edge effectiveness reduced to 0 (0.1).
May 12, 2021
TA:T v2.0 Beta 46:
Arm Vulcan and Core Buzzsaw wreckage armor and metal values fixed.
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 800 (675) and damage reduced to 419 (497).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 815 (688) and damage reduced to 467 (553).
Arm Guardian weapon [ARMFIXED_GUN] weapon velocity reduced to 600 (800).
Core Punisher weapon [CORFIXED_GUN] weapon velocity reduced to 600 (800).
NOTE: This makes them somewhat easier to assault if they are unsupported.
Arm Bear armor reduced to 12689 (16928).
Core Turtle armor reduced to 14395 (19180).
NOTE: This puts hover transports at 3 times normal vehicle armor, as opposed to 4 times for other transports.
April 17, 2021
TA:T v2.0 Beta 45:
Removed unit shaking in script for Arm Phalanx and Core Copperhead.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] damage reduced to 100 (150).
Arm Phalanx armor increased to 1981 (1320).
Core Copperhead armor increased to 2383 (1583).
NOTE: This puts the Phalanx and Copperhead at half armor and double firepower (Previously they had been 1/3 armor and triple firepower).
Arm Archer armor increased to 4958 (3730).
Core Shredder armor increased to 5820 (4377).
Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] damage increased to 1325 (657) (Special damages adjusted to double accordingly).
NOTE: Arm Archer and Core Shredder armors were adjusted because of the reduced [ARMYORK_GUN] weapon damage up above, but they also were lower in damage than they should have been, so the extra damage was put towards the [ADVDEPTHCHARGE] weapon, which does double damage to underwater units (Amphibious units and submarines).
Arm Pincer turret turn rate increased to 240 (120).
Core Garpike turret turn rate increased to 240 (120).
Arm Courier and Core Emissary IsAirBase set to 0 (1) and description changed to "Amphibious Armored Transport" ("Amphib. Transport w/ Firing Ports").
NOTE This removes their firing ports, so units can no longer fire while inside. Hover transports still have firing ports, but are harder to get.
Arm Courier, Hulk, and Bear and Core Emissary, Envoy, Turtle, and Intruder script INSTA_LOAD set to TRUE (FALSE) and script QUIT_AUTO_UNLOAD_WHEN_MOVING set to FALSE (TRUE).
NOTE: The first change means that loaded units will disappear into the transport immediately instead of visibly moving into it. The second change means that units can be unloaded even while the transport is still moving.
Arm Courier turn rate increased to 269 (232), speed increased to 3.4 (3.3), and transport capacity increased to 10 (8).
Core Emissary turn rate increased to 244 (213), speed increased to 3.04 (3), and transport capacity increased to 10 (8).
Arm Courier and Core Emissary transportsize set to 2 (3).
NOTE: This limits the size of units they can carry to 2x2 units, which the size of most KBots and level 1 vehicles (Although there are a few exceptions, like the Core Shodan). They just aren't big enough to carry larger units like Shivas, Sumos, Goliaths, etc.
Arm Bear transport capacity reduced to 6 (10).
Core Turtle transport capacity reduced to 6 (10).
NOTE: The ability to allow transported units to fire while inside reduces their total transport capacity, which makes them less prone to abuse, although they can carry much larger units than the level 1 transports.
Arm and Core AMAT scripts changed to quadruple loading speed, max_units per player increased to 1500 (500), and extra drop attempt added.
NOTE: This lets them load units more quickly, the max_units change may help with bugs in multiplayer games with more than 500 units per player, and the extra drop attempt should help dropped packets/multiplayer lag causing the bug where units are floating out behind the AMAT.
Arm Metal Extractor energy use reduced to 15 (20).
Core Metal Extractor energy use reduced to 15 (20).
Arm Underwater Metal Extractor energy use reduced to 11.25 (15).
Core Underwater Metal Extractor energy use reduced to 11.25 (15).
Arm Twilight energy use reduced to 18.75 (25).
Core Exploiter energy use reduced to 18.75 (25).
Arm Moho Mine energy use reduced to 150 (200).
Core Moho Mine energy use reduced to 150 (200).
Arm Moho Twilight energy use reduced to 187.5 (250).
Core Moho Exploiter energy use reduced to 187.5 (250).
Arm Underwater Moho Mine energy use reduced to 112.5 (150).
Core Underwater Moho Mine energy use reduced to 112.5 (150).
Arm and Core Deep Core Moho Mine energy use reduced to 562.5 (750).
NOTE: This reduces the energy uses of all metal extractors to 75% of previous levels to see if rapid expansion will be too easy.
Arm Defender armor reduced to 148 (295) and line of sight increased to 500 (375).
Core Pulverizer armor reduced to 152 (303) and line of sight increased to 500 (375).
Arm Sentry armor reduced to 129 (257) and line of sight increased to 500 (375).
Core Stinger armor reduced to 148 (296) and line of sight increased to 500 (375).
Arm Defender and Sentry and Core Pulverizer and Stinger weapon [ARMRL_MISSILE] damage increased to 92 (46) and special damages adjusted accordingly.
NOTE: This puts these into the half armor/double firepower category like SAMs/PACKOs, LLTS/HLTs, etc.
Core Exploiter metal cost increased to 213 (202), energy cost increased to 1816 (1722), and build time increased to 6773 (6423).
Core Exploiter weapon [ARMRL_MISSILE] replaced with [ARMAH_WEAPON].
Arm MRU energy storage increased to 5000 (3000).
Core MRU energy storage increased to 5000 (3000).
Arm Thunder and Core Shadow weapon [ARMBOMB] damage reduced to half against regular, advanced, and seaplane bombers.
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage reduced to half against regular, advanced, and seaplane bombers.
NOTE: This is to help prevent other bombers nearby taking damage from friendly bombs.
Core Scorpion added:
firestandorders=1;
StandingFireOrder=0;
NOTE: This should prevent it from firing anti-mine rockets at enemy units.
March 24, 2021
TA:T v2.0 Beta 44:
Arm Construction Seaplane workertime reduced to 180 (360).
Core Construction Seaplane workertime reduced to 180 (360).
Arm Seaplane Platform added to the Arm Beaver build menu.
Core Seaplane Platform added to the Core Muskrat build menu.
Replaced the Arm/Core Medium Mine on the Arm/Core Construction Seaplane build menu with the Micro-Fusion.
Synchronized the Arm Beaver and Core Muskrat build menus with their respective Construction Vehicles (Not counting the extra water based structures Construction Vehicles can't build). Previously, some of the units were in different menu pages and different spots on those pages, and some units were missing entirely (Radical/Blocker, Chainsaw/Eradicator, Advanced Solars, etc).
Arm Bee energy cost reduced to 1389 (1509), metal cost reduced to 58 (63), buildtime reduced to 1861 (2022), workertime increased to 60 (30), line of sight increased to 400 (320), and description changed to "VTOL Repair, Reclaim, Assist Minelayer Drone" ("VTOL Repair, Reclaim, Assist Drone").
Arm Bee can now build the Arm Light/Medium/Heavy/EMP/Nuclear Mine, Dragon's Teeth, Dragon's Eye, Radar Tower, Light Laser Tower, and Defender.
NOTE: Arm Bees are now a minelayer aircraft drone. They have the same build power that Construction Aircraft have at half the cost. They don't have nearly as much build power as minelayer vehicles, but unlike them, they can still guard and patrol. However, they are very fragile and thus vulnerable to a fighter flyby, don't take reduced damage from mines, and don't have an anti-mine rocket.
Core Skuttle energy cost increased to 58887 (43952) and description changed to "Advanced Cloaking Amphibious Crawling Bomb (Tactical Nuke)" ("Advanced Cloaking Crawling Bomb (Tactical Nuke)").
Arm Sharpshooter energy cost increased to 62392 (26534), build time increased to 27508 (15609), and armor increased to 1079 (598).
NOTE: This puts the Sharpshooter to a similar energy to metal ratio of the Skuttle, and also brings the Skuttle and Sharpshooter up to double the normal energy drain while building instead of 50% extra.
Arm Pincer speed increased to 4.714 (4.35).
Core Garpike speed increased to 4.286 (3.95).
Core Croc speed increased to 4.0813 (3.475).
Arm Triton speed increased to 4.2763 (3.713).
Core Poison Arrow speed increased to 3.795 (3.3).
NOTE: These are amphibious units that had previously been increased to 25% faster than non-amphibious units of similar cost/role. However, those units have had their speed increased since then, so now these are having their speed increased accordingly.
Arm Marauder energy cost increased to 25259 (18944), turn rate increased to 769 (615), acceleration increased to 0.075 (0.06), speed increased to 1.6025 (1.282), and "(Fast/Maneuverable)" added to description.
Core Shiva energy cost increased to 27104 (20328), turn rate increased to 700 (560), acceleration increased to 0.0625 (0.05), speed increased to 1.4563 (1.165), and description changed to "Amphib Heavy Siege (plasma and rocket) (Fast/Maneuverable)" ("Amphibious Heavy Siege (plasma and rocket)").
Arm Spirit armor reduced to 7285 (8019).
Arm Spirit weapon [Arm_pidr] reload increased to 10.463 (8).
NOTE: The Spirit didn't get reduced with the other gunships in Beta 43 (It's not a traditional gunship, but is using gunship ratios). Also note that the Spirit gets less armor than it normally would due to being faster than usual.
Core Krow speed increased to 6.195 (5.114).
March 9, 2021
TA:T v2.0 Beta 43:
Core Seaplane Platform waterline reduced to 33 (43).
NOTE: At 43, it was fully below water when initially started. Now that Construction Aircraft can build them, this was a problem because they could start the Seaplane Platform, but other Construction Aircraft could not assist, only guard the platform, and if the constructor that originally started it stopped, it couldn't start building again, only guard. With the new waterline, the problem is fixed, since part of it starts above water (Though it becomes completely submerged when not building).
Arm Samson line of sight increased to 560 (525).
Core Slasher line of sight increased to 560 (525).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] reload reduced to 0.79 (1.0), damage reduced to 49 (62), and area of effect increased to 64 (12).
Arm Banshee armor reduced to 497 (662).
Arm Banshee weapon [MED_EMG] reload increased to 0.528 (0.396).
Arm Brawler armor reduced to 1628 (2170).
Arm Brawler weapon [VTOL_EMG] reload increased to 0.239 (0.179).
Arm Sabre armor reduced to 1628 (2170).
Arm Sabre weapon [VTOL_EMG2] damage reduced to 113 (151).
Arm Blade armor reduced to 4940 (6586).
Arm Blade and Core BlackDawn weapon [Vtol_Sabot] damage reduced to 726 (968).
Core Venom armor reduced to 562 (749).
Core Venom weapon [VENOM_LASER] damage reduced to 40 (53).
Core Rapier armor reduced to 1916 (2555).
Core Rapier weapon [VTOL_ROCKET] damage reduced to 178 (237).
Core Cutlass armor reduced to 1916 (2555).
Core Cutlass weapon [VTOL_ROCKET2] damage reduced to 194 (259).
Core BlackDawn armor reduced to 5817 (7756).
Core Krow armor reduced to 9970 (13293).
Core Krow weapon [KROWLASER2] damage reduced to 293 (390) and energy per shot reduced to 88 (117).
Core Krow weapon [KROWLASER] damage reduced to 161 (214) and energy per shot reduced to 53 (70).
NOTE: Reduced gunship armor and firepower ratios by 25%. This puts their armor ratio at half that of vehicles (Was 2/3s) and firepower ratio to 75% of vehicles (Was the same).
March 6, 2021
TA:T v2.0 Beta 42:
Arm Seaplane Platforms added to the Arm Construction Aircraft and Arm Construction Ship build menus.
Core Seaplane Platforms added to the Core Construction Aircraft and Core Construction Ship build menus.
Arm Fortification Post armor (while building) set to 15000 (9000).
Arm Fortification Wall (Horizontal) armor set to 45000 (20000).
Arm Fortification Wall (Vertical) armor set to 45000 (20000).
Core Fortification Post armor (while building) set to 15000 (9000).
Core Fortification Wall (Horizontal) armor set to 45000 (20000).
Core Fortification Wall (Vertical) armor set to 45000 (20000).
March 4, 2021
TA:T v2.0 Beta 41:
Core Venom weapon [VENOM_LASER] added the following:
model=lightlaser;
turnrate=12500;
guidance=1;
selfprop=1;
and set rendertype to 1 (0).
NOTE: This is to prevent Core Venoms from shooting over DT at Geothermal Plants. Now that they track slightly, their laser hits slightly lower and is mostly blocked by Dragon's Teeth, just like Banshee shots are because of their tracking.
Arm Fortification Post height reduced to 20 (55).
Arm Fortification Wall (Horizontal) height reduced to 20 (55).
Arm Fortification Wall (Vertical) height reduced to 20 (55).
Core Fortification Post height reduced to 20 (55).
Core Fortification Wall (Horizontal) height reduced to 20 (55).
Core Fortification Wall (Vertical) height reduced to 20 (55).
NOTE: This allows Fortification Walls to be used the same way Dragon's Teeth can be used for fortifying defenses. Previously, their extra height prevented most defenses from shooting over them except for taller ones, like LLTs/HLTs, Pit Bulls, Vipers, etc. The extra height did block some higher-arcing artillery shots that Dragon's Teeth wouldn't, but since artillery weapons tend to have a larger blast radius anyway, this usually didn't help as much as it might otherwise.
Arm Energy Storage energy storage increased to 5000 (3000).
Arm Underwater Energy Storage energy storage increased to 7500 (4500).
Arm Adv. Submersible Energy Storage energy storage increased to 15000 (9000).
Core Energy Storage energy storage increased to 5000 (3000).
Core Underwater Energy Storage energy storage increased to 7500 (4500).
Core Adv. Submersible Energy Storage energy storage increased to 15000 (9000).
March 1, 2021
TA:T v2.0 Beta 40:
Arm Defender and Sentry and Core Pulverizer, Stinger, and Exploiter weapon [ARMRL_MISSILE] had burnblow=1 added.
Arm PACKO and Atlantis and Core SAM weapon [GA2] had burnblow=1 added.
Arm Bantha and Penetrator weapon [ARMMANNI_WEAPON] added:
guidance=1;
tracks=1;
selfprop=1;
turnrate=3000;
burnblow=1;
NOTE: This is to give the shot very slight tracking. It's just enough to let it hit targets it's aiming directly at that aren't moving and were getting missed before. This targeting issue seems to be due to higher weapon velocity. Previously, sometimes higher velocity shots would miss small units like a Peewee that were at only moderate range, even if the Peewee wasn't moving.
Arm Consul StandingMoveOrder set to 0 (1).
Arm FARK StandingMoveOrder set to 0 (1).
Core Freaker SteeringMode set to 1 (2) and StandingMoveOrder set to 0 (1).
NOTE: Setting these units to default to Hold Position should help these units to dance less while assisting. The Freaker had steeringmode set to 2, which is what most KBots use, since steeringmode 1, which is for vehicles, means the unit has to start moving forward to turn. However, all regular and advanced construction kbots have steeringmode 1 (The vehicle one), and so does the Arm FARK, so perhaps that was done to minimize "dancing" around while guarding a factory. Therefore, the Freaker has been set that way as well.
Arm Construction Seaplane energy cost reduced to 16805 (22917), metal cost reduced to 153 (209), build time reduced to 7500 (10228), and armor increased to 1171 (1064).
Arm Tornado energy cost reduced to 4294 (5835), metal cost reduced to 89 (121), build time reduced to 2875 (3907), and armor increased to 339 (279).
Arm Tsunami energy cost reduced to 20660 (28173), metal cost reduced to 214 (292), build time reduced to 6915 (9430), and armor increased to 817 (743).
Arm Albatross energy cost reduced to 6306 (9299), metal cost reduced to 131 (193), build time reduced to 4221 (6225), and armor increased to 499 (491).
Arm Sabre energy cost reduced to 10954 (14952), metal cost reduced to 227 (310), build time reduced to 7333 (10011), and armor increased to 2170 (1973).
Arm Seahawk energy cost reduced to 24302 (38993), metal cost reduced to 138 (237), build time reduced to 16273 (26103), and armor reduced to 1055 (1206).
Core Construction Seaplane energy cost reduced to 17663 (24090), metal cost reduced to 161 (220), build time reduced to 8083 (11023), and armor increased to 1355 (1232).
Core Voodoo energy cost reduced to 4425 (6035), metal cost reduced to 92 (125), build time reduced to 3037 (4142), and armor increased to 402 (328).
Core Maelstrom energy cost reduced to 21713 (29595), metal cost reduced to 225 (307), build time reduced to 7455 (10160), and armor increased to 946 (860).
Core Typhoon energy cost reduced to 6621 (9972), metal cost reduced to 137 (207), build time reduced to 4545 (6847), and armor reduced to 577 (580).
Core Cutlass energy cost reduced to 11746 (16007), metal cost reduced to 243 (331), build time reduced to 8061 (10985), and armor increased to 2555 (2317).
Core Hunter energy cost reduced to 24890 (38075), metal cost reduced to 141 (240), build time reduced to 17083 (26135), and armor reduced to 1185 (1344).
NOTE: This puts Seaplanes at 2/3s the cost of their Advanced Aircraft equivalent. This makes building Seaplanes a trade-off compared to the normal Advanced Aircraft Plant. If you build the Seaplane Platform you'll get 50% more aircraft for your metal/energy cost, but you'll forgo the more advanced and specialized aircraft available in the Advanced Aircraft Plant (Such as the Spirit, Krow, Cauterizer, AMAT, Blade/Black Dawn, etc).
Arm Lancet speed increased to 7.333 (5.5) and attackrunlength set to 250 (Previously not set).
Arm Albatross speed increased to 8.066 (6.05) and attackrunlength set to 250 (Previously not set).
Core Titan speed increased to 6.666 (5.0) and attackrunlength set to 250 (100).
Core Typhon speed increased to 7.333 (5.5) and attackrunlength set to 250 (100).
NOTE: This brings Torpedo Bombers and Seaplane Torpedo Bombers up to the same speeds as their advanced bomber and seaplane bomber counterparts. It also lets them fire off their torpedoes from a longer distance, potentially giving them a better chance at dropping their torpedoes before being destroyed.
Arm Colossus line of sight increased to 2188 (1650).
Core Hive line of sight increased to 1989 (1500).
Arm Nanolathe Turret energy cost reduced to 2639 (4046), metal cost reduced to 300 (460), build time reduced to 2609 (4000), armor increased to 600 (200), line of sight increased to 1000 (600), build distance increased to 1000 (800).
Arm Fortification Nanolathe Turret energy cost reduced to 5870 (9000), metal cost reduced to 470 (720), build time reduced to 4891 (7500), line of sight increased to 1000 (600).
Arm Advanced Fortification Nanolathe Turret energy cost reduced to 17609 (27000), metal cost reduced to 1409 (2160), build time reduced to 9783 (15000), line of sight increased to 1325 (650).
Core Nanolathe Turret energy cost reduced to 2639 (4046), metal cost reduced to 300 (460), build time reduced to 2609 (4000), armor increased to 600 (200), line of sight increased to 1000 (600) and build distance increased to 1000 (800).
Core Fortification Nanolathe Turret energy cost reduced to 5870 (9000), metal cost reduced to 470 (720), build time reduced to 4891 (7500), line of sight increased to 1000 (600).
Core Advanced Fortification Nanolathe Turret energy cost reduced to 17609 (27000), metal cost reduced to 1409 (2160), build time reduced to 9783 (15000), line of sight increased to 1325 (650).
Arm and Core Repair Nanolathe Turret energy cost reduced to 1015 (1556), metal cost reduced to 130 (200), build time reduced to 1135 (1740), line of sight increased to 1000 (600) and build distance reduced to 1000 (1600).
NOTE: All Nanolathe turrets are cheaper. Regular nanolathe turrets now cost about half the metal a level 1 factory does, giving much more build power for the same cost, but are much easier to destroy and can only assist, not build anything themselves.
Also, nanolathe turrets on patrol won't automatically assist or repair past their own individual line of sight, even if their build distance is larger (Although they can still be told to manually assist or repair at their full build distance). Line of sight from other units doesn't help; it must come from their own line of sight. Therefore, their line of sight has been increased to allow them to effectively patrol to their full build distance.
February 26, 2021
TA:T v2.0 Beta 39:
Arm Spotter turn rate increased to 464 (413).
Core Watcher acceleration reduced to 0.029 (0.030), brakerate reduced to 0.011 (0.012), and turn rate increased to 422 (419).
Arm Concealer turn rate increased to 464 (416).
Core Blotter brakerate reduced to 0.011 (0.012) and turn rate reduced to 422 (423).
Core Nixer turn rate reduced to 323 (355).
Core Slinger brakerate reduced to 0.011 (0.012).
Core Turtle brakerate reduced to 0.045 (0.05).
Core Snapper acceleration increased to 0.0159 (0.01154).
Core Shiva weapon [SHIVA_ROCKET] tracks=1 removed.
NOTE: The rocket can too easily hit even a quickly moving target at a large distance.
Arm and Core Juno radar range increased to 2500 (0) and description changed to Wide-area Electro-Magnetic Pulse Weapon (Wide-area Electro-Magnetic Pulse damages Radar/Jammed/Clk units).
Arm and Core Juno weapon [Juno_Pulse] range reduced to 2500 (32000), reload reduced to 30 (120), energy per shot reduced to 30000 (60000), edge effectiveness increased to 1.0 (0.99), turn rate increased to 48000 (24384), added track=1, cruise set to 0 (1), weapon timer reduced to 0.25 (5), added startvelocity=1500, weapon velocity increased to 1500 (1000), removed smoketrail=1;, and default damage increased to 2500 (1000) (Special damages adjusted to double accordingly).
NOTE: This turns the Juno into a stationary siege type of weapon. It outranges defenses, but is still fairly short-ranged overall. This means you could use it to try and break through tough defensive lines, but you'd have to build it fairly close to said line, which implies you'd need decent control of that area. Then, after it was built, you'd need to defend it long enough to charge up energy pulses and use them.
On the plus side, the pulses are unblockable, but you'd need to be closer, and the damage is low enough to require multiple hits to destroy heavier defenses, giving the enemy a chance to repair unless you built up several and then launched them all in rapid succession.
Or it could work moderately well as a defense. The firing rate is slow, and the damage isn't really heavy, but it will take out most level 1 units, and covers a decent sized area, so it could be used to wipe out semi-large level 1 groups.
Arm Chainsaw and Core Eradicator weapon [ARM_CIR] had burnblow=1 added.
Arm Mercury and Core Screamer weapon [ADVSAM] had burnblow=1 added.
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] had burnblow=1 added.
NOTE: This should prevent stray missiles from landing in random areas and exploding.
Arm Radar Tower line of sight increased to 1094 (875).
Arm Floating Radar Tower line of sight increased to 1458 (1166).
Arm Advanced Radar Tower line of sight increased to 2188 (1750).
Arm Hyper Radar Tower line of sight increased to 2625 (2100).
Arm Spotter energy cost increased to 4565 (3043), metal cost increased to 170 (113), build time increased to 5673 (3782), armor increased to 1349 (899), and line of sight increased to 1267 (950).
Arm Marky energy cost increased to 3456 (2304), metal cost increased to 95 (63), build time increased to 3050 (2033), armor increased to 756 (504), and line of sight increased to 1333 (1000)
Arm Seer energy cost increased to 8735 (5823), metal cost increased to 216 (144), build time increased to 7941 (5294), armor increased to 2061 (1374), and line of sight increased to 1600 (1200).
Arm Escort energy cost increased to 13113 (8742), metal cost increased to 297 (198), build time increased to 11241 (7494), armor increased to 2430 (1620), and line of sight increased to 1800 (1350).
Arm Eagle energy cost increased to 36453 (24302), metal cost increased to 207 (138), build time increased to 24410 (16273), armor increased to 1055 (703), and line of sight increased to 2000 (1500).
Arm Seahawk energy cost increased to 38993 (25995), metal cost increased to 237 (158), build time increased to 26103 (17402), armor increased to 1206 (804), and line of sight increased to 2133 (1600).
Core Radar Tower line of sight increased to 995 (794).
Core Floating Radar Tower line of sight increased to 1325 (1060).
Core Advanced Radar Tower line of sight increased to 1989 (1588).
Core Hyper Radar Tower line of sight increased to 2386 (1905).
Core Watcher energy cost increased to 4956 (3304), metal cost increased to 173 (115), build time increased to 5919 (3946), armor increased to 1511 (1007), and line of sight increased to 1153 (865).
Core Voyeur energy cost increased to 3851 (2567), metal cost increased to 96 (64), build time increased to 3485 (2323), armor increased to 840 (560), and line of sight increased to 1213 (910).
Core Informant energy cost increased to 9041 (6027), metal cost increased to 218 (145), build time increased to 8433 (5622), armor increased to 2285 (1523), and line of sight increased to 1453 (1090).
Core Phantom energy cost increased to 14427 (9618), metal cost increased to 306 (204), build time increased to 12681 (8454), armor increased to 2754 (1836), and line of sight increased to 1640 (1230).
Core Vulture energy cost increased to 37335 (24890), metal cost increased to 212 (141), build time increased to 25625 (17083), armor increased to 1185 (790), and line of sight increased to 1820 (1365).
Core Hunter energy cost increased to 38075 (25383), metal cost increased to 240 (160), build time increased to 26135 (17423), armor increased to 1344 (896), and line of sight increased to 1947 (1460).
February 19, 2021
TA:T v2.0 Beta 38:
Arm Aircraft Plant StandingMoveOrder set to 2 (1).
Arm Advanced Aircraft Plant StandingMoveOrder set to 2 (1).
Arm Seaplane Platform StandingMoveOrder set to 2 (1).
Core Aircraft Plant StandingMoveOrder set to 2 (1).
Core Advanced Aircraft Plant StandingMoveOrder set to 2 (1).
Core Seaplane Platform StandingMoveOrder set to 2 (1).
NOTE: Units take on whatever Maneuver order the factory that made them had set, so this will make sure all gunships default to Roaming (As well as other aircraft).
Arm Construction Kbot line of sight increased to 240 (235).
Arm Peewee line of sight reduced to 320 (330).
Arm Jethro line of sight unchanged at 600.
Arm Rocko line of sight increased to 349 (260).
Arm Hammer line of sight increased to 320 (250).
Arm Warrior line of sight increased to 360 (250).
Arm Flea line of sight reduced to 320 (330).
Core Construction Kbot line of sight increased to 240 (230).
Core A.K. line of sight increased to 320 (310).
Core Crasher line of sight unchanged at 600.
Core Storm line of sight increased to 349 (265).
Core Thud line of sight increased to 320 (245).
Core Berserker line of sight increased to 360 (235).
Core Scorpion line of sight unchanged at 400.
Arm Construction Vehicle line of sight increased to 218 (195).
Arm Jeffy line of sight unchanged at 650.
Arm Flash line of sight increased to 291 (250).
Arm Stumpy line of sight increased to 291 (250).
Arm Samson line of sight unchanged at 525.
Arm Lemming line of sight unchanged at 180.
Arm Podger line of sight unchanged at 400.
Arm Pincer line of sight increased to 291 (230).
Arm Shellshocker line of sight increased to 291 (280).
Arm Janus line of sight increased to 371 (250).
Arm Beaver line of sight increased to 218 (205).
Arm Courier line of sight unchanged at 250 and replaced LEVEL2 in Category with LEVEL1.
NOTE: The Janus line of sight is halfway between 75% of range and baseline line of sight due to its large range and lack of slowness. Lemmings have the same line of sight as their blast (Which is a blast diameter of 360, so a blast radius of 180), so if they can see something, their blast will hit it.
Core Construction Vehicle line of sight increased to 218 (200).
Core Weasel line of sight unchanged at 600.
Core Instigator line of sight increased to 291 (250).
Core Raider line of sight increased to 291 (250).
Core Slasher line of sight unchanged at 525.
Core Leveler line of sight unchanged at 360.
Core Spoiler line of sight unchanged at 400.
Core Garpike line of sight increased to 291 (210).
Core Wolverine line of sight increased to 291 (230).
Core Shodan line of sight unchanged at 360.
Core Muskrat line of sight increased to 218 (200).
Core Emissary line of sight unchanged at 250 and replaced LEVEL2 in Category with LEVEL1.
NOTE: Levelers and Shodans have better than normal line of sight due to their slowness and potential role as mobile defenses.
Arm Construction Ship line of sight increased to 320 (224).
Arm Skeeter line of sight increased to 700 (600).
Arm Decade line of sight reduced to 450 (500).
Arm Lurker line of sight unchanged at 450.
Arm Crusader line of sight reduced to 600 (750).
Arm Hulk line of sight increased to 320 (250).
Arm Valiant line of sight increased to 400 (200).
Core Construction Ship line of sight increased to 320 (220).
Core Searcher line of sight increased to 700 (550).
Core Supporter line of sight reduced to 450 (471).
Core Snake line of sight unchanged at 450.
Core Enforcer line of sight reduced to 600 (730).
Core Envoy line of sight increased to 320 (250).
Core Limiter line of sight increased to 400 (200).
Arm Construction Aircraft line of sight increased to 320 (300).
Arm Peeper line of sight increased to 850 (800), brake rate increased to 12.5 (9), acceleration increased to 0.55 (0.5), and turn rate increased to 1128 (800).
Arm Freedom Fighter line of sight unchanged at 425.
Arm Thunder line of sight increased to 320 (250).
Arm Banshee line of sight unchanged at 425.
Arm Bee line of sight increased to 320 (295), speed increased to 7.7 (5.5), and replaced LEVEL2 in Category with LEVEL1.
Arm Atlas line of sight increased to 320 (245).
Core Construction Aircraft line of sight increased to 320 (270).
Core Fink line of sight increased to 850 (730), speed reduced to 13.625 (13.75), brake rate increased to 10.9375 (10), acceleration increased to 0.5 (0.4), and turn rate increased to 1025 (700).
Core Avenger line of sight increased to 425 (400), and turn rate increased to 820 (781).
Core Shadow line of sight increased to 320 (225).
Core Venom line of sight unchanged at 425.
Core Bladewing line of sight increased to 425 (400).
Core Valkyrie line of sight increased to 320 (245).
Arm Light Laser Tower line of sight increased to 500 (380).
Arm Sentinel line of sight increased to 511 (500).
Arm Defender line of sight increased to 375 (350).
Arm Guardian line of sight increased to 500 (350).
Arm Chainsaw line of sight reduced to 500 (540).
Arm Anemone line of sight increased to 750 (600).
Arm Dragon's Claw line of sight unchanged at 630.
Arm PACKO line of sight increased to 500 (400).
Arm Radical line of sight increased to 500 (350).
Arm Beamer line of sight increased to 600 (450).
Arm Harpoon line of sight increased to 500 (350).
Arm Stingray line of sight increased to 700 (480).
Arm Sentry line of sight increased to 375 (360).
Core Light Laser Tower line of sight increased to 500 (380).
Core Gaat Gun line of sight increased to 511 (500).
Core Pulverizer line of sight increased to 375 (350).
Core Punisher line of sight increased to 500 (350).
Core Eradicator line of sight reduced to 500 (520).
Core Jellyfish line of sight increased to 750 (600).
Core Dragon's Maw line of sight unchanged at 630.
Core SAM line of sight increased to 500 (355).
Core Blocker line of sight increased to 500 (350).
Core HLLT line of sight increased to 600 (450).
Core Exploiter line of sight unchanged at 475.
Core Urchin line of sight increased to 500 (350).
Core Thunderbolt line of sight increased to 700 (460).
Core Stinger line of sight increased to 375 (360).
Arm Construction Hovercraft line of sight increased to 240 (270).
Arm Skimmer line of sight increased to 291 (320).
Arm Anaconda line of sight reduced to 300 (360).
