TAESC RELEASE BETA 8.1.8


Removed Units
-------------

None




New Units
---------

Restored Core Overseer (builds Core B.F.G)




General/Overall Completed
-------------------------

Modified all Multi-Unit-Air-Transports to load and unload without landing

Added offscreen penalty for all air transport units

Modifyed Arm Atlas and Core Valkyrie to function as small MUATs (Note! Crawling Bombs can no longer be lifted by T1 / enemy units cannot be lifted either) 

Removed flame resistance from all Core flame throwing units  

Removed AA bonus from all guided v-luanch weapons (i.e. Krogoth, but except Commanders)

Increased all Level 1 to Level 2 upgrade costs (2x->2.25x)

Set all Level 2 to Level upgrade costs at 2x (Note Fusion, Vulcan, Buzzsaw Upgrades / unit changes below)




Fixed
-----

Fixed Core Can corpse value

Fixed Core Pounder sparks when fired upon while under construction, removed shield effects when hit and replaced with permenant shield for less lag 

Fixed Arm Hammer and Core Thud closing inside max range

Fixed Arm Ambusher and Core Toaster recieveing 4x fire when reach 25 kills




T0 Completed
------------

Removed dgun ROF bonuses from veteran Arm and Core Commanders



 
T1 Completed
------------

Restored Arm and Core Wind Generator Buildtime values from v8.1.6., lowered Metal costs (-10%) and death explosion damage/aoe (-50%)

Lowered all Arm and Core T1 Kbot, Vehicle, and Air Lab Energy costs (-25%)

Increased Arm and Core Light Laser Tower weapon DPS (+10%), reduced unit Buildtime (-10%)

Increased Core Gator laser weapon damage (50->56)

Increased Core Salamander weapon range (180->210), lowered self-destruct count to 0

Increased Core M.A.K. weapon aiming speed (+33%)

Increased Core Leveler armor (1080->1296) 

Increased Arm and Core Gator buildtime (+10%)

Reduced Arm and Core T1 bomber Metal costs (-10)

Lowered Arm Bulwark armor (-10%)

Increased Arm Rocko and Core Storm weapon velocity (450->480) and DPS (+4%)

Added +100 Energy to Arm Geo Upgrade

Increased Upgraded Arm and Core Lasers ROF (0.6->0.5) note cost increase for upgraded HLTs under General

Increased Arm Samson and Core Slasher weapon ROF (+60%), removed radar

Removed radar from Arm Peeper and Core Fink

Increased Arm Freedom Fighter Core Avenger speed (10->10.5)

Lowered Core Immolator armor (-4.5%)
 
Lowered Arm and Core Construction Aircraft Metal costs (265->240 / 270->236 respectively)
 
Lowered Arm and Core Construction Vehicle Metal costs (247->216 / 238->210 respectively)

Added Jamming to Arm and Core LOS Beacons, increased overall costs (3x)




T2 Completed
------------

Lowered Core Can weapon DPS (-10%)

Lowered Arm Maverick LOS (352->320), weapon velocity (-10%), and unit speed (1.25->1.1), adjusted weapon ROF to 1 second (same DPS)

Increased Core Pyro armor (+6.5%)

Increased Arm Zeus unit speed (1.1->1.25)

Increased Arm F.A.R.T. Metal cost (+10%), Energy and Buildtime (+25%), and Workertime (180->210), lowered movement speed (3->2.7)

Lowered Arm Big Bertha and Core Intimidator Metal costs (-20%), Increased Energy and Buildtime costs (+25%) and Bertha Energy to fire (4K->5K) 

Lowered Arm Vulcan and Core Buzzsaw Upgrade overall costs and rate of fire (-33%)

Doubled Arm and Core Fusion Upgrade overall costs

Increased Core Mechanic workertime (300->450), nano range (180->240), unit turning rate (224->320), and Metal cost (+10%)

Lowered Arm and Core Advanced Construction Sub Metal costs (-25%)

Increased Core Doomsday Machine BLOD weapon firepower and energy per shot (2400->3000) 

Reduced Arm Annhilator weapon ROF (4->4.5)
 
Increased Core Sumo LOS (480->512), turning rate (192->224), ROF and DPS (4.5->1.5 and 375->400) 

Lowered Arm Penetrator weapon range (1200->1050) and LOS (512->480), increased armor (4225->6175), turning rate (168->192) and acceleration (+333%)
 
Added improved climbing ability to Arm and Core T2 construction kbots
 
Increased Arm and Core Advanced Construction Aircraft Workertime (120->180), Decreased Metal costs (-5%)

Increased Arm and Core Advanced Construction Seaplane Workertime (120->150)

Increased Arm and Core Advanced Construction Sub Workertime (240->360), Decreased Metal costs (-10%)

Increased Arm and Core Advanced Construction Hovercraft Workertime (240->270) and Metal costs (+10%)

Increased Arm and Core Advanced Construction Vehicle Workertime (240->360), Decreased Metal costs (-10%)

Increased Arm and Core Advanced Construction Kbot Workertime (180->270) and Metal costs (+10%)

Decreased Arm and Core Ressurection Kbot Workertime (240->210) and Metal costs (-20%)

Increased Arm and Core naval cruiser main weapon DPS (+25%)


 
 
T3 Completed
------------	

Reduced Arm Cerberus unit health (-10%) and weapon range (960->750), increased LOS (352->448) 

Lowered Arm Demolisher LOS (384->352)

Lowered Arm Sfoil ground fire weapon damage (-20%)

Increased Arm Raptor Metal costs and unit health (+25%), removed stealh ability

Decreased Core Krogoth gauss weapon DPS (600->480) and missile weapon AA damage (-75%)

Lowered Arm Vulcan and Core Buzzsaw overall costs and rate of fire (-33%), increased Arm Vulcan Energy to fire (4K->5K)  

Arm Armageddon and Core Dictator now fully upgraded when built but at reduced weapon ROF (22.5/36x3 seconds respectively), increased Armageddon firing cost (40K->50K)

Reduced Arm Aurora Metal costs (-12%)

Reduced Core Decimator Metal costs (-6%)

Lowered Arm Vermin and Core Defiler Metal costs (-900), removed corpse from Defiler

Increased Arm Empyreann overall weapon firepower (+33%) and armor (+15%), lowered weapon range (1500->1200)

Increased Core Juggernaut main weapon firepower (2400->3000), reduced EE (0.25->0.1)

Increased Core Overlord armor (+10%) and weapon damage (960->1280)

Reduced Arm Paladin and Core Berserker AA ROF (2.5x), Increased Metal costs (+9%)

Removed Arm Moby and Core Inferno from land based gantries (now built from sea only)

Increased Arm and Core Shield Generator Metal costs (+66%) and Energy and Builtime costs (+20%)

Increased Arm and Core Experimental Construction Aircraft Workertime (240->360), Lowered Metal cost (-30%)

Increased Arm and Core Experimental Construction Vehicle Workertime (480->720), Lowered Metal cost (-30%)

Increased Arm and Core Experimental Construction Ship Workertime (480->720), Increased Metal cost (+10%)

Increased Arm Victory and Core Tyrant armor (+4%) 




T4 Completed
------------

Increased Arm Olympus weapon range (3584->4480), overall weapon damage/costs (+25%), and weapon Energy to fire (100K->250K) 



 
Pending/Next
-------------

### MKL Devastator fire / sound? faster spin

### make moby better!

### restore air defaults?

### all flame weapon durations to 0.03

### lower air lab costs overall?

### shield armor vs aurora - 2 shots?...can shield take a nuke?

### stratus/vind / nerf a bit vs ground (armor)

### torp plane too much armor?

### scalpel uses can laser - issue? faster unit speed?

### Check T1 Core con vehicle locking up / getting stuck

### weaker T2 artillery with a bigger punch?

### Remove segment from Arm ESY?

### Clean up explosions

### Remove garbage flares and vars from MRPCs

### fix krogoth lean (and titan, talos)

### remove BFG reset after firing (not necessary)

### fix mkl spin animation / or change weapon

### fix all HLT cd3d sleeves

### Lower Core Manticore weapon DPS 5%?

### can you change recorder version?

### fix cortech death explosion

### remove commander bonuses for now

### Remove ability to transfer units to enemy players

### adjust T2 lab costs / buildtime to reflect longer transition time?

### lower all wreck values to 50% of full (from 80%)

### gunship weapon velocity or unit speed itself?

### merls more damage or range? not sure here.

### Repair Arm ring/circle? ala shield green

### geo option for Arm?

### Target lock fix?

### upgright tag on surfacing subs?

### add +logo fix?

### lower top end explosion sizes except for nuke to reduce damage overflow bug...may need new explosion or re-render

### note blast size changes to all big unit blasts

### speed up kbot animations? price for being small? 

...Lab hot keys QW A(s) ZX ER YU IO .....DGH JKL CB ... use (H)alt in place of stop?