Arm Swatter line of sight increased to 700 (656).
Arm Wombat line of sight increased to 291 (280).
Arm Bear line of sight unchanged at 250.
Arm Mausser line of sight increased to 291 (225).
Arm Concealer line of sight increased to 291 (290).
Arm Spotter line of sight unchanged at 950.
Core Construction Hovercraft line of sight reduced to 240 (260).
Core Scrubber line of sight increased to 291 (280).
Core Snapper line of sight reduced to 300 (350).
Core Slinger line of sight increased to 700 (656).
Core Nixer line of sight increased to 291 (280).
Core Turtle line of sight unchanged at 250.
Core Navarone line of sight increased to 291 (220).
Core Blotter line of sight increased to 291 (290).
Core Watcher line of sight unchanged at 865.
Core Clasher line of sight increased to 360 (350).
Arm Advanced Construction Kbot line of sight reduced to 240 (249).
Arm Zeus line of sight increased to 360 (285).
Arm Fido line of sight increased to 360 (350).
Arm Invader line of sight increased to 300 (210).
Arm Eraser line of sight increased to 320 (200).
Arm Zipper line of sight increased to 360 (340).
Arm Maverick line of sight increased to 450 (370).
Arm Tick line of sight unchanged at 550.
Arm Marky line of sight unchanged at 1000.
Arm Spider line of sight increased to 360 (210).
Arm Pelican line of sight increased to 450 (290).
Arm Sharpshooter line of sight unchanged at 1200.
Arm Infiltrator line of sight unchanged at 1000.
Arm Decoy Commander line of sight unchanged at 650.
Arm Rector line of sight reduced to 240 (290).
Arm FARK line of sight reduced to 240 (290).
Arm Marauder line of sight increased to 450 (415), description changed to "Amphibious Heavy Assault KBot with Anti-Air" ("Amphibious Heavy KBot"), and replaced LEVEL3 in Category with LEVEL2.
Arm FatBoy line of sight unchanged at 320.
Arm PomPom line of sight increased to 700 (650).
Core Advanced Construction Kbot line of sight increased to 240 (245).
Core Pyro line of sight increased to 360 (310).
Core Can line of sight reduced to 360 (375).
Core Roach line of sight increased to 300 (200).
Core Spectre line of sight increased to 320 (200).
Core Freaker line of sight unchanged at 400.
Core Morty line of sight increased to 320 (225).
Core Dominator line of sight increased to 320 (285).
Core Voyeur line of sight unchanged at 910.
Core Sumo line of sight unchanged at 600.
Core Gimp line of sight reduced to 360 (375).
Core Skuttle line of sight unchanged at 300.
Core Parasite line of sight unchanged at 910.
Core Decoy Commander line of sight unchanged at 650.
Core Necro line of sight reduced to 240 (290).
Core Commando line of sight increased to 520 (500).
Core Shiva line of sight reduced to 450 (475).
Core Aries line of sight increased to 700 (600).
NOTE: The Maverick line of sight is halfway between 75% of range and baseline line of sight due to its large range and lack of slowness. Invaders/Roaches/Skuttles have the same line of sight as their self-destruct blast (Which is a blast diameter of 600, so a blast radius of 300), so if they can see something, their self-destruct blast will hit it. Sumos have better than normal line of sight due to their slowness and potential role as mobile defenses.
Arm Advanced Construction Vehicle line of sight reduced to 218 (223).
Arm Triton line of sight increased to 291 (290).
Arm Bulldog line of sight reduced to 319 (380).
Arm Jammer line of sight increased to 291 (240).
Arm Luger line of sight increased to 291 (230).
Arm Recluse line of sight increased to 413 (260).
Arm Seer line of sight unchanged at 1200.
Arm MERL line of sight increased to 291 (190).
Arm Penetrator line of sight increased to 578 (500).
Arm Phalanx line of sight increased to 700 (640).
Arm Scarab line of sight increased to 291 (155).
Arm Gremlin line of sight increased to 291 (280).
Arm Panther line of sight increased to 450 (300).
Arm MRU line of sight unchanged at 550.
Arm Mumbo line of sight reduced to 291 (352).
Arm Hermes line of sight unchanged at 700.
Arm Consul line of sight increased to 400 (385).
Arm Demolisher line of sight increased to 450 (420).
Core Advanced Construction Vehicle line of sight reduced to 218 (227).
Core Croc line of sight increased to 291 (265).
Core Reaper line of sight reduced to 291 (330).
Core Deleter line of sight increased to 291 (230).
Core Pillager line of sight increased to 291 (220).
Core Goliath line of sight reduced to 319 (400).
Core Informant line of sight unchanged at 1090.
Core Diplomat line of sight increased to 291 (170).
Core Hedgehog line of sight increased to 291 (155).
Core Copperhead line of sight increased to 700 (582).
Core Poison Arrow line of sight reduced to 338 (400).
Core Banisher line of sight increased to 578 (455).
Core Termite line of sight increased to 360 (290).
Core MRU line of sight unchanged at 500.
Core Tremor line of sight increased to 291 (270), and replaced LEVEL3 in Category with LEVEL2.
Core Intruder line of sight increased to 450 (225).
Arm Advanced Construction Sub line of sight increased to 320 (300).
Arm Conqueror line of sight reduced to 750 (1000).
Arm Millennium line of sight unchanged at 1400.
Arm Piranha line of sight reduced to 650 (670).
Arm Colossus line of sight unchanged at 1650.
Arm Ranger line of sight increased to 320 (245).
Arm Fibber line of sight unchanged at 150.
Arm Sea Serpent line of sight increased to 1000 (780).
Arm Atlantis line of sight reduced to 320 (350).
Arm Abel line of sight unchanged at 480.
Arm Epoch line of sight unchanged at 1600.
Arm Archer line of sight increased to 1000 (650).
Arm Viking line of sight increased to 480 (350).
Arm Escort line of sight unchanged at 1350.
Arm Death Cavalry line of sight increased to 320 (120).
Core Advanced Construction Sub line of sight increased to 320 (275).
Core Executioner line of sight reduced to 750 (1000).
Core Warlord line of sight increased to 1400 (1350).
Core Shark line of sight unchanged at 650.
Core Hive line of sight unchanged at 1500.
Core Messenger line of sight increased to 320 (245).
Core Nautilus line of sight unchanged at 650.
Core Leviathan line of sight increased to 1000 (810).
Core Zulu line of sight reduced to 320 (350).
Core Caine line of sight increased to 480 (450).
Core Black Hydra line of sight increased to 1600 (1500).
Core Shredder line of sight increased to 1000 (600).
Core Cronus line of sight increased to 480 (350).
Core Phantom line of sight unchanged at 1230.
Core Grim Reaper line of sight increased to 320 (120).
Arm Advanced Construction Aircraft line of sight increased to 320 (295).
Arm Hawk line of sight unchanged at 850.
Arm Phoenix line of sight increased to 425 (350).
Arm Brawler line of sight unchanged at 638.
Arm Eagle line of sight unchanged at 1500.
Arm Lancet line of sight increased to 425 (350) and sonar range increased to 425 (350).
Arm Blade line of sight unchanged at 638.
Arm Dragonfly line of sight increased to 320 (245).
Arm Spirit line of sight unchanged at 690 and replaced LEVEL3 in Category with LEVEL2.
Arm Stiletto line of sight increased to 425 (300), acceleration increased to 0.16 (0.1), turn rate increased to 450 (360), and attackrunlength increased to 360 (180).
Core Advanced Construction Aircraft line of sight increased to 320 (295).
Core Vamp line of sight increased to 850 (800).
Core Hurricane line of sight increased to 425 (320).
Core Rapier line of sight unchanged at 638.
Core Vulture line of sight unchanged at 1365.
Core Titan line of sight increased to 425 (350) and sonar range increased to 425 (350).
Core Blackdawn line of sight unchanged at 638.
Core Seahook line of sight increased to 320 (200).
Core Krow line of sight unchanged at 710.
Core Cauterizer line of sight increased to 425 (400).
Arm and Core AMAT line of sight increased to 320 (245).
Arm Construction Seaplane line of sight increased to 320 (280).
Arm Tornado line of sight unchanged at 933.
Arm Tsunami line of sight increased to 425 (350).
Arm Albatross line of sight increased to 425 (350) and sonar range increased to 425 (350).
Arm Sabre line of sight unchanged at 638.
Arm Seahawk line of sight unchanged at 1600.
Core Construction Seaplane line of sight increased to 320 (270).
Core Voodoo line of sight increased to 933 (853).
Core Maelstrom line of sight increased to 425 (350).
Core Typhoon line of sight increased to 425 (350) and sonar range increased to 425 (350).
Core Cutlass line of sight unchanged at 638.
Core Hunter line of sight unchanged at 1460.
Arm Big Bertha line of sight increased to 375 (210).
Arm Annihilator line of sight unchanged at 1250.
Arm Pit Bull line of sight increased to 675 (460).
Arm Flakker line of sight increased to 675 (350).
Arm Fortification HLT Post line of sight increased to 750 (730).
Arm Ambusher line of sight increased to 500 (340).
Arm Vulcan line of sight increased to 500 (210).
Arm Mercury line of sight increased to 675 (450).
Arm Thunderstorm line of sight increased to 500 (400).
Arm Flakker NS line of sight increased to 675 (400).
Arm Moray line of sight increased to 750 (450).
Core Intimidator line of sight increased to 375 (210).
Core Doomsday Machine line of sight increased to 1250 (910).
Core Viper line of sight increased to 675 (420).
Core Cobra line of sight increased to 675 (340).
Core Fortification HLT Post line of sight increased to 750 (700).
Core Toaster line of sight increased to 500 (320).
Core Buzzsaw line of sight increased to 500 (210).
Core Moho Exploiter line of sight unchanged at 700.
Core Behemoth line of sight increased to 750 (500).
Core Screamer line of sight increased to 675 (450).
Core Firestorm line of sight increased to 500 (350).
Core Cobra NS line of sight increased to 675 (360).
Core Lamprey line of sight increased to 750 (450).
Arm Razorback line of sight increased to 640 (500).
Arm Vanguard line of sight increased to 640 (600).
Arm Bantha line of sight increased to 681 (680).
Arm Orcone line of sight increased to 860 (850).
Arm Avatar line of sight increased to 320 (200).
Arm Requiter line of sight increased to 320 (300).
Arm Antarion line of sight reduced to 975 (1000).
Arm Bolo line of sight increased to 640 (625).
Core Karganeth line of sight increased to 640 (455).
Core Juggernaut line of sight increased to 664 (725).
Core Krogtaar line of sight increased to 640 (600).
Core Krogoth line of sight increased to 860 (775).
Core Mauler line of sight increased to 320 (240).
Core Precluder line of sight increased to 320 (260).
Core Gargoyle line of sight increased to 975 (910).
Core Yavac line of sight increased to 640 (568).
NOTE: Baseline on non-support Gantry units is 640. Orcones and Krogoths get line of sight equal to their best weapon range, because they're the very top unit.
February 15, 2021
TA:T v2.0 Beta 37:
Arm Jeffy speed increased to 4.714 (3.96), acceleration increased to 0.04 (0.030), brake rate increased to 0.04 (0.030), turn rate increased to 742 (550), and turret turn rate increased to 480 (200).
Core Weasel speed increased to 4.286 (3.6), acceleration increased to 0.036 (0.0275), brake rate increased to 0.036 (0.0275), turn rate increased to 676 (500), turret turn rate increased to 480 (200), and x-axis turret turn rate given (none previously).
NOTE: These maneuverability and speed changes will make Jeffies and Weasels more effective light raiders, but since they get only half the armor per metal of Flashes and Instigators, they will take heavy losses against even light defenses.
Arm Podger line of sight increased to 400 (200).
Core Spoiler line of sight increased to 400 (200).
Core Scorpion line of sight increased to 400 (200).
Core Shiva description changed to "Amphibious Heavy Siege (plasma and rocket)" ("Amphib. Hvy Siege w/ wide-area low-yield rocket").
Arm Fido added canDgun=1 and changed weapon 2 to weapon 3.
NOTE: This means once you turn On the Fido, it will switch to the ballistic/longer ranged weapon, as before, but you must use the D-Gun button to fire it, not the Attack button. This allows you to use it to radar target or blind fire on an unseen spot on the map, allowing you to fully utilize the full range. Previously, the longer ranged ballistic weapon would only fire at full range if you had line of sight. Otherwise, it would close to the primary weapon's shorter range. Note that the ballistic weapon will still fire automatically on targets in line of sight without requiring you to manually target it.
February 13, 2021
TA:T v2.0 Beta 36:
Arm Twilight and Moho Twilight are now always armored, instead of only armoring up when attacked or turned off.
NOTE: This makes them harder to destroy with single higher damage shots, such as level 1 artillery, which previously would destroy them in a single shot before they could armor up. Since part of their passive benefits are taking time to destroy, even if found, this helps that benefit to be more consistent.
Arm Podger armor increased to 928 (300).
Core Spoiler armor increased to 1062 (344).
Core Scorpion armor increased to 242 (77) and brake rate increased to 1.0 (0.152).
NOTE: This will make minelayers more robust, as they often see action while working in disputed territory/no-man's-land.
Arm Valiant turn rate reduced to 340 (360), acceleration increased to 0.06 (0.0175), and brake rate increased to 0.2 (0.03).
Core Limiter turn rate increased to 310 (300), acceleration increased to 0.0525 (0.0175), and brake rate increased to 0.16 (0.03).
Arm and Core Light Mine weapon [MINE_LIGHT] special damage to Minelayers increased to 32.5 (6.5).
Arm and Core Medium Mine weapon [MINE_MEDIUM] special damage to Minelayers increased to 97.5 (19.5).
Arm and Core Heavy Mine weapon [MINE_HEAVY] special damage to Minelayers increased to 292.5 (58.5).
Arm/Core Advanced Fusion Reactor, Moho Geothermal Powerplant, Cloakable Fusion Reactor, Fusion Reactor, Underwater Fusion Reactor, Nuclear Mine, Underwater Nuclear Mine, Micro-Fusion, and Arm Orcone, Bolo, Epoch, and Core Krogoth, Yavac, Black Hydra self-destruct explosion [MINE_NUKE] special damage to Minelayers reduced to 1500 (7500).
Arm and Core Light Naval Mine weapon [FMINE_LIGHT] special damage to Minelayers increased to 130 (26.5).
Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] special damage to Minelayers increased to 390 (78).
Arm EMP Mine and Naval EMP weapon [EMP_MINE] special damage to Minelayers increased to 320 (49).
Core EMP Mine and Naval EMP weapon [NEUTRON_MINE] special damage to Minelayers increased to 320 (49).
NOTE: Previously, minelayers took 1% damage from most mines. Because of their increased armor, they now take 5% damage from mines. This keeps them resistant to mines and still allows for them to be used to clear out mines, but they'll be taking heavier damage and will need to be replaced eventually.
Arm Blade speed increased to 7.15 (5.625).
Core Blackdawn speed increased to 6.5 (5.114).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] area of effect increased to 192 (12), edge effectiveness reduced to 0.1 (1.0), explosionart set to explode2 (Explode5), turnrate=10000 added, guidance=1 added, tracks=1 added, and noautorange=1 added.
NOTE: This changes the Blade/Blackdawn weapon into a tracking, larger blast radius heavy missile/rocket. This makes it more effective at hitting moving targets and also damaging multiple closely grouped units.
Arm Banshee StandingMoveOrder set to 2 (1).
Arm Brawler StandingMoveOrder set to 2 (1).
Arm Blade StandingMoveOrder set to 2 (1).
Arm Saber StandingMoveOrder set to 2 (1).
Core Bladewing StandingMoveOrder set to 2 (1).
Core Venom StandingMoveOrder set to 2 (1).
Core Rapier StandingMoveOrder set to 2 (1).
Core Blackdawn StandingMoveOrder set to 2 (1).
Core Cutlass StandingMoveOrder set to 2 (1).
Core Krow StandingMoveOrder set to 2 (1).
NOTE: This sets all gunships to a default movement selection of Roam (previously Maneuver). After testing, gunships seem to function much better on Roam. On Maneuver, they tend to attack a target, and then after destroying it, fly back to their original spot before continuing to engage other units, even if they're right next to the first one. On Roam, they tend to continue to engage the next closest target. Also, on Maneuver, they have a tendancy to stop flying and land if no targets are relatively close. On Roam, even after destroying all nearby targets, they continue to fly around the area.
Arm Mumbo turret turn rate increased to 270 (180) and StandingMoveOrder set to 1 (0).
NOTE: This sets their default to Maneuver instead of Hold Position, although it might have been set that way to avoid "dancing" with the tank turning one direction while the turret turns another.
Arm Mumbo weapon [TAWF003_weapon] weapon velocity increased to 1000 (700).
Core Reaper turret turn rate increased to 180 (100).
Core Reaper weapon [CORE_REAP] reload increased to 0.49 (0.48) and damage reduced to 13 (14).
Core Goliath acceleration reduced to 0.009 (0.0127) and brake rate reduced to 0.009 (0.0127).
Core Goliath weapon [COR_GOL] reload increased to 2.2 (1.65) and damage increased to 928 (696).
Arm Bulldog acceleration reduced to 0.0098 (0.014) and brake rate reduced to 0.0098 (0.014).
Arm Bulldog weapon [ARM_BULL] reload increased to 1.0 (0.825) and damage increased to 410 (338).
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.672 (0.692) and damage reduced to 10 (12).
Arm Penetrator armor increased to 4673 (4035).
Arm Penetrator weapon [ARMMANNI_WEAPON] reload reduced to 5.066 (7.875), damage reduced to 2000 (3750), and energy per shot reduced to 1177 (2206).
Core Banisher script altered to prevent it from freezing up when under fire from multiple units.
Core Banisher weapon [TAWF_BANISHER] weapon range increased to 1250 (1000), reload reduced to 4.5 (7.5), damage reduced to 1203 (2507), area of effect increased to 312 (255), velocity increased to 600 (400), start velocity increased to 600 (400), weapontimer reduced to 3 (5), and added noautorange=1.
February 10, 2021
TA:T v2.0 Beta 35:
Arm Twilight line of sight increased to 630 (500), radar range increased to 950 (800), radar jamming range increased to 630 (100), and armor increased to 188 (126), increasing the effective armor to 1126 (754).
NOTE: This gives Twilights the same line of sight as Dragon's Eyes, jams radar in the same area, and boosts their armor 50%, making them take more time to destroy even when they're found.
Arm Moho Twilight energy cost reduced to 36782 (55032), build time reduced to 43147 (66704), line of sight increased to 1000 (800), radar range increased to 1500 (1100), radar jamming range increased to 1000 (800), and armor increased to 1490 (748), increasing the effective armor to 8922 (4479).
NOTE: This likewise gives Moho Twilights twice the armor per metal of regular Moho mines as well as increased line of sight, radar, and jamming ranges. The Moho Twilight energy and buildtime were too high due to mistake previously.
Core Moho Exploiter energy cost increased to 39129 (37866).
February 6, 2021
TA:T v2.0 Beta 34:
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] weapon energy per shot increased to 333333 (142222).
NOTE: Compared to tactical nukes, strategic nukes do 50% more damage and have about 7.1 times more area of effect, so the energy it takes to produce one has been scaled up accordingly.
Arm Protector and Colossus weapon [AMD_ROCKET] coverage increased to 3000 (2000).
Core Fortitude and Hive weapon [FMD_ROCKET] coverage increased to 3000 (2000).
NOTE: This means that compared to mobile anti-nukes (Arm Scarab and Core Hedgehog), the anti-nuke silos/carriers will have 50% more coverage range, which equates to 2.25 times as much total area covered. Previously, the mobile land anti-nuke units had the same coverage.
Arm Scarab metal cost reduced to 958 (1437), energy cost reduced to 176000 (264000), and build time reduced to 80000 (120000).
Core Hedgehog metal cost reduced to 1005 (1508), energy cost reduced to 184642 (276963), and build time reduced to 86101 (129152).
NOTE: Since they have less coverage, they cost less.
Arm and Core Deep Core Moho Mine metal cost reduced to 4560 (7600), energy cost reduced to 150480 (250800), and buildtime reduced to 138532 (230886).
Core Shiva weapon [SHIVA_CANNON] reload reduced to 1.0 (2.34), damage reduced to 501 (732), (in)accuracy reduced to 400 (600), explosiongaf set to fireball (fx), and explosionart set to fireball (explode2).
Core Shiva weapon [SHIVA_ROCKET] reload increased to 15.5 (11.25), damage increased to 1290 (586), area of effect reduced to 96 (256), weapon velocity increased to 700 (400), weapon acceleration increased to 80 (40), weapon timer reduced to 3 (5), tracks=1 added, explosiongaf set to towers (fx), and explosionart set to smallboom (explode2).
NOTE: This puts much more of the Shiva's firepower into its cannons and less into the rocket. The rocket is almost identical to the Dominator rocket in terms of range and damage, but the reload is about 70% longer and it tracks a little bit. This should help the Shiva be a more well-rounded support unit, able to use the rocket to take out longer range defenses, while still able to skirmish reasonably well using the rapid-fire cannons with level 1 artillery range.
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] area of effect increased to 512 (256).
NOTE: This increases the area of effect to bring it in-line with the increases given to the other vehicles previously.
Arm Light Mine energy cost reduced to 163 (325).
Core Light Mine energy cost reduced to 163 (325).
Arm Medium Mine energy cost reduced to 488 (975).
Core Medium Mine energy cost reduced to 488 (975).
Arm Heavy Mine energy cost reduced to 1463 (2925).
Core Heavy Mine energy cost reduced to 1463 (2925).
Arm Nuclear Mine energy cost reduced to 7500 (11700).
Arm Underwater Nuclear Mine energy cost reduced to 7500 (11700).
Core Nuclear Mine energy cost reduced to 7500 (11700).
Core Underwater Nuclear Mine energy cost reduced to 7500
(11700).
Arm Light Naval Mine energy cost reduced to 650 (867).
Core Light Naval Mine energy cost reduced to 650 (867).
Arm Heavy Naval Mine energy cost reduced to 1950 (2600).
Core Heavy Naval Mine energy cost reduced to 1950 (2600).
Arm and Core Sabotage Mine/Micro Nuke energy cost reduced to 5750 (5850).
Arm Infiltrator armor increased to 1018 (509).
Core Parasite armor increased to 1234 (617).
NOTE: This should help them potentially survive the explosion of whatever they blew up with a Micro-Nuke (Which doesn't harm them) better.
Arm Invader speed reduced to 1.94 (2.55).
Core Roach speed reduced to 1.76 (2.318).
Core Skuttle speed increased to 2.55 (1.67).
Core Skuttle self-destruct weapon [CORMINE6] name changed to [SKUTTLE_SELF_DESTRUCT_BLAST].
Core Skuttle self-destruct weapon [SKUTTLE_SELF_DESTRUCT_BLAST] area of effect increased to 600 (480), and damage increased to 23000 (15000).
NOTE: This is to help differentiate using a Skuttle from using a spy kbot with a micro-nuke to destroy a target.
Arm Stumpy turret turn rate increased to 120 (90).
Core Raider turret turn rate increased to 120 (90).
Core Termite turret turn rate increased to 240 (90).
December 8, 2020
TA:T v2.0 Beta 33:
Core Moho Mine metal cost increased to 770 (459).
NOTE: This was supposed to be changed in beta 32, but only the energy and buildtime got changed, and the metal cost didn't.
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] weapon timer increased to 8 (5).
NOTE: This increases the altitude the missile reaches before heading towards the target. This should help prevent damage to the attacker's base from an anti-nuke missile detonating the strategic nuke over his own base, since it will be high enough above to not be in range.
December 4, 2020
TA:T v2.0 Beta 32:
Arm Advanced Fusion Reactor metal cost increased to 10267 (6160), energy cost increased to 268377 (161021), buildtime increased to 308010 (195175), cloaking cost increased to 750 (500), and energy production increased to 5000 (3000).
Core Advanced Fusion Reactor metal cost increased to 9983 (5990), energy cost increased to 278949 (167375), buildtime increased to 328356 (208081), cloaking cost increased to 750 (500), and energy production increased to 5000 (3000).
NOTE: This makes Advanced Fusion Reactors produce 5 Fusions worth of energy for the cost of 3.333 Fusions (Previously 3 Fusions worth of energy for the cost of 2). This should make it a much bigger step/investment to build an advanced fusion compared to a regular fusion, giving regular fusions a longer window of usefulness.
Core Cloaking Fusion Reactor cloaking cost reduced to 200 (300).
NOTE: Arm Cloaking Fusion Reactors already had a cloaking cost of 200.
Arm and Core Micro Fusion armor reduced to 440 (880).
NOTE: This will make them even more vulnerable to even lighter raiding and collateral damage.
Arm Moho Mine metal cost increased to 750 (450), energy cost increased to 12375 (7425), and buildtime increased to 22500 (13500).
Arm Underwater Moho Mine metal cost increased to 825 (495), energy cost increased to 27225 (16335), and buildtime increased to 24750 (14850).
Arm Moho Twilight metal cost increased to 1490 (1119), energy cost increased to 55032 (27696), and buildtime increased to 66704 (33570).
NOTE: This puts the Moho Twilight at 2x the new cost of the Arm Moho Mine, instead of 2.5x as before. The Moho Exploiter is already at 2x the new cost of the Core Moho Mine (Was 3.333x before).
Core Moho Mine metal cost increased to 770 (459), energy cost increased to 12706 (7574), and buildtime increased to 23691 (14122).
Core Underwater Moho Mine metal cost increased to 847 (505), energy cost increased to 27945 (16658), and buildtime increased to 26056 (15532).
Arm and Core Deep Core Moho Mine metal cost increased to 7600 (2728), energy cost increased to 250800 (90024), and buildtime increased to 230886 (82876).
NOTE: These changes put Moho Mines at 10x the cost of level 1 metal extractors (6x before) and the Deep Core at 10x the cost of Moho Mines (6x before). This should help economy expansion not to occur quite so rapidly upon reaching advanced tech, and, as above with Advanced Fusions and regular Fusions, lengthen the lifetime of Moho Mines and require a larger investment for Deep Cores. They'll also take longer to pay for their metal cost.
December 1, 2020
TA:T v2.0 Beta 31:
Arm Hover Plant energy cost increased to 12836 (7700).
Core Hover Plant energy cost increased to 13265 (7957).
Arm Floating Hover Plant energy cost increased to 12836 (7700).
Core Floating Hover Plant energy cost increased to 13265 (7957).
Arm Amphibious Complex metal cost increased to 3150 (2100), energy cost increased to 19259 (7700), and build time increased to 63000 (42000).
Core Amphibious Complex metal cost increased to 3231 (2153), energy cost increased to 19734 (7894), and build time increased to 66277 (44164).
NOTE: This balances the Amphibious complex costs off the shipyards instead of the vehicle plants. This increases their metal cost by about 50%, making them more expensive than Hover Plants, but they also give access to advanced water structures/economy via the Advanced Construction Sub, so it should balance out.
Arm Advanced Vehicle Plant energy cost increased to 51345 (23100).
Core Advanced Vehicle Plant energy cost increased to 53060 (23870).
Arm Advanced Kbot Lab energy cost increased to 58170 (26180).
Core Advanced Kbot Lab energy cost increased to 60305 (27142).
Arm Advanced Air Plant energy cost increased to 62440 (28105).
Core Advanced Air Plant energy cost increased to 64155 (28875).
Arm Seaplane Platform energy cost increased to 62807 (28270).
Core Seaplane Platform energy cost increased to 64533 (29045).
Arm Advanced Shipyard energy cost increased to 77035 (34650).
Core Advanced Shipyard energy cost increased to 78925 (35517).
Arm Experimental Gantry energy cost increased to 383238 (258720).
Core Experimental Gantry energy cost increased to 396681 (267812).
NOTE: This puts the energy to metal ratio of advanced factories at 5 times higher than level 1 factories (Previously 2.25 times higher), meaning that they will drain about 5 times as much energy per second while building them as compared to building a level 1 factory. Hover Plants and Amphibious Complexes had their energy to metal ratio increased to 2.5 times higher than level 1 factories (Previously 1.5 times higher). Gantries had their energy to metal ratio increased to 2 times that of the advanced Kbot Labs (Previously 1.375 times higher).
This helps advanced technology require more energy, even just to construct the factories themselves, making it harder to jump to advanced tech and economy with only a metal surplus. Instead, building advanced factories will drain additional energy away from your current economy, potentially making you more vulnerable while doing so.
NOTE: Below almost all advanced units and structures had their energy cost increased by 50%. This will increase the energy required to build them without stalling, and therefore raise the energy bar for a self-sufficient advanced economy. This should make jumping to advanced too quickly more dangerous and risky, and lengthen out the time that level 1 is viable. It should also give a level 1 player more time to use his superior numbers to take on someone who has gone advanced earlier.
Arm Advanced Radar Tower energy cost increased to 11250 (7500).
Arm Fusion Reactor energy cost increased to 51252 (34168).
Arm Moho Mine energy cost increased to 7425 (4950).
Arm Bertha energy cost increased to 182040 (121360).
Arm Annihilator energy cost increased to 109395 (72930).
Arm Retaliator (And AI Retaliator) energy cost increased to 278622 (185748).
Arm Protector energy cost increased to 178317 (118878).
Arm Pit Bull energy cost increased to 9951 (6634).
Arm Flakker energy cost increased to 12846 (8564).
Arm Fortification HLT Post energy cost increased to 21831 (14554).
Arm Ambusher energy cost increased to 77963 (51975).
Arm Cloaking Fusion Reactor (And AI Cloaking Fusion Reactor) energy cost increased to 61503 (41002).
Arm Moho Metal Maker energy cost increased to 14841 (9894).
Arm Targeting Facility energy cost increased to 166430 (110953).
Arm Vulcan energy cost increased to 910200 (606800).
Arm Detonator energy cost increased to 222897 (148598).
Arm and Core Micro Fusion energy cost increased to 10766 (7177).
Arm Decoy Fusion Reactor energy cost increased to 3597 (2398).
Arm Veil energy cost increased to 11151 (7434).
Arm Advanced Repair Pad energy cost increased to 19620 (13080).
Arm Prude energy cost increased to 106875 (71250).
Arm Metal Generator energy cost increased to 31491 (20994).
Arm Moho Geothermal energy cost increased to 37407 (24938).
Arm Mercury energy cost increased to 47850 (31900).
Arm Hyper Radar energy cost increased to 56250 (37500).
Arm and Core Juno energy cost increased to 95400 (63600).
Arm Thunderstorm energy cost increased to 39204 (13068).
Arm Advanced Energy Storage energy cost increased to 26898 (17932).
Arm Advanced Metal Storage energy cost increased to 10545 (7030).
Arm and Core Stargate energy cost increased to 33000 (22000).
Arm and Core Deep Core Moho Mine energy cost increased to 90024 (30008).
Arm Advanced Fusion energy cost increased to 161021 (107347).
Arm Moho Twilight energy cost increased to 27696 (18464).
Core Advanced Radar Tower energy cost increased to 12000 (8000).
Core Fusion Reactor energy cost increased to 53276 (35517).
Core Moho Mine energy cost increased to 7574 (5049).
Core Intimidator energy cost increased to 187560 (125040).
Core Doomsday Machine energy cost increased to 134211 (89474).
Core Silencer energy cost increased to 285765 (190510).
Core Fortitude energy cost increased to 182889 (121926).
Core Viper energy cost increased to 10593 (7062).
Core Cobra energy cost increased to 14604 (9736).
Core Fortification HLT Post energy cost increased to 22571 (15047).
Core Toaster energy cost increased to 82049 (54699).
Core Cloaking Fusion Reactor (And AI Cloaking Fusion Reactor) energy cost increased to 63932 (42621).
Core Moho Metal Maker energy cost increased to 14373 (9582).