...start explosion effect for new commanders?

... check flagship costs!

... railguns on arm flagship?

... fix arm ulab cd:3d on protrusions

... remove burn and tsub from land labs

... single lift for core lift same for arm?

... sea blue lasers for sumo/berserker - new flare and sfx / talon static blue...try something for CORE also

... Penn maneuvering?

... rename spot to fart ..fix wheel cd 3d

... redo exe with cloak fix, everything but no enemy give (test this)

*** Commander rewards for kills! 10 kills = 2x LLT / 25 kills = ***2x blast shielding***  / 50 kills = 2x dgun ***FINISH CORE*** / disable if no give is broken

Add drop attack for T2 MUATs (stun for Arm, Pyro blast for Core)?

Add flame ring to Core Pyro death explosion?

Add Energy Resource Hack?

Spy hack (detect spies and have spies shut down stuff)?

Updated mini TA GUI?

Add Sonar and nanolathes to Carriers? 



Admiral/Dev
-----------

+showranges with buildings

prevent groundweapons from targetting air

+logo to cheat mode only

EBuildMenu / EDownload
EGameDat
EGui
EI
EUnitPic
EUnits
EWeapon


Damage Modifier Values - ARM
----------------------------
.9		- 26250

.875	- 27000
.84375	- 28000

.78125	- 30240
.75		- 31500
.7		- 33750

.675	- 35000
.65625	- 36000
.625	- 37800
.6		- 39375

.5625	- 42000
.5		- 47250

.46875	- 50400
.45		- 52500
.4375	- 54000
.421875	- 56000

.375	- 63000	
.35		- 67500
.3375	- 70000
.328125	- 72000
.3125	- 75600
.3		- 78750

.28125	- 84000
.25		- 94500
.225	- 105000
.21875	- 108000
.2		- 118125	

.175	- 135000	- MCV
.16875	- 140000
.15		- 157500	- Dread / Gargant
.125	- 189000
.1125	- 210000
.109375 - 216000
.1		- 236250

.09		- 262500
.0875	- 270000
.084375	- 280000
.078125	- 302400
.075	- 315000
.0625	- 378000


Damage Modifier Values - CORE 
-----------------------------
.9		- 27200

.85		- 28800	
.8 		- 30600

.765	- 32000
.75		- 32640
.72		- 34000

.68		- 36000
.64		- 38250
.625	- 39168
.6		- 40800

.5625	- 43520
.53125	- 46080
.5		- 48960

.48		- 51000
.46875	- 52224
.45		- 54400
.425	- 57600
.4		- 61200

.3825	- 64000
.375	- 65280
.36		- 68000
.32		- 76500
.3125	- 78336
.3		- 81600

.28125	- 87040
.25		- 97120
.24		- 102000
.225	- 108800
.2125	- 115200
.2		- 122400

.1875	- 130560
.18		- 136000
.17		- 144000
.15625	- 156672
.15		- 163200
.144	- 170000
.136	- 180000
.128	- 191250
.125	- 195840
.12		- 204000
.1125	- 217600
.10625	- 230400
.1		- 244800

.09		- 272000

.085	- 288000	
.08 	- 306000

.0765	- 320000
.075	- 326400
.072	- 340000

.05		- 489600

XXX Ensure all units are in height table

XXX Compile all transports/teleporters!

XXX Remove excess files from sub-folders

XXX Ensure all VTOLs are added to weapon damage tables

XXX Organize all weapon IDs


Raptor - remove shatter, 

fix pink coruwmoho... fix flip out of water too...

fix explosions on all t3/t4 air!

mas shatter on death?

higher sweetspots for some units 

Fix all radar rings for mega map (universal size of 64? or 192 - note megamap radar min limits)

Big air corpses on ground? can be done by lowering body to ground - would be cool

personal jamming for pop-ups when closed? including corplas and upgraded variants

t2 bats, AA ship corpses - check

set armored to 1 for all VTOLs after build 100% - check

fix unload on hovers? arm t4?

AI easy com needs to build solars

///olympus looks shit in deep water - nothing you can do

armforge smoke is a joke

add missiles to T3/4 VTOLs? - GF+AA Combo

air units - add cannot be transported tag? should players be able to steal enemy air cons? maybe just them?

add desc to carriers (produces energy?)

***carriers nano assist?

///fix all energy settings for mobile units

really need captial effects!

add unit levels tag cats - can wait

help menu in readme - expand?

armnova not in AI

***turn off builder=1 for all weapon upgrades and units not stockpiling and test again...

ai building CORTAC lol

remove AI building nukes and TACs for now? is that issue or is it something else? LRPCs? check for makenuke and make anti

confirm no forge sparking - animate when building

AI: fix nsub script - don't forget loading

AI: turn off lance/titan on default ai?

add mechanic, spot to AI

con hover locking?

seperate out explosions to reduce file size?

qaz: T2 labs E 2-3x higher?

add sonar thingys to radar planes?

ai planes need huge LOS

hot keys for factories?

add 3rd party features to ESC for decimator lag fix

deploy time for cons?

fix spot nano anims / add stripes? 

add UH rock teeth...

Smoke effects on arm mcv when damaged look bad - add uw bubbles when hurt too? - need to fix this for a lot of capital units

smoke effects with orange flames?

Decide on flares for ALL laser towers or not 

Add sounds to splashes

FIX arm and core floating MRPC animations? 

FIX mm/mmm/forge/uwmm fix test giving to enemy - use detect enemy nearby on start (once) to force shutdown

FIX - Cleanup scripts for shields

FIX shading on uw buildings needs to be consistent

FIX recoil in timmy?

FIX MUATs when on Carriers/Pads

FIX Core GUI long buttons to B/W when no options available

FIX unit kill scripts


New models for MLVs - armored/amphib cons?

Map sounds using 0 dmg weapons / paralyzer = 1;

MDFs?

AI Facs!


Put intro music back in (16 bit?)

Add 16 bit sounds back?

Custom installer - http://www.jrsoftware.org/isinfo.php

Omni spy hack?

Spy drain Metal Storages

Torpedo damages vs land buildings


ADD Mini GUI updates

ADD Banking subs and hovers? 

ADD mobile upgrades! Chevrons on upgrade

	- all units? 
	- T1 = 10% armor?
	- T2 = 5% armor?
	- T3 = Special 


??? Remove seaplane plat for sea planes? replace with fhp? slowt 2/7

??? FHP for T3? or seaplane in 3/5 slot? remove gants

??? Mobile detects / shield mobiles when they are stopped?

??? 192 pic for shields, charge?

??? Mex upgrades? - no / moho upgrades? - maybe

??? Hover trans should not be teleportable same for carriers?

??? T2 Sea needs fflak and some kind of surface defense?

??? Bombers - fix offscreening? how?

??? Fix Mission buildings with shields?

??? Make Annihilator/Doomsday taller?

??? Use Devolution front end files to fix rastering problems in start box

??? Random movements for core smb - shadows for arms? slow restore speeds




Notes
-----

65536 is max value

Corpse damage values peak at 32768?

//	MinWaterDepth=1;		//Allows for floating unit to be built on land with sealevel of 0
	WaterLine=1;



TALON
-----

New Front End screen

Magnatron - Talon

Unit Cannon - Talon / 4.0 needed




Thoughts
--------

Ranged unit should have less acceleration and turning... critical...

shift + 8 then x

I am seeing a pattern here (and should have spotted it much, much sooner). This entire debate stems mostly from gameplay style and culture: 'OTA' and 'New'. As a general rule it seems that OTA players are passionate about micro and precision skill with a handful of select units (bombers, vehicles, mobile defense, etc.) while 'New' players are about maximizing a larger contingent of diversified units (depending on situation, kbots vs. vehicles, etc.) and are generally more defensive in play style. I highly respect the desires of the OTA camp and especially their openess to some of the needed changes, but we have obviously have won over a huge contingent of players by making a much larger number of tradiationally bad units actually useful. 


Hover names... Dominion, Bruiser, Thug, Boa, Python, Siren, Harpy, etc. 

LLT names Ripper? Scalpel, Slicer, Cutter,  Sabre, Scimitar,  

Need T3 Amphibious tanks? Multi-weapon? Non stunnable




Bugs
----

Teleporter gates crash when linked over 32k pixes (about diagonal of 42x42 map)

Surfaced sub menus cannot be viewed when unit selected (only when unit is 'boxed')

Capturing units with upgrades - does not take upgrade

Any unit loadable unit via transport can be placed on any repair pad 

Hover carriers dont pivot on ramps/slopes - known issue with carrier pad needed to work with upright=1 - add lean on slope?

Rezzed fusions do not gain adjacency bonus (at least when on map edges), they will gain adj bonus when another fusion is built adj.

Cannot give away upgraded buildings

XLR Radar does not work properly on maps over 40x40?

Radar Jamming jams enemy units in games with more 3 or more players

Drawlines do not render properly on maps ~30x30 and larger 


AI
--

ai should build upg first! 

ai building lancets on slate maps lol

AI no build cheat on easy - stall bug though...

AI gens+mmmks? force ai to build upgrades for fus and arm geo // weapons go to 5 resources + facs to 1

Omnis as resource? for ai so force group 1

Why wont vind attack via AI?

ai mkl/oly versions?

lancets on land lol

make l3 top weighted

less pels on land

less labs

ai TACs

less hcars?

ai no jammers

ai factories with spacers? + 4way

ai mkl - try footprint / it builds guns

ai mobile builders and cheat towers for medium?

AI nukes using AA script so it wont fire at planes - 5.0 nukes with special script?

focus ai on longer ranged units like shooter, jugg, merls, mcv, demolisher, etc

fix ai so it can nuke again? tacs?

Remove rings from shgens, asps, omni so AI will use them?


*********************************************************************************************

TAESC RELEASE BETA 8.1.8


Removed Units
-------------

None




New Units
---------

None




General/Overall Completed
-------------------------

Modfied Arm Guardian and Core Punisher (and upgraded variant) weapons to 3 shot salvo fire, decreased accuracy (+200%) 

Renamed Arm 'S.P.O.T' to 'F.A.R.T'

Rename 'C.O.R.E' to 'Tarasque' (note: retains C.O.R.E. in description field)
 
 


Fixed
-----
Increased offscreen sensitivity for units abused along top of map (i.e. Core Decimator and Arm Aurora)

Added offscreen penalty for all Arm and Core air combat units

Fixed Arm Sfoil firing after offscreen bug

Fixed improper radar minimap color for 'black', adjusted 'purple' and 'light blue' draw lines, screen boxes, and mega map coloring

Fixed Arm T1 Construction Kbot nano animations

Fixed Core Rancor main weapon velocity   

Fixed Name and Description fields for Arm Veil 

Fixed ability for Core Classified Construction VTOL to build assist unit upgrades

Fixed range ring issue limiting Core Overlord maximum weapon range

Fixed Arm Cerberus being immune to stun weapons

Fixed (Removed) unused on/off function from Arm Custodian and Core Patron

Fixed Arm Triumph firing from single barrel bug

Fixed all Arm and Core laser and BLOD weapon velocity to 960 speed (from 1000 which overfired)




T0 Completed
------------

Lowered Arm and Core Commander nano workertimes (360->300)



 
T1 Completed
------------

Doubled all T1 Factory Energy costs (note: lower Commander workertime prevents stalling)

Decreased Arm Javalin unit speed to 1.55 (1.7) and LOS (288->256)

Lowered Arm and Core T1 Airplant Metal costs (-10%)

Reduced Arm and Core Construction Vehicle armor (-10%)

Increased Arm and Core Construction Kbot armor (+25% (OTA level)), adjusted animation speeds for faster nano 

Lowered Arm Flash and Core Gator unit speed (2.25->2.15 and 2.2->2.1 respectively)

Removed reclaim function from Arm and Core Mine Layer Vehicles, doubled nano workertime 

Removed large death explosion/no corpse effect from Core Salamander

Increased Arm and Core Metal (and Floating) Metal Maker Metal costs (2x)

Increased Arm and Core Wind Generator Metal costs (59->65 and 62->66) and buildtime (+20/25% respectively)

Lowered Arm Jeffy and Core Weasel armor (-25%)

Increased Arm Hammer and Core Thud weapon damage (+33%), lowered armor (-25%), unit speed (1.4->1.25 and 1.5->1.35 respectively) and weapon velocity (275->265)

Increased Arm and Core Light Laser Tower reload times (0.5->0.8), lowered DPS (120->90), overall costs and Energy to fire (-25%)

Increased Arm and Core Heavy (and Floating) Laser Tower reload times (1->1.2) and overall weapon DPS (270->300), lowered armor (-10%)

Reduced Arm Guardian and Core Punisher (and upgraded variant) armor (-10%)

Lowered Core Immolator armor (-20%)

Increased Core Leveler weapon aiming (+50%)

Increased Arm Flea Metal costs (121->125) and Core Mite unit speed (1.9->1.95)




T2 Completed
------------

Increased Arm Big Bertha and Vulcan armor (+20%)

Increased Core Intimidator and Buzzsaw armor (+17.5%)

Increased Arm and Core mobile vehicle artillery accuracy (+33%), armor (+50%), EE (.2->.4), and overall Energy/Buildtime costs (+40%)

Increased Core Mechanic Metal costs (700->770) and Energy costs (+33%)

Increased Arm S.P.O.T Metal costs (342->388) and Energy/Buildtime costs (+33%), reduced unit speed (3.25->3)

Reduced Arm Archer and Core Shredder Depthcharge range (540->480), Increased reload time (1.2->1.5) and weapon damage (144->160) 

Increased Core Renegade Metal costs (+10%) and weapon ROF (2.5->1.5 seconds - same DPS), lowered armor (-10%)

Increased Arm Bombard Metal costs (+10%), lowered armor (-10%)

Increased Arm Zeus Energy costs (+25%)

Decreased Core Pyro unit speed (1.8->1.5), Increased armor (1400->2625), weapon ROF (1.2->0.6), and overall costs (+50%), Removed large explosion on death 

Doubled Core Can armor and improved weapon ROF (2X, weapon damage decreased 180->135), Increased Energy and Buildtime costs (+200%), Metal costs (+150%), Lowered weapon range (350->300)

Improved Core Dominator weapon ROF (5->3 seconds), lowered weapon DPS, Metal cost, and Buildtime (-10%) ****CORPSE***  

Increased Core Sumo weapon range (600->800), aiming speed and turning (+20%), and damage/Energy cost to fire (1200->1600), reduced ROF/DPS (3->4.5/400->355 respectively) and armor (-2%)
 
Increased Arm Conqueror main weapon damage (225->270)

Increased Core Executioner main weapon damage (320-360) and range (800->825)  

Decreased Arm Shooter Metal costs (-10%), Increased buildtime (+5%) and LOS (480->512)

Decreased Arm Maverick Metal cost (675->656) and buildtime (-10%)

 

 
T3 Completed
------------	

Increased Arm Hercules and Core Dragon Fly health (+25%)

Added shield effect to Core Pounder, reduced weapon damage to/from other Pounders (-75%) and lowered weapon range, AOE, and EE (-10%), increased armor (+10%) and main blast Energy per shot (2700-4950)

Increased Core Sanctuary nuke weapon range (7168->10752) and AA missile weapon ROF (25%) and range (1344->1792), added nuke weapon range ring 

Increased Arm Atlantis AA missile weapon ROF (25%) and range (1344->1792) 

Increased Arm Nova overall costs (+10%), reduced armor (-15%)

Increased Core Arbitrator overall costs (+10%)