Core Targeting Facility energy cost increased to 164802 (109868).
Core Buzzsaw energy cost increased to 937800 (625200).
Core Catalyst energy cost increased to 228612 (152408).
Core Moho Geothermal energy cost increased to 38883 (25922).
Core Shroud energy cost increased to 11895 (7930).
Core Advanced Repair Pad energy cost increased to 19896 (13264).
Core Moho Exploiter energy cost increased to 37866 (25244).
Core Metal Generator energy cost increased to 32094 (21396).
Core Behemoth energy cost increased to 111095 (74063).
Core Screamer energy cost increased to 48510 (32340).
Core Hyper Radar energy cost increased to 60000 (40000).
Core Firestorm energy cost increased to 41250 (27500).
Core Advanced Energy Storage energy cost increased to 27909 (18606).
Core Advanced Metal Storage energy cost increased to 11064 (7376).
Core Advanced Fusion energy cost increased to 167375 (111583).
Arm Flakker NS energy cost increased to 5588 (3725).
Arm Underwater Fusion Reactor energy cost increased to 76878 (51252).
Arm Underwater Moho Metal Maker energy cost increased to 29682 (19788).
Arm Floating Targeting Facility energy cost increased to 166430 (110953).
Arm Advanced Sonar Station energy cost increased to 8445 (5630).
Arm Underwater Moho Mine energy cost increased to 16335 (10890).
Arm Moray energy cost increased to 30954 (20636).
Core Advanced Sonar Station energy cost increased to 9000 (6000).
Core Underwater Moho Mine energy cost increased to 16658 (11105).
Core Lamprey energy cost increased to 32033 (21355).
Core Cobra NS energy cost increased to 6351 (4234).
Core Underwater Fusion Reactor energy cost increased to 79914 (53276).
Core Underwater Moho Metal Maker energy cost increased to 28746 (19164).
Core Floating Targeting Facility energy cost increased to 164802 (109868).
Arm Construction Hovercraft energy cost increased to 8675 (6506).
Arm Skimmer energy cost increased to 2943 (2207).
Arm Anaconda energy cost increased to 6373 (4780).
Arm Swatter energy cost increased to 2943 (2207).
Arm Wombat energy cost increased to 4977 (3733).
Arm Bear energy cost increased to 16720 (12540).
Arm Mausser energy cost increased to 4055 (3041).
Arm Concealer energy cost increased to 2540 (1905).
Arm Spotter energy cost increased to 3043 (2282).
Core Construction Hovercraft energy cost increased to 9216 (6912).
Core Scrubber energy cost increased to 3036 (2277).
Core Snapper energy cost increased to 6543 (4907).
Core Slinger energy cost increased to 3143 (2357).
Core Nixer energy cost increased to 5299 (3974).
Core Turtle energy cost increased to 17220 (12915).
Core Navarone energy cost increased to 4167 (3125).
Core Blotter energy cost increased to 2712 (2034).
Core Watcher energy cost increased to 3304 (2478).
Core Clasher energy cost increased to 11952 (8964).
Arm Advanced Construction Vehicle energy cost increased to 26376 (17584).
Arm Triton energy cost increased to 25512 (17008).
Arm Bulldog energy cost increased to 29331 (19554).
Arm Jammer energy cost increased to 4863 (3242).
Arm Luger energy cost increased to 11511 (7674).
Arm Recluse energy cost increased to 9165 (6110).
Arm Seer energy cost increased to 5823 (3882).
Arm MERL energy cost increased to 14907 (9938).
Arm Penetrator energy cost increased to 27693 (18462).
Arm Phalanx energy cost increased to 17610 (11740).
Arm Scarab energy cost increased to 264000 (176000).
Arm Gremlin energy cost increased to 11994 (7996).
Arm Panther energy cost increased to 6222 (4148).
Arm MRU energy cost increased to 34169 (22779).
Arm Mumbo energy cost increased to 12078 (8052).
Arm Hermes energy cost increased to 21639 (14426).
Arm Consul energy cost increased to 6789 (4526).
Arm Demolisher energy cost increased to 18132 (12088).
Core Advanced Construction Vehicle energy cost increased to 27939 (18626).
Core Croc energy cost increased to 12936 (8624).
Core Reaper energy cost increased to 13359 (8906).
Core Deleter energy cost increased to 5271 (3514).
Core Pillager energy cost increased to 12627 (8418).
Core Goliath energy cost increased to 30135 (20090).
Core Informant energy cost increased to 6027 (4018).
Core Diplomat energy cost increased to 15873 (10582).
Core Hedgehog energy cost increased to 276963 (184642).
Core Copperhead energy cost increased to 18387 (12258).
Core Poison Arrow energy cost increased to 38640 (25760).
Core Banisher energy cost increased to 42156 (28104).
Core Termite energy cost increased to 19602 (13068).
Core MRU energy cost increased to 35517 (23678).
Core Tremor energy cost increased to 28158 (18772).
Core Intruder energy cost increased to 71400 (47600).
Arm Advanced Construction Kbot energy cost increased to 7344 (4896).
Arm Zeus energy cost increased to 9482 (6321).
Arm Fido energy cost increased to 4916 (3277).
Arm Invader metal cost increased to 126 (63) and energy cost increased to 11201 (7467).
Arm Eraser energy cost increased to 2652 (1768).
Arm Zipper energy cost increased to 2741 (1827).
Arm Maverick energy cost increased to 14777 (9851).
Arm Tick energy cost increased to 19884 (13256).
Arm Marky energy cost increased to 2304 (1536).
Arm Spider energy cost increased to 6134 (4089).
Arm Pelican energy cost increased to 4760 (3173).
Arm Sharpshooter energy cost increased to 26534 (17689).
Arm Infiltrator energy cost increased to 33042 (22028).
Arm Decoy Commander energy energy cost increased to 21012 (14008).
Arm Rector energy cost increased to 45102 (30068).
Arm FARK energy cost increased to 3189 (2126).
Arm Marauder energy cost increased to 18944 (12629).
Arm FatBoy energy cost increased to 14532 (9688).
Arm PomPom energy cost increased to 3983 (2655).
Core Advanced Construction Kbot energy cost increased to 7800 (5200).
Core Pyro energy cost increased to 2828 (1885).
Core Can energy cost increased to 10178 (6785).
Core Roach metal cost increased to 132 (66) and energy cost increased to 11672 (7781).
Core Spectre energy cost increased to 2906 (1937).
Core Freaker energy cost increased to 3744 (2496).
Core Morty energy cost increased to 3335 (2223).
Core Dominator energy cost increased to 4661 (3107).
Core Voyeur energy cost increased to 2567 (1711).
Core Sumo energy cost increased to 27146 (18097).
Core Gimp energy cost increased to 13457 (8971).
Core Skuttle energy cost increased to 43952 (29301).
Core Parasite energy cost increased to 36347 (24231).
Core Decoy Commander energy cost increased to 20624 (13749).
Core Necro energy cost increased to 40860 (27240).
Core Commando energy cost increased to 24794 (16529).
Core Shiva energy cost increased to 20328 (13552).
Core Aries energy cost increased to 4175 (2783).
Arm Advanced Construction Aircraft energy cost increased to 25208 (16805).
Arm Hawk energy cost increased to 6441 (4294).
Arm Phoenix energy cost increased to 30990 (20660).
Arm Brawler energy cost increased to 16431 (10954).
Arm Eagle energy cost increased to 24302 (16201).
Arm Lancet energy cost increased to 9459 (6306).
Arm Blade energy cost increased to 50033 (33355).
Arm Dragonfly energy cost increased to 64239 (42826).
Arm Spirit energy cost increased to 173034 (115356).
Arm Stiletto energy cost increased to 49332 (32888).
Arm and Core AMAT energy cost increased to 67806 (45204).
Core Advanced Construction Aircraft energy cost increased to 26495 (17663).
Core Vamp energy cost increased to 6638 (4425).
Core Hurricane energy cost increased to 32570 (21713).
Core Rapier energy cost increased to 17619 (11746).
Core Vulture energy cost increased to 24890 (16593).
Core Titan energy cost increased to 9932 (6621).
Core Blackdawn energy cost increased to 53454 (35636).
Core Seahook energy cost increased to 66531 (44354).
Core Krow energy cost increased to 183327 (122218).
Core Cauterizer energy cost increased to 108813 (72542).
Arm Construction Seaplane energy cost increased to 22917 (15278).
Arm Tornado energy cost increased to 5835 (3890).
Arm Tsunami energy cost increased to 28173 (18782).
Arm Albatross energy cost increased to 9299 (6199).
Arm Sabre energy cost increased to 14952 (9968).
Arm Seahawk energy cost increased to 25995 (17330).
Core Construction Seaplane energy cost increased to 24090 (16060).
Core Voodoo energy cost increased to 6035 (4023).
Core Maelstrom energy cost increased to 29595 (19730).
Core Typhoon energy cost increased to 9972 (6648).
Core Cutlass energy cost increased to 16007 (10671).
Core Hunter energy cost increased to 25383 (16922).
Arm Advanced Construction Sub energy cost increased to 26511 (17674).
Arm Abel energy cost increased to 67500 (45000).
Arm Archer energy cost increased to 40908 (27272).
Arm Millennium energy cost increased to 90699 (60466).
Arm Atlantis energy cost increased to 132590 (88393).
Arm Colossus energy cost increased to 283359 (188906).
Arm Conqueror energy cost increased to 31412 (20941).
Arm Ranger energy cost increased to 28440 (18960).
Arm Death Cavalry energy cost increased to 78816 (52544).
Arm Fibber energy cost increased to 20691 (13794).
Arm Escort energy cost increased to 8742 (5828).
Arm Piranha energy cost increased to 35370 (23580).
Arm Epoch energy cost increased to 317453 (211635).
Arm Sea Serpent energy cost increased to 134865 (89910).
Arm Viking energy cost increased to 27540 (18360).
Core Advanced Construction Sub energy cost increased to 27708 (18472).
Core Caine energy cost increased to 71346 (47564).
Core Shredder energy cost increased to 42255 (28170).
Core Warlord energy cost increased to 94590 (63060).
Core Zulu energy cost increased to 265178 (176785).
Core Hive energy cost increased to 309879 (206586).
Core Executioner energy cost increased to 33098 (22065).
Core Messenger energy cost increased to 29250 (19500).
Core Grim Reaper energy cost increased to 82932 (55288).
Core Nautilus energy cost increased to 37218 (24812).
Core Phantom energy cost increased to 9618 (6412).
Core Shark energy cost increased to 35943 (23962).
Core Black Hydra energy cost increased to 331088 (220725).
Core Leviathan energy cost increased to 140298 (93532).
Core Cronus energy cost increased to 29006 (19337).
Arm Razorback energy cost increased to 57351 (38234).
Arm Vanguard energy cost increased to 101382 (67588).
Arm Bantha energy cost increased to 229403 (152935).
Arm Orcone energy cost increased to 1217039 (811359).
Arm Avatar energy cost increased to 96264 (64176).
Arm Requiter energy cost increased to 172634 (115089).
Arm Antarion energy cost increased to 215066 (143377).
Arm Bolo energy cost increased to 430131 (286754).
Core Karganeth energy cost increased to 59523 (39682).
Core Juggernaut energy cost increased to 309816 (206544).
Core Krogtaar energy cost increased to 238095 (158730).
Core Krogoth energy cost increased to 1385550 (923700).
Core Mauler energy cost increased to 99447 (66298).
Core Precluder energy cost increased to 176982 (117988).
Core Gargoyle energy cost increased to 326286 (217524).
Core Yavac energy cost increased to 442956 (295304).
September 12, 2020
TA:T v2.0 Beta 30:
Fixed bugs in Arm Razorback script that were causing it to not fire its primary weapon after the secondary weapon had fired.
Mobilestandorders changed to 0 (1) for all Gantry units:
Arm Razorback
Core Karganeth
Arm Vanguard
Core Juggernaut
Arm Bantha
Core Krogtaar
Arm Orcone
Core Krogoth
Arm Avatar
Core Mauler
Arm Requiter
Core Precluder
Arm Antarion
Core Gargoyle
Arm Bolo
Core Yavac
NOTE: This means the default movement is Hold Position (Maneuver). Some of the bigger units tend to start "dancing" when they fight (Walking around trying to find a better angle to fire at, but really just causing them to be able to fire at their target less frequently). They can still be changed to the other movement modes after being built.
Arm Vanguard weapon [SHOCKER] range increased to 1280 (900), weaponvelocity increased to 800 (600), area of effect increased to 233 (172), and damage reduced to 1477 (2100).
NOTE: This essentially makes the Vanguard a direct fire mobile Guardian in regards to weapon velocity, range, and reload, with 50% more blast radius and damage per shot, and more than triple the armor.
Core Krogtaar weapon [COR_TAAR_RC] area of effect increased to 128 (96).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] weapontimer reduced to 1 (5), flighttime increased to 5 (3), and turnrate increased to 19500 (13000).
NOTE: This fixes a problem introduced earlier when giving all missile weapons longer flight times. Since this weapon is a vertical launch weapon, the flighttimer refers to the vertical flight time, which meant it traveled straight up for a long time, and then stopped being self-powered soon afterwards. The flighttime is the equivalent for the vertically launched rocket, and it will only travel vertically for 1 second now.
September 11, 2020
TA:T v2.0 Beta 29:
Doubled the armor value of all wreckages and heaps.
NOTE: This should help give a more "littered battlefield" look to combat, and also help some lightly armored units that almost never leave a wreckage now sometimes do so.
Arm AI Metal Extractor metalmake increased to 8 (2) and energymake increased to 500 (80).
Core AI Metal Extractor metal extraction rate reduced to 0.003 (0.0032), metalmake increased to 8 (5), and energymake increased to 500 (80).
Arm AI Tidal Generator metalmake increased to 8 (3.5) and energymake increased to 250 (50).
Core AI Tidal Generator metalmake increased to 8 (4) and energymake increased to 250 (60).
Arm AI Retaliator and Core AI Silencer weapon [AINUKE] weapon velocity increased to 500 (250).
NOTE: This just brings it up to the same as the regular strategic nuke weapons.
Re-vamped AI to focus more heavily on energy (So it doesn't stall out), build more previously under-built units (Like Hammers and Fatboys), increased the weight for gantry units and later game units like Berthas, Annihilators, AI Nuke Silos, etc.
July 7, 2020
TA:T v2.0 Beta 28:
Wreckage metal values adjusted for the reduction in Kbot costs for the following:
Arm Construction Kbot
Arm Peewee
Arm Jethro
Arm Rocko
Arm Hammer
Arm Warrior
Arm Flea
Core Construction Kbot
Core A.K.
Core Crasher
Core Storm
Core Thud
Core Berserker
Core Scorpion
Arm Advanced Construction Kbot
Arm Zeus
Arm Fido
Arm Invader
Arm Eraser
Arm Zipper
Arm Maverick
Arm Tick
Arm Marky
Arm Spider
Arm Pelican
Arm Sharpshooter
Arm Infiltrator
Arm Decoy Commander [no wreckage]
Arm Rector
Arm FARK
Arm Marauder
Arm FatBoy
Arm PomPom
Core Advanced Construction Kbot
Core Pyro
Core Can
Core Roach
Core Spectre
Core Freaker
Core Morty
Core Dominator
Core Voyeur
Core Sumo
Core Gimp
Core Skuttle [no wreckage]
Core Parasite
Core Decoy Commander [no wreckage]
Core Necro
Core Commando [no wreckage]
Core Shiva
Core Aries
Arm Flea armor increased to 50 (25), line of sight reduced to 330 (425), and description changed to "Very Light Swarm KBot" ("Fast Scout KBot").
Arm Flea weapon [FLEA_LASER] range reduced to 240 (360) and reload reduced to 0.5 (0.504).
Arm Warrior energy cost reduced to 1036 (1555).
Core Beserker energy cost reduced to 1117 (1677).
NOTE: Previously, Warriors and Berserkers cost 50% more energy per metal than most KBots (Peewees, A.K.s, etc) for no real reason.
Increased hitdensity of Arm and Core Fortification Posts, Walls, and HLT posts to 100 (Arm ones were 97, Core ones were 95). Also adjusted HLT posts wreckage metal cost.
Arm Dragon's Claw metal cost increased to 249 (225), energy cost increased to 2055 (1856), build time increased to 7470 (4500), armor reduced to 1743 (2078), and description changed to "Hardened Anti-Swarm Lightning Turret" ("Hardened Lightning Turret").
Arm Dragon's Claw weapon [DCLAW] range increased to 675 (500), reload reduced to 0.595 (0.7), damage reduced to 64 (66), area of effect increased to 96 (12), weapon velocity reduced to 500 (700), and edge effectiveness reduced to 0.5 (1.0).
Core Dragon's Maw metal cost increased to 256 (229), energy cost increased to 2112 (1889), build time increased to 7877 (4698), armor reduced to 1792 (2148), and description changed to "Hardened Anti-Swarm Flamethrower Turret" ("Hardened Flamethrower Turret").
Core Dragon's Maw weapon [DMAW] range increased to 675 (500), reload reduced to 0.434 (0.7), damage increased to 12 (9), burst reduced to 6 (11), burst rate reduced to 0.07 (0.08), area of effect increased to 128 (45), weapon velocity increased to 400 (350), weapontimer increased to 2.0 (1.57), tolerance increased to 5000 (2000), and sprayangle reduced to 2048 (4096).
NOTE: This positions the Claw/Maw as somewhat similar to the Radical/Blocker (armored and with area of effect), but lighter and cheaper.
Arm Thunderstorm weapon [THUNDERSTORM_WPN] reload increased to 1.25 (0.789), damage increased to 399 (251), energy per shot increased to 298 (188), area of effect increased to 96 (12), edge effectiveness reduced to 0.5 (1.0), and weapon velocity reduced to 700 (1000).
Arm Thunderstorm script changed to double the opening speed.
Arm Demolisher weapon [ARM_HLIGHTNING] area of effect increased to 96 (12), edge effectiveness reduced to 0.5 (1.0), and weapon velocity reduced to 500 (700).
Arm Zeus weapon [LIGHTNING] area of effect increased to 64 (12), edge effectiveness reduced to 0.5 (1.0), and weapon velocity reduced to 500 (700).
Arm Panther weapon [ARMLATNK_WEAPON] area of effect increased to 96 (12), edge effectiveness reduced to 0.5 (1.0), and weapon velocity reduced to 500 (700).
NOTE: Lightning weapons have been given an area of effect (Presumably it electrifies the nearby ground when it hits), but the weapon velocity has been slowed somewhat as well, hopefully giving lightning weapons a distinctive feel. Defenses and vehicles have a larger area of effect, and KBots (Just the Zeus, in this case) a smaller one.
Commented out a part of the Core Reaper's script that might have been causing it to lock up while under heavy fire from multiple units at once.
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.692 (0.944), burst reduced to 11 (15), burst rate reduced to 0.06 (0.09), area of effect increased to 90 (45), edge effectiveness reduced to 0.5 (0.99), and weapon timer increased to 1.43 (1.37).
Core Reaper weapon [CORE_REAP] area of effect increased to 90 (45), edge effectiveness reduced to 0.5 (0.99), and spray angle increased to 3072 (2048).
NOTE: This should help flame weapons to be a bit more effective at hitting groups of units.
Arm Tidal Generator energy cost reduced to 430 (768) and build time reduced to 2460 (4376).
Core Tidal Generator energy cost reduced to 454 (752) and build time reduced to 2492 (4188).
NOTE: This put the tidal generators at a standard metal drain instead of half drain, so they don't build so slowly despite their low metal cost.
Arm PACKO script altered to increase the opening speed.
Arm PACKO armor reduced to 574 (1148).
Core SAM armor reduced to 657 (1314).
Arm PACKO and Core SAM weapon [GA2] reload reduced to 0.333 (1.0) and damage reduced to 106 (150).
NOTE: This should put PACKOs and SAMs in a more solid and effective anti-air role. They'll be weaker, but much more capable of handling groups and putting out a lot more damage than before. Dragon's Teeth are recommended just as you would for other high damage/low armor units, like Sentinels/Gaat Guns.
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] reload increased to 1.218 (0.77), damage increased to 36 (24), and damage to ground targets reduced to 12 (24).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload increased to 20 (3.57), range increased to 500 (384), damage increased to 118 (23), and model changed to shipmissile (missile).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload reduced to 0.75 (1.29), damage reduced to 45 (90), damage to ground reduced to 15 (default of 90), and tolerance increased to 32000 (10000).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] reload reduced to 20 (30) and damage increased to 596 (300).
NOTE: This puts 20% of the level 1/advanced fighter's total firepower into the secondary weapon, and gives it a high damage but long reload time, allowing it to function like a single heavy missile. This lets fighters do high damage to a single target, and then very light (ground) damage after that. Advanced fighters already did something similar to this. The 500 range for advanced fighters means the heavy missile is less likely to hit from almost directly above and bypass Dragon's Teeth around a target. Overall, this strengthens fighters against a single first target, and weakens them against multiple ground targets.
NOTE: The main missile on fighters and advanced fighters that would be primarily used against other aircraft now does 1/3 damage against ground. This should keep them just as powerful in their anti-air role, but lower their effectiveness against ground. The level 1 fighter damage was adjusted to 36 because 1/3 of 24 is 8, which is lower than the "minimum" of 12 damage required to avoid issues with not doing damage to units that have veteran status and damage modifiers (Like Exploiters, some gantry units, etc). This will weaken fighter's effectiveness against ground targets.
Arm Pitbull script changed to increase the speed at which it rises out of the ground to 76 to match the Core Viper (25).
Arm Lemming energy cost increased to 2211 (1658).
Arm Lemming destroyed/self-destruct weapon [ARMLEMM_KILLED] damage increased to 439 (329).
Arm Invader energy cost increased to 7467 (5600).
Core Roach energy cost increased to 7781 (5836).
NOTE: This puts Lemmings, Invaders, and Roaches at double the standard energy cost per metal. Previously it was 150% standard.
Arm Hermes acceleration reduced to 0.014 (0.03) and turn rate reduced to 251 (320).
NOTE: Since it has such a (relatively) powerful ranged attack, this makes it harder for the Hermes to keep dancing out of range of shorter ranged units.
June 17, 2020
TA:T v2.0 Beta 27:
Arm Banshee weapon [MED_EMG]:
See further down
Arm Zipper weapon [ARM_FAST] reload increased to 0.584 (0.4865) and damage increased to 12 (10).
Core Pyro weapon [FLAMETHROWER] reload increased to 0.944 (0.883) and damage increased to 12 (10).
Arm Flash weapon [EMG] reload increased to 0.394 (0.3286) and damage increased to 12 (10).
Arm Peewee weapon [PEEWEE_EMG] reload increased to 0.48 (0.4) and damage increased to 12 (10).
Arm Brawler weapon [VTOL_EMG]:
See further down
Arm Flea weapon [FLEA_LASER] reload increased to 0.504 (0.42) and damage increased to 12 (10).
NOTE: This adjusts all of the weapons that were doing 10 damage up to 12 damage (with a corresponding increase in reload time). Previously I had used 10 damage as the lowest I would go to avoid units taking no damage from units using damage modifiers to get very high armor (Most gantry units) or just for armoring up (Like Exploiters). If damage after the modifier is less than 1, it gets rounded down to 0, and will never do any damage.
The lowest damage modifier I was using is 0.167, which cuts 6 down to below 1, but puts 10 at 1.67, so still doing 1 damage. However, units with veteran status also take less damage, so units with damage modifiers *and* high veteran status could take 0 damage. Putting these weapons up to 12 damage ensures even with a high damage modifier and 25+ kills veteran status, they will still take at least 1 damage.
Adjusted wreckage armor values for the following units for changes made over the past two betas (+25% and then +50% armor on vehicles and hovers):
Arm Construction Hovercraft
Arm Skimmer
Arm Anaconda
Arm Swatter
Arm Wombat
Arm Bear
Arm Mausser
Arm Concealer
Arm Spotter
Core Construction Hovercraft
Core Scrubber
Core Snapper
Core Slinger
Core Nixer
Core Turtle
Core Navarone
Core Blotter
Core Watcher
Core Clasher
(Wreckage metal value also adjusted for these four)
Arm Atlas
Core Valkyrie
Arm Courier
Core Emissary
Arm Construction Vehicle
Arm Jeffy
Arm Flash
Arm Stumpy
Arm Samson
Arm Lemming (No wreckage to adjust).
Arm Podger
Arm Pincer
Arm Shellshocker
Arm Janus
Arm Beaver
Core Construction Vehicle
Core Weasel
Core Instigator
Core Raider
Core Slasher
Core Leveler
Core Spoiler
Core Garpike
Core Wolverine
Core Shodan
Core Muskrat
Arm Advanced Construction Vehicle
Arm Triton
Arm Bulldog
Arm Jammer
Arm Luger
Arm Recluse
Arm Seer
Arm MERL
Arm Penetrator
Arm Phalanx
Arm Scarab
Arm Gremlin
Arm Panther
Arm MRU
Arm Mumbo
Arm Hermes
Arm Consul
Arm Demolisher
Core Advanced Construction Vehicle
Core Croc
Core Reaper
Core Deleter
Core Pillager
Core Goliath
Core Informant
Core Diplomat
Core Hedgehog
Core Copperhead
Core Poison Arrow
Core Banisher
Core Termite
Core MRU
Core Tremor
Core Intruder
Arm Zipper weapon [ARM_FAST] had the following added:
weapontimer=1.0;
turnrate=3000;
guidance=1;
tracks=1;
selfprop=1;
NOTE: Previously, the weapon timer was too low to let its shots reach their full range. Also, this gives it very slight tracking, as the other EMG weapons already have.
Arm Ambusher weapon [ARMAMB_GUN] reload increased to 5.625 (3.75) and damage increased to 6107 (4071).
Core Toaster weapon [CORTOAST_GUN] reload increased to 6.0 (4.0) and damage increased to 6785 (4523).
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] range reduced to 1500 (1875), reload reduced to 2.0 (3.0), and damage reduced to 5000 (6000), and energy per shot reduced to 3530 (5295).
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] range reduced to 1430 (1625), reload increased to 4.0 (2.582) and damage increased to 3873 (2500), and energy per shot increased to 2962 (1912).
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] range increased to 1150 (938) and damage reduced to 273 (335).
NOTE: This lowers the rate of fire on three of the four heaviest defenses (Ambusher/Toaster/Doomsday Machine) as well as the range on two of them (Just the Annihilator/Doomsday Machine).
This makes them less self-sufficient and while still very powerful, they will need to be supported by other defenses more than previously. This is to help a really solid defensive line be more expensive and less trivial to put up and maintain.
The idea is to help later-game not so quickly end up in a defensive stalemate unless boths sides have really heavily invested in it. Previously, a single Annihilator or Doomsday Machine was very difficult to deal with, and didn't need much support.
Arm Banshee energy cost increased to 1676 (1462), metal cost increased to 104 (91), buildtime increased to 3368 (2937), and armor increased to 662 (463).
Arm Banshee weapon [MED_EMG] reload reduced to 0.396 (0.454) and damage increased to 12 (10).
Core Venom energy cost increased to 1721 (1501), metal cost increased to 107 (93), buildtime increased to 3546 (3092), and armor increased to 749 (521).
Core Venom weapon [VENOM_LASER] reload reduced to 0.706 (0.765) and damage increased to 53 (40).
Arm Brawler energy cost increased to 10954 (9553), metal cost increased to 341 (297), buildtime increased to 11000 (9593), and armor increased to 2170 (1512).
Arm Brawler weapon [VTOL_EMG] burst rate reduced to 0.05 (0.06) and reload reduced to 0.179 (0.257).
Core Rapier energy cost increased to 11746 (10243), metal cost increased to 365 (318), buildtime increased to 12092 (10545), and armor increased to 2555 (1781).
Core Rapier weapon [VTOL_ROCKET] reload reduced to 1.393 (1.997).
Arm Sabre energy cost increased to 9968 (8693), metal cost increased to 310 (270), buildtime increased to 10011 (8730), and armor increased to 1973 (1376).
Arm Saber weapon [VTOL_EMG2] reload reduced to 0.698 (1.0).
Core Cutlass energy cost increased to 10671 (9306), metal cost increased to 331 (289), buildtime increased to 10985 (9580), and armor increased to 2317 (1620).
Core Cutlass weapon [VTOL_ROCKET2] reload reduced to 1.674 (2.4).
Arm Blade energy cost increased to 33355 (29088), metal cost increased to 1035 (903), buildtime increased to 33495 (29210), and armor increased to 6586 (4597).
Core Blackdawn energy cost increased to 35636 (31077), metal cost increased to 1108 (966), buildtime increased to 36691 (31997), and armor increased to 7756 (5782).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] damage increased to 968 (675).
Arm Spirit armor increased to 8019 (6415).
Arm Spirit weapon [Arm_pidr] reload reduced to 8 (10).
Core Krow armor increased to 13293 (10636).
Core Krow weapon [KROWLASER2] reload reduced to 1.12 (1.4).
Core Krow weapon [KROWLASER] damage increased to 214 (171) and energy per shot increased to 70 (56).
NOTE: The above changes put gunships at 100% of the old vehicle ratios (Before the +50% boost) (0.7 firepower per metal and 7.0 armor per metal). Before they were at 80% of the old vehicle ratios (0.56 firepower per metal and 5.6 armor per metal).
Also increased the cost of all gunships (Except Arm Spirit and Core Krow) by about 14%.
This increases the armor and firepower of all gunships by about 43%, except the Spirit and Krow, whose costs are unchanged, and armor and firepower only increased by 25%.
June 12, 2020
TA:T v2.0 Beta 26:
Arm Peewee weapon [PEEWEE_EMG] added weapontimer=.7; and burnblow=1;.
NOTE: This prevents the spray of pellets from missing units (Like aircraft) and flying far away across the map.
Arm Construction Hovercraft speed reduced to 4.08 (4.455) and armor increased to 2921 (1947).
Arm Skimmer speed increased to 4.714 (4.35) and armor increased to 1490 (993).
Arm Anaconda speed increased to 4.47 (4.125) and armor increased to 3227 (2827).
Arm Swatter speed increased to 4.08 (3.7) and armor increased to 744 (496).
Arm Wombat speed increased to 4.08 (3.475) and armor increased to 1260 (840).
Arm Bear metal cost reduced to 443 (665), energy cost increased to 12540 (9405), buildtime reduced to 14837 (22256), and speed reduced to 4.08 (4.842).
Arm Mausser speed increased to 4.08 (3.475) and armor increased to 1130 (753).
Arm Concealer speed increased to 4.08 (3.48) and armor increased to 605 (403).
Arm Spotter speed increased to 4.08 (3.48) and armor increased to 899 (599).
Core Construction Hovercraft speed reduced to 3.71 (4.05) and armor increased to 3423 (2282).
Core Scrubber speed increased to 4.285 (3.95) and armor increased to 1745 (1163).
Core Snapper speed increased to 3.896 (3.4772) and armor increased to 3738 (2492).
Core Slinger speed increased to 3.709 (3.3625) and armor increased to 849 (566).
Core Nixer speed increased to 3.709 (3.159) and armor increased to 1476 (984).
Core Turtle metal cost reduced to 457 (685), energy cost increased to 12915 (9686), buildtime reduced to 15671 (23507), speed reduced to 3.709 (3.75) and armor increased to 28772 (19180).
Core Navarone speed increased to 3.709 (3.1625) and armor increased to 1194 (796).
Core Blotter speed increased to 3.709 (3.17) and armor increased to 717 (478).
Core Watcher speed increased to 3.709 (3.17) and armor increased to 1007 (671).
Core Clasher speed increased to 3.772 (3.061) and armor increased to 6666 (4444).
Arm Courier metal cost reduced to 197 (295), energy cost increased to 3709 (2782), build time reduced to 5057 (7586), and armor reduced to 7509 (11264).