Increased Core Juggernaut turnrate (192->208) 

Reduced Arm Demolisher health (31500->27000) and increased Energy to fire weapon (7200->9600)

Reduced Arm Sfoil laser weapon damage (-25%)

Removed stealth from Core Classified Construction VTOL, added increased Energy and Metal storage capacity (200->1000) and Amphibious landing ability

Increased Core Defiler LOS (384->512), lowered armor (-10%)

Restored Energy to fire weapon on Arm Cerberus

Modified Core Overlord weapon fire to High Trajectory fire
 
Improved Core Skynet missile weapon ROF (25%) and range (1344->1792), added Sonar





T4 Completed
------------

Added immunity to paralyzer to Arm Gargant




*********************************************************************************************

TAESC RELEASE BETA 8.1.6


Removed Units
-------------

Arm T2 Shield Generator (Refuge)

Core T2 Charge Generator (Impulse) - note: both factions will recieve new T2 static Charge Gens next major release


New Units
---------

None


General/Overall Completed
-------------------------

Reduced all primary radar jammer unit coverage while increasing (matching) LOS to same range, increased operating Energy costs (i.e. T1 40->50)

Reduced all primary radar unit LOS, decreased operating Energy costs (i.e. T1 20->10)

Adjusted all Arm and Core Mine buildtimes to be built roughly 3x faster - light, heavy, and stun mines now build in 5 seconds, tactical nuke mines in 25 seconds, and nuclear/anti-matter mines in 125 seconds (all via unassisted, single MLV)

Added offscreen penalty for T3 VTOL combat units (i.e. Aurora, Vindicator, Stratus, Decimator)

Lowered all Arm and Core Carrier unit LOS (-50%)

Added '<' and '>' to each unit GUI quick key menu

Restored 'Black' color in place of 'Brown/Maple', darkened 'Red' color for better seperation from 'Orange'.



Key Notes
---------

Shielding

Shields absorb 75% of all incoming fire for any given building – mobile units of any kind are not protected. Shield coverage areas are now clearly marked when a shield generator building is built - but coverage is only seen by the owner and any allies when outside of LOS. Shields are always on but do not cost Energy to operate and only drain Energy when hit. When a shield generator is hit (note: not the shield coverage area, but the unit itself), a shield dome effect will emit which can be seen inside or outside of LOS by all players. A hit to a shield Generator results in 1 second of significant Energy drain. Shots hit within the same 1 second period are not accumulated, but crafty enemy players can provide constant to fire to a given shield generator to ensure constant Energy drain each second.


Charging

Likewise, charging coverage areas are also now clearly marked when the charging generator is built (and again only seen by the owner and any allies when outside of LOS). In addition, charging effects are no longer shown at all to enemies outside of LOS and are only indicated to owner and allies by a subtle glow/animation effect. Other charging changes include:

Charging coverage area is now 50% reduced from previous versions    

Weapon charging efficiencies drop with the number of chargers required for a given unit:
1 Charger - 200% ROF / 0.5 reload time (LLT, HLT)
2 Chargers - 150% ROF / 0.66 reload time (LRPC, Warden - note: Core Intimidator and Arm Annihilator are 0.7)
3 Chargers - 125% ROF / 0.8 reload time

All resources, however, regardless of the designated number of charging units required, are now boosted by 150%  


Building Upgrades

T1 Weapon Upgrade - 200% ROF / 200% cost (HLT, MRPC)
T2 Weapon Upgrade - 400% ROF / 250% cost (LRPC)
T3 Weapon Upgrade - 200% ROF / 200% cost (XRPC)
 
T1 Resource Upgrade - 4x Armor or Weapon add-on – +100% cost (Geothermal) 
T2 Resource Upgrade - 4x Armor/Shielding – 150% cost (Fusion)
T3 Resource Upgrade - 4x Armor/Shielding and 150% Energy bonus – 150% cost (Experimental Fusion) 


Fixed
-----

Effectively fixed self jamming bug by matching jamming unit LOS to unit jamming range (added benefit is offset by higher costs to jam)

Fixed Arm and Core Spy cloaking while under construction

Fixed ability to modify/customize OTA features in multiplayer

Fixed Core Galactic Gate and Ambassador teleporting crash

Fixed excessive FPS lagging with Core Vault fan spinning and Arm Forge animations

Fixed improper armored state on Arm Forge when off 

Fixed improper workertime value on Core Experimental Construction Vehicle

Fixed wrong color flares on Core Sumo and Berserker

Fixed wrong Energy cost descriptions for Arm and Core LRPCs

Fixed wrong speed value for Core Overlord

Fixed improper range shown for Arm and Core Tactical Nukes

Removed unused on/off switch for Core Arbitrator



T0 Completed
------------

Reduced Arm and Core Teleporter costs (-25%), reduced death explosion (-50%)

Lowered Arm and Core Decoy Commander overall costs (-10%), reduced laser weapon damage (-50%)


 
T1 Completed
------------

Reduced Arm and Core Underwater Mini-Fusion Energy and Metal costs (-5%) and Buildtime (-10%) and Energy production (125->100), Increased Adjacency Bonus (25->50)  

Increased Arm and Core Construction VTOL Metal costs (+25%)

Increased Core Immolator weapon range (450->540), decreased armor (-15%)

Reduced Buildtime for Arm and Core mines (on average by 3x) 

Lowered Arm Stumpy and Core Raider weapon velocity and increased minbarangle settings to ensure higher shot trajectory (over DTs)

Increased Arm Zapper and Core Salamander health (+5%)

Improved Core Gator weapon aiming (+12.5%)
 
Reduced Arm and Core Underwater Metal Extractor Energy and Buildtime costs (-25%) 
 
Improved Core Leveler weapon DPS (+6.6%) and overall health (+10%), reduced tolerance (1500->1250)

Increased Arm and Core Rocket Kbot weapon velocity (12.5%) and AOE (40->48 to match similar rocket weapons)

Improved Arm and Core Artillery Kbot (Hammer/Thud) weapon AOE 54->64, reduced weapon damage (-10%) 

Lowered Arm Guardian and Core Punisher overall health (-15%), Increased upgraded weapon fire ROF (+50%) and added spread effect

Increased T1 missile tower and mobile AA weapon speed (+10%)




T2 Completed
------------

Increased Arm and Core Advanced Construction and Seaplane Construction VTOL Metal costs (+30%) and armor (+33%)

Increased Arm Pelican and Core Gimp torpedo weapon reload time (2.4->4.8)

Improved Arm Archer and Core Shredder Depthcharge weapon damage (+25%)

Reduced Arm and Core T2 Hoverplant Metal costs (-200)

Doubled Arm Warden overall costs and improved weapon ROF (2->1.5) - note that charging boost is reduced from 200% to 150% however

Increased Arm and Core Fortification Wall Metal costs (+25%)

Increased Arm Annihilator overall costs (+25%)

Increased Core Doomsday Machine overal costs (+20%)

Increased Arm Repulser and Core Neutralizer Metal build cost (+900) - note still 1/2 LRPC cost

Increased Arm Pelican health (+9%)

Reduced Arm Eagle and Core Vulture LOS (768->672)

Lowered Arm and Core T2 Bomber LOS (672->512) and overall health (-12%)Lowered Arm and Core T2 Bomber LOS (672->512) and overall health (-12%)

Increased Arm Zipper and Core Freaker buildtime and Metal costs (+10%)

Increased Core Pyro Buildtime (+25%), Energy (+33%), and Metal costs (260->286)
 
Increased Arm and Core Cruiser main weapon DPS (+33%/+20% respectively) and LOS (480->512), increased Core main weapon range (750->825), removed leaser weapon in place of depthcharge
 
Increased Core Morty weapon AOE (48->64), reduced velocity (360->350)
 
Increased Arm Big Bertha and Core Intimidator (and Vulcan/Buzzsaw upgrade) accuracy (1000->750)
 
Lowered Arm Ambusher and Core Toaster overall health (-15%), *** Increased weapon fire ROF (+50%) and added spread effect ***

Reduced Arm and Core Anti Nuke coverage (-70%), lowered overall costs (-50%)

Lowered Arm and Core Carrier overall costs (-50%) and anti-nuke coverage (-70%)

Lowered Arm and Core T2 Gunship overall health (-10%), Increased weapon velocity (+20%)

Increased Arm Merl and Core Diplomat weapon range (1050->1200)

Lowered Arm and Core stationary Flakker Metal costs (-10%), Energy costs (-20%), and buildtime (-25%)  

Modified Core Renegade weapon to match Core Dominator (2x firepower) and vertical weapon fire option
 
Improved Arm Shooter weapon range (800->825)

Improved Core Hydra unit speed (1.8->1.95)
 

 
T3 Completed
------------	

Reduced Arm and Core Experimental Fusion Adjacency Bonus (-50%), Increased Metal costs(+15%), added cloaking to Core unit and Metal production (+2) to Arm unit

Lowered Core Vault overall health (-25%) and overall output (25/40->24/36)

Lowered Arm Forge output (96/4->84/6), removed cloaking

Increased Core Corona LOS to match Arm Aegis (256->384) and cost to operate (2500E) when hit, removed show/hide function and improved in game FPS, lowered armor (-40%)

Reduced Arm and Core Omni Sensor Jamming coverage (-50%), increased LOS and Energy costs to operate (+200%)

Reduced Arm Armageddon and Core Dictator weapon range (-15%) weapon damage (-33%) weapon AOE surface area (-56%), Increased Energy and Metal costs (+35%) and improved ROF (+25%) 

Lowered Arm and Core Experimental Construction VTOL Energy costs (-33%), Metal costs (-40%), Armor (-40%), Workertime (-50%)

Increased Arm and Core Experimental Construction Vehicle Workertime (360->480) and Metal costs (+25%)

Decreased Arm Centurion and Core Behemoth Metal and energy costs (-7.5%)

Lowered Core Defiler armor (-12.5%)

Reduced Arm Nova overall costs (-10%)

Increased Core Arbitrator overall costs (+10%)

Lowered Arm Demolisher overall costs (-33%), reduced weapon firepower

Lowered Core Juggernaut overall costs (-8%), reduced upgraded riot weapon ROF (-50%), retains BLOD when upgraded and increased firepower (1600->2400), improved acceleration (2x) and turning (+33%) and range +(1050->1500)

Increased Arm Paladin overall costs (+11%)

Increased Core Berserker overall costs (+18%)

Lowered Arm Raptor overall costs (-30%), reduced weapon firepower (-50%)

Reduced Core Overlord overall costs and armor (-10%) 

Lowered Arm Aurora weapon damage (14.4K->12.8K), AOE (448->384) and edge effectiveness (0.8->0.5), Increased overall costs (+50%) and Energy cost to fire (25K->40K)

Increased Core Decimator overall costs (+50%)

Lowered Arm Empyreaan Metal costs (-25%) 

Lowered Core Krogoth Metal costs (-25%)

Increased Arm Victory and Core Tyrant Metal costs (+25%), increased weapon range and radar coverage (+20%) 

Increased Arm Stratus overall costs (+10%)

Increased Core Vindicator overall costs (+5%), lowered overall health (-4%)

Lowered Arm Custodian and Core Patron Metal costs (-33%) and Energy/Buildtime costs (-20%)

Improved Arm and Core T3 AA weapon damage (+25%)

Increased Arm Moby overall health (+50%), removed radar jamming.

Reduced Core Skynet LOS (1536->896), added long range (omni) radar coverage

Reduced Arm Sfoil laser weapon damage (-10%)

Increased Arm Nomad workertime (480->600)

Decreased Arm Vermin Energy costs (-15%), reduced armor (-7.5%)

Increased Core Inquisitor health (+225%), completely re-modified weapon to ground effect blast

Modified Arm Cerberus weapon from LOS to Ballistic, increased range (900->960)

Reduced Arm and Core Mantle Extractor costs (-10%)

Reduced Core Ambassador unit size (-20%) for easier unit loading, lowered LOS (1792->892)



T4 Completed
------------

Increased Arm Gargant LOS and radar coverage (1792->2688 / 7168->10572), lowered jamming coverage (3584->2688) and Energy to build costs (-12.5%), Improved stun weapon reload and DPS (+50%), added ability to upgrade Commander and mobile units

Increased Arm Olympus and Core C.O.R.E. Energy costs (+7.5%)

Increased Core B.F.G. weapon explosion size and AOE (960->1920)



*********************************************************************************************

TAESC RELEASE BETA 8.1.5

Removed Units
-------------



General/Overall Completed
-------------------------

Increased overcharging bonus requirement for true T2 (2 chargers) and T3 (3 chargers) units

Reduced all transport unit capacity to 50%, adjust upper tier units so they can still be transported

Increased all mobile flakker rate of fire (+25%)

Lowered all Arm and Core T1 Hoverplant Metal costs (-100)

Lowered all Arm and Core T2 Hoverplant Metal costs (-300)



Fixed
-----

Fixed Arm Refuge upgrade parts not showing properly



T0 Completed
------------

Increased Arm and Core Commander and Decoy dgun weapon AOE (48->56)

Added +100 armor to Arm Commander and Decoy to ensure max health over any single weapon explosion


 
T1 Completed
------------

Increased Arm Flash and Core Gator max speed (2->2.25 and 1.9->2.2 respectively)

Reduced Arm and Core Transport ship unit speeds (2.25/2.15->1.7/1.8 respectively) and overall capacity (-50%)  

Increased Arm and Core Mine Layer Vehicle acceleration speeds (+33%)



T2 Completed
------------

Increased Arm S.P.O.T. LOS (512->672)

Restored Arm Fido weapon damage per each shot (42->44)

Increased Core Gimp Metal costs (324->405), lowered armor and aimrate (-10%)

Improved Arm Pelican aiming speed (+20%)

Increased Core Croc weapon pitch speed (+66%), increased Energy costs to build (+33%)

Increased Arm Triton Energy costs to build (+33%)

Increased Arm Big Bertha and Core Intimidator Metal costs (+20%) and DPS (+20/25%), decreased unit health (-25%), weapon accuracy (750->1000), Area of Effect (-50%), range (6144->5376), and Edge Effectiveness (0.2->0.1)

Increased Core Mechanic Metal costs (425->700), unit speed (1.2->1.5), Buildtime (+75%), and Energy (+25%), Lowered weapon range (360->240) and DPS (-50%), LOS (896->672), and armor (4.5k->3.7k)

Increased Arm SPOT unit speed (+8%), acceleration, and turn rate (+20%)

Lowered Arm Hover primary stun weapon duration (3->2 seconds), added Energy cost to fire (250)

Lowered Arm Zipper and core Freaker max speed (3.5->3.25 and 3.6->3.3 respectively), Increased Metal and Energy costs (+20%), Buildtime (+10%)

Increased Arm Archer and Core Shredder max speed (2.15->2.4 and 2.1->2.35 respectively) and depthcharge weapon range (480->540)

Decreased Arm Warden weapon rate of fire (-50%) 

Increased Arm Penetrator weapon range (1050->1200) 

Reduced Core Impulse armor (-33%), lowered Energy requirements to operate (500->250) 

Lowered Arm Brawler and Core Rapier armor (-10%)

Lowered Arm and Core T2 Bomber buildtime (-10%) and Energy costs to build (Core - 10%)

Increased Arm and Core Spy kbot decloak radius (+50%)
 
Lowered Arm and Core static Flakker Metal costs (-20%)

Increased Arm and Core Tactical Nuke ranges (3072->3584)



T3 Completed
------------

Decreased Arm Sfoil AA weapon range and radar (1792->1344) and unit speed (11.5->11), increased ground fire weapon DPS (+10%)

Increased Core Skynet Energy to operate costs (100->250)

Increased Arm Nova weapon DPS (750->900) and range (3072->3584), lowered edge effectiveness (0.25->0.2) and accuracy, removed stealth 

Increased Core Arbitrator (mobile Tactical Nuke) range (3072->3584)

Reduced Arm Custodian armor (-66%), lowered Energy requirements to operate (500->250)

Reduced Core Patron armor (-66%), lowered Energy requirements to operate (500->250)

Decreased Arm Vermin armor (-25%), Metal costs (+5%)

Increased Core Defiler overall cost (+33%), reduced speed (-10%), increased armor (+10%)