Core Emissary metal cost reduced to 203 (304), energy cost increased to 3823 (2867), build time reduced to 5341 (8012), and armor reduced to 8512 (12772).
NOTE: Level 1 vehicle transports costs were cut to 2/3s of the original cost, which keeps their armor ratio of 4 times that of other vehicles, but reduces their armor back to previous values.
Arm Atlas metal cost increased to 173 (91), energy cost increased to 5449 (1436), build time increased to 5470 (2883), and armor increased to 3438 (1812).
Core Valkyrie metal cost increased to 182 (96), energy cost increased to 5855 (1543), build time increased to 6024 (3175), and armor increased to 4079 (2150).
NOTE: This puts air transports at about the same cost ratio compared to gunships as vehicle transports have to light tanks.
Arm Hulk energy cost increased to 6074 (3037).
Core Envoy energy cost increased to 6254 (3127).
Core Intruder energy cost increased to 47600 (23800) and speed increased to 2.7 (2.64).
Arm Dragonfly energy cost increased to 42826 (21413).
Core Seahook energy cost increased to 44354 (22177).
Arm and Core AMAT energy cost increased to 45204 (22602).
NOTE: Transports were given double the normal energy costs, due to their special/support nature.
Arm MERL and Bantha weapon [ARMTRUCK_ROCKET] range reverted to 1225 (1450) and damage reverted to 1965 (1660).
Core Diplomat weapon [CORTRUCK_ROCKET] range reverted to 1200 (1425) and damage reverted to 2203 (1855).
Arm Luger weapon [ARM_ARTILLERY] range reverted to 1225 (1450) and damage reverted to 698 (590).
Core Pillager weapon [CORE_ARTILLERY] range reverted to 1200 (1425) and damage reverted to 917 (772).
Core Tremor weapon [TREM1] range reverted to 1250 (1475) and damage reverted to 402 (341).
NOTE: This reverts the advanced vehicle artillery/rocket range increases.
Arm Flash line of sight increased to 250 (230) and turret turn rate increased to 240 (120).
Core Instigator line of sight increased to 250 (210), description changed to Light Assault Tank (Light Tank), and turret turn rate increased to 240 (120).
Arm Stumpy and Core Raider weapon [ARM_LIGHTCANNON] damage reduced to 126 (181), reload reduced to 1.08 (1.55), area of effect increased to 160 (80), edge effectiveness increased to 0.1 (0), and tolerance increased to 4500 (1500).
Arm Janus weapon [JANUS_ROCKET] reload increased to 5.263 (3.8), area of effect increased to 144 (96), and damage increased to 518 (374).
Arm Shellshocker weapon [TAWF113_weapon] area of effect increased to 192 (96) and edge effectiveness increased to 0.1 (0).
Core Wolverine weapon [CORWOLV_GUN] area of effect increased to 230 (115) and edge effectiveness increased to 0.1 (0).
Arm Bear and Core Turtle weapon changed to [EXPLOITER_LASER] ([SHODAN_LASER]).
Core Shodan line of sight increased to 360 (300), armor reduced to 1124 (1796), and script changed to allow faster firing.
Core Shodan weapon [SHODAN_LASER] reload reduced to 0.27 (0.8), damage reduced to 112 (208), weapon velocity increased to 1000 (700), and energy per shot reduced to 25 (46).
Core Leveler line of sight increased to 360 (292).
Core Leveler weapon [CORLEVLR_WEAPON] reload reduced to 1.323 (1.755), damage reduced to 251 (333), area of effect increased to 160 (128), and edge effectiveness increased to 0.1 (0).
NOTE: This should help further differentiate the Shodan and Leveler. The Shodan has less armor but hits much faster and harder now, like a Light Laser Tower (Although it does about 1.5 times the damage, and has much more armor). The Leveler has more armor, but has a bigger blast area, like a Radical/Blocker. Both are good for swarms, but with some differences.
Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] area of effect increased to 160 (80), edge effectiveness increased to 0.1 (0), and tolerance increased to 4500 (1500).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] area of effect increased to 256 (128) and edge effectiveness increased to 0.1 (0).
Arm Wombat weapon [ARMMH_WEAPON] area of effect increased to 192 (96).
Core Nixer weapon [CORMH_WEAPON] area of effect increased to 212 (106).
Arm Triton weapon [ARM_MEDIUMCANNON] edge effectiveness increased to 0.1 (0), and tolerance increased to 4500 (1500).
Arm Bulldog weapon [ARM_BULL] area of effect increased to 226 (113) and edge effectiveness increased to 0.1 (0).
Arm Luger weapon [ARM_ARTILLERY] area of effect increased to 320 (160).
Arm Recluse weapon [ADV_ROCKET] area of effect increased to 144 (64).
Arm MERL and Bantha weapon [ARMTRUCK_ROCKET] area of effect increased to 264 (132).
Core Croc weapon [CORE_MEDIUMCANNON] area of effect increased to 160 (128), edge effectiveness increased to 0.1 (0), and tolerance increased to 4500 (1500).
Core Pillager weapon [CORE_ARTILLERY] area of effect increased to 384 (192).
Core Goliath weapon [COR_GOL] area of effect increased to 362 (181) and edge effectiveness increased to 0.1 (0).
Core Diplomat weapon [CORTRUCK_ROCKET] area of effect increased to 292 (146).
Core Poison Arrow weapon [CORE_PARROW] area of effect increased to 208 (160), edge effectiveness increased to 0.1 (0), and tolerance increased to 4500 (1500).
Core Banisher and Arm Bolo weapon [TAWF_BANISHER] area of effect increased to 255 (170) and edge effectiveness increased to 0.1 (0).
Core Tremor weapon [TREM1] area of effect increased to 320 (160).
NOTE: This helps all plasma/rocket vehicle/tank weapons to feel "heavier" than Kbot weapons by giving them more area of effect (+50% for direct rockets and +100% for plasma/indirect rockets). This should help tanks to have a heavier feel without simply increasing damage, and helps justify their slower turret turn rates.
Core Muskrat speed increased to 2.968 (2.7).
NOTE: This was missed with the other vehicle speed increases.
Arm and Core Decoy Commander weapon [DECOY_DISINTEGRATOR] damage increased to 200 (40).
Arm and Core Juno weapon [Juno_Pulse] energy per shot reduced to 60000 (240000).
NOTE: This equals a drain of 500 energy per second for 2 minutes.
Arm Phoenix speed reduced to 7.333 (8.25).
Arm Tsunami speed reduced to 8.066 (9.075).
Core Hurricane speed reduced to 6.666 (7.5).
Core Maelstrom speed reduced to 7.333 (8.25).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage reduced to 145 (168).
NOTE: This puts Advanced/Seaplane Bombers at +33% speed instead of +50%. Damage adjusted to be about the same (1 Phoenix will take an Arm Vehicle Plant to 50% armor in one pass, and 3 Phoenixes will take an Arm Advanced Vehicle Plant down to 50% armor in one pass). This is because slower speed means more times for more bombs to fall.
Arm Thunderstorm weapon [THUNDERSTORM_WPN] reload reduced to 0.786 (1.333) and damage reduced to 251 (426).
NOTE: This should make Thunderstorms better against swarms.
June 5, 2020
TA:T v2.0 Beta 25:
Arm Construction Kbot metal cost increased to 54 (41), energy cost increased to 787 (591), and build time increased to 1389 (1042).
Arm Peewee metal cost increased to 27 (20), energy cost increased to 259 (194), and build time increased to 686 (515).
Arm Jethro metal cost increased to 27 (20), energy cost increased to 259 (194), and build time increased to 686 (515).
Arm Rocko metal cost increased to 59 (44), energy cost increased to 570 (428), and build time increased to 1509 (1132).
Arm Hammer metal cost increased to 37 (28), energy cost increased to 357 (268), and build time increased to 943 (707).
Arm Warrior metal cost increased to 107 (80), energy cost increased to 1555 (1166), and build time increased to 2743 (2057).
Arm Flea metal cost increased to 9 (7), energy cost increased to 85 (64), and build time increased to 223 (167).
Core Construction Kbot metal cost increased to 57 (43), energy cost increased to 839 (629), and build time increased to 1511 (1133).
Core A.K. metal cost increased to 29 (22), energy cost increased to 279 (210), and build time increased to 755 (567).
Core Crasher metal cost increased to 27 (21), energy cost increased to 267 (200), and build time increased to 721 (541).
Core Storm metal cost increased to 60 (45), energy cost increased to 585 (439), and build time increased to 1581 (1186).
Core Thud metal cost increased to 39 (30), energy cost increased to 383 (288), and build time increased to 1037 (778).
Core Berserker metal cost increased to 115 (86), energy cost increased to 1677 (1258), and build time increased to 3022 (2267).
Core Scorpion metal cost increased to 29 (22), energy cost increased to 419 (315), and build time increased to 755 (567).
Arm Advanced Construction Kbot metal cost increased to 108 (81), energy cost increased to 4896 (3672), and build time increased to 4166 (3125).
Arm Zeus metal cost increased to 325 (244), energy cost increased to 6321 (4741), and build time increased to 8366 (6275).
Arm Fido metal cost increased to 169 (127), energy cost increased to 3277 (2458), and build time increased to 4337 (3253).
Arm Invader metal cost increased to 63 (48), energy cost increased to 5600 (4200), and build time increased to 4942 (3707).
Arm Eraser metal cost increased to 49 (37), energy cost increased to 1768 (1326), and build time increased to 2340 (1755).
Arm Zipper metal cost increased to 94 (71), energy cost increased to 1827 (1370), and build time increased to 2417 (1813).
Arm Maverick metal cost increased to 338 (254), energy cost increased to 9851 (7389), and build time increased to 8691 (6519).
Arm Tick metal cost increased to 281 (211), energy cost increased to 13256 (9942), and build time increased to 11697 (8773).
Arm Marky metal cost increased to 63 (48), energy cost increased to 1536 (1152), and build time increased to 2033 (1525).
Arm Spider metal cost increased to 95 (71), energy cost increased to 4089 (3067), and build time increased to 3608 (2706).
Arm Pelican metal cost increased to 163 (123), energy cost increased to 3173 (2380), and build time increased to 4200 (3150).
Arm Sharpshooter metal cost increased to 357 (268), energy cost increased to 17689 (13267), and build time increased to 15609 (11707).
Arm Infiltrator metal cost increased to 256 (192), energy cost increased to 22028 (16521), and build time increased to 14577 (10933).
Arm Decoy Commander metal cost increased to 481 (361), energy cost increased to 14008 (10506), and build time increased to 12360 (9270).
Arm Rector metal cost increased to 260 (195), energy cost increased to 30068 (22551), and build time increased to 19899 (14924).
Arm FARK metal cost increased to 72 (54), energy cost increased to 2126 (1595), and build time increased to 1851 (1389).
Arm Marauder metal cost increased to 433 (325), energy cost increased to 12629 (9472), and build time increased to 11143 (8357).
Arm FatBoy metal cost increased to 499 (374), energy cost increased to 9688 (7266), and build time increased to 12823 (9617).
Arm PomPom metal cost increased to 137 (103), energy cost increased to 2655 (1991), and build time increased to 3514 (2636).
Core Advanced Construction Kbot metal cost increased to 115 (86), energy cost increased to 5200 (3900), and build time increased to 4557 (3418).
Core Pyro metal cost increased to 97 (73), energy cost increased to 1885 (1414), and build time increased to 2547 (1910).
Core Can metal cost increased to 348 (261), energy cost increased to 6785 (5089), and build time increased to 9167 (6875).
Core Roach metal cost increased to 66 (50), energy cost increased to 5836 (4377), and build time increased to 5282 (3962).
Core Spectre metal cost increased to 47 (35), energy cost increased to 1937 (1453), and build time increased to 2630 (1973).
Core Freaker metal cost increased to 85 (64), energy cost increased to 2496 (1872), and build time increased to 2259 (1694).
Core Morty metal cost increased to 114 (86), energy cost increased to 2223 (1667), and build time increased to 3003 (2252).
Core Dominator metal cost increased to 159 (120), energy cost increased to 3107 (2330), and build time increased to 4197 (3148).
Core Voyeur metal cost increased to 64 (48), energy cost increased to 1711 (1283), and build time increased to 2323 (1743).
Core Sumo metal cost increased to 619 (464), energy cost increased to 18097 (13573), and build time increased to 16297 (12223).
Core Gimp metal cost increased to 230 (173), energy cost increased to 8971 (6728), and build time increased to 6059 (4544).
Core Skuttle metal cost increased to 337 (253), energy cost increased to 29301 (21976), and build time increased to 26518 (19889).
Core Parasite metal cost increased to 282 (212), energy cost increased to 24231 (18173), and build time increased to 16445 (12334).
Core Decoy Commander metal cost increased to 470 (353), energy cost increased to 13749 (10312), and build time increased to 12381 (9286).
Core Necro metal cost increased to 251 (188), energy cost increased to 27240 (20430), and build time increased to 18489 (13867).
Core Commando metal cost increased to 412 (309), energy cost increased to 16529 (12397), and build time increased to 14959 (11219).
Core Shiva metal cost increased to 463 (348), energy cost increased to 13552 (10164), and build time increased to 12205 (9154).
Core Aries metal cost increased to 143 (107), energy cost increased to 2783 (2087), and build time increased to 4532 (3399).
NOTE: This scales Kbots back to costing 2/3s of their original cost, instead of 1/2 as in the last beta.
Arm Construction Vehicle armor increased to 1838 (1531).
Arm Jeffy armor increased to 230 (191).
Arm Flash armor increased to 993 (828).
Arm Stumpy armor increased to 2175 (1813).
Arm Samson armor increased to 500 (416).
Arm Lemming armor increased to 212 (176).
Arm Podger armor increased to 300 (250).
Arm Pincer armor increased to 1022 (851)
Arm Shellshocker armor increased to 683 (569).
Arm Janus armor increased to 603 (503).
Arm Beaver armor increased to 1838 (1531).
Arm Courier armor increased to 11264 (9389).
Core Construction Vehicle armor increased to 2153 (1794).
Core Weasel armor increased to 263 (219).
Core Instigator armor increased to 1124 (936).
Core Raider armor increased to 2517 (2098).
Core Slasher armor increased to 572 (476).
Core Leveler armor increased to 1965 (1638).
Core Spoiler armor increased to 344 (286).
Core Garpike armor increased to 1187 (989).
Core Wolverine armor increased to 773 (644).
Core Shodan armor increased to 1796 (1496).
Core Muskrat armor increased to 2153 (1794).
Core Emissary armor increased to 12773 (10647).
Arm Advanced Construction Vehicle armor increased to 3338 (2781).
Arm Triton armor increased to 4305 (3588).
Arm Bulldog armor increased to 9905 (8254).
Arm Jammer armor increased to 690 (575).
Arm Luger armor increased to 1943 (1619).
Arm Recluse armor increased to 1547 (1289).
Arm Seer armor increased to 1374 (1145).
Arm MERL armor increased to 2480 (2066).
Arm Penetrator armor increased to 4035 (3363).
Arm Phalanx armor increased to 1320 (1100).
Arm Scarab armor increased to 3000 (2500).
Arm Gremlin armor increased to 2022 (1685).
Arm Panther armor increased to 1500 (1250).
Arm MRU armor increased to 9798 (8165).
Arm Mumbo armor increased to 4076 (3396).
Arm Hermes armor increased to 2433 (2028).
Arm Consul armor increased to 1455 (1213).
Arm Demolisher armor increased to 6122 (5101).
Core Advanced Construction Vehicle armor increased to 3906 (3255).
Core Croc armor increased to 2405 (2004).
Core Reaper armor increased to 4967 (4139).
Core Deleter armor increased to 780 (650).
Core Pillager armor increased to 2348 (1956).
Core Goliath armor increased to 11202 (9335).
Core Informant armor increased to 1523 (1269).
Core Diplomat armor increased to 3029 (2524).
Core Hedgehog armor increased to 3300 (2750).
Core Copperhead armor increased to 1583 (1319).
Core Poison Arrow armor increased to 7182 (5985).
Core Banisher armor increased to 5225 (4354).
Core Termite armor increased to 7287 (6073).
Core MRU armor increased to 10485 (8738).
Core Tremor armor increased to 5235 (4363).
Core Intruder armor increased to 53084 (44240).
NOTE: This increased all vehicle armor to +50% their original values (which is +20% over their previous +25% values).
June 2, 2020
TA:T v2.0 Beta 24:
Arm Construction Vehicle speed increased to 3.265 (2.97) and armor increased to 1531 (1225).
Arm Jeffy armor increased to 191 (153).
Arm Flash speed increased to 3.771 (3.48) and armor increased to 828 (662).
Arm Stumpy speed increased to 3.592 (3.06) and armor increased to 1813 (1450).
Arm Samson speed increased to 3.265 (2.96) and armor increased to 416 (333).
Arm Lemming armor increased to 176 (141).
Arm Podger speed increased to 3.75 (3.41) and armor increased to 250 (200).
Arm Pincer armor increased to 851 (681)
Arm Shellshocker speed increased to 3.265 (2.78) and armor increased to 569 (455).
Arm Janus speed increased to 3.265 (2.78) and armor increased to 503 (402).
Arm Beaver speed increased to 3.265 (2.97) and armor increased to 1531 (1225).
Arm Courier armor increased to 9389 (7509).
Core Construction Vehicle speed increased to 2.968 (2.7) and armor increased to 1794 (1435).
Core Weasel armor increased to 219 (175).
Core Instigator speed increased to 3.429 (3.16) and armor increased to 936 (749).
Core Raider speed increased to 3.265 (2.78) and armor increased to 2098 (1678).
Core Slasher speed increased to 2.968 (2.69) and armor increased to 476 (381).
Core Leveler speed increased to 1.879 (1.6) and armor increased to 1638 (1310).
Core Spoiler speed increased to 3.408 (3.1) and armor increased to 286 (229).
Core Garpike armor increased to 989 (791).
Core Wolverine speed increased to 2.968 (2.53) and armor increased to 644 (515).
Core Shodan speed increased to 1.879 (1.6) and armor increased to 1496 (1197).
Core Muskrat armor increased to 1794 (1435).
Core Emissary armor increased to 10647 (8515).
Arm Advanced Construction Vehicle speed increased to 2.961 (2.64) and armor increased to 2781 (2225).
Arm Triton armor increased to 3588 (2870).
Arm Bulldog speed increased to 3.258 (2.7) and armor increased to 8254 (6603).
Arm Jammer speed increased to 3.771 (3.48) and armor increased to 575 (460).
Arm Luger speed increased to 2.961 (2.23) and armor increased to 1619 (1295).
Arm Recluse armor increased to 1289 (1031).
Arm Seer speed increased to 3.771 (3.48) and armor increased to 1145 (916).
Arm MERL speed increased to 2.961 (2.23) and armor increased to 2066 (1653).
Arm Penetrator speed increased to 2.84 (2.455) and armor increased to 3363 (2690).
Arm Phalanx speed increased to 2.961 (2.56) and armor increased to 1100 (880).
Arm Scarab armor increased to 2500 (2000).
Arm Gremlin speed increased to 3.380 (2.88) and armor increased to 1685 (1348).
Arm Panther speed increased to 3.511 (3.24) and armor increased to 1250 (1000).
Arm MRU armor increased to 8165 (6532).
Arm Mumbo speed increased to 3.421 (2.97) and armor increased to 3396 (2717).
Arm Hermes speed increased to 2.961 (2.56) and armor increased to 2028 (1622).
Arm Consul speed increased to 3.5 (3.12) and armor increased to 1213 (970).
Arm Demolisher speed increased to 3.266 (2.835) and armor increased to 5101 (4081).
Core Advanced Construction Vehicle speed increased to 2.693 (2.4) and armor increased to 3255 (2604).
Core Croc armor increased to 2004 (1603).
Core Reaper speed increased to 3.11 (2.7) and armor increased to 4139 (3311).
Core Deleter speed increased to 3.429 (3.17) and armor increased to 650 (520).
Core Pillager speed increased to 2.693 (2.03) and armor increased to 1956 (1565).
Core Goliath speed increased to 2.962 (2.456) and armor increased to 9335 (7468).
Core Informant speed increased to 3.429 (3.17) and armor increased to 1269 (1015).
Core Diplomat speed increased to 2.693 (2.03) and armor increased to 2524 (2019).
Core Hedgehog armor increased to 2750 (2200).
Core Copperhead speed increased to 2.693 (2.33) and armor increased to 1319 (1055).
Core Poison Arrow armor increased to 5985 (4788).
Core Banisher speed increased to 2.582 (2.232) and armor increased to 4354 (3483).
Core Termite speed increased to 2.97 (2.578) and armor increased to 6073 (4858).
Core MRU armor increased to 8738 (6990).
Core Tremor speed increased to 2.693 (2.03) and armor increased to 4363 (3490).
Core Intruder armor increased to 44240 (35389).
NOTE: This increased all vehicle armor by +25%.
Speeds have also increased: Each size class has 5% less speed than the one before it (Flashes are 5% less than Jeffies, Stumpies are 5% less than Flashes, Mumbos are 5% less than Stumpies, and Bulldogs are 5% less than Mumbos). Support units like Samsons and Shellshockers are 10% slower than Stumpies (As the heaviest main level 1 tank) or Bulldogs (As the heaviest main level 2 tank).
Arm Shellshocker weapon [TAWF113_weapon] (in)accuracy reduced to 400 (600).
Core Wolverine weapon [CORWOLV_GUN] (in)accuracy reduced to 450 (650).
Arm MERL and Bantha weapon [ARMTRUCK_ROCKET] range increased to 1450 (1225) and damage reduced to 1660 (1965).
Core Diplomat weapon [CORTRUCK_ROCKET] range increased to 1425 (1200) and damage reduced to 1855 (2203).
Arm Luger weapon [ARM_ARTILLERY] range increased to 1450 (1225) and damage reduced to 590 (698).
Core Pillager weapon [CORE_ARTILLERY] range increased to 1425 (1200) and damage reduced to 772 (917).
Core Tremor weapon [TREM1] range increased to 1475 (1250) and damage reduced to 341 (402).
May 30, 2020
TA:T v2.0 Beta 23:
Arm Construction Kbot metal cost reduced to 41 (81), energy cost reduced to 591 (1181), and build time reduced to 1042 (2083).
Arm Peewee metal cost reduced to 20 (40), energy cost reduced to 194 (388), and build time reduced to 515 (1029).
Arm Jethro metal cost reduced to 20 (40), energy cost reduced to 194 (388), and build time reduced to 515 (1029).
Arm Rocko metal cost reduced to 44 (88), energy cost reduced to 428 (855), and build time reduced to 1132 (2263).
Arm Hammer metal cost reduced to 28 (55), energy cost reduced to 268 (535), and build time reduced to 707 (1414).
Arm Warrior metal cost reduced to 80 (160), energy cost reduced to 1166 (2332), and build time reduced to 2057 (4114).
Arm Flea metal cost reduced to 7 (13), energy cost reduced to 64 (127), and build time reduced to 167 (334).
Core Construction Kbot metal cost reduced to 43 (86), energy cost reduced to 629 (1258), and build time reduced to 1133 (2266).
Core A.K. metal cost reduced to 22 (43), energy cost reduced to 210 (419), and build time reduced to 567 (1133).
Core Crasher metal cost reduced to 21 (41), energy cost reduced to 200 (400), and build time reduced to 541 (1081).
Core Storm metal cost reduced to 45 (90), energy cost reduced to 439 (877), and build time reduced to 1186 (2372).
Core Thud metal cost reduced to 30 (59), energy cost reduced to 288 (575), and build time reduced to 778 (1555).
Core Berserker metal cost reduced to 86 (172), energy cost reduced to 1258 (2516), and build time reduced to 2267 (4533).
Core Scorpion metal cost reduced to 22 (43), energy cost reduced to 315 (629), and build time reduced to 567 (1133).
Arm Advanced Construction Kbot metal cost reduced to 81 (162), energy cost reduced to 3672 (7344), and build time reduced to 3125 (6249).
Arm Zeus metal cost reduced to 244 (488), energy cost reduced to 4741 (9482), and build time reduced to 6275 (12549).
Arm Fido metal cost reduced to 127 (253), energy cost reduced to 2458 (4916), and build time reduced to 3253 (6506).
Arm Invader metal cost reduced to 48 (95), energy cost reduced to 4200 (8400), and build time reduced to 3707 (7413).
Arm Eraser metal cost reduced to 37 (73), energy cost reduced to 1326 (2652), and build time reduced to 1755 (3510).
Arm Zipper metal cost reduced to 71 (141), energy cost reduced to 1370 (2740), and build time reduced to 1813 (3626).
Arm Maverick metal cost reduced to 254 (507), energy cost reduced to 7389 (14777), and build time reduced to 6519 (13037).
Arm Tick metal cost reduced to 211 (422), energy cost reduced to 9942 (19884), and build time reduced to 8773 (17545).
Arm Marky metal cost reduced to 48 (95), energy cost reduced to 1152 (2304), and build time reduced to 1525 (3050).
Arm Spider metal cost reduced to 71 (142), energy cost reduced to 3067 (6133), and build time reduced to 2706 (5412).
Arm Pelican metal cost reduced to 123 (245), energy cost reduced to 2380 (4760), and build time reduced to 3150 (6300).
Arm Sharpshooter metal cost reduced to 268 (535), energy cost reduced to 13267 (26534), and build time reduced to 11707 (23413).
Arm Infiltrator metal cost reduced to 192 (384), energy cost reduced to 16521 (33042), and build time reduced to 10933 (21865).
Arm Decoy Commander metal cost reduced to 361 (721), energy cost reduced to 10506 (21012), and build time reduced to 9270 (18540).
Arm Rector metal cost reduced to 195 (390), energy cost reduced to 22551 (45102), and build time reduced to 14924 (29848).
Arm FARK metal cost reduced to 54 (108), energy cost reduced to 1595 (3189), and build time reduced to 1389 (2777).
Arm Marauder metal cost reduced to 325 (650), energy cost reduced to 9472 (18943), and build time reduced to 8357 (16714).
Arm FatBoy metal cost reduced to 374 (748), energy cost reduced to 7266 (14532), and build time reduced to 9617 (19234).
Arm PomPom metal cost reduced to 103 (205), energy cost reduced to 1991 (3982), and build time reduced to 2636 (5271).
Core Advanced Construction Kbot metal cost reduced to 86 (172), energy cost reduced to 3900 (7800), and build time reduced to 3418 (6835).
Core Pyro metal cost reduced to 73 (145), energy cost reduced to 1414 (2828), and build time reduced to 1910 (3820).
Core Can metal cost reduced to 261 (522), energy cost reduced to 5089 (10178), and build time reduced to 6875 (13750).
Core Roach metal cost reduced to 50 (99), energy cost reduced to 4377 (8754), and build time reduced to 3962 (7923).
Core Spectre metal cost reduced to 35 (70), energy cost reduced to 1453 (2906), and build time reduced to 1973 (3945).
Core Freaker metal cost reduced to 64 (128), energy cost reduced to 1872 (3744), and build time reduced to 1694 (3388).
Core Morty metal cost reduced to 86 (171), energy cost reduced to 1667 (3334), and build time reduced to 2252 (4504).
Core Dominator metal cost reduced to 120 (239), energy cost reduced to 2330 (4660), and build time reduced to 3148 (6296).
Core Voyeur metal cost reduced to 48 (96), energy cost reduced to 1283 (2566), and build time reduced to 1743 (3485).
Core Sumo metal cost reduced to 464 (928), energy cost reduced to 13573 (27146), and build time reduced to 12223 (24445).
Core Gimp metal cost reduced to 173 (345), energy cost reduced to 6728 (13456), and build time reduced to 4544 (9088).
Core Skuttle metal cost reduced to 253 (506), energy cost reduced to 21976 (43952), and build time reduced to 19889 (39777).
Core Parasite metal cost reduced to 212 (423), energy cost reduced to 18173 (36346), and build time reduced to 12334 (24668).
Core Decoy Commander metal cost reduced to 353 (705), energy cost reduced to 10312 (20623), and build time reduced to 9286 (18571).
Core Necro metal cost reduced to 188 (376), energy cost reduced to 20430 (40860), and build time reduced to 13867 (27733).
Core Commando metal cost reduced to 309 (618), energy cost reduced to 12397 (24794), and build time reduced to 11219 (22438).
Core Shiva metal cost reduced to 348 (695), energy cost reduced to 10164 (20328), and build time reduced to 9154 (18307).
Core Aries metal cost reduced to 107 (214), energy cost reduced to 2087 (4174), and build time reduced to 3399 (6798).
NOTE: This halves the cost and build time of all Kbots. This is a large increase of their ratios, and is likely too much, but is being tried in an attempt to see which direction to move with helping out Kbots vs vehicles.
Vehicles have much more speed and armor, and that makes a large difference, and most of the advantages of Kbots seemed less strong or came into play less often. This will make Kbots still weaker and slower than vehicles, but much cheaper and quick to produce in large groups, which should help shore up some of their deficiencies.
May 29, 2020
TA:T v2.0 Beta 22:
Arm Dragon's Teeth buildtime reduced to 300 (600).
Arm Shark's Teeth buildtime reduced to 600 (1200).
Arm Fortification Post buildtime reduced to 900 (1800).
Arm Fortification Wall (Horizontal) buildtime reduced to 2700 (5400).
Arm Fortification Wall (Vertical) buildtime reduced to 2700 (5400).
Core Dragon's Teeth buildtime reduced to 338 (676).
Core Shark's Teeth buildtime reduced to 676 (1354).
Core Fortification Post buildtime reduced to 1014 (2028).
Core Fortification Wall (Horizontal) buildtime reduced to 3042 (6084).
Core Fortification Wall (Vertical) buildtime reduced to 3042 (6084).
Core Viper weapon [CORVIPE_LASER] had firestarter=80; removed.
NOTE: Core Viper rockets should now blow up features like trees instead of getting blocked by them and just setting them on fire.
Arm Zipper weapon [ARM_FAST] weapontimer=0.76; removed.
NOTE: This was preventing the shots from reaching their full range.
Arm and Core Commanders/Decoy Commanders added DamageModifier=0.25; (And set ARMORED to 1; in their scripts) while reducing their armor accordingly.
NOTE: This leaves their effective armor unchanged at 6000, but means they will regenerate health and be repaired four times as fast as before.
Arm Construction Kbot build time reduced to 2083 (2500).
Arm Peewee build time reduced to 1029 (1234).
Arm Jethro build time reduced to 1029 (1234).
Arm Rocko build time reduced to 2263 (2716).
Arm Hammer build time reduced to 1414 (1698).
Arm Warrior build time reduced to 4114 (4938).
Arm Flea build time reduced to 334 (402).
Core Construction Kbot build time reduced to 2266 (2732).
Core A.K. build time reduced to 1133 (1366).
Core Crasher build time reduced to 1081 (1302).
Core Storm build time reduced to 2372 (2858).
Core Thud build time reduced to 1555 (1874).
Core Berserker build time reduced to 4533 (5464).
Core Scorpion build time reduced to 1133 (1366).
Arm Advanced Construction Kbot build time reduced to 6249 (7476).
Arm Zeus build time reduced to 12549 (15058).
Arm Fido build time reduced to 6506 (7806).
Arm Invader build time reduced to 7413 (8896).
Arm Eraser build time reduced to 3510 (4212).
Arm Zipper build time reduced to 3626 (4350).
Arm Maverick build time reduced to 13037 (15646).
Arm Tick build time reduced to 17545 (21054).
Arm Marky build time reduced to 3050 (3660).
Arm Spider build time reduced to 5412 (6494).
Arm Pelican build time reduced to 6300 (7560).
Arm Sharpshooter build time reduced to 23413 (28096).