Lowered Core Juggernaut range (1200->1050)

Reduced Arm Demolisher Energy costs to fire (9600->7200) 

Increased Arm Paladin Energy, Buildtime costs (+25%), Metal costs (+15%)

Increased Core Berserker Energy, Buildtime costs (+15%), Metal costs (+10%)

Reduced Arm Cerberus Metal costs (-10%) 

Decreased Core Overlord weapon range (4608->3584), increased DPS (800->1000)

Increased Arm Nuclear Sub weapon range (6144->7168)

Decreased Core Nuclear Carrier weapon range (12288->7168), lowered AA range (1792->1344)

Increased Arm Battle Carrier weapon range (4608->5376), lowered AA range (1792->1344)  

Lowered Arm and Core Experimental Construction Aircraft Workertimes (480->360)



T4 Completed
------------

Lowered Arm and Core Flagship main cannon ranges (6144->5376)

Lowered Arm Olympus weapon range (4608->3584), increased armor (+10%)



*********************************************************************************************

TAESC RELEASE BETA 8.1.4

Removed Units
-------------



General/Overall Completed
-------------------------

***laser E drain higher?

*** LOS on intel towers?



Fixed
-----

Fixed walking on water and torpedo hit bug for Arm Pelican

Fixed Arm Gargant AA weapon manually targeting surface units

Fixed Arm and Core T3 Aircon assist bug 

Fixed Core Decimator weapon animation offset



T0 Completed
------------

Increased Arm and Core Commander Metal and Energy production per second (+1->+2 and +25->+50 respectively)


 
T1 Completed
------------

Reduced Arm Warrior weapon ranges to pre 8.1 level (270->240), increased unit acceleration (0.06->0.08)

Reduced Arm and Core Underwater Metal Extractor Metal costs (-33%)

Increased Core MAK armor (+5%), increased unit acceleration (0.08->0.09) 

Reduced Arm and Core Energy (and Underwater Energy) Storage Metal costs (-25%)

Increased Arm and Core Dragon's Teeth Metal costs (+50%)

Increased Arm and Core Floating Dragon's Teeth Metal costs (+25%) 

Increased Arm and Core Sea Transport armor (+12.5%) and Hover Transport armor (+33%)

Reduced Arm and Core Frigate Metal costs (-5%) and armor (-5%)

Reduced Arm and Core Destroyer Metal costs (-10%) - note armor was reduced 10% in previous build 

Reduced Arm Rocko amd Core Storm unit acceleration (0.1->0.06)

Reduced Arm and Core Submarine Metal costs (-5% and -7.5%) respectively

Increased Core Mite unit speed (1.8->1.9)



T2 Completed
------------

Reduced Arm Fido weapon DPS (-5%)

Increased Core Dominator DPS (84->90)

Increased Arm Maverick Metal costs and buildtime (+10%)

Added Healtime to Arm and Core Decoy Commanders (note: heals at 1/2 the rate of the Commanders)

Increased Core Pyro armor (+5%)

Reduced Arm Bertha and Core Intimidator armor (-20%), lowered edgeeffectiveness (0.25->0.2)

Lowered Arm and Core MUAT armor (-33%)

Replaced Core Sumo laser weapon with a BLOD, decreased DPS (-20%) and increased AOE (16->32)

Increased Arm Penetrator weapon DPS (+20%) and Energy to fire (2000->2400)

Reduced Arm Rector and Core Necro Metal costs (-8%), converted to stealth from radar jamming

Reduced Arm Warden Armor (-25%)

Increased Arm and Core Crawling Bomb Metal costs (+50%), reduced armor (-25%) and explosion AOE (480->448)

Reduced Arm and Core Advanced Energy Storage Metal costs (-7.5%)

Improved Arm Panther lightning turret aiming rate (+50%)

Lowered Core Reaper Flamethrower AOE (48->40)

Increased Arm and Core Fortification Wall Metal costs (+20%)

Reduced Arm and Core Cruiser armor (-20%), deck laser range (-20%), and unit acceleration (-33%), added short range sonar (1/2 LOS surface coverge)

Increased Core Gimp aiming rate (+80%)

Reduced Core Shark sniper torpedo turnrate (4096->2048)  

Reduced Arm Pheonix and Core Hurricane Bomber buildtime (-7.5%) 

Increased Arm Spider Metal costs (230->275)

Adjusted Arm Zeus corpses to leave full wrecks less often

Reduced Arm Eagle and Core Vulture intel coverage (-20%), increased health (+100%)



T3 Completed
------------

Reduced Arm Stratus and Core Vindicator Metal, Energy, and Buildtime costs (-20%), armor and firepower (-33%) 

Reduced Arm Paladin armor (-6%)

Reduced Arm Vulcan and Core Buzzsaw armor (-20%)

Increased Arm Vanguard and Core Flail armor (+10%)

Increased Arm Vermin Metal costs and Buildtime (+20%) and Energy costs (+40%)

Replaced Core Berserker laser weapon with a BLOD, decreased DPS (500->400) and increased AOE (16->32), reduced armor (-10%)***CORPSE***

Reduced Core Vindicator BLOD weapon DPS (-20%)

Lowered Arm Aurora unit speed (12->10.5), increased edgeeffectiveness (0.65->0.8)

Reduced Overlord armor (-10%)

Increased Core Decimator weapon AOE (144->224), added edgeeffectiveness (0.25), lowered LOS (896->672)

Reduced Arm Empyrrean armor (-16%)

Increased Strategic Nuclear Missile weapon damage (19.2k->28.8k) - note there is an engine bug where a nuke may sometimes kill any unit regardless of health level

Increased Arm Sfoil laser weapon damage (+10%) and LOS (678->768)

Reduced Arm Demolisher reload time (15->9), preserved overall DPS (640)

Lowered Core Defiler weapon DPS (-6.5%), decreased tranporting size



T4 Completed
------------

Increased Arm Gargant Metal and Energy costs back to previous levels (+20%)

Increased Arm Olympus and Core C.O.R.E. Energy costs (to 3000e per second) 

Increased Core B.F.G. Weapon damage (19.2k->28.8k)



*********************************************************************************************

TAESC RELEASE BETA 8.1.3

Removed Units
-------------

Arm Ziggurat - under maintenance for next major release

Core Shaper - under maintenance for next major release / may be replaced

Core Overseer - under maintenance for next major release / may be replaced

Arm Deputy Commander - under maintenance for next major release

Core Deputy Commander - under maintenance for next major release

Arm Skycrane - under maintenance for next major release / may be replaced



General/Overall Completed
-------------------------

Added loading sound for classic air transports



Fixed
-----
Fixed improper Core Advanced Floating Hoverplant corpse

Fixed missing hotkeys for Arm and Core T3 construction aircraft

Fixed Core Decimator explosion with charging animation effect

Fixed Arm and Core Underwater Energy Storage self charging bug

Fixed Core Amassadaor leaving Galactic Gate corpse bug

Fixed CD:3D texturing on various models 

Fixed incorrect Energy usage for Core Floating Metal Maker 

Fixed/Removed mass-reclaiming (rock) exploit

Fixed unit target locking issues when enemy in sight/range

Fixed mutiple underwater mobile unit corspes blocking ship/sub pathfinding

 
 
T1 Completed
------------

Increased Arm Zapper Metal costs (272->299), reduced armor (1115->1060), lowered buildtime (-10%)

Renamed Core 'Igniter' to 'Salamander', increased Metal costs (280->300), reduced buildtime (-12%) and armor (1450->1250), add Pyro death Blast

Increased Arm Javelin armor (735->795)



T2 Completed
------------

Improved Arm Bertha Cannon / Vulcan Upgrade DPS (166->200)

Increased Core Intimidator/ Buzzsaw Upgrade DPS (187.5->200), increased AOE (240-256) and Edge Effectiveness (0.2->.25)

Increased Arm Rector and Core Necro workertime (180->240), lowered Metal costs (-10%), added personal radar jamming to shroud unit being rezzed

Increased Core Mechanic workertime (180->300)

Added 50% more capacity to Arm and Core MUATs

Increased Arm Bulldog LOS (352->384)

Increased Core Goliath LOS (384->448)

Lowered Arm Pelican Armor (1080->960), Increased Metal costs (+20%) and Energy costs (+10%)

Increased Arm Warden weapon Energy cost to fire (500->1000)

Arm Spider stun blast will only fire upon self destruct



T3 Completed
------------

Lowered Metal cost for Arm and Core T3 Vehile/Kbot factories (-12.5%)

Removed radar jamming from Core Skynet, added extended LOS, Increased overall costs (+50%)

Improved Arm Nova weapon accuracy (+200%) and weapon AOE (+30%), added Edge Effectivness (0.25)

Improved Core Overlord weapon AOE (160->208), lowered DPS (900->800) and Energy to fire (5000->3750), added Edge Effectivness (0.25)

Removed radar coverage from Core Arbitrator, add weapon range ring

Lowered armor (-25%) and removed radar jamming for the Arm Vermin, Note: can now be transported by heavy (T3) MUATs

Added Immunity to all paralyzers to the Core Defiler

Increased Arm Nomad Factory workertime (300->480), removed T3 buildmenu options. Note: Nomad builds T1 4x and T2 2x faster than traditional land factories.