Arm Infiltrator build time reduced to 21865 (26238).
Arm Decoy Commander build time reduced to 18540 (22248).
Arm Rector build time reduced to 29848 (35818).
Arm FARK build time reduced to 2777 (3332).
Arm Marauder build time reduced to 16714 (20056).
Arm FatBoy build time reduced to 19234 (23082).
Arm PomPom build time reduced to 5271 (6326).
Core Advanced Construction Kbot build time reduced to 6835 (8202).
Core Pyro build time reduced to 3820 (4606).
Core Can build time reduced to 13750 (16580).
Core Roach build time reduced to 7923 (9508).
Core Spectre build time reduced to 3945 (4734).
Core Freaker build time reduced to 3388 (4066).
Core Morty build time reduced to 4504 (5430).
Core Dominator build time reduced to 6296 (7590).
Core Voyeur build time reduced to 3485 (4182).
Core Sumo build time reduced to 24445 (29478).
Core Gimp build time reduced to 9088 (10960).
Core Skuttle build time reduced to 39777 (47732).
Core Parasite build time reduced to 24668 (29602).
Core Decoy Commander build time reduced to 18571 (22394).
Core Necro build time reduced to 27733 (33280).
Core Commando build time reduced to 22438 (26926).
Core Shiva build time reduced to 18307 (22076).
Core Aries build time reduced to 5637 (6798).
NOTE: All Kbots now build about 20% faster, bringing their metal per second drain while building in a factory to the same as vehicles are. Previously, vehicles had build times such that they drained metal about 20% faster than KBots.
May 17, 2020
TA:T v2.0 Beta 21:
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] burnblow set to 1 (0).
Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] burnblow set to 1 (0).
NOTE: This prevents missed shots that are aimed high (Such as when trying to hit aircraft) from flying/arcing well past the normal range and landing on the ground multiple screens away.
Arm Jethro line of sight increased to 600 (450).
Core Crasher line of sight increased to 600 (450).
NOTE: This gives level 1 Kbots a spotting unit for line of sight, since they don't have a Jeffy or Weasel, though they don't have the speed or radar of those units.
Swapped the build menu locations for the Core Scorpion and Berserker to match the locations of the Arm Flea and Warrior.
Arm Peewee weapon [PEEWEE_EMG] range increased to 360 (240), burst reduced to 2 (3), reload reduced to 0.4 (0.5), weapon velocity increased to 550 (450), and weapontimer=.36; removed.
Core A.K. weapon [AK_LASER] range increased to 360 (240) and damage reduced to 22 (33).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] range increased to 600 (485) and damage to aircraft reduced to 39 (48) (Default damage to ground adjusted accordingly).
Arm Warrior weapon [ARMWAR_GAUSS] range increased to 480 (320) and damage reduced to 45 (68).
Core Berserker weapon [BERSERK] range increased to 480 (320) and damage reduced to 32 (48).
Arm Flea weapon [FLEA_LASER] range increased to 360 (240), damage reduced to 10 (12), and reload increased to 0.42 (0.335).
Arm Zeus weapon [LIGHTNING] range increased to 480 (400) and damage reduced to 906 (1087).
Arm Fido weapon [GAUSS] range increased to 480 (347) and damage reduced to 111 (153).
Arm Zipper weapon [ARM_FAST] range increased to 480 (320), damage reduced to 10 (24), and reload time reduced to 0.4865 (0.973).
Arm Maverick weapon [ARMMAV_WEAPON] range increased to 600 (400) and damage reduced to 475 (712).
Arm Spider weapon [ARM_PARALYZER] range increased to 480 (450).
Arm Pelican weapon [ARMAMPH_WEAPON1] range increased to 480 (320) and damage reduced to 231 (347).
Arm Marauder weapon [ARMMECH_CANNON] range increased to 480 (375) and damage reduced to 170 (218).
Core Pyro weapon [FLAMETHROWER] range increased to 480 (315), reload increased to 0.883 (0.7), burst reduced to 15 (18), burstrate increased to 0.09 (.03), weapon velocity increased to 400 (300), and weapon timer increased to 1.83 (1.2).
Core Gimp and Clasher weapon [CORAMPH_WEAPON2] range increased to 480 (400) and damage reduced to 267 (320).
NOTE: Kbots have better firepower per metal than vehicles, but vehicles have better speed and armor, and that was leaving Kbots, especially level 1 Kbots, in a position where it's hard to bring their cheaper firepower to bear, since the vehicles have more armor and the speed to choose where, when, and whether or not to fight you.
Therefore, most skirmish Kbots with shorter range have had that increased (generally with a resulting reduction in damage). This should allow them to be able to engage at range or control an area better, which may help off-set their slow speed somewhat.
Arm Flash weapon [EMG] damage reduced to 10 (12), reload time reduced to 0.3286 (0.493), and burstrate reduced to 0.09 (0.15).
Arm Banshee weapon [MED_EMG] damage reduced to 10 (11) and reload time reduced to 0.454 (0.626).
Arm Brawler weapon [VTOL_EMG] damage reduced to 10 (17), reload time reduced to 0.214 (0.455), and burstrate reduced to 0.06 (.1).
NOTE: After quite a bit of testing, EMG equipped units weren't seeming to do as well as laser equipped weapons without an energy cost, such as Peewees vs A.K.s. Switching weapons made a fair amount of difference, even if armor was evened out for the purposes of testing. In light of this, EMG weapons are being given a 25% damage boost, which is being applied in the form of faster fire rate.
Additionally, where possible, damage is being lowered to 10 so that the fire rate may be even further increased. The changes to the Peewee and Zipper weapon are listed with the other KBot changes further up.
Arm Mumbo and Core Reaper script changed to increase the "Restore after delay" (Amount of time after targeting and firing before returning the turret back to facing forward) and commented out script that shakes the unit when being hit by enemy fire.
NOTE: Previously, the restore delay was based on their reload time, but since they both have fast reload times, they would almost immediately return their turret to the forward facing position after firing, causing them to waste time retargeting another unit in the same direction that wasn't quite in range yet. The unit shaking part of the script could cause the them to "freeze up" and not fire if hit by enough units.
Arm Demolisher speed increased to 2.835 (2.38).
Arm Recluse speed increased to 3.105 (2.28).
Core Termite speed increased to 2.578 (2.16).
NOTE: These were all slower than the heaviest tanks (Bulldogs and Goliaths, respectively) of their sides, despite costing 2/3s to 1/3 as much.
Core Pyro acceleration increased to 0.127 (0.11).
Core Gimp acceleration increased to 0.1 (0.04).
Core Can acceleration reduced to 0.07 (0.1).
May 13, 2020
TA:T v2.0 Beta 20:
Arm and Core Juno weapon [Juno_Pulse] area of effect reduced to 400 (1500) and weapon velocity increased to 2000 (500), and weapon acceleration increased to 200 (80).
NOTE: This is to address a bug that causes the Juno to do huge amounts of damage to everything in the area of effect, even though the damage is set to 1000, if the area of effect is too high.
Now it similar to a very low-yield but unblockable tactical nuke.
Arm N/S and E/W Fortress wall height increased to 250 (225).
Arm N/S and E/W Fortress wall ARMBFORTNS_DEAD/ARMBFORTEW_DEAD height increased to 250 (60).
Core N/S and E/W Fortress wall height increased to 250 (225).
Core N/S and E/W Fortress wall COREBFORTNS_DEAD/COREBFORTEW_DEAD height increased to 250 (60).
Vulcan fires from a different spot in the script, so the shots come out lower and hit the wall.
Arm Big Bertha weapon [ARM_BERTHACANNON] weapon velocity reduced to 1000 (1100).
Arm Vulcan weapon [ARMVULC_WEAPON] weapon velocity reduced to 1000 (1100) and (in)accuracy reduced to 1750 (2100).
Core Intimidator weapon [CORE_INTIMIDATOR] weapon velocity reduced to 1050 (1150).
Core Buzzsaw weapon [CORBUZZ_WEAPON] weapon velocity reduced to 1000 (1150) and (in)accuracy reduced to 1925 (2310).
NOTE: The above changes should help Fortress Walls to be much better at blocking Bertha/Intimidator/Vulcan/Buzzsaw fire. Because their weapons are ballistic, they can still arc over the walls if the target is far enough behind the walls, so it's recommended to build the walls somewhat close to the targets you wish to protect.
It also puts the Vulcan and Buzzsaw at the same accuracy as the Bertha and Intimidator.
Added
firestandorders=0;
StandingFireOrder=1;
to Arm Infiltrator and Core Parasite.
NOTE: This defaults the Spy KBots to Hold Fire, but the Fire Orders show up on the menu, so you're aware that they have a weapon and *could* fire.
Tactical nuclear explosions [ARMEMP_WEAPON], strategic nuclear explosions [AINUKE], [NUCLEAR_MISSILE], [CRBLMSSL] nukes, and mobile tactical nuclear explosions [MOBILE_TACNUKE] damage to anti-nuke silos increased, since I forgot they have a damage modifier, so they have 16000-18000 armor, not 2000-3000 armor:
Arm Protector: 5000 damage (23000).
Core Fortitude: 5000 damage (23000).
NOTE: This allows them to survive 3 nuclear strikes, but be destroyed on the fourth. Consider them as mostly deep underground and heavily shielded against nuclear attacks, but still normally vulnerable to conventional attacks.
Core Messenger radar range increased to 1700 (1400).
Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter builddistance reduced to 45 (60).
NOTE: We don't want it to be too easy to assist construction with these.
Arm Triton model size increased 12.5% and movement class changed to TANKDH3 (TANKBH3).
NOTE: This is because they're more powerful than Core Crocs but previously looked about the same size.
Arm Jethro turret turn rate increased to 400 (275).
Core Crasher turret turn rate increased to 400 (275).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] start velocity reduced to 350 (450), weapon velocity reduced to 450 (650), and noautorange set to 1 (not set previously).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] start velocity reduced to 350 (450), weapon velocity reduced to 450 (650), and noautorange set to 1 (not set previously).
Arm Defender and Sentry and Core Pulverizer, Stinger, and Exploiter weapon [ARMRL_MISSILE] and noautorange set to 1 (not set previously).
Arm Skeeter and Core Searcher weapon [PT_MISSILE] start velocity reduced to 350 (450), weapon velocity reduced to 450 (650), and noautorange set to 1 (not set previously).
Arm PACKO and Atlantis and Core SAM weapon [GA2] noautorange set to 1 (not set previously).
Arm Chainsaw and Core Eradicator weapon [ARM_CIR] weapon timer increased to 5 (3) and noautorange set to 1 (not set previously).
Arm Hermes and Archer and Core Shredder weapon [HERMES] noautorange set to 1 (not set previously).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] start velocity reduced to 320 (420), weapon velocity reduced to 420 (620), and noautorange set to 1 (not set previously).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] area of effect reduced to 12 (48), start velocity reduced to 500 (600), weapon velocity reduced to 650 (750), and noautorange set to 1 (not set previously).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] area of effect reduced to 32 (64), start velocity reduced to 650 (850) and noautorange set to 1 (not set previously).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] noautorange set to 1 (not set previously).
Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] noautorange set to 1 (not set previously).
Arm Pelican and Marauder weapon [ARMAMPH_MISSILE] noautorange set to 1 (not set previously).
Arm Panther weapon [PANTHER_MISSILE] noautorange set to 1 (not set previously).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] turnrate increased to 48000 (16384) and noautorange set to 1 (not set previously).
Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] turnrate increased to 48000 (30000) and noautorange set to 1 (not set previously).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon timer set to 3 (not set previously) and noautorange set to 1 (not set previously).
Arm Phoenix and Commander and Decoy Commander and Core Hurricane and Commander and Decoy Commander weapon [BOMBER_MISSILE] noautorange set to 1 (not set previously).
Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] noautorange set to 1 (not set previously).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] weapon timer increased to 5 (0.5) and noautorange set to 1 (not set previously).
NOTE: These changes allow most missile weapons to continue tracking targets outside of their normal range. The enemy unit must still be within range to initially fire on it, but once fired, the missile will keep tracking the enemy unit until it hits the target or the weapon timer runs out, which is 5 seconds for most of the weapons. Previously, the missile would stop tracking as soon as it went outside the firing range of the weapon.
This should help with missiles that are closing in on an aircraft and then suddenly give up as it leaves the weapon's range, which is fairly easy for most aircraft to do with their high speeds. This should affect targeting fighters and other high-velocity aircraft the most, as they are the ones to usually dodge missiles and then get outside the range before they can be hit.
Arm Commander and Decoy Commander radar range increased to 1200 (800) and sonar range increased to 1200 (800).
Core Commander and Decoy Commander radar range increased to 1200 (800) and sonar range increased to 1200 (800).
Arm Abel armor reduced to 12273 (21358), StandingMoveOrder set to 1 (3), and CanDgun set to 0 (1).
Arm Abel and Core Caine weapon [RFLB] reload reduced to 1.1 (2.0).
Arm Abel weapon [Abel] reload reduced to 1.276 (2.4).
Arm Abel tertiary weapon set to [FAST_VLAUNCH] (ARMTRUCK_ROCKET).
Arm Abel tertiary weapon open animation speed increased to 45 (15).
Arm Abel model increased in size by 25%.
Core Caine armor reduced to 14270 (24899), StandingMoveOrder set to 1 (3), and CanDgun set to 0 (1).
Core Caine weapon [Caine] reload reduced to 1.431 (2.7).
Core Caine tertiary weapon set to [FAST_VLAUNCH] (CORTRUCK_ROCKET).
Core Caine model increased in size by 30% (It was a somewhat smaller than the Abel. Now it is only slightly shorter).
NOTE: [FAST_VLAUNCH] is a 2 second reload tracking vertically launched rocket that does 300 damage with 1200 range.
April 27, 2020
TA:T v2.0 Beta 19:
Arm and Core Commander and Decoy Commander weapon [ARMCOMLASER] weapon velocity increased to 1000 (700).
Fixed bug where the ability of Arm and Core Nano Turrets to build nanolathe platforms was removed when removing their ability to build mines.
Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter builddistance increased to 60 (30).
Core Exploiter armor reduced to 202 (213), reducing the effective armor to 808 (852).
NOTE: This was already supposed to have been done in Beta 13 as part of some other Exploiter changes, but the armor part was missed.
Core Exploiter weapon [EXPLOITER_LASER] reload reduced to 0.27 (0.408) and damage reduced to 37 (71).
Arm Warrior weapon [ARMWAR_GAUSS] range increased to 320 (240) and damage reduced to 68 (90).
Core Berserker weapon [BERSERK] range increased to 320 (240) and damage reduced to 48 (64).
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] and Core Doomsday and Gargoyle weapon [CORE_DOOMSDAY] had beamweapon=1 removed and added:
guidance=1;
tracks=1;
selfprop=1;
turnrate=3000;
NOTE: This is to give the shot very slight tracking. It's just enough to let it hit targets it's aiming directly at that aren't moving and were getting missed before. This targeting issue seems to be due to higher weapon velocity. Previously, sometimes higher velocity shots would miss small units like a Peewee that were at only moderate range, even if the Peewee wasn't moving.
Core Doomsday and Gargoyle weapons [CORE_DOOMSDAY_SECONDARY] [CORE_DOOMSDAY_TERTIARY] weapon velocity reduced to 1000 (1250).
NOTE: Again, this is to help them be a bit more accurate.
Arm Crusader and Core Enforcer and Intruder weapon [CORFAST_WEAPON] weapon velocity increased to 1000 (700).
Arm Crusader and Core Enforcer and Intruder weapons [CORFAST_WEAPON] and [DEPTHCHARGE] reversed so that the decklaser is the secondary weapon and the depthcharge is the tertiary weapon ([CORFAST_WEAPON] was tertiary and [DEPTHCHARGE] was secondary).
This is to help a targeting issue where Crusaders/Enforcers would almost never fire their decklaser, which was the tertiary weapon, against other ships unless they were moving. While holding still, it hardly ever fired, but started firing constantly as soon as the ship started to move.
So, in moving the decklaser to the secondary weapon, it will always fire, and the depthcharge is the weapon that usually doesn't fire unless you are moving. Do note that if there is a sub in range, the depthcharge will fire normally, even if the ship is holding still.
Arm Crusader weapon [ARM_ROY] changed from line of sight to ballistic, range increased to 790 (720), reload increased to 2.0 (1.61), damage increased to 368 (296), area of effect increased to 128 (72), weapon velocity reduced to 400 (550), and (in)accuracy reduced to 300 (500).
Core Enforcer weapon [CORE_ROY] changed from line of sight to ballistic, range increased to 800 (730), reload increased to 2.16 (1.741), damage increased to 417 (336), area of effect increased to 128 (72), weapon velocity reduced to 400 (550), and (in)accuracy reduced to 350 (550).
NOTE: This should help put Destroyers into more of a mixed artillery/assault role, doing pretty well at both, but not performing as well in a straight up fight as the corvettes/gunboats (Decade and Supporter).
Added new movement class:
[CLASS27]
{
Name=BOATS3;
FootprintX=3;
FootprintZ=3;
MinWaterDepth=3;
}
Changed Arm Skeeter and Valiant and Core Searcher and Limiter movementclass to BOATS3 (BOATS4).
Arm Podger line of sight increased to 200 (155).
Core Spoiler line of sight increased to 200 (145).
Core Scorpion line of sight increased to 200 (170).
Arm FHLT waterline increased to 9 (3).
NOTE: This is to help Shark's Teeth block incoming shots from enemies, since they'll be aiming at a spot slightly lower than before, instead of just shooting right over the top of them at the higher-placed spot.
Arm Conqueror weapon [ARM_CRUS] damage increased to 495 (494).
Arm Conqueror armor increased to 11422 (10785).
Core Executioner weapon [COR_CRUS] damage reduced to 890 (892) and energy per shot reduced to 546 (547).
Core Executioner armor increased to 13246 (12540).
Arm Ranger armor reduced to 5171 (10343) and radar range increased to 1750 (1450).
Arm Ranger weapon [ARMMSHIP_ROCKET] damage increased to 6867 (3035).
Core Messenger armor reduced to 5850 (11700).
Core Messenger weapon [CORMSHIP_ROCKET] damage increased to 7823 (3471).
Arm Viking primary weapon turret turn speed increased to 55 (30), secondary weapon turret turn speed reduced to 55 (80).
Arm Viking metal cost increased to 1224 (612), energy cost increased to 18360 (9180), buildtime increased to 23604 (11802), and armor increased to 5007 (2276).
Core Cronus metal cost increased to 1289 (657), energy cost increased to 19337 (9856), buildtime increased to 25497 (12996), and armor increased to 6106 (2879).
Arm Viking and Core Cronus weapon [TREMSHIP] range increased to 1725 (1250), damage increased to 575 (547), and weaponvelocity increased to 500 (400).
NOTE: The weapon velocity change is to allow them to hit at their full range.
NOTE: The Viking and Cronus now function more strongly as artillery/pocket battleships, putting out good indirect damage, but without the armor to back it up.
Arm Millennium model increased in size by 25%.
Core Warlord model increased in size by 25%.
Arm Conqueror model increased in size by 25%.
Core Executioner model increased in size by 25%.
Arm Viking model increased in size by 33% and secondary turret model size increased by another 33%.
Core Cronus model increased in size by 33% and turrets model size increased by another 33%.
NOTE: This is to more accurately reflect the increased power of the Viking and Cronus while still showing them to be the kid brother of the battleships.
Arm Epoch and Core Black Hydra description changed to Dreadnought (Flagship).
Arm Millennium weapon [ARM_BATSAFT] changed to line of sight (ballistic).
Core Warlord weapon [COR_BATS] changed to line of sight (ballistic).
Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] changed to line of sight (ballistic).
NOTE: Changing the battleship and dreadnought cannons to line of sight instead of ballistic makes them much more effective at ship to ship engagements, even at close range, since they can now depress their cannons to blast even nearby targets.
Arm and Core Light Naval Mine metal cost increased to 21 (16), energy cost increased to 867 (650), and buildtime increased to 1200 (900).
Arm and Core Heavy Naval Mine metal cost increased to 43 (32), energy cost increased to 2600 (1950), and buildtime increased to 1800 (1350).
Arm and Core Light Naval Mine weapon [FMINE_LIGHT] damage increased to 2600 (1950).
Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] damage increased to 7800 (5850).
Arm/Core Advanced Fusion Reactor, Moho Geothermal Powerplant, Cloakable Fusion Reactor, Fusion Reactor, Underwater Fusion Reactor, Nuclear Mine, Underwater Nuclear Mine, Micro-Fusion, and Arm Orcone, Bolo, Epoch, and Core Krogoth, Yavac, Black Hydra self-destruct explosion [MINE_NUKE] damage increased to 30000 (15000), special damages adjusted accordingly, and soundhit changed to Xplonuk5 (xplonuk3).
Core Skuttle self-destruct explosion [CORMINE6] soundhit changed to Xplonuk5 (xplonuk3).
Arm and Core Decoy Commander destroyed explosion [DECOY_COMMANDER_BLAST] shakeduration reduced to 1 (5).
Arm and Core Decoy Commander weapon [DECOY_DISINTEGRATOR] range increased to 400 (250), weapon velocity increased to 225 (200), energy per shot increased to 1000 (40), damage increased to 400 (40), special damages removed, and edge effectiveness increased to 25% (Was 0%).
NOTE: This should let the Decoy Commander's Decoy D-Gun have more functionality than just fooling people. The damage isn't amazing, but it should be able to handle about anything at tech level 1 with one hit and take out some lighter advanced units in a couple of hits.
Arm and Core Commander weapon [ARM_DISINTEGRATOR] range increased to 400 (250), damage increased to 23000 (20000), and edge effectiveness increased to 25% (Was 0%).
NOTE: This should help DGun shots to kill even Gantry level units more easily.
[CORMINE5] weapon (unused) changed to [TICK_EMP].
Arm Tick weapon changed to [TICK_EMP] ([ARMTICK_PARALYZER]).
Arm Tick weapon [TICK_EMP] reload set to 1.25, energy per shot set to 1500, damage set to 1500, and area of effect set to 240.
NOTE: This new weapon is similar to the Core Commando's EMP grenade blast, but with a smaller blast radius, half the paralysis time, half the energy cost, but 2.4 times faster reload.
Removed paralysis immunity for:
Arm Antarion, Bantha, Millennium, Razorback, Vanguard
Core Krogtaar, Warlord, Karganeth, Gargoyle
The same units, plus the Core Intruder, take 0 damage (Are functionally immune) to the following paralyzing weapons (The source of paralysis is too light to affect units this big):
[ARMTICK_PARALYZER] weapon (Not currently used)
Arm Spider's [ARM_PARALYZER] weapon
Core Bladewing's [BLADEWING_LYZER] weapon
The same units, plus the Core Intruder, take 10% normal damage to the following paralyzing weapons (Units this big are resistant to this source of paralysis):
Arm Dragonfly [ARMDFLY_PARALYZER] weapon
Arm Seahawk and Core Hunter [ARMSEHAK_WEAPON] weapon
Core Commando [COMMANDOLAS] weapon
Arm Stiletto [CORGRIPN_BOMB] weapon
Arm [TICK_EMP] weapon
Arm EMP mine [EMP_MINE] weapon
Core Neutron [NEUTRON_MINE] weapon
Arm Twilight explosion and Arm/Core Spy Kbot [TWILIGHT] weapon
Arm Moho Twilight self-destruct countdown reduced to 1 (5).
NOTE: This matches the countdown for regular Twilights.
Arm Scarab and Core Hedgehog can now cloak (250 energy to cloak unmoving, 500 while moving).
Arm Lurker and Core Snake weapon [ARM_TORPEDO] weapon velocity increased to 135 (90) and start velocity increased to 135 (90).
NOTE: This should help prevent ships from outrunning level 1 sub torpedoes quite so easily.
Arm Gremlin mincloakdistance reverted back to 25 (1).
NOTE: They were too abuseable with the change. Putting them back to what they were for more testing.
Arm Zeus weapon [LIGHTNING] range increased to 400 (320) and damage reduced to 1087 (1359).
Arm/Core AMAT had "VTOL" removed from its category.
NOTE: This just helps ground units to target them instead of the unit they're carrying.
Arm/Core AMAT metal cost reduced to 702 (833), energy cost reduced to 22602 (26820), buildtime reduced to 22984 (27273), armor increased to 15010 (7851), firestandorders changed to 0 (1), StandingFireOrder changed to 0 (2), mobilestandorders changed to 0 (1).
NOTE: This means they are always on Hold Fire (Return Fire), the Fire Mode button is grayed out, and default movement is Hold Position (Maneuver). Since it "fires" its weapon/attack to unload units, Having it on Return Fire could cause it to "fire" back when it takes damage and unload units earlier than you planned to.
Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] area of effect reduced to 12 (48).
Arm Pelican and Marauder weapon [ARMAMPH_MISSILE] area of effect reduced to 12 (48).
Arm Panther weapon [PANTHER_MISSILE] area of effect reduced to 12 (48).
Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] area of effect reduced to 12 (48).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] area of effect reduced to 12 (32).
Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] area of effect reduced to 12 (48).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] area of effect reduced to 12 (32).
Arm Defender and Sentry and Core Pulverizer, Stinger, and Exploiter weapon [ARMRL_MISSILE] area of effect reduced to 12 (32).
Arm Skeeter and Core Searcher weapon [PT_MISSILE] area of effect reduced to 12 (32).
Arm PACKO and Atlantis and Core SAM weapon [GA2] area of effect reduced to 12 (48).
NOTE: This is to help counteract the inherent problem the TA engine has with aircraft "clumping up/overlapping" which makes them very vulnerable to even small area of effect on weapons. Anti-Air missiles which had a fairly low area of effect on them were reduced to the same as laser weapons, so even if an AA missile hits an aircraft that has another mostly overlaid on top of it, it won't damage the second one.
The area of effect on these weapons was originally small enough that it wouldn't usually damage a second ground unit (Since they've have to be too close together), so this is just helping the same to be true in the air.
Anti-Air weapons that had larger area of effects, such as flakkers, for example, were not changed, as they are intended to hit multiple aircraft at once.
This will hopefully help aircraft, and especially gunships, to be more useful in larger groups.
Arm Phoenix speed increased to 8.25 (5.5).
Arm Tsunami speed increased to 9.075 (6.05).
Core Hurricane speed increased to 7.5 (5.0).
Core Maelstrom speed increased to 8.25 (5.5).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage increased to 168 (126).
Arm Spirit weapon [Arm_pidr] edge effectiveness increased to 0.25 (0).
Core Cauterizer attackrunlength increased to 502 (283).
Core Cauterizer weapon [INFERNOBOMB] edge effectiveness increased to 0.25 (0).
Arm Blade and Core Blackdawn weapon [Vtol_Sabot] reload reduced to 2.0 (3.61) and damage reduced to 675 (1218).
Added back in the missing aJuno1.gui file which was accidentally removed in Beta 16. This caused the Juno to no longer be able to build its weapon.
Arm and Core Juno weapon [Juno_Pulse] default damage increased to 1000 (1) (Special damages to radar/sonar/jamming/cloaking units unchanged at 2000).
NOTE: The Juno weapon cannot be intercepted with an anti-nuke, but now it can do relatively light damage over a large area to any unit.
Arm Infiltrator armor increased to 509 (270).
Core Parasite armor increased to 617 (340).
Tactical nuclear explosions [ARMEMP_WEAPON], strategic nuclear explosions [AINUKE], [NUCLEAR_MISSILE], [CRBLMSSL] nukes, and mobile tactical nuclear explosions [MOBILE_TACNUKE] all now do reduced damage to anti-nuke producing units:
Arm Protector: 1500 damage (23000).
Core Fortitude: 1500 damage (23000).
Core Colossus: 20000 damage (23000).
Core Hive: 20000 damage (23000).
Arm Scarab: 1500 damage (23000).
Core Hedgehog: 1500 damage (23000).
NOTE: This should allow them to survive a single nuclear strike, giving a better chance of someone who has been nuked to get anti-nuke defenses up afterwards.
Core Moho Exploiter weapon [CORMEXP_ROCKET] turnrate set to 12000 (not set), guidance set to 1 (not set), tracks set to 1 (not set), range increased to 900 (500), and damage reduced to 141 (254).
March 20, 2020
TA:T v2.0 Beta 18:
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 800 (630) and damage reduced to 509 (646).
NOTE: This lets Radicals/Blockers act as a soft counter to level 1 artillery, since they match their range. They'll take hits as they destroy the artillery, but can defend against a light artillery attack, instead of being destroyed with impunity as a Heavy Laser Tower would. This puts them a bit more into the budget Guardian/Punisher role.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] area of effect increased to 96 (48) and start/weapon velocity increased to 400 (300).
Arm Janus weapon [JANUS_ROCKET] area of effect increased to 96 (64).
Arm Bulldog weapon [ARM_BULL] range reduced to 425 (457), reload increased to 0.825 (0.75), and damage increased to 338 (286).
Arm Gremlin is now amphibious (movementclass changed from TANKSH2 to TANKBH3) and mincloakdistance reduced to 1 (25).
NOTE: This makes the Gremlin essentially immune to decloaking from enemy units, including aircraft flying over head (The decloak radius is a circle, not a hemisphere).
Arm Archer metal cost increased to 1212 (883), energy cost increased to 27272 (19869), and build time increased to 23375 (17030).
Core Shredder metal cost increased to 1252 (912), energy cost increased to 28170 (20520), and build time increased to 24765 (18040).
Arm Hermes armor reduced to 1622 (2437) and name changed to Heavy Flak Missile Tank (Heavy Anti-Air Tank).
Arm Hermes and Archer and Core Shredder weapon [HERMES] reload increased to 0.75 (0.5), range increased to 1050 (745), damage increased to 277 (138) (special damages adjusted accordingly), area of effect increased to 96 (48), edge effectiveness increased to 0.33 (0), weapon velocity increased to 650 (560), start velocity increased to 450 (400), model changed to missile (shipmissile), soundstart changed to bugmis (rocklit1), soundhit changed to FLAKHIT (xplosml2), explosiongaf changed to flakboom (fx), explosionart changed to flakboom (explode3), waterexplosiongaf changed to flakboom (fx), waterexplosionart changed to flakboom (h2o), lavaexplosiongaf changed to flakboom (fx), lavaexplosionart changed to flakboom (lavasplash).
Arm Pincer energy cost increased to 2019 (1514).
Core Garpike energy cost increased to 2073 (1555).
Core Croc energy cost increased to 8624 (6468).
Arm Triton energy cost increased to 17008 (12756).
Core Poison Arrow energy cost increased to 25760 (19320).
Core Gimp energy cost increased to 13456 (10092).
NOTE: This brings amphibious units up to double the baseline energy per metal cost of normal units, instead of 50% more.
Core Tremor armor reduced to 3490 (4450) and acceleration reduced to 0.01 (0.05).
Core Tremor weapon [TREM1] range increased to 1250 (985), damage increased to 402 (400), area of effect increased to 160 (140), edge effectiveness increased to 0.1 (0), and weaponvelocity increased to 400 (380).
Marauder given secondary weapon [ARMAMPH_MISSILE].
Marauder weapon [armMech_CANNON] damage reduced to 218 (250).
Arm Prude energy cost increased to 71250 (57000), metal cost increased to 2815 (2252), build time increased to 185553 (148442).
Core Behemoth energy cost increased to 74063 (59250), metal cost increased to 2875 (2300), build time increased to 194370 (155496).
Arm Requiter sound category changed to ARM_ADV_TANK (ARM_TANK).
Core Precluder sound category changed to CORE_ADV_TANK (CORE_TANK).
Added sound categories in SOUND.TDF:
[ARM_MOBILE_FUSION]
[CORE_MOBILE_FUSION]
Fixed up some missing cloak sounds on a few of the sound categories.