T4 Completed
------------

Moved all T4 Vtols to T3 air plant (Status, Hercules / Vindicator, Dargonfly)

Moved Core B.F.G to T3 construction vehicle/VTOL build menus, unit now fires high trajectory ballistic shot




*********************************************************************************************

TAESC RELEASE BETA 8.1.1 and .2

Fixed
-----
Fixed missing charge and adjacency symbols on Core Advanced Energy Storage build pic

Fixed Arm Samson / Core Slasher death animation bug showing as charge field

Fixed weapon jamming with Core Diplomat

Fixed inability to produce anti-nuke missiles on Arm and Core T2 Carriers

Fixed inability to transport or teleport Arm and Core Hover Jammers



 
T1 Completed
------------
Restored AA only Arm Samson and Slasher from v8.0, added basic radar coverage

Restored AA only Arm Swatter and Core Slinger from v8.0.0

Add new model and buildpic for Arm 'Gremlin', renamed unit to 'Javelin'




T2 Completed
------------
Added new models and Buildpic for Arm and Core Hover Jammers 

Renamed Arm 'Citadel' to 'Refuge'



 
Pending/Notes
-------------

Hold upgrades for the Doomsday Machine and Annhilator to allow for balancing of shields

Add Drop attack for T2 MUATs (stun for Arm, Pyro blast for Core)?

Add flame ring to Core Pyro death explosion?

Add Energy Resource Hack?

Repair Arm ring/circle?

Spy hack (detect spies and have spies shut down stuff)?

Add updated mini TA GUI?

Add Sonar and nanolathes to Carriers? 

Add pulse to Shaper/Zig when activated?

Add T2 Core ARL counter?

Add Geothermal Upgrades to T2?


*********************************************************************************************

TAESC RELEASE BETA 8.1.0 

New Units
---------

(New) Arm/Core 'Deputy Commander' - Battle ready with full armor and rocket weapon damage, complete T1, T2 buildmenus and T3 factories. These units now build the Arm Ziggurat and Core Shaper in place of the original Commander

(Restored) Arm 'Sfoil' - T3 Air Superiority Fighter with gunship class armor, along with powerful AA and groundfire weapons

(New) Arm 'Citadel' - T2 Shield Generator (note: upgradable to T3 Aegis Shield Generator) 

(New) Arm and Core Hover Radar Jammers - T2 Jamming Hovercraft




Removed Units
-------------

Arm Chimera - merged with 'Cavalier' Advanced Hovertank 

Core Fing - merged with 'Renegade' Advanced Hovertank




Fixed
-----

Restored prior edraw.dll due to stability issues and missing extended color support (note: CTRL_F Idle Factory function currently disabled)

Fixed multiple unit descriptions/resource references

Fixed various texturing issues on unit corpses

Fixed extensive ai sidedata file entries

Fixed Arm Nomad buildmenu location for Arm Vermin 

Fixed Arm Stratus and Core Vindicator guard bug while under construction

Fixed Core Dragonfly unload option bug

Fixed Arm T1 AA Hover footprint value 

Fixed Arm Gargant stun turret restore bug 

Fixed laser weapon lockup on Core Behemoth

Fixed missing armored state (vs. surface weapons) for Core Gimp when fully submarged 

Fixed missing corpse for Arm Maelstrom

Fixed Arm Pelican torpedo targetting bug 

Fixed depthcharge weapon launch points for Arm and Core Destroyers

Fixed Core Storm firing from Torso bug

Fixed no explosion bug on Arm and Core Experimental Construction Aircrafts

Fixed CTRL_B bug on Core Skynet

Fixed missing fire orders on Arm Aurora

Fixed blocking bug on all Core Floating Hoverplant corpses

Fixed missing fireorders for Core Mechanic

Fixed missing interior darkness on Vulcan Upgrade for Arm Big Bertha and corrected shading bugs from excessive buildangles

Fixed missing explosion for Core Tactical Nuclear mine

Fixed shape charging effect when activated for all mines

Fixed Arm Brawler missing proper BadTargetCategory tag 

Fixed missing upgrade indicators for Core Exp. Fusion and Arm/Core Decoy Commanders

Fixed ability for all explosive mines to 'shape charge' when turned 'off' 



 
General/Overall Completed
-------------------------

New Side color 'teal' (replaces 'silver'), adjusted green ('lime green') and tan/brown ('maple') 

Modified shield functionality. Shields continue to absorb damage to protected units and are now always 'on' (except when upgrading) for no cost while the shield is shown! However, the shield dome can be hidden, while still functioning, for 1000 Energy per second.

Charging functionality has also been adjusted along the same lines as shielding (can be shown for no cost or hidden for 500 Energy per second). Charging is now unique to the Core Impulse unit as well as the mobile T3 variants for both Arm and Core. 

Units that can be charged and/or gain an adjacency bonus are labled with a 'bolt' and 'plug' symbol respectively in the build GUI 

Increased Metal making economy: T1 Matal Makers Energy to Metal production now 100:1 (125:1), T2 Metal Makers now 83:1 ratio (100:1) - Forge and Vault outputs also increased (see below)

Increased area coverage for all all radar, jammers and sonar (+16%) - note operating cost increase for T1 Radar/Sonar, T2 mobile jammers, and operating cost decrease for T2 jamming towers  

Adjusted buildmenu locations for various units for greater consistency across all factories

Increased mouse cursor size

Lowered buildtime of all Arm and Core mines (except Nuclear mines)

Modified all units when 'Guarding' and also on 'Hold Position' to not break formation when guarded units are under attack

 


T0 Completed
------------

All non-upgraded Commanders and all Decoys now feature 'kinetic' shielding - any initial damage sustained (first shot only) will be 75% absorbed (with shielding effect disabled for 5 seconds afterward)

Lowered Arm and Core Upgraded Decoy Commander rocket weapon damage (-75%)

Moved Arm Ziggurat and Core Shaper from Commander menu to new T3 Deputy Commander menus respectively




T1 Completed
------------

Added groundfire (non-guided) to Arm Samson and Core Slasher (increased overall cost (45%), lowered LOS (512->448)

Added groundfire (non-guided) to Arm Swatter and Core Slinger (increased overall cost (45%), lowered LOS (512->448)

Increased Arm Jethro and Core Crasher LOS (448->480)

Lowered Arm and Core Geothermal Plant Energy output (375->300)

Lowered Arm and Core Torpedo Launcher builtime and Metal costs (-12.5%)

Improved Core Gator unit speed (1.8->1.9)

Lowered Arm and Core T1 Hoverplant Energy costs (-25%) and Metal costs (-10%)

Lowered overall Energy and Buildtime costs for Arm Ananconda and Core Snapper (-20%)

Increased Arm Zapper and Core Igniter armor (+10% and 20% respectively), increased Arm Zapper DPS (120->150)

Improved Arm Gremlin weapon tolerance and velocity, DPS and LOS (+10%)

Decreased Arm Bulwark LOS (768->672), modified explosion effect

Doubled damage and AOE for Arm and Core Light Mines, increased costs accordingly

Improved Arm and Core Heavy Mine damage (+12.5%)

Increased Arm Warrior weapon range (240->270)

Increased Arm Stumpy, Core Raider model/footprint size (+10%/2x2->3x3) and movement class (TANKSH2->TANKSH3)

Increased Core Leveler footprint size (2x2->3x3) and movement class (TANKSH2->TANKSH3)

Lowered reload time for Arm and Core Destroyer depthcharge (3.2->3)

Lowered Arm and Core submarine armor (-20%) and LOS/range (480->450)

Increased Arm Guardian and Core Punisher DPS (+10%)

Increased Arm Trident and Core Lotus DPS (+16.6%)

Increased Arm and Core Radar and Sonar operating costs (10->20) and coverage (+16.6%)

Added sea mine to Arm and Core Construction Ship buildmenus




T2 Completed
------------

Added Armor and Shield upgrade to Arm Annhilator and Core Doomsday Machine respectively, radar for these units is now part of the upgrade option

Improved Arm Pelican armor and unit speed (+10%), removed stealth, added sonar coverage

Improved Arm Penetrator movement rate (0.725->0.8) and rate of fire (8->6). Lowered weapon damage (2500->2000)) 

Added underwater mine to Arm and Core Spy buildmenus

Improved Arm Bombard Rate of Fire (4.8->4.0), increased range (1200->1350)

Improved Core Renegade Rate of Fire (3.0->2.5)

Lowered Arm and Core T2 VTOL Transport (MUAT) Metal costs (-40%), increased speed (+20%)

Doubled armor for Arm and Core Crawling Bombs

Increased Arm Shooter range (750->800), weapon damage (350->360), LOS (448->480)

Increased Arm and Core T2 Bomber armor (+25%) and weapon edge effectiveness (0.25->0.5)

Added cannon weapon range ring to Arm Millenium and Core Warlord

Increased Arm Millenium weapon range (1200->1350) 

Increased secondary laser weapon DPS and range for Arm and Core cruisers (225->240 and 450->500)

Increased Arm Fido armor (1660->2000), lowered weapon DPS (48->44)

Increased Arm Bulldog weapon aim rate (90->100)

Increased Core Goliath weapon tolerance (400->500) and aim rate (70->80), increased overall DPS (375->400)

Decreased Arm Maverick and Core Can weapon ranges (360->350)

Increased Arm Ambusher and Core Toaster DPS (+10%)

Added forced inaccuracy to Arm Lugar and Core Pillager

Increased Arm Luger speed (0.8->1.1) lowered DPS (45->40)

Increased Core Impulse death explosion AOE (192->384), lowered damage (3600->2400)

Added full guidance to Core Manticore weapon (AA and groundfire weapons are merged)

Restored Core Sumo weapon aimrate (135->150), increased effectiveness (resistance) vs. stun weapons (+25%)

Lowered Arm Annihilator LOS (1024->768)

Improved Advanced Hover Flakker armor (+12.5%)

Lowered Arm and Core Radar Jamming Tower operating costs (125->100)

Improved Core Mechanic LOS(768->896) and armor (+50%). Lowered radar coverage (1536->1344) and unit speed (1.5->1.2), added radar jamming

Increased Arm Spot workertime (120->180)

Increased Arm Fark and Core Necro workertimes (150->180)

Moved Arm and Core Hover Carriers to T2 tier, improved LOS, Radar, sonar (+16.6%)




T3 Completed
------------

Increased workertime for all T3 construction vehicles and labs (300->360) - note T3 air cons (450->480)

Decreased Arm Custodian and Core Patron death explosion AOE (512->384), lowered damage (4800->2400)

Lowered Arm and Core Omni Intel Tower operating costs (1000->500)

Decreased Arm and Core Mantle Extractor overall costs (-20%), lowered production output (-10%)

Increased Arm Demolisher turnrate (+5%) and weapon range (1600->1800)

Decreased Core Inquisitor turnrate (-10%), increased speed (.675->.7125)

Increased Core Juggernaut speed (.675->.7125)

Added secondary rocket weapons to Arm Paladin (secondary range lowered to 640 from primary's 750), increased overall DPS (800->1440), increased movement rate (1.1->1.25)

Increased overall weapon DPS for Core Berserker (1288->1368) and movement rate (1.2->1.35) 

Lowered Arm Empyrrean overall weapon range (1800->1500), improved main cannon weapon accuracy, rocket damage (384->400), and armor (+33%)

Adjusted Core Vault default metal making production to 30, lowered storage capacity (-50%) and armor (-20%)

Increased Arm Forge Metal output and Energy use (75->100, 3750->5000), cloaking costs (1250->2500), and lowered health (-25%)

Lowered Arm Vermin armor (-20%)

Increased Arm Centurion aim rate (60->65), increased AA missile DPS (+25%) and effectiveness vs. stun weapons (+10%)

Increased Core Behemoth aim rate (50->60), increased LLT upgrade (+25%) and effectiveness vs. stun weapons (+10%)

Lowered Arm and Core Experimental Fusion Metal costs, armor (-25%), and output (7500->5000)

Added 2500 Energy production bonus to Arm and Core Experimental Fusion Upgrades

Decreased Arm Armageddon and Core Dictator armor (-25%) 

Increased Arm Aurora turnrate and speed (+10%), weapon damage (12.8k->14.4k), Weapon AOE (+300%)
 
Added on/off state and cost for Core Arbitrator radar coverage 
 
Removed all Hovercraft from Arm Nomad build menu, added Fark and Spy, increased workertime (240->300) 
 
Increased Arm Nova movement rate (1.1->1.25)

Lowered Arm Cerberus weapon burst (6->5) and weapon AOE (144->128)

Added stealth to Core Decimator



 
T4 Completed
------------

Increased workertime for all T4 construction mobiles and labs (360->480) - note Core Overseer (900->960)

Adjusted Arm Stratus and Core Vindicator buildtimes (+25%) - note build slightly faster than 8.0 due to lab workertime changes

Increased Core Vindicator battle cruiser cannon range (1200->1350)

Restored Arm Olympus back to LOS cannon, decreased range (6144->4608) and increased overall health (+80%)

Increased Core B.F.G. Metal costs (+5%), lowered Energy and Metal Storage (-33%)

Lowered Arm and Core Panoptic Intel option Energy costs to operate (3750->2000) 


*****************************************************************************************************


TAESC RELEASE BETA 8.0.0 

New Units
---------

Arm Bulwark - T1 Pop up Hybrid Missile Tower

Arm Cerberus - T3 Armored Assault Tank

Arm Gremlin - T1 Gauss Tank

Core Fing - T3 MRLS Assault Truck

Core Impulse - T2 Charge Field Emitter 

Core MAK - T1 Medium Laser Infantry

(Restored) Core Shaper - T0 Peripheral Consciousness (counter to Arm Ziggurat)




Fixed
-----

Fixed multiple models with logo color issues

Fixed crash bug with the Arm Teleportation Gate

Fixed incorrect workertime value for Arm Experimetal Aircraft Hangar ***death script***

Fixed various unit descriptions indicating available adjacency bonus 

Removed yardmap reference in Arm Adv. Construction Aircraft unit file
  
Fixed missing wakes on Core Warlord

Fixed missing weapon damage values vs. air units for shock blast and radiation weapons

Fixed missing weapon damage values vs. Arm Custodian for all AA units

Fixed Core Spoiler corpse glitch

Added missing corpeses for multiple units


  

General/Overall Completed
-------------------------

Restored CTRL-F (idle factory) functionality.

Updated Default AI profile with new units

Added large megamap icon for top tier experimental units





T0 Completed
------------

Added Arm Ziggurat and Core Shaper to respective Commander buildmenus

Added LOS and max Intel to Arm Ziggurat, lowered Metal cost (-10%)

Modified Core Shaper back to Intel role




T1 Completed
------------

Reduced Arm and Core Resource Generator buildtimes (-8%)

Increased Arm and Core Geothermal Powerplant Energy output (250->375)

Added Metal costs (13-17) to all Arm and Core T1 Metal Makers, added armored state when closed.

Lowered Core A.K. and Gator weapon DPS (60->50)

Improved Arm Peewee and Flash weapon aiming rate (+10%)

Increased Arm and Core AA Kbot LOS (448->480)

Lowered Core