Arm MRU metal cost reduced to 2053 (3875), energy cost reduced to 22779 (73071), buildtime reduced to 61600 (99642), armor increased to 6532 (1938), speed increased to 2.03 (1.26), brakerate increased to 0.09 (0.015), acceleration reduced to 0.012 (0.014), turnrate reduced to 150 (185), MetalMake reduced to 1.0 (2.5), cloaking ability added (100 energy while stationary and 250 while moving), and sound category changed to ARM_MOBILE_FUSION (ARM_FUS).
Core MRU metal cost reduced to 1997 (3855), energy cost reduced to 23678 (72587), buildtime reduced to 61437 (101546), armor increased to 6990 (2120), speed increased to 1.85 (1.15), brakerate increased to 0.082 (0.016), acceleration reduced to 0.011 (0.014), turnrate reduced to 136 (185), MetalMake reduced to 1.0 (2.5), cloaking ability added (100 energy while stationary and 250 while moving), and sound category changed to CORE_MOBILE_FUSION (CORE_FUS).
NOTE: With the cloaking, added speed, and increased armor, these should be a much safer option for producing energy. They can be moved after being scouted to avoid raids/bombing runs, and can be evacuated to another location if a base is being overrun, or just hidden (Cloaked or underwater).
Arm Protector weapon [AMD_ROCKET] startvelocity reduced to 0 (1000).
Core Fortitude weapon [FMD_ROCKET] startvelocity reduced to 0 (1000).
Removed all mines from the Fortification Turret and Advanced Fortification Turret build menus.
NOTE: Mines built by Fortification Turrets were too abuseable as they could be rapidly built on top of units as they advanced, exploding like a quick firing cannon much faster than any normal defenses would.
Added Arm Anemone and Beamer and Core Jellyfish and HLLT to the Fortification Turret build menus.
Added Arm Beamer/Core HLLT, Arm PACKO/Core SAM, Arm Dragon's Claw/Core Dragon's Maw, Arm Sentinel/Core Gaat Gun, Arm Radical/Core Blocker, Arm Defender/Core Pulverizer, Arm Guardian/Core Punisher, Arm Anemone/Core Jellyfish, Arm Sentry/Core Stinger, and Arm Stingray/Core Thunderbolt to the Advanced Fortification Turret build menus.
Added Arm Sentry to the Arm Beaver build menu.
Added Core Stinger to the Core Muskrat build menu.
Arm Beamer metal cost increased to 196 (176), energy cost increased to 1078 (968), build time increased to 5880 (5280), and armor increased to 390 (354).
Arm Beamer weapon [TAWF001_weapon] range increased to 675 (600).
Core HLLT metal cost increased to 203 (185), energy cost increased to 1116 (1017), build time increased to 6246 (5692), and armor reduced to 490 (814).
NOTE: When other laser towers had their armor halved and their firepower doubled previously, the HLLT was missed (Probably because it uses the Core LLT weapons), and so is being adjusted now.
Arm Beamer and Core HLLT turret turn rate increased to 720 (360 for the HLLT, 200 for the Beamer).
Arm Fortification Wall HLT Post armor increased to 5570 (3713).
Core Fortification Wall HLT Post armor increased to 5760 (3838).
Core Clasher line of sight increased to 350 (192), turret turn rate increased to 200 (90), turn rate increased to 313 (265), and speed increased to 3.061 (2.7).
Arm and Core AMAT line of sight increased to 245 (150).
March 7, 2020
TA:T v2.0 Beta 17:
Arm Consul turnrate increased to 450 (375), brake rate increased to 0.15 (0.1) footprint reduced to 2x2 (3x3), and movementclass set to TANKBH3 (TANKDH3).
NOTE: This doesn't change the actual model size, but rather changes the hitbox, pathing, etc, to more closely match the model size, which is roughly Arm Flash size, instead of being roughly Arm Mumbo sized.
Arm and Core E/W Fortress Wall and N/S Fortress Wall armor (while building) increased to 24000 (8000).
Added Arm Vulcan and Core Buzzsaw to the special damages for strategic and tactical nukes.
Added DamageModifier=0.5; (And set ARMORED to 1; in their scripts) to Arm Vulcan and Core Buzzsaw (While reducing the armor accordingly).
NOTE: In Beta 16, I accidentally gave the Vulcan/Buzzsaw the actual armor values, which exceeded 32000, which TA doesn't allow. This damage modifier allows them to have the same effective armor.
Arm Rocko and Core Storm weapon [KBOT_ROCKET] weapon velocity increased to 300 (286) and start velocity increased to 300 (215).
Arm Janus weapon [JANUS_ROCKET] weapon velocity increased to 400 (350) and start velocity increased to 400 (215).
Arm Recluse armor reduced to 1031 (1778).
Arm Recluse weapon [ADV_ROCKET] damage increased to 251 (229), reload reduced to 3.8 (6.0), area of effect increased to 64 (48), start velocity increased to 600 (350), turn rate increased to 5000 (0), weapon timer reduced to 1 (5), and burnblow set to 1 (0).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] can now hit ground targets as well (Air only before).
Arm Guardian armor increased to 4000 (3999).
Arm Guardian weapon [ARMFIXED_GUN] reload reduced to 2.5 (3.25) and damage reduced to 996 (1230).
Core Punisher weapon [CORFIXED_GUN] reload reduced to 2.7 (3.5) and damage reduced to 1119 (1377).
Arm Ambusher metal cost increased to 3150 (2100), energy cost increased to 51975 (34650), and buildtime increased to 94500 (63000).
Arm Ambusher weapon [ARMAMB_GUN] damage increased to 4071 (2968), reload reduced to 3.75 (6.5), and (in)accuracy reduced to 300 (500).
Core Toaster metal cost increased to 3315 (2210), energy cost increased to 54699 (36466), and buildtime increased to 102000 (68000).
Core Toaster weapon [CORTOAST_GUN] damage increased to 4523 (3330), reload reduced to 4.0 (7.0), and (in)accuracy reduced to 350 (550).
Arm Atlas and Dragonfly and Core Valkyrie and Seahook have had "VTOL" removed from their categories.
NOTE: This just helps ground units to target them instead of the unit they're carrying. Previously, most units would fire at their carried unit (Which can't be hit) first, since it wasn't air, and only damaged the air transport occasionally when their missed shots would accidentally hit the transport.
Core Viper weapon [CORVIPE_LASER] tracking reduced to 8000 (12000).
NOTE: Vipers were proving to be much better at hitting aircraft than Pit Bulls. The tracking is supposed to mostly just help them target things at extreme range better since their shots move slower than Pit Bull shots. Being a bit better is OK, but this was too much.
November 26, 2019
TA:T v2.0 Beta 16:
Swapped the Core Bladewing and Venom spots in the Aircraft Plant build menu to match the Arm Bee and Banshee spots, so level 1 gunships are on the first page of units.
Arm Construction Aircraft energy cost reduced to 2777 (3332), metal cost reduced to 115 (138), buildtime reduced to 3718 (4462), and armor increased to 585 (219).
Core Construction Aircraft energy cost reduced to 2916 (3499), metal cost reduced to 121 (145), buildtime reduced to 4003 (4804), and armor increased to 678 (254).
Arm Peeper energy cost reduced to 804 (965), metal cost reduced to 25 (30), buildtime reduced to 808 (970), and armor increased to 64 (48).
Core Fink energy cost reduced to 858 (1029), metal cost reduced to 27 (32), buildtime reduced to 883 (1060), and armor increased to 76 (56).
Arm Freedom Fighter energy cost reduced to 537 (644), metal cost reduced to 33 (40), buildtime reduced to 1078 (1294), and armor increased to 84 (64).
Core Avenger energy cost reduced to 550 (660), metal cost reduced to 34 (41), buildtime reduced to 1132 (1358), and armor increased to 97 (74).
Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] damage reduced to 24 (43).
Arm Thunder energy cost reduced to 2952 (3542), metal cost reduced to 92 (110), buildtime reduced to 2963 (3556), and armor reduced to 234 (263).
Core Shadow energy cost reduced to 3030 (3636), metal cost reduced to 94 (113), buildtime reduced to 3120 (3744), and armor reduced to 263 (297).
Arm Banshee energy cost reduced to 1462 (1754), metal cost reduced to 91 (109), and buildtime reduced to 2937 (3524).
Core Venom energy cost reduced to 1501 (1801), metal cost reduced to 93 (112), buildtime reduced to 3092 (3710), and armor reduced to 521 (523).
Arm Bee energy cost reduced to 1509 (1811), metal cost reduced to 63 (75), buildtime reduced to 2022 (2426), and armor increased to 160 (119).
Core Bladewing energy cost reduced to 1629 (1955), metal cost reduced to 68 (81), buildtime reduced to 2237 (2684), and armor increased to 190 (65).
Arm Atlas energy cost reduced to 1436 (1723), metal cost reduced to 89 (107), buildtime reduced to 2883 (3460), and armor increased to 1812 (1600).
Core Valkyrie energy cost reduced to 1543 (1851), metal cost reduced to 96 (115), buildtime reduced to 3175 (3810), and armor increased to 2150 (1892).
Arm Advanced Construction Aircraft energy cost reduced to 16805 (20166), metal cost reduced to 230 (276), buildtime reduced 11250 (13500), and armor increased to 1171 (439).
Core Advanced Construction Aircraft energy cost reduced to 17663 (21196), metal cost reduced to 242 (290), buildtime reduced 12125 (14550), and armor increased to 1355 (508).
Arm Hawk energy cost reduced to 4294 (5153), metal cost reduced to 133 (160), buildtime reduced to 4312 (5174), and armor increased to 339 (255).
Core Vamp energy cost reduced to 4425 (5310), metal cost reduced to 138 (165), buildtime reduced to 4555 (5466), and armor increased to 402 (298).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] damage set to 90 (15 to ground, 142 to air).
Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage set to 300 (49 to ground, 600 to air).
Arm Phoenix energy cost reduced to 20660 (24792), metal cost reduced to 321 (385), buildtime reduced to 10373 (12448), and armor reduced to 817 (919).
Core Hurricane energy cost reduced to 21713 (26056), metal cost reduced to 338 (405), buildtime reduced to 11182 (13418), and armor reduced to 946 (1064).
Arm Brawler energy cost reduced to 9553 (11464), metal cost reduced to 297 (356), buildtime reduced to 9593 (11512), and armor increased to 1512 (1509).
Core Rapier energy cost reduced to 10243 (12291), metal cost reduced to 318 (382), buildtime reduced to 10545 (12654), and armor reduced to 1781 (1783).
Arm Eagle energy cost reduced to 16201 (19441), metal cost reduced to 138 (165), buildtime reduced to 16273 (19528), and armor increased to 703 (525).
Core Vulture energy cost reduced to 16593 (19911), metal cost reduced to 141 (169), buildtime reduced to 17083 (20500), and armor increased to 790 (592).
Arm Lancet energy cost reduced to 6306 (7567), metal cost reduced to 196 (235), buildtime reduced to 6332 (7598), and armor reduced to 499 (561).
Core Titan energy cost reduced to 6621 (7945), metal cost reduced to 206 (247), buildtime reduced to 6818 (8182), and armor reduced to 577 (649).
Arm Blade energy cost reduced to 29088 (34905), metal cost reduced to 903 (1084), buildtime reduced to 29210 (35052), and armor reduced to 4597 (4599).
Core Blackdawn energy cost reduced to 31077 (37292), metal cost reduced to 966 (1159), buildtime reduced to 31997 (38396), and armor increased to 5782 (5780).
Arm Dragonfly energy cost reduced to 21413 (25695), metal cost reduced to 665 (798), buildtime reduced to 21503 (25804), and armor increased to 13542 (5966).
Core Seahook energy cost reduced to 22177 (26612), metal cost reduced to 689 (827), buildtime reduced to 22832 (27398), and armor increased to 15434 (6803).
Arm Liche renamed to Spirit.
Arm Spirit energy cost reduced to 115356 (138427), metal cost reduced to 1792 (2150), buildtime reduced to 57920 (69504), and armor increased to 6415 (5130).
NOTE: Spirits lose armor in return for being faster than something their size normally would be.
Core Krow energy cost reduced to 122218 (146662), metal cost reduced to 1899 (2279), buildtime reduced to 62918 (75501), and armor increased to 10682 (10636).
Increased turret turn rate for Krow to 1000 (350).
Arm Stiletto energy cost reduced to 32888 (39465), metal cost reduced to 255 (306), buildtime reduced to 22018 (26422), and armor reduced to 649 (974).
Core Cauterizer energy cost reduced to 72542 (87050), metal cost reduced to 1283 (1540), buildtime reduced to 42515 (51018), and armor reduced to 3592 (4043).
Arm and Core AMAT energy cost reduced to 26820 (32184), metal cost reduced to 833 (1000), buildtime reduced to 27273 (32728), and armor increased to 17811 (7851).
Arm Construction Seaplane energy cost reduced to 15278 (18333), metal cost reduced to 209 (251), buildtime reduced to 10228 (12274), armor increased to 1064 (399), and workertime increased to 360 (330).
Core Construction Seaplane energy cost reduced to 16060 (19272), metal cost reduced to 220 (264), buildtime reduced to 11023 (13228), armor increased to 1232 (462), and workertime increased to 360 (330).
Arm Tornado energy cost reduced to 3890 (4668), metal cost reduced to 121 (145), buildtime reduced to 3907 (4688), and armor increased to 279 (209).
Core Voodoo energy cost reduced to 4023 (4828), metal cost reduced to 125 (150), buildtime reduced to 4142 (4970), and armor increased to 328 (246).
Arm Tsunami energy cost reduced to 18782 (22538), metal cost reduced to 292 (350), buildtime reduced to 9430 (11316), and armor reduced to 743 (836).
Core Maelstrom energy cost reduced to 19730 (23676), metal cost reduced to 307 (368), buildtime reduced to 10160 (12192), and armor reduced to 860 (966).
Arm Albatross energy cost reduced to 6199 (7439), metal cost reduced to 193 (231), buildtime reduced to 6225 (7470), and armor reduced to 491 (551).
Core Typhoon energy cost reduced to 6648 (7978), metal cost reduced to 207 (248), buildtime reduced to 6847 (8216), and armor reduced to 580 (651).
Arm Sabre energy cost reduced to 8693 (10431), metal cost reduced to 270 (324), buildtime reduced to 8730 (10476), and armor increased to 1376 (1375).
Arm Sabre weapon [VTOL_EMG2] damage reduced to 151 (168) and energy per shot reduced to 36 (40).
Core Cutlass energy cost reduced to 9306 (11167), metal cost reduced to 289 (347), buildtime reduced to 9580 (11496), and armor reduced to 1618 (1620).
Core Cutlass weapon [VTOL_ROCKET2] damage reduced to 259 (285).
Arm Seahawk energy cost reduced to 17330 (20796), metal cost reduced to 158 (189), buildtime reduced to 17402 (20882), and armor increased to 804 (601).
Core Hunter energy cost reduced to 16922 (20306), metal cost reduced to 160 (192), buildtime reduced to 17423 (20908), and armor increased to 896 (672).
Arm E/W Fortress Wall and N/S Fortress Wall energy cost reduced to 5940 (22088), metal cost reduced to 270 (568), and buildtime reduced 16200 (40160).
Core E/W Fortress Wall and N/S Fortress Wall energy cost reduced to 6534 (23794), metal cost reduced to 297 (579), and buildtime reduced 18252 (44372).
Arm Fortification Wall Horizontal and Vertical section armor (while building) increased to 27000 (12000).
Arm Fortification Wall Horizontal and Vertical section armor (while building) increased to 27000 (12000).
NOTE: The Fortification Posts have 9000 armor while building (Before they become a feature when finished), so the wall sections that are three posts long/wide should have triple the armor.
Arm Lemming destroyed and self-destruct weapon [ARMLEMM_KILLED] damage increased to 329 (219) and special damage to other Lemmings increased to 33 (42).
NOTE: They were too weakened by the halved armor and halved damage, so we're leaving the armor halved and putting the damage up 50% (This makes it 75% of the original damage).
Arm Vulcan energy cost reduced to 606800 (1125176), metal cost reduced to 20920 (33480), buildtime reduced 827450 (1534330), and armor increased to 41840 (15000).
Arm Vulcan weapon [ARMVULC_WEAPON] range increased to 6900 (6400), damage increased to 1237 (1150), area of effect increased to 144 (96), edge effectiveness reduced to 0 (0.99), and energy per shot reduced to 2113 (4000).
Core Buzzsaw energy cost reduced to 625200 (1163900), metal cost reduced to 21640 (34632), buildtime reduced 874410 (1627832), and armor increased to 43280 (16000).
Core Buzzsaw weapon [CORBUZZ_WEAPON] range increased to 7300 (6800), damage increased to 1512 (1350), area of effect increased to 192 (128), edge effectiveness reduced to 0 (0.99), and energy per shot reduced to 2642 (5000).
Changed Arm Pitbull script so that the delay before closing up again is now 3 seconds (0.66 seconds, twice it's firing delay).
Changed Core Viper script so that the delay before closing up again is now 3 seconds (2 seconds, twice it's firing delay).
Changed Core Viper script so that it keeps its aiming direction when closing up.
Changed Core Exploiter script to fire its missile weapon from the "piecenum" "sleeve" instead of from the "piecenum" "turret", so as to avoid the missile sometimes exploding before leaving the Exploiter.
Arm and Core Decoy Commanders now have the same build menus that the regular Commanders have.
NOTE: This required duplicating the armcom/corcom 2.gui files and all the armcom/corcom .gaf files.
Arm Decoy Commander energy cost increased to 21012 (14008), workertime increased to 300 (60), builddistance increased to 200 (120), line of sight increased to 650 (290), radar range increased to 800 (50), sonar range increased to 800 (0), energy make increased to 25 (0), metal make increased to 0.5 (0), energy storage increased to 250 (0), and metal storage increased to 250 (0).
Core Decoy Commander energy cost increased to 20623 (13748), workertime increased to 300 (60), builddistance increased to 200 (120), line of sight increased to 650 (290), radar range increased to 800 (50), sonar range increased to 800 (0), energy make increased to 25 (0), metal make increased to 0.5 (0), energy storage increased to 250 (0), and metal storage increased to 250 (0).
NOTE: This puts the Decoy Commander as close to a replacement Commander, minus the extremely powerful death explosion and the D-Gun, allow you to use them as combat capable flexible constructors.
Arm Anemone armor reduced to 540 (1080).
Core Jellyfish armor reduced to 581 (1161).
Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] damage increased to 1037 (130 default and 261 to all amphibious units), area of effect increased to 150 (64), and startvelocity/weaponvelocity increased to 250 (150).
NOTE: This will hopefully allow someone on land to use depth-charge launchers to clear out naval units in an area so as to allow building a shipyard.
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] area of effect increased to 128 (64).
Arm Advanced Solar Collector energy cost reduced to 2375 (4750), metal cost reduced to 308 (616), buildtime reduced 9240 (18480), armor reduced to 718 (1436), energy make reduced to 50 (100), and energy storage reduced to 250 (500).
Core Advanced Solar Collector energy cost reduced to 2469 (4938), metal cost reduced to 300 (599), buildtime reduced 9216 (18432), armor reduced to 751 (1501), energy make reduced to 50 (100), and energy storage reduced to 250 (500).
Arm Bantha weapon [ARMBANTHA_FIRE] reload reduced to 1.2 (2.1) and damage reduced to 1340 (2432).
November 15, 2019
TA:T v2.0 Beta 15:
Arm and Core Commander energy production increased to 50 (25).
NOTE: This is intended to lessen the very early game (First 5 to 10 minutes) energy crunch a little bit without affecting the rest of the game.
Arm Pincer speed increased to 4.35 (3.48), brake rate increased to 0.025 (0.015), acceleration increased to 0.025 (0.015), and turn rate increased to 445 (356).
Core Garpike speed increased to 3.95 (3.16), brake rate increased to 0.0225 (0.011), acceleration increased to 0.0225 (0.011), and turn rate increased to 423 (320).
Core Croc speed increased to 3.475 (3.07), brake rate increased to 0.0159 (0.015), acceleration increased to 0.0159 (0.015), and turn rate increased to 364 (315).
Core Croc weapon [CORE_MEDIUMCANNON] range increased to 375 (330), damage reduced to 82 (201), weapon velocity increased to 600 (400), area of effect increased to 128 (80), and reload reduced to 0.8 (1.725).
Arm Triton speed increased to 3.713 (2.97), brake rate increased to 0.0175 (0.015), acceleration increased to 0.0175 (0.015), and turn rate increased to 358 (245).
Arm Triton weapon [ARM_MEDIUMCANNON] range increased to 375 (320), damage reduced to 404 (476), weapon velocity increased to 600 (400), area of effect increased to 160 (80), and reload reduced to 2.0 (2.01).
Core Poison Arrow speed increased to 3.3 (2.43), brake rate increased to 0.0183 (0.015), acceleration increased to 0.0183 (0.01), and turn rate increased to 292 (239).
Core Poison Arrow weapon [CORE_PARROW] range increased to 450 (320), damage reduced to 600 (840), weapon velocity increased to 600 (400), area of effect increased to 160 (104), and reload increased to 2.35 (2.34).
Core Gimp speed increased to 1.82 (1.455).
Core Gimp and Clasher weapon [CORAMPH_WEAPON2] reload reduced to 0.801 (1.4), damage reduced to 320 (559), and energy per shot reduced to 63 (110).
"(Fast/Maneuverable)" added to description for Arm Pincer and Triton and Core Garpike, Croc, Poison Arrow, and Gimp.
NOTE: This puts some amphibious units at 25% better speed, brake rate, acceleration, and turn rate than units which are roughly the same cost/role.
Core Reaper weapon [CORE_REAP] range increased to 375 (315), reload reduced to 0.48 (0.5), damage reduced to 14 (16), spray angle reduced to 2048 (4096), and weapontimer increased to 1.2 (1.0).
Core Pyro weapon [FLAMETHROWER] spray angle reduced to 2048 (4096).
Arm Mumbo weapon [TAWF003_weapon] range increased to 375 (320) and damage reduced to 58 (68).
Core Can line of sight increased to 375 (270).
Arm Zipper weapon [ARM_FAST] ranged increased to 320 (240), reload reduced to 0.973 (1.004), and damage reduced to 24 (33).
Arm Marauder weapon [ARMMECH_CANNON] reload reduced to 0.4 (0.8) and damage reduced to 250 (500).
Arm Sharpshooter radar jamming removed (Was set to 80) and description changed to "Amphibious Cloaking Tachyon Sniper Kbot" (Amphibious Tachyon Sniper Kbot).
NOTE: The Core Skuttle cloaks, but can still be spotted on radar unless jammed by something else (Try bringing a cloaked Infiltrator or Parasite to jam it), and now the Arm Sharpshooter is the same.
Arm Tick self-destruct weapon set to [EMP_MINE] ([MINE_SABOTAGE]).
Core Commando destroyed weapon set to [TWILIGHT] ([MINE_SABOTAGE]).
Core Commando self-destruct weapon set to [NEUTRON_MINE] ([MINE_SABOTAGE]).
Core Nautilus self-destruct weapon set to [NEUTRON_MINE] ([MINE_SABOTAGE]).
Sabotage mine metal cost increased to 64 (5), energy cost increased to 5850 (1000), and description changed to "Micro-Nuke" (Disables Units).
Sabotage mine weapon [MINE_SABOTAGE] changed to regular damage (was paralysis damage), damage set to 23000 (5200), and area of effect reduced to 128 (275).
NOTE: Arm Infiltrator and Core Parasite take 0 damage from this weapon.
Arm Tick weapon [ARMTICK_PARALYZER] damage reduced to 600 (1500), range increased to 520 (300), and reload reduced to 0.5 (1.5).
Arm Infiltrator and Core Parasite weapon [TWILIGHT] range increased to 800 (375).
NOTE: This is a very slow moving paralyzing explosive device. Anything blocking its path to its target, including units, will cause it to detonate prematurely.
November 11, 2019
TA:T v2.0 Beta 14:
Arm Retaliator weapon [NUCLEAR_MISSILE] and Core Silencer weapon [CRBLMSSL] default damage increased to 23000 (7500) and special damages removed for all units except for units that could withstand the default damage (Arm Bolo, Bantha, Antarion, Orcone, Annihilator, Millenium, Epoch, Ambusher, Abel and Core Yavac, Krogtaar, Juggernaut, Gargoyle, Krogoth, Doomsday Machine, Warlord, Black Hydra, Toaster, Caine, Zulu, Intruder) who still have their special damage of 82500. Arm and Core Commander still have a special damage of 1500.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage increased to 23000 (7500) and special damages removed for all units except for units that could withstand the default damage (Arm Bolo, Bantha, Antarion, Orcone, Annihilator, Millenium, Epoch, Ambusher, Abel and Core Yavac, Krogtaar, Juggernaut, Gargoyle, Krogoth, Doomsday Machine, Warlord, Black Hydra, Toaster, Caine, Zulu) who have their special damage set to 80000 (23000) (This was supposed to be done in Beta 13, but apparently wasn't). Arm and Core Commander still have a special damage of 1500.
NOTE: This should fix the issue with smaller units being hit by nukes and having huge health bars. Instead, the only units to do more than the default damage is ones that wouldn't be destroyed by it.
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] special damages reduced to 1500 for Arm and Core Commander (2500).
Added Core Gargoyle to special damages for various weapons (It was missing before).
Core Behemoth weapon [CORBHMTH_WEAPON] energy per shot increased to 1500 (0).
Core Behemoth energy make increased to 2000 (1000).
NOTE: This means that the Behemoth weapon is still powered by the geothermal, but the energy is available for use when the Behemoth is not firing.
Arm Lemming destroyed and self-destruct weapon [ARMLEMM_KILLED] damage reduced to 219 (438) and special damage to other Lemmings reduced to 21 (42).
Arm Lemming armor reduced to 141 (282).
NOTE: This may be an over-reduction, but Lemmings have been occasionally seen to be very strong and hard to stop if dedicated mass-production is used.
Arm Light Laser Tower armor reduced to 162 (324).
Arm Light Laser Tower, Core HLLT, and Arm Hulk weapon [ARM_LIGHTLASER] damage increased to 129 (64) and energy per shot increased to 30 (15).
Core Light Laser Tower armor reduced to 168 (336).
Core Light Laser Tower, Core HLLT, and Core Envoy weapon [CORE_LIGHTLASER] damage increased to 139 (69) and energy per shot increased to 32 (16).
Arm Beamer armor reduced to 354 (733).
Arm Beamer weapon [TAWF001_weapon] reload increased to 0.15 (0.103), damage increased to 67 (21), and energy per shot increased to 18.2 (5.7).
NOTE: Beamers weren't firing as fast as their reload indicated, so this should help them get their full damage.
Core HLLT armor reduced to 414 (814).
NOTE: This puts the other laser defenses in the same category as the halved armor/double firepower of the HLTs. This makes laser defenses very strong, but they suck up a lot of energy, and are very fragile.
Arm Fortification Wall HLT Post armor reduced to 4913 (9825).
Core Fortification Wall HLT Post armor reduced to 5156 (10312).
NOTE: This is to compensate for the increased HLT weapon damage (This should have happened when HLTs were adjusted back in Beta 2, but got missed).
Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] damage reduced to 646 (957), reload reduced to 1.6875 (2.5), weapon velocity increased to 800 (550), area of effect increased to 160 (128), and edge effectiveness increased to 0.1 (0).
Core Morty weapon [CORE_MORT] area of effect increased to 96 (80).
Arm Guardian weapon [ARMFIXED_GUN] area of effect increased to 175 (128).
Core Punisher weapon [CORFIXED_GUN] area of effect increased to 192 (140).
Arm Ambusher weapon [ARMAMB_GUN] area of effect increased to 233 (162).
Core Toaster weapon [CORTOAST_GUN] area of effect increased to 256 (170).
Core Roach speed increased to 2.318 (1.959).
NOTE: This change was listed as happening in TA:T v2.0 Beta 6, but didn't get put in until now.
Arm Podger workertime increased to 300 (180).
Core Spoiler workertime increased to 300 (180).
Arm Valiant workertime increased to 420 (240).
Core Limiter workertime increased to 420 (240).
NOTE: This gives minelayers double the build power of a regular construction unit (The Core Scorpion was already at double the construction kbot build power).
Arm Podger can now build the Arm LLT, Defender, and Radar Tower.
Core Spoiler can now build the Core LLT, Pulverizer, and Radar Tower.
Core Scorpion can now build the Core LLT, Pulverizer, and Radar Tower.
NOTE: This puts (At least land-based) minelayers into more of a level 1 combat engineer role (somewhat similar to the Arm Consul and Core Freaker), although being level 1, they are very limited in their building choices, and still cannot guard factories or other units, meaning they can only assist construction manually.
Arm and Core Medium Mine line of sight increased to 100 (82).
Arm and Core Heavy Mine line of sight increased to 100 (64).
Arm and Core Nuclear Mine line of sight increased to 100 (64).
Arm and Core Underwater Nuclear Mine line of sight increased to 100 (64).
Arm and Core EMP Mine line of sight increased to 100 (64).
Arm and Core Sabotage Mine line of sight increased to 100 (64).
Arm and Core Medium Naval Mine line of sight increased to 100 (82).
Arm and Core Heavy Naval Mine line of sight increased to 100 (64).
Arm and Core EMP Naval Mine line of sight increased to 100 (64).
NOTE: This LOS increases effectively increases their "triggering" radius to be the same as the light mine.
Arm and Core Light Mine destroyed and self-destruct weapon [MINE_LIGHT] special damages to Arm and Core Commanders reduced to 65 (default of 650).
Arm and Core Medium Mine destroyed and self-destruct weapon [MINE_MEDIUM] area of effect increased to 450 (375) and special damages to Arm and Core Commanders reduced to 195 (default of 1950).
Arm and Core Heavy Mine destroyed and self-destruct weapon [MINE_HEAVY] area of effect increased to 450 (300) and special damages to Arm and Core Commanders reduced to 585 (1000).
Arm and Core Nuclear and Underwater Nuclear Mine destroyed and self-destruct weapon [MINE_NUKE] special damages to Arm and Core Commanders reduced to 1500 (1900).
Arm and Core Light Naval Mine destroyed and self-destruct weapon [FMINE_LIGHT] special damages to Arm and Core Commanders reduced to 195 (default of 1950).
Arm and Core Heavy Naval Mine destroyed and self-destruct weapon [FMINE_HEAVY] area of effect increased to 450 (300) and special damages to Arm and Core Commanders reduced to 585 (1000).
NOTE: Commanders now take 10% normal mine damage, and all non-nuclear/emp mines have the same blast radius (Although very different damage).
Arm Light Mine buildtime reduced to 600 (1200).
Arm Medium Mine buildtime reduced to 900 (1800).
Arm Heavy Mine buildtime reduced to 1350 (2700).
Arm Nuclear Mine buildtime reduced to 5400 (10800), energy cost increased to 11700 (7500), metal cost reduced to 128 (150).
Arm Underwater Nuclear Mine buildtime reduced to 5400 (10800), energy cost increased to 11700 (7500), metal cost reduced to 128 (150).
Arm Light Naval Mine buildtime reduced to 900 (1800).
Arm Heavy Naval Mine buildtime reduced to 1350 (2700).
Core Light Mine buildtime reduced to 600 (1200).
Core Medium Mine buildtime reduced to 900 (1800).
Core Heavy Mine buildtime reduced to 1350 (2700).
Core Nuclear Mine buildtime reduced to 5400 (10800), energy cost increased to 11700 (7500), metal cost reduced to 128 (150).
Core Underwater Nuclear Mine buildtime reduced to 5400 (10800), energy cost increased to 11700 (7500), metal cost reduced to 128 (150).
Core Light Naval Mine buildtime reduced to 900 (1800).
Core Heavy Naval Mine buildtime reduced to 1350 (2700).
NOTE: Mines take half as long to build, which, when combined with the increase in minelayer build power, will make them build 4 times faster than before (Except for the Core Scorpion). Nuclear mines were also adjusted to match the energy/metal drain of a heavy mine, although for an overall longer duration.
Arm Jeffy weapon [ARM_LASER] damage increased to 18 (9).
Core Weasel weapon [CORE_LASER] damage increased to 20 (10).
NOTE: This is changing the compensation for Jeffy/Weasel improved line of sight from half normal armor ratio and half normal firepower ratio to just half normal armor ratio only, with a corresponding increase in firepower.
Arm Flea weapon [FLEA_LASER] reload reduced to 0.335 (0.372) and damage increased to 12 (10).
NOTE: This is changing the compensation for Fleas' improved line of sight from a half normal armor ratio to a 2/3s normal one, with a corresponding increase in firepower.
Arm Courier armor increased to 7509 (4411), made amphibious, and description changed to "Amphib. Transport w/ Firing Ports" (Armored Transport w/ Firing Ports).
Core Emissary armor increased to 8512 (5000), made amphibious, and description changed to "Amphib. Transport w/ Firing Ports" (Armored Transport w/ Firing Ports).
Arm Hulk armor increased to 13255 (9084).
Core Envoy armor increased to 15012 (10289).
Arm Bear armor increased to 16927 (9943), given firing ports, and description changed to "Hover Transport w/ Firing Ports" (Transport Hovercraft).
Core Turtle armor increased to 19180 (11266), given firing ports, and description changed to "Hover Transport w/ Firing Ports" (Transport Hovercraft).
Arm Bear and Core Turtle now have firing turrets.
Core Intruder armor increased to 35392 (16776), turn rate increased to 228 (160), and acceleration increased to 0.0127 (0.009).
NOTE: This puts transports at 4 times the normal armor per metal ratio.
Added DamageModifier=0.167; (And set ARMORED to 1; in their scripts) to Arm Courier, Hulk, and Bear, and Core Emissary, Envoy, Turtle, and Intruder (While reducing the armor accordingly) to allow them to be repaired more quickly.
[MINE_NUKE] weapon area of effect reduced to 600 (768).
Arm Bolo and Orcone and Core Yavac and Krogoth self-destruct weapon set to [ARMEMP_WEAPON] ([NUCLEAR_MISSILE]).
NOTE: This is tone down the self-destruct explosion, since having your base heavily ravaged by a top-tier Gantry unit, and then just before it is destroyed, it blows up like a strategic nuke, taking out the rest, was a bit much. Also, since the destroyed explosion is the [MINE_NUKE] weapon, which had a somewhat bigger area of effect, despite doing less damage, that was reduced to match the self-destruct explosion area of effect.
Arm energy storage build time reduced to 6627 (13254).
Core energy storage build time reduced to 6962 (13924).
Arm underwater energy storage build time reduced to 7842 (15684).
Core underwater energy storage build time reduced to 7829 (15658).
Arm advanced energy storage build time reduced to 24453 (48906).
Core advanced energy storage build time reduced to 26021 (52042).
NOTE: This brings the metal drain per second while building energy storages in line with most other structures (But with twice the energy drain per second).
Arm Fortification Wall HLT Post metal cost reduced to 882 (1202), energy cost reduced to 14554 (19834), build time reduced to 17640 (24040), and armor reduced to 3713 (9825).
Core Fortification Wall HLT Post metal cost reduced to 912 (1278), energy cost reduced to 15047 (21086), build time reduced to 18708 (26216), and armor reduced to 3840 (10312).
Added DamageModifier=0.167; to Arm and Core Fortification Wall HLT Post (While reducing the armor accordingly) to allow them to be repaired more quickly.
Shiva armor reduced to 2027 (3739) and description changed to "Amphibious Heavy Siege KBot" (Amphibious Heavy Siege KBot).
Shiva weapon [SHIVA_CANNON] set to ballistic (line of sight), accuracy set to 600 (not set before), range increased to 800 (320), area of effect increased to 128 (104), and damage reduced to 732 (1050).
Shiva weapon [SHIVA_ROCKET] range increased to 1200 (784), area of effect increased to 256 (106), edge effectiveness increased to 0.25 (0.2), and damage reduced to 586 (1833).
Arm Fortification Gates armor increased to 30000 (15000).
Core Fortification Gates armor increased to 33006 (16503).
Core Pyro weapon [FLAMETHROWER] reload reduced to 0.7 (1.05) and damage reduced to 10 (15).
NOTE: This just helps the flamethrower have a more steady stream and not be as "bursty".
Marauder weapon [ARMMECH_CANNON] reload reduced to 0.8 (2.0), range increased to 375 (300), and damage reduced to 500 (1560).
Arm Flakker armor reduced to 1038 (1734).
Arm Flakker NS metal cost reduced to 226 (257), energy cost reduced to 3725 (4236), build time reduced to 6771 (7700), and armor reduced to 581 (1319).
Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] range increased to 1200 (800), damage increased to 298 (253), and increased area of effect to 150 (128).
Core Cobra armor reduced to 1180 (1902).
Core Cobra NS metal cost reduced to 257 (303), energy cost reduced to 4234 (4992), build time reduced to 7897 (9310), and armor reduced to 662 (1557).
Core Cobra and Cobra NS weapon [CORFLAK_GUN] range increased to 1245 (830), damage increased to 359 (316), and increased area of effect to 155 (132).
Arm Phalanx armor reduced to 880 (1557).
Core Copperhead armor reduced to 1055 (1874).
Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] damage reduced to 150 (152), reload reduced to 0.751 (0.9), range increased to 1050 (700), increased weapon velocity to 1500 (1050), and increased area of effect to 150 (96).
Arm Archer armor reduced to 3730 (4523).
Core Shredder armor reduced to 4377 (5316).
Arm Hermes armor reduced to 2437 (3708).
Arm Hermes and Archer and Core Shredder weapon [HERMES] reload increased to 0.5 (0.332), damage increased to 173 (75), and special damages adjusted accordingly.
May 2, 2019
TA:T v2.0 Beta 13:
Arm Retaliator weapon [NUCLEAR_MISSILE] burst and burstrate removed (Was 3 and 0.001) and special damages set to 82500 (Which is effectively about 63500 damage) for all units except Arm and Core Commander, who have a special damage of 1500.
Core Silencer weapon [CRBLMSSL] burst and burstrate removed (Was 3 and 0.001) and special damages set to 82500 (Which is effectively about 63500 damage) for all units except Arm and Core Commander, who have a special damage of 1500.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] burst and burstrate removed (Was 2 and 0.001) and special damages set to 80000 (Which is effectively about 42500 damage) for all units except Arm and Core Commander, who have a special damage of 1500.
NOTE: Special damages (as compared with default damages) seem to bypass some of the limitations of high damage values wrapping around and causing units to heal or do less damage than they should. This allows strategic nukes to take out large Gantry units in two hits, and most lesser units (Including smaller Gantry units) in one hit. However, because of the wrapping/scaling of damage values, the Tactical Nuke weapon will only do about 1/3 of an Arm Orcone's health in one hit (Approximately 42500 damage), despite only showing as 2500 less damage than the strategic, which does a bit more than half of the Orcone's health (Approximately 63500 damage).
Core Exploiter metal cost reduced to 209 (257), energy cost reduced to 1722 (2117), buildtime reduced to 6423 (7898), armor reduced to 202 (213), damagemodifier set to 0.25 (0.175), reducing the effective armor to 808 (1217).
Core Moho Exploiter armor increased to 1894 (1265) and damagemodifier set to 0.25 (0.167), changing the effective armor to 7576 (7575).
NOTE: This is to prevent Flea/Peewee/Banshee weapons from not being able to damage Exploiters when they have veteran status, due to additional damage reduction.
Arm Twilight cloaking cost increased to 15 (5).
Arm Moho Twilight cloaking cost increased to 150 (50).
Arm Guardian weapon [ARMFIXED_GUN] weapon velocity increased to 800 (400).
Core Punisher weapon [CORFIXED_GUN] weapon velocity increased to 800 (400).
Arm Ambusher weapon [ARMAMB_GUN] weapon velocity increased to 880 (440).
Core Toaster weapon [CORTOAST_GUN] weapon velocity increased to 880 (440).
Arm Fido weapon [Gauss] reload reduced to 0.583 (1.75), and damage reduced to 153 (460).
Arm Fido weapon [BFIDO] weapon velocity increased to 350 (250), reload increased to 3.5 (1.75), and damage increased to 410 (205).
Arm Fido script "sleep 2450;" under Reload() removed to allow Gauss weapon to fire as fast as its reload value allows.
NOTE: The weapon velocity change allows it to fire at its full range.
Arm Liche metal cost reduced to 2150 (4299), energy cost reduced to 138427 (276853), buildtime reduced to 69504 (139008), armor reduced to 5130 (10259).
Arm Liche weapon [Arm_pidr] damage reduced to 6000 (12000) (Special damages adjusted accordingly).
Core Krow metal cost reduced to 2279 (4558), energy cost reduced to 146662 (293324), buildtime reduced to 75501 (151002), armor reduced to 10636 (21271).
Core Krow weapon [KROWLASER2] damage reduced to 390 (780) and energy per shot reduced to 117 (233).
Core Krow weapon [KROWLASER] damage reduced to 171 (341) and energy per shot reduced to 56 (111).
November 9, 2018
TA:T v2.0 Beta 12:
Core Krow damage modifier set to 1.0 (0.6666), effectively reducing its armor to 21271 (31910).
Arm Razorback armor increased to 10606 (5303).
Core Class A Heavy Yavac build time reduced to 222250 (444500).
NOTE: These two changes were listed as having been made in Beta 3, but were not actually made until now (Except the Yavac, which was set to be changed back to the old build time this beta anyway).
Arm Experimental Gantry metal cost increased to 15680 (6017), energy cost increased to 258720 (44125), build time increased to 313600 (120340).
Core Experimental Gantry metal cost increased to 16231 (6238), energy cost increased to 267812 (45745), build time increased to 332941 (127958).
NOTE: Experimental Gantries now cost about 2.6 times more metal than before, and the energy to metal ratio has been increased 2.25 times, so it's about 5.85 times more energy than before (About 3 times the energy to metal ratio of advanced factories).
Removed rocking from Gargoyle script so it doesn't freeze up when hit by many weapons all at once.
Arm Antarion acceleration reduced to 0.0045 (0.009) and turn rate reduced to 84 (168).
Core Gargoyle acceleration reduced to 0.004 (0.008) and turn rate reduced to 77 (153).
NOTE: This is to help give them the feel of a large, heavy-weapons platform. They still have a good top speed, but are very slow and clumsy to turn or get up to speed.
Arm Thunder speed reduced to 5.504 (6.88).
Core Shadow speed reduced to 5.0 (6.25).
Arm Thunder attackrunlength reduced to 300 (449).
Core Shadow attackrunlength reduced to 333 (500).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect reduced to 400 (455).
NOTE: This is to prevent the bomb explosions from hitting other bombers in the group.
Arm Phoenix attackrunlength reduced to 450 (675).
Core Hurricane attackrunlength reduced to 502 (753).
Arm Tsunami attackrunlength reduced to 566 (849).
Core Maelstrom attackrunlength reduced to 630 (945).
Arm Antarion energy cost increased to 143377 (71689) and build time increased to 210390 (105195).
Arm Bantha energy cost increased to 152935 (76468) and build time increased to 224416 (112208).
Arm Orcone energy cost increased to 811359 (405680) and build time increased to 595292 (297646).
Arm Razorback energy cost increased to 38234 (19117) and build time increased to 56104 (28052).
Arm Vanguard energy cost increased to 67588 (33794), build time increased to 99178 (49589), and line of sight increased to 600 (280).
Arm Mark XVII Bolo energy cost increased to 286754 (143377) and build time reduced to increased (210390).
Arm Avatar energy cost increased to 64176 (32088) and build time increased to 62780 (31390).
Core Mauler energy cost increased to 66298 (33149) and build time increased to 66068 (33034).
Core Karganeth energy cost increased to 39682 (19841) and build time increased to 59730 (29865).
Core Krogtaar energy cost increased to 158730 (79365) and build time increased to 238926 (119463).
Core Juggernaut energy cost increased to 206544 (103272) and build time increased to 310896 (155448).
Core Krogoth energy cost increased to 923700 (461850) and build time increased to 695190 (347595).
Core Class A Heavy Yavac energy cost increased to 295304 (147652) and build time increased to 444500 (222250).
Core Gargoyle energy cost increased to 217524 (108762) and build time increased to 327422 (163711).
NOTE: Gantry units now cost twice as much energy per metal as advanced units, but also will take twice as long to build as before, so the energy drain while building will stay the same per second, but last twice as long.
Arm Sentry metal cost reduced to 40 (52), energy cost reduced to 222 (286), and build time reduced to 1213 (1560).
Core Stinger metal cost reduced to 41 (53), energy cost reduced to 226 (291), and build time reduced to 1268 (1630).
Arm Stingray metal cost reduced to 214 (275), energy cost reduced to 1175 (1511), and build time reduced to 6410 (8241).
Core Thunderbolt metal cost reduced to 221 (284), energy cost reduced to 1213 (1560), and build time reduced to 6789 (8729).
Arm Harpoon metal cost reduced to 313 (402), energy cost reduced to 1720 (2211), and build time reduced to 9380 (12060).
Core Urchin metal cost reduced to 324 (416), energy cost reduced to 1780 (2288), and build time reduced to 9956 (12800).
Arm Flakker NS metal cost reduced to 257 (330), energy cost reduced to 4236 (5446), and build time reduced to 7700 (9900).
Core Cobra NS metal cost reduced to 303 (389), energy cost reduced to 4992 (6418), and build time reduced to 9310 (11970).
Arm Moray metal cost reduced to 938 (1206), energy cost reduced to 20636 (26532), and build time reduced to 28140 (36180).
Core Lamprey metal cost reduced to 971 (1248), energy cost reduced to 21355 (27456), and build time reduced to 29867 (38400).
NOTE: This gives Naval defenses the same percentage of improvement for armor and firepower over regular defenses that naval has over vehicles.
Core Shodan, Arm Bear, and Core Turtle weapon [SHODAN_LASER] damage increased to 208 (180) and energy per shot increased to 46 (40).
NOTE: This change was listed as having been made in Beta 4, but was not actually made until now.
Core Leveler weapon [CORLEVLR_WEAPON] area of effect increased to 128 (80).
Arm Thunderstorm weapon [THUNDERSTORM_WPN] range increased to 900 (650), damage reduced to 426 (590).
Core Firestorm weapon [FIRESTORM_WPN] range increased to 900 (650), burst reduced to 29 (80), and weapon timer increased to 3.323 (2.4).
Arm Stumpy and Core Raider weapon [ARM_LIGHTCANNON] weapon velocity increased 550 (400).
November 1, 2018
TA:T v2.0 Beta 11:
Arm Harpoon armor reduced to 1608 (2412).
Core Urchin armor reduced to 1722 (2583).
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] damage increased to 916 (609) and turn rate increased to 9000 (6000).
Arm Lurker armor increased to 2428 (1214).
Core Snake armor increased to 2731 (1365).
Arm Lurker and Core Snake weapon [ARM_TORPEDO] range increased to 563 (450), damage increased to 1153 (962) (Special damages adjusted accordingly), weapon timer increased to 5.63 (4.5), and turn rate increased to 5625 (3750).
Arm Piranha armor increased to 5716 (2858).
Core Shark armor increased to 6492 (3248).
Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] range increased to 813 (650), damage increased to 1410 (1176) (Special damages adjusted accordingly), weapon timer increased to 6.504 (5.2), and turn rate increased to 11250 (7500).
Arm Sea Serpent armor increased to 21796 (10898).
Arm Sea Serpent weapon [TAWF009_WEAPON] range increased to 1250 (1000), reload reduced to 3.333 (4.0), weapon timer increased to 8.75 (7.0), and turn rate increased to 18000 (12000).
Core Leviathan armor increased to 24942 (12471).
Core Leviathan weapon [CORSSUB_WEAPON] range increased to 1313 (1050), reload reduced to 3.752 (4.5), weapon timer increased to 8.753 (7.0), and turn rate increased to 18000 (12000).
Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] turn rate increased to 2250 (1500).
Arm Skeeter and Core Searcher acceleration reduced to 0.02 (0.08).
Arm Decade and Core Supporter acceleration reduced to 0.0175 (0.06).
Arm Valiant and Core Limiter acceleration reduced to 0.0175 (0.06).
Arm Lurker and Core Snake acceleration reduced to 0.0175 (0.03 and 0.08).
Arm Crusader and Core Enforcer acceleration reduced to 0.015 (0.04).
Arm Conqueror and Core Executioner acceleration reduced to 0.01 (0.03).
Arm Millenium and Core Warlord acceleration reduced to 0.0075 (0.02).
Arm Abel and Core Caine acceleration reduced to 0.0075 (0.022 and 0.019).
Arm Colossus and Core Hive acceleration reduced to 0.01 (0.02 and 0.022).
Arm Ranger and Core Messenger acceleration reduced to 0.015 (0.02 and 0.017).
Arm Archer acceleration reduced to 0.01 (0.011).
Arm Atlantis acceleration reduced to 0.01 (0.02).
Core Zulu acceleration reduced to 0.0075 (0.017).
Arm Viking and Core Cronus acceleration reduced to 0.015 (0.03).
Arm Epoch and Core Black Hydra acceleration reduced to 0.0075 (0.016).
Arm Escort and Core Phantom acceleration reduced to 0.0175 (0.075 and 0.08).
Arm Death Cavalry and Core Grim Reaper acceleration reduced to 0.02 (0.032 and 0.04).
NOTE: Ships are huge, powerful chunks of metal, but they shouldn't have better acceleration than light tanks like Flashes, much less 4 times as much acceleration. They'll still be powerful, but slower to get up to speed and maneuver.
October 27, 2018
TA:T v2.0 Beta 10:
Core Krow damage modifier set to 0.6666 (0.5), effectively reducing its armor to 31910 (42542).
Core Morty armor reduced to 499 (675)
Core Morty weapon [CORE_MORT] range increased to 1200 (900) and damage increased to 466 (459).
Arm Retaliator weapon [NUCLEAR_MISSILE] set to burst of 3 and burstrate of 0.001 default damage of 7500 (23000) and special damages of 23000 for all units except Arm and Core Commander, who have a special damage of 1500.
Core Silencer weapon [CRBLMSSL] set to burst of 3 and burstrate of 0.001 default damage of 7500 (23000) and special damages of 23000 for all units except Arm and Core Commander, who have a special damage of 1500.
Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] set to burst of 2 and burstrate of 0.001 default damage of 7500 (23000) and special damages of 23000 for all units except Arm and Core Commander, who have a special damage of 1500.
NOTE: We can't really give a weapon more than 23000 damage without running the risk of veteran status damage bonus pushing it over 32000 damage and it messing up the actual damage done (Damage over 32000 can give units more health, or do much less than it should). However, we want nuclear weapons to do more, especially the strategic nuke. A nuclear weapon that large should do more than 15-20% of a large gantry unit's total armor in damage.
So, we make it a burst weapon with a very quick burst time, so it still looks like one weapon, but actually hits multiple times almost at the same time for increased damage.
Effectively, strategic nukes have had their damage increased to 79000 (23000), and tactical nukes have had their damage increased to 46000 (23000). Mobile tactical nukes still do 23000. The default damage (Which only applies to features, wreckage, etc), is about 1/3 of the old 23000 damage, so they'll only take the damage they used to (And be more likely to leave wrecks behind), especially since wreckages can't have more than 32000 armor.
Arm and Core Commanders and Decoy Commanders had their delay at the beginning of the restoreposition portion of script reduced to 1 second (3).
October 24, 2018
TA:T v2.0 Beta 9:
Arm Hammer armor reduced to 146 (183).
Core Thud armor reduced to 185 (232).
Arm Hammer and Core Thud weapon [ARM_HAM] range increased to 800 (700) and damage increased to 99 (93).
Arm Shellshocker metal cost increased to 143 (100), energy cost increased to 1348 (943), build time increased to 3678 (2572), and armor increased to 455 (270).
Core Wolverine metal cost increased to 147 (103), energy cost increased to 1386 (971), build time increased to 3873 (2714), and armor increased to 515 (298).
Arm Shellshocker weapon [TAWF113_weapon] range increased to 800 (700), reload increased to 4.5 (3.0), damage increased to 270 (170), and area of effect increased to 96 (80).
Core Wolverine weapon [CORWOLV_GUN] range increased to 800 (700), reload increased to 4.824 (3.216), damage increased to 298 (193), and area of effect increased to 115 (80).
NOTE: This is to allow level 1 artillery to hit HLTs without being hit by return fire. Technically they outranged them before, but it was so close that a near miss could still kill them.
Arm Skimmer metal cost increased to 156 (96), energy cost increased to 2207 (1358), build time increased to 5221 (2468), armor increased to 993 (504), speed increased to 4.35 (3.48), and acceleration increased to 0.025 (0.02).
Core Scrubber metal cost increased to 161 (99), energy cost increased to 2277 (1400), build time increased to 5525 (2610), armor increased to 1163 (591), speed increased to 3.95 (3.16), and acceleration increased to 0.0225 (0.018).
Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] range increased to 360 (240), damage reduced to 77 (80), reload time reduced to 0.706 (0.94), and energy per shot increased to 15 (10).
Arm Jethro armor reduced to 117 (161).
Core Crasher armor reduced to 120 (186).
Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] reload reduced to 0.79 (0.8) and damage increased to 48 (31) (Special damages adjusted accordingly).
Arm Samson armor reduced to 333 (504).
Core Slasher armor reduced to 381 (576).
Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] damage increased to 62 (41) (Special damages adjusted accordingly).
Core Dominator armor reduced to 697 (940).
Core Dominator weapon [CORHRK_ROCKET] range increased to 1200 (900) and reload reduced to 9 (9.1).
Arm Swatter metal cost increased to 156 (147), energy cost increased to 2207 (2079), build time increased to 5221 (3780), armor reduced to 496 (584), speed increased to 3.7 (3.0), acceleration increased to 0.0375 (0.03), turn rate increased to 640 (639), and line of sight increased to 656 (525).
Core Slinger metal cost increased to 159 (151), energy cost increased to 2357 (2238), build time increased to 5452 (3978), armor reduced to 566 (682), speed increased to 3.3625 (2.736), acceleration increased to 0.03375 (0.027), turn rate increased to 581 (640), and line of sight increased to 656 (525).
Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] range increased to 700 (560), reload reduced to 1.0 (1.21), and damage increased to 75 (59) (Special damages adjusted accordingly).
Arm Wombat metal cost reduced to 264 (325), energy cost reduced to 3733 (4596), build time increased to 6789 (8358), armor reduced to 840 (988), speed increased to 3.475 (2.232), and acceleration increased to 0.020625 (0.0165).
Arm Wombat weapon [ARMMH_WEAPON] damage increased to 1070 (957).
Core Nixer metal cost reduced to 281 (343), energy cost reduced to 3974 (4851), build time increased to 9640 (9040), armor reduced to 984 (1128), speed increased to 3.159 (2.032), and acceleration increased to 0.01875 (0.015).
Core Nixer weapon [CORMH_WEAPON] damage increased to 1138 (1027).
Arm Anaconda metal cost increased to 338 (318), energy cost increased to 4780 (4497), build time increased to 11313 (8178), armor increased to 2151 (1683), speed increased to 3.825 (3.064), and acceleration increased to 0.0175 (0.014).
Core Snapper metal cost increased to 347 (326), energy cost increased to 4907 (4610), build time increased to 11903 (8592), armor increased to 2492 (1945), speed increased to 3.4772 (2.784), and acceleration increased to 0.01154 (0.0127).
Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] range increased to 400 (350) and reload reduced to 1.57 (1.75).
Arm Mausser metal cost increased to 215 (175), energy cost increased to 3041 (2475), build time increased to 7196 (4500), armor increased to 753 (405), speed increased to 3.475 (2.78), acceleration increased to 0.020625 (0.0165), and turn rate increased to 406 (325).
Core Navarone metal cost increased to 221 (186), energy cost increased to 3125 (2630), build time increased to 7580 (4902), and armor increased to 796 (503), speed increased to 3.1625 (2.53), and acceleration increased to 0.01875 (0.015), and turn rate increased to 369 (325).
Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload time reduced to 5.625 (5.92), range increased to 1000 (933), and damage increased to 406 (356).
Arm Fatboy armor reduced to 1983 (2644).
Arm Fatboy weapon [ARM_FATBOY_NOTALASER] range increased to 1200 (900).
Arm Luger metal cost increased to 407 (271), energy cost increased to 7674 (5110), build time increased to 10465 (6968), and armor increased to 1295 (800).
Arm Luger weapon [ARM_ARTILLERY] damage increased to 698 (499).
Core Pillager metal cost increased to 447 (298), energy cost increased to 8418 (5612), build time increased to 11775 (7850), and armor increased to 1565 (950).
Core Pillager weapon [CORE_ARTILLERY] damage increased to 917 (614).
Arm Bear buildtime increased to 22256 (17100), armor increased to 9943 (8286), speed increased to 4.125 (3.304), acceleration reduced to 0.02 (0.036), and brake rate increased to 0.125 (0.05).
Core Turtle buildtime increased to 23507 (15046), speed increased to 3.75 (3.0), acceleration reduced to 0.018125 (0.03).
Arm Spotter buildtime reduced to 3782 (4148).
Core Watcher buildtime reduced to 3946 (4618).
Arm Concealer buildtime reduced to 2544 (3556).
Core Blotter buildtime reduced to 2814 (3790).
Core Clasher buildtime increased to 21757 (16710).
Core Clasher armor increased to 4444 (3089).
Core Gimp and Clasher weapon [CORAMPH_WEAPON2] range increased to 400 (320) and damage reduced to 559 (698).
Arm Construction Hovercraft metal cost increased to 306 (286), energy cost increased to 6506 (6081), build time increased to 10241 (7354), armor increased to 1947 (1517), worker time increased to 300 (180), build distance increased to 105 (90), speed increased to 4.455 (2.968), acceleration increased to 0.03 (0.02), and turn rate increased to 525 (438).
Core Construction Hovercraft metal cost increased to 326 (304), energy cost increased to 6912 (6446), build time increased to 11181 (8010), armor increased to 2282 (1773), worker time increased to 300 (180), build distance increased to 105 (90), speed increased to 4.05 (2.696), acceleration increased to 0.024 (0.016), and turn rate increased to 480 (400).
Arm and Core Floating Hovercraft Platforms worker time increased to 540 (180).
NOTE: This should have been done in Beta 1, but only the regular Hovercraft Platforms were adjusted.
Arm Pitbull added to the Arm Construction Hovercraft build menu.
Core Viper added to the Core Construction Hovercraft build menu.
Moved Core Castro, Dragon's Maw, and Exploiter in the build menus for the contruction vehicle, KBot, aircraft, and hovers to match up with the Arm menu spots for the Arm Sneaky Pete, Dragon's Claw, and Twilight.
Arm Shipyard metal cost increased to 900 (600), energy cost increased to 2201 (1467), build time increased to 18000 (12000), and armor increased to 3735 (2490).
Arm Advanced Shipyard metal cost increased to 6300 (4200), energy cost increased to 34650 (23100), build time increased to 126000 (84000), and armor increased to 14940 (9960).
Core Shipyard metal cost increased to 923 (615), energy cost increased to 2255 (1503), build time increased to 18924 (12616), and armor increased to 4211 (2807).
Core Advanced Shipyard metal cost increased to 6458 (4305), energy cost increased to 35517 (23678), build time increased to 132462 (88308), and armor increased to 16842 (11228).
NOTE: Ships are noticeably more expensive and powerful than other types of units of their level, so their shipyards have been made 50% more expensive to build.
Core Shipyard (South Facing) given 50 radar range and StandingMoveOrder changed to 0 (1) to match the North, East, and West facing Core Shipyards.
October 21st, 2018
TA:T v2.0 Beta 8:
Worker time increased to 810 (270):
Arm Amphibious Complex
Core Amphibious Complex
NOTE: This was listed as being done in Beta 1, but didn't actually get put in for some reason.
Arm Stingray metal cost reduced to 275 (409), energy cost reduced to 1511 (2247), build time reduced to 8241 (12256), and armor reduced to 659 (1512).
Core Thunderbolt metal cost reduced to 284 (423), energy cost reduced to 1560 (2324), build time reduced to 8729 (13002), and armor reduced to 703 (1618).
Fixed bug where Arm Defender and Sentry and Core Pulverizer, Stinger, and Exploiter weapon [ARMRL_MISSILE] was set to do regular damage to ground and 1/3 damage to air, instead of the other way around.
Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] range increased to 960 (640), weapoon timer increased to 5.55 (3.7), and damage reduced to 609 (913).
October 20th, 2018
TA:T v2.0 Beta 7:
Arm Commander, Decoy Commander, Defender, and Sentry and Core Commander, Decoy Commander, Pulverizer, Stinger, and Exploiter weapon [ARMRL_MISSILE] range increased to 760 (570) and damage reduced to 46 (61) (Special damages adjusted accordingly).
Arm and Core Commanders and Decoy Commanders had a 3 second delay put in their script before returning to their original position after attacking, so they don't keep trying to turn away while there are still units to attack and then immediately turn back again to fight the next one.
Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] range increased to 650 (400) and toairweapon set to 1 (0) (Special damages removed).
Arm Commander and Decoy Commander and Core Commander and Decoy Commander weapon [ARMRL_MISSILE] replaced with [BOMBER_MISSILE].
Arm Commander and Decoy Commander and Core Commander and Decoy Commander weapon [ARMCOMLASER] range increased to 500 (350).
Arm Thunder energy cost increased to 3542 (1771).
Core Shadow energy cost increased to 3636 (1818).
Arm Phoenix energy cost increased to 24792 (12396).
Core Hurricane energy cost increased to 26056 (13028).
Arm Tsunami energy cost increased to 22538 (11269).
Core Maelstrom energy cost increased to 23676 (11838).
Arm Thunder and Core Shadow weapon [ARMBOMB] damage reduced to 75 (100).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage reduced to 126 (168).
Core Cauterizer weapon [INFERNOBOMB] area of effect increased to 455 (260).
Core Bladewing weapon [BLADEWING_LYZER] area of effect increased to 48 (12).
Arm Spider weapon [ARM_PARALYZER] range increased to 450 (300), area of effect increased to 48 (12), and damage reduced to 300 (500).
Arm Maverick armor reduced to 896 (1345).
Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 712 (544) and range increased to 400 (300).
Core Behemoth weapon [CORBHMTH_WEAPON] range reduced to 2000 (2500).
Arm Metal Extractor energy use reduced to 20 (25).
Core Metal Extractor energy use reduced to 20 (25).
Arm Underwater Metal Extractor energy use reduced to 15 (18.75).
Core Underwater Metal Extractor energy use reduced to 15 (18.75).
Arm Moho Mine energy use reduced to 200 (250).
Core Moho Mine energy use reduced to 200 (250).
Arm Underwater Moho Mine energy use reduced to 150 (187.5).
Core Underwater Moho Mine energy use reduced to 150 (187.5).
October 15th, 2018
TA:T v2.0 Beta 6:
Changed the Arm Razorback script to improve its aiming ability.
Arm and Core Geothermal Powerplant energy production reduced to 500 (750).
Core Termite weapon [CORE_TERMITE_LASER] damage reduced to 765 (1148) and range increased to 480 (320).
Core Moho Exploiter and Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage reduced to 669 (803) and range increased to 938 (750).
Arm Fido weapon [BFIDO] range increased to 780 (520), reload reduced to 1.75 (1.9), and damage reduced to 205 (334).
Core Banisher and Arm Mark XVII Bolo weapon [TAWF_BANISHER] range increased to 1000 (667) and damage reduced to 2507 (3759) (Special damages adjusted accordingly).
Fixed a typo with the Core Fusion introduced in Beta 4 where the new buildtime was set as the maxdamage, instead.
NOTE: Weapon velocities being too fast means the lasers tend to shoot through wreckage/Dragon's Teeth a bit sometimes.
Core Shodan, Arm Bear, and Core Turtle weapon [SHODAN_LASER] weapon velocity reduced to 700 (1000).
Arm Crusader, Core Enforcer, Core Intruder weapon [CORFAST_WEAPON] weapon velocity reduced to 700 (1000).
Arm Pelican weapon [ARMAMPH_WEAPON1] weapon velocity reduced to 700 (1000).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] weapon velocity reduced to 700 (1000).
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] weapon velocity reduced to 700 (1000).
Core Gimp and Core Clasher weapon [CORAMPH_WEAPON2] weapon velocity reduced to 700 (1000).
Core Can weapon [CORE_CANLASER] weapon velocity reduced to 700 (1000).
Arm Mumbo weapon [TAWF003_WEAPON] weapon velocity reduced to 700 (1000).
Core Termite weapon [CORE_TERMITE_LASER] weapon velocity reduced to 700 (1000).
Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] weapon velocity reduced to 700 (1000).
Arm Sabre weapon [VTOL_EMG2] weapon velocity reduced to 700 (1000).
Reduced area of effect to 12 (24) for all weapons that had area of effect of 24 (Primarily lasers and gauss weapons).
NOTE: This and the weapon velocity changes are to help those weapons not pass through Dragon's Teeth as easily before they've been destroyed.
Arm Pitbull armor reduced to 1206 (2412) and turret turn rate increased to 200 (100).
Core Viper armor reduced to 1284 (2568) and turret turn rate increased to 200 (100).
Arm Pitbull weapon [ARMPB_WEAPON] reload reduced to 0.333 (1.9), weaponvelocity increased to 1000 (625), range increased to 900 (665), and damage reduced to 216 (832).
Core Viper weapon [CORVIPE_LASER] added guidance=1, tracks=1, and turnrate=12000, reload reduced to 1.0 (2.1), range increased to 900 (700), and damage reduced to 688 (930).
Arm Invader speed increased to 2.55 (2.155) and armor increased to 1008 (744).
Core Roach speed increased to 2.318 (1.959) and armor increased to 1155 (853).
Arm Invader and Core Roach destroyed explosion [CRAWL_BLASTSML] edge effectiveness increased to 0.25 (0.0).
Arm Bantha and Invader and Core Skuttle, Roach, and Zulu self-destruct explosion [CRAWL_BLAST] damage increased to 3600 (3187) and edge effectiveness increased to 0.25 (0.0).
Arm Dragon's Claw line of sight increased to 630 (500).
Core Dragon's Maw line of sight increased to 630 (490).
Arm Dragon's Claw weapon [DCLAW] range increased to 500 (370) and damage reduced to 66 (89).
Core Dragon's Maw weapon [DMAW] range increased to 500 (350), weapon timer increased to 1.57 (1.1), burst rate increased to 0.08 (.01), reload increased to 0.7 (0.49).
Added ARM_LIGHTLASER weapon to the Arm Hulk.
Added CORE_LIGHTLASER weapon to the Core Envoy.
NOTE: It requires at least four units loaded on the ship to man the weapon (Allow it to fire).
Arm Atlas armor increased to 1600 (800).
Core Valkyrie armor increased to 1892 (946).
Arm Sneaky Pete armor reduced to 109 (712), radar jamming range increased to 1160 (750) and energy use increased to 50 (46.5).
Arm Eraser radar jamming range reduced to 580 (600) and energy use reduced to 16 (40).
Arm Jammer radar jamming range reduced to 820 (850) and energy use reduced to 31 (46.5).
Arm Concealer radar jamming range increased to 700 (650) and energy use reduced to 23 (36).
Arm Escort energy use increased to 133 (54).
Arm Veil radar jamming range increased to 2321 (1500) and energy use increased to 250 (233).
Arm Hyper Radar Tower radar jamming range increased to 3282 (2250) and energy use increased to 1425 (1016).
Core Castro can now cloak like the Arm Sneaky Pete.
Core Castro metal cost increased to 218 (109), energy cost increased to 2238 (1119), build time increased to 6798 (4174), radar jamming range increased to 1055 (682) and energy use increased to 50 (46.5).
Core Spectre radar jamming range reduced to 527 (545) and energy use reduced to 16 (40).
Core Deleter radar jamming range reduced to 745 (775) and energy use reduced to 31 (46.5).
Core Blotter radar jamming range increased to 636 (590) and energy use reduced to 23 (36).
Core Phantom energy use increased to 133 (54).
Core Shroud radar jamming range increased to 2110 (1364) and energy use increased to 250 (233).
Core Hyper Radar Tower radar jamming range increased to 2984 (2045) and energy use increased to 1425 (1016).
Arm Seer energy use increased to 40 (20).
Core Informant energy use increased to 40 (20).
Arm Marky energy use increased to 23 (15).
Core Voyeur energy use increased to 23 (15).
Arm Spotter energy use increased to 45 (30).
Core Watcher energy use increased to 45 (30).
Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] range increased to 600 (450) and reload increased to 0.866 (0.65).
Arm Thunder and Core Shadow weapon [ARMBOMB] area of effect increased to 256 (72) and damage reduced to 100 (200).
Arm Thunder attackrunlength increased to 449 (150).
Core Shadow attackrunlength increased to 500 (167).
Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] area of effect increased to 455 (128) and damage reduced to 168 (335).
Arm Phoenix attackrunlength increased to 675 (225).
Core Hurricane attackrunlength increased to 753 (251).
Arm Tsunami attackrunlength increased to 849 (283).
Core Maelstrom attackrunlength increased to 945 (315).
October 6th, 2018
TA:T v2.0 Beta 5:
Arm Vanguard metal cost increased to 1768 (1250), energy cost increased to 33794 (23896), and build time increased to 49589 (35065).
Arm Vanguard weapon [SHOCKER] damage increased to 2100 (1050).
Arm Bulldog weapon [ARM_BULL] area of effect increased to 113 (80), damage reduced to 286 (381), and reload reduced to 0.75 (1.0).
Core Goliath weapon [COR_GOL] area of effect increased to 181 (128), damage reduced to 696 (928), and reload reduced to 1.65 (2.2).
Arm Razorback weapon [MECH_BLAST] moved from weapon3 to weapon2, and changed tertiary weapon aiming/firing parts of script to secondary weapon.
Core Karganeth weapon [KARG_FLAME] moved from weapon3 to weapon2.
CanDGun remove from Arm Razorback and Core Karganeth.
NOTE: These changes just fix a bug where the tertiary weapons for the Arm Razorback and Core Karganeth only auto-targeted and fired while they were moving, and wouldn't fire when they held still, unless manually targeted.
Core Karganeth weapon [KARG_FLAME] range increased to 608 (405) reload reduced to 5 (0.771), burst reduced to 25 (40), weapon timer increased to 2.372 (1.58), and damage increased to 12 (8) (Special damage adjusted accordingly).
Core Exploiter script changed to allow for more effective targeting with its missile weapon.
Core Exploiter armor reduced to 1217 (1275) (When armored up).
Core Exploiter weapon [ARMVTOL_MISSILE_A2A] replaced with [ARMRL_MISSILE].
NOTE: This is mostly because the new weapon tracks much more effectively, since it is the Defender/Pulverizer weapon, meant to be used by stationary units firing at passing aircraft. The previous weapon was that used by the level 1 fighters, and didn't track nearly as well, which was fine for fighters, but not for a stationary defense. Also note that this weapon can target ground units (The previous one did not), but should still prefer air targets over ground.
Arm Twilight and Core Exploiter metal extraction rate increased to 0.00125 (0.001).
Arm Moho Twilight and Core Moho Exploiter metal extraction rate increased to 0.00375 (0.003).
NOTE: This increases the metal extraction rate for Twilights/Exploiters and their Moho versions to 25% more than the regular metal extractor of that level.
Arm and Core Geothermal Powerplant energy production increased to 750 (250).
Arm and Core Moho Geothermal Powerplant energy production increased to 2500 (1250).
Arm Prude energy production increased to 2000 (1000) and metal production increased to 24 (16).
Core Behemoth energy production increased to 1000 (500).
Core Behemoth weapon [CORBHMTH_WEAPON] range increased to 2500 (1500).
September 30, 2018
TA:T v2.0 Beta 4:
Arm Mercury and Core Screamer weapon [ADVSAM] toairweapon set to 1 (0), and default damage set to 0 (500).
NOTE: This puts the Mercury and Screamer back to only being able to target air units. Before they were too long-ranged, fired too quickly, and cost no energy. They were dominating the defensive game.
Arm Fortification Nanolathe Turret radar range reduced to 1000 (1200) and build distance increased to 1000 (1200).
Core Fortification Nanolathe Turret radar range reduced to 1000 (1200) and build distance increased to 1000 (1200).
Arm Advanced Fortification Nanolathe Turret radar range reduced to 1325 (1600) and build distance increased to 1325 (1600).
Core Advanced Fortification Nanolathe Turret radar range reduced to 1325 (1600) and build distance increased to 1325 (1600).
Core Leveler weapon [CORLEVLR_WEAPON] reload reduced to 1.755 (2.5).
Core Shodan, Arm Bear, and Core Turtle weapon [SHODAN_LASER] damage increased to 208 (180) and energy per shot increased to 46 (40).
NOTE: Lowered Leveler/Shodan speed wasn't being fully factored in.
Arm Rector worker time increased to 810 (210), build distance increased to 300 (150), and canreclamate set to 0 (1).
Core Necro worker time increased to 810 (210), build distance increased to 300 (150), and canreclamate set to 0 (1).
Arm Death Cavalry worker time increased to 1200 (330), build distance increased to 300 (150), and canreclamate set to 0 (1).
Core Grim Reaper worker time increased to 1200 (330), build distance increased to 300 (150), and canreclamate set to 0 (1).
NOTE: This allows resurrection units to resurrect faster, since the resurrection speed is the unit's buildtime divided by the resurrector's worker time * 3. Disabling reclamation is for two reasons: 1. So the resurrector can't be used to assist in construction with their large worker time. 2. So when a resurrector resurrects a unit, it doesn't keep repairing it, it just moves onto the next unit, making resurrecting a bunch of units with Shift-clicking much faster (Although they'll still need repairing from something else).
Arm Metal Extractor energy use increased to 25 (10).
Core Metal Extractor energy use increased to 25 (10).
Arm Underwater Metal Extractor energy use increased to 18.75 (7.5).
Core Underwater Metal Extractor energy use increased to 18.75 (7.5).
Arm Twilight energy use increased to 25 (12.5) and cloaking cost reduced to 5 (12.5).
Core Exploiter energy use increased to 25 (12.5).
Arm Moho Mine energy use increased to 250 (100).
Core Moho Mine energy use increased to 250 (100).
Arm Moho Twilight energy use increased to 250 (125) and cloaking cost reduced to 50 (125).
Core Moho Exploiter energy use increased to 250 (125).
Arm Underwater Moho Mine energy use increased to 187.5 (75).
Core Underwater Moho Mine energy use increased to 187.5 (75).
Arm and Core Deep Core Moho Mine energy use increased to 750 (300) and extraction rate increased to 0.009 (0.006).
Arm Fusion Reactor metal cost reduced to 3080 (5075), energy cost reduced to 34168 (56300), and build time reduced to 92400 (152250).
Core Fusion Reactor metal cost reduced to 2995 (4935), energy cost reduced to 35517 (58523), and build time reduced to 92156 (151848).
Arm Cloakable Fusion Reactor metal cost reduced to 3388 (5583), energy cost reduced to 41002 (67560), and build time reduced to 110880 (182700) (Same adjustments to AI only Arm Cloakable Fusion Reactor).
Core Cloakable Fusion Reactor metal cost reduced to 3295 (5429), energy cost reduced to 42621 (70227), and build time reduced to 110585 (182214) (Same adjustments to AI only Core Cloakable Fusion Reactor).
Arm Underwater Fusion Reactor metal cost reduced to 3388 (5583), energy cost reduced to 51252 (84450), and build time reduced to 139780 (230320).
Core Underwater Fusion Reactor metal cost reduced to 3295 (5429), energy cost reduced to 53276 (87784), and build time reduced to 149023 (245550).
Arm Advanced Fusion Reactor metal cost reduced to 6160 (12688), energy cost reduced to 107347 (221106), and build time reduced to 195175 (402010).
Core Advanced Fusion Reactor metal cost reduced to 5990 (12338), energy cost reduced to 111583 (229833), and build time reduced to 208081 (428592).
Arm Solar Collector damage modifier reduced to 0.25 (0.5).
Core Solar Collector damage modifier reduced to 0.25 (0.5).
NOTE: This will mean solar collectors take 4 times as much damage when closed up compared to normal, instead of 2 times. This makes them a safer, more reliable choice than Wind Generators.
Arm and Core Micro Fusion ExplodeAs weapon and SelfDestructAs weapon set to [MINE_NUKE] ([ATOMIC_BLAST]).
NOTE: This does twice as much damage over a larger area, and does a minimum of 10% damage even on the edge (1500 damage). This should make them even more dangerous and risky.
September 24, 2018
TA:T v2.0 Beta 3:
Arm Conqueror line of sight increased to 1000 (800).
Arm Conqueror weapon [ARM_CRUS] range increased to 1000 (800), reload time reduced to 1.35 (1.8), and damage reduced to 494 (824).
Core Executioner line of sight increased to 1000 (750).
Core Executioner weapon [COR_CRUS] range increased to 1000 (800), reload time reduced to 1.5 (2.0), energy per shot reduced to 547 (583), and damage reduced to 892 (1487).
Arm Sonar Station line of sight increased to 875 (700).
Arm Sonar Station sonar range increased to 2320 (1855).
Arm Sonar Station energy use increased to 50 (20).
Arm Advanced Sonar Station line of sight increased to 1750 (1400).
Arm Advanced Sonar Station sonar range increased to 4641 (3710).
Arm Advanced Sonar Station energy use increased to 250 (100).
Core Sonar Station line of sight increased to 794 (635).
Core Sonar Station sonar range increased to 2110 (1685).
Core Sonar Station energy use increased to 50 (20).
Core Advanced Sonar Station line of sight increased to 1588 (1270).
Core Advanced Sonar Station sonar range increased to 4219 (3370).
Core Advanced Sonar Station energy use increased to 250 (100).
Core Firestorm weapon [FIRESTORM_WPN] burst increased to 80 (10).
NOTE: This is an educated guess on increasing the damage and usability of this unit, instead of a ratio adjustment, since it's very difficult to calculate damage on noexplode flame puffs that spread out in a cone, since it depends on how big the model of the enemy is (since that affects how many times it "hits" it going through), etc.
Core Karganeth weapon [KARG_FLAME] burst increased to 40 (10).
Core Karganeth weapon [KARG_FLAME] groundbounce set to 1 (0).
Arm Liche weapon [Arm_pidr] range reduced to 535 (1000).
NOTE: This brings it in line with the Gunship firepower ratio, and should allow it to take enemy fire while still performing solidly in its strike bomber role. Before, it would hit things at extreme range and pull out before even coming into range of most defenses.
Core Krow damage modifier set to 0.5 (0), effectively increasing its armor to 42542 (21271).
Core Krow weapons [KROWLASER] and [KROWLASER2] turret turn speeds increased to 350 (100).
Core Krow maneuver leash length increased to 1280 (500).
Core Krow weapon [KROWLASER] tolerance reduced to 2500 (65500).
Core Krow weapon [KROWLASER2] tolerance reduced to 2500 (65500).
NOTE: This doubling of the Krow armor is an experimental exception to the baseline metal rules, and is essentially a compensation for the model being so large and easy to hit, even with heavier ground weapons. The large model means that even when it slides from side to side, it doesn't move out of the way of enemy fire very much. I tried to increase its weapon range, but then it behaves awkwardly and doesn't target very well. I tried increased maneuverability, speed, etc, and still didn't seem to improve it that much. It was just dying very quickly, so I increased the armor. Even with better armor, it essentially gets hit by *anything* on the ground, even Guardians/Punishers a lot of the time. This may need to be scaled back, but before, the Krow was fairly lackluster, to say the least.
Arm Chainsaw and Core Eradicator weapon [ARM_CIR] reload reduced to 1.5 (2.7) and damage reduced to 95 (170) (Special damages adjusted accordingly).
Arm Mercury armor reduced to 2900 (5800) and wpri_badTargetCategory set to NOTAIR (ALL).
Core Screamer armor reduced to 2979 (5958) and wpri_badTargetCategory set to NOTAIR (ALL).
Arm Mercury and Core Screamer weapon [ADVSAM] reload reduced to 1.87425 (3.7485), tolerance reduced to 2500 (10000), toairweapon set to 0 (1), and default damage set to 500 (0).
NOTE: This allows the Mercury and Screamer to hit ground units as well as air units, and sacrifices armor to reduce their reload time.
Arm Fortification Nanolathe Turret metal cost increased to 720 (480), energy cost increased to 9000 (6000), build time increased to 7500 (5000), radar range increased to 1200 (800), build distance increased to 1200 (800), and worker time increased to 300 (150).
Core Fortification Nanolathe Turret metal cost increased to 720 (480), energy cost increased to 9000 (6000), build time increased to 7500 (5000), radar range increased to 1200 (800), build distance increased to 1200 (800), and worker time increased to 300 (150).
Arm Advanced Fortification Nanolathe Turret metal cost increased to 2160 (1440), energy cost increased to 27000 (18000), build time increased to 15000 (10000), radar range increased to 1600 (1050), build distance increased to 1600 (1050), and worker time increased to 900 (450).
Core Advanced Fortification Nanolathe Turret metal cost increased to 2160 (1440), energy cost increased to 27000 (18000), build time increased to 15000 (10000), radar range increased to 1600 (1050), build distance increased to 1600 (1050), and worker time increased to 900 (450).
Arm/Core Repair Nanolathe Turret metal cost increased to 200 (100), energy cost increased to 1556 (778), build time increased to 1740 (870), and build distance increased to 1600 (800).
NOTE:
By the time Gantry units are coming into play, breaking through a heavily fortified defensive line is usually more important, so:
- Gantry units have had their ratios put back to the regular Kbot and Vehicle ones, instead of being halved, so most of their costs have been cut in half.
- Bearing in mind the goal of breaking through defensive lines mentioned above, Gantry units will lean more heavily towards armor. Therefore, for most, we have cut their firepower in half and doubled their armor.
Arm Antarion metal cost reduced to 3750 (7500), energy cost reduced to 71689 (143377), build time reduced to 105195 (210390), and armor increased to 26020 (13010).
Arm Antarion weapon [ARMANTAR_LASER] damage reduced to 662 (1323) and energy per shot reduced to 422 (843).
Arm Antarion and Core Karganeth weapon [SUPER_MISSILE] damage reduced to 173 (346).
Arm Bantha metal cost reduced to 4000 (8000), energy cost reduced to 76468 (152935), build time reduced to 112208 (224416), and armor increased to 42424 (21212).
Arm Bantha weapon [ARMBANTHA_FIRE] damage reduced to 2432 (6948).
Arm Orcone metal cost reduced to 10611 (21221), energy cost reduced to 405680 (811359), build time reduced to 297646 (595292), and armor increased to 127273 (63636).
Arm Orcone weapon [ARMORCO_FIRE] damage reduced to 521 (1041).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage reduced to 5860 (11719).
Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage reduced to 4711 (9422).
Arm Razorback metal cost reduced to 1000 (2000), energy cost reduced to 19117 (38234), build time reduced to 28052 (56104), and armor increased to 10606 (5303).
Arm Razorback weapon [MECH_RAPIDLASER] damage reduced to 130 (260).
Arm Razorback weapon [MECH_BLAST] damage reduced to 238 (476).
Arm Vanguard metal cost reduced to 1250 (2500), energy cost reduced to 23896 (47792), build time reduced to 35065 (70130), and armor increased to 13258 (6629).
Arm Vanguard weapon [SHOCKER] damage reduced to 1050 (2100).
Arm Mark XVII Bolo metal cost reduced to 7500 (15000), energy cost reduced to 143377 (286754), build time reduced to 210390 (420780), and armor increased to 95427 (47714).
Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [HELLBORE_CANNON] damage reduced to 1184 (2916), area of effect increased to 256 (128), and energy per shot reduced to 653 (1608).
Arm Avatar metal cost reduced to 1119 (2238), energy cost reduced to 32088 (64176), build time reduced to 31390 (62780).
Arm Requiter radar range increased to 2500 (2000).
Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] range increased to 2500 (2000).
Core Precluder radar range increased to 2500 (2000).
Core Mauler metal cost reduced to 1147 (2294), energy cost reduced to 33149 (66298), build time reduced to 33034 (66068).
Core Karganeth metal cost reduced to 1037 (2074), energy cost reduced to 19841 (39682), build time reduced to 29865 (59730), and armor increased to 12098 (6049).
Core Krogtaar metal cost reduced to 4148 (8296), energy cost reduced to 79365 (158730), build time reduced to 119463 (238926), and armor increased to 48394 (24197).
Core Krogtaar weapon [COR_TAAR_RC] damage reduced to 1890 (3780).
Core Juggernaut metal cost reduced to 5398 (10795), energy cost reduced to 103272 (206544), build time reduced to 155448 (310896), and armor increased to 124675 (62338).
Core Juggernaut weapon [JUGGER_FIRE] range increased to 885 (590) and damage reduced to 1271 (3811).
Core Krogoth metal cost reduced to 12070 (24139), energy cost reduced to 461850 (923700), build time reduced to 347595 (695190), and armor increased to 159091 (79545).
Core Krogoth weapon [CORKROG_FIRE] damage reduced to 1943 (3885).
Core Class A Heavy Yavac metal metal cost reduced to 7717 (15434), energy cost reduced to 147652 (295304), build time reduced to 222250 (444500), and armor increased to 111111 (55556).
Core Gargoyle metal cost reduced to 5684 (8039), energy cost reduced to 108762 (153813), build time reduced to 163711 (231522), armor increased to 30680 (15340), and radar range increased to 1625 (1300).
September 23, 2018
TA:T v2.0 Beta 2:
Arm Light Laser Tower weapon [ARM_LIGHTLASER] range reduced to 500 (600) and damage increased to 64 (51).
Core Light Laser Tower weapon [CORE_LIGHTLASER] range reduced to 500 (600) and damage increased to 69 (55).
Arm Beamer line of sight increased to 450 (350).
Arm Sentinel line of sight increased to 500 (380), armor reduced to 588 (1176) (wreck and heap values adjusted accordingly).
Arm Sentinel weapon [ARM_LASERH1] damage reduced to 497 (518) and reload reduced to 0.785 (1.57).
Core Gaat Gun line of sight increased to 500 (350), armor reduced to 608 (1216) (wreck and heap values adjusted accordingly).
Core Gaat Gun weapon [CORE_LASERH1] damage reduced to 553 (576) and reload reduced to 0.861 (1.722).
NOTE: This makes HLTs do about twice as much damage per second as their cost in LLTs, but they have less armor. Also readjusted their damage a bit since they seemed to have picked up an extra 4% firepower somewhere along the way.
Arm Fortification Wall HLT Post metal cost increased to 1202 (850), energy cost increased to 19834 (14026), build time increased to 24040 (17000) and armor increased to 9825 (9817) (wreck and heap values adjusted accordingly).
Core Fortification Wall HLT Post metal cost increased to 1278 (885), energy cost increased to 21086 (14602), build time increased to 26216 (18154) and armor increased to 10312 (10311) (wreck and heap values adjusted accordingly).
Arm Lemming weapon [[ARMLEMM_KILLED]] edge effectiveness increased to 0.5 (0).
Arm Radar Tower line of sight increased to 875 (700), radar range increased to 2320 (1856), and energy use increased to 50 (20).
Arm Floating Radar Tower line of sight increased to 1166 (933), radar range increased to 3094 (2475), and energy use increased to 66 (26.5).
Arm Advanced Radar Tower line of sight increased to 1750 (1400), radar range increased to 4641 (3713), and energy use increased to 250 (100).
Arm Hyper Radar Tower line of sight increased to 2100 (1400) and energy use increased to 1016 (812.5).
Core Radar Tower line of sight increased to 794 (635), radar range increased to 2110 (1688), and energy use increased to 50 (20).
Core Floating Radar Tower line of sight increased to 1060 (848), radar range increased to 2813 (2250), and energy use increased to 66 (26.5).
Core Advanced Radar Tower line of sight increased to 1588 (1270), radar range increased to 4219 (3375), and energy use increased to 250 (100).
Core Hyper Radar Tower line of sight increased to 1905 (1270) and energy use increased to 1016 (812.5).
NOTE: This lets radars be more effective, but it will cost you a lot of energy. Also, for increased line of sight only, build one and then turn it off.
Arm Jeffy line of sight increased to 650 (450).
Core Weasel line of sight increased to 600 (415).
September 21, 2018
TA:T v2.0 Beta 1:
Tripled worker time on all factories:
Worker time increased to 270 (90):
Arm KBot Lab
Arm Vehicle Plant
Arm Aircraft Plant
Arm Shipyard
Core KBot Lab
Core Vehicle Plant
Core Aircraft Plant
Core Shipyard
Worker time increased to 540 (180):
Arm Hovercraft Plant
Core Hovercraft Plant
Worker time increased to 810 (270):
Arm Amphibious Complex
Core Amphibious Complex
Arm Advanced KBot Lab
Arm Advanced Vehicle Plant
Arm Advanced Aircraft Plant
Arm Advanced Shipyard
Core Advanced KBot Lab
Core Advanced Vehicle Plant
Core Advanced Aircraft Plant
Core Advanced Shipyard
Arm Seaplane Platform
Core Seaplane Platform
Worker time increased to 2430 (810):
Arm Gantry
Core Gantry
NOTE: This is to help factories to do well at their sole purpose, which is building units. Building another factory instead of assisting with a nano-tower costs a bit more metal, but the resulting factory is much more robust (Compared to the fragility of nano-towers).
+50% bonus to all weapons that drain energy to fire, like light laser towers. This can be applied to damage, or range, or some other combination.
NOTE: Previously, they drained energy, but gained no advantage compared to similar weapons that didn't drain energy, other than the shots moving faster. Gauss weapons still moved pretty quickly, and had no energy cost, and plasma weapons move slower, but also do blast damage over a larger area. Laser weapons just drained energy, and got nothing in return.
Core Shodan, Arm Bear, and Core Turtle weapon [SHODAN_LASER] damage increased to 180 (120) and weapon velocity increased to 1000 (700).
Arm Crusader, Core Enforcer, Core Intruder weapon [CORFAST_WEAPON] range increased to 675 (450) and weapon velocity increased to 1000 (700).
Arm Dragon's Claw weapon [DCLAW] energy per shot reduced to 0 (5).
NOTE: I think this was just a left-over from when I imported the unit, and not intended energy use.
Arm Light Laser Tower weapon [ARM_LIGHTLASER] range increased to 600 (400).
Arm Beamer weapon [TAWF001_WEAPON] range increased to 600 (400) and weapon velocity increased to 1000 (700).
Arm Sentinel and Arm Fortification Wall HLT Post weapon [ARM_LASERH1] range increased to 675 (540) and damage increased to 518 (414).
Core Light Laser Tower and Core HLLT weapon [CORE_LIGHTLASER] range increased to 600 (400).
Core Gaat Gun and Core Fortification Wall HLT Post weapon [CORE_LASERH1] range increased to 688 (550) and damage increased to 576 (461).
Core Exploiter weapon [EXPLOITER_LASER] range increased to 675 (450).
Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 347 (231) and weapon velocity increased to 1000 (700).
Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 56 (37) (Special damages adjusted accordingly), start velocity increased to 1000 (700), and weapon velocity increased to 1000 (700).
Arm Zeus weapon [LIGHTNING] damage increased to 1359 (906).
Arm Sharpshooter line of sight increased to 1200 (975).
Arm Sharpshooter weapon [ARMSNIPE_WEAPON] range increased to 1188 (950), damage increased to 15625 (12500), and weapon velocity increased to 1000 (700) (Special damages adjusted accordingly).
Core Gimp and Core Clasher weapon [CORAMPH_WEAPON2] damage increased to 698 (465) and weapon velocity increased to 1000 (700).
Core Can weapon [CORE_CANLASER] range increased to 480 (320) and weapon velocity increased to 1000 (700).
Core Sumo and Arm Mark XVII Bolo and Core Class A Heavy Yavac weapon [CORSUMO_WEAPON] damage increased to 743 (495).
Arm Panther weapon [ARMLATNK_WEAPON] damage increased to 197 (131).
Arm Penetrator and Arm Bantha weapon [ARMMANNI_WEAPON] range increased to 1250 (1000) and damage increased to 3750 (3000) (Special damages adjusted accordingly).
Arm Demolisher weapon [ARM_HLIGHTNING] damage increased to 674 (449).
Arm Mumbo weapon [TAWF003_WEAPON] damage reduced to 68 (69), weapon velocity increased to 1000 (700), range increased to 320 (315), reload reduced to 0.2 (0.3), and energy per shot reduced to 11 (16).
Core Termite weapon [CORE_TERMITE_LASER] damage increased to 1148 (765) and weapon velocity increased to 1000 (700).
Core Krow weapon [KROWLASER2] reload reduced to 1.4 (2.1), energy per shot reduced to 233 (350), and tolerance increased to 65500 (2500).
Core Krow weapon [KROWLASER] reload reduced to 0.675 (1.013), energy per shot reduced to 111 (167), tolerance increased to 65500 (2500).
Arm Conqueror and Core Executioner weapon [ADV_DECKLASER] range increased to 788 (525).
Core Executioner weapon [COR_CRUS] damage increased to 1487 (991).
Core Warlord weapon [CORE_BATSLASER] range increased to 1267 (950), reload time reduced to 1.2 (1.4), and energy per shot reduced to 601 (701).
Core Hydra weapon [HYDRA_GUN] reload time reduced to 1.333 (2.0) and energy per shot reduced to 2028 (3043).
Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] damage increased to 80 (53) and weapon velocity increased to 1000 (700).
Arm Sabre weapon [VTOL_EMG2] damage increased to 168 (112) and weapon velocity increased to 1000 (700).
Arm Antarion weapon [ARMANTAR_LASER] damage increased to 1323 (882).
Arm Razorback weapon [MECH_RAPIDLASER] damage increased to 260 (173).
Arm Orcone and Core Krogoth weapon [KROG_BEAM] reload reduced to 5.0 (7.5) and energy per shot reduced to 9881 (14821).
Arm Thunderstorm weapon [THUNDERSTORM_WPN] reload reduced to 1.333 (2.0) and energy per shot reduced to 188 (282).
Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] range increased to 1875 (1500), reload reduced to 3.0 (3.75), and energy per shot reduced to 5295 (6618).
Arm Annihilator radar range increased to 1875 (1500) and line of sight increased to 1250 (1000).
Core Moho Exploiter and Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 803 (535).
Core Doomsday Machine radar range increased to 1625 (1300) and line of sight increased to 1138 (910).
Core Doomsday Machine and Core Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] range increased to 938 (750) and damage increased to 335 (268).
Core Doomsday Machine and Core Gargoyle weapon [CORE_DOOMSDAY_SECONDARY] range increased to 1188 (950) and damage increased to 896 (717).
Core Doomsday Machine and Core Gargoyle weapon [CORE_DOOMSDAY] range increased to 1625 (1300) and damage increased to 2500 (2000).
Core Krow max velocity increased to 5.114 (4.0), acceleration increased to 0.257 (0.1), and turnrate increased to 414 (210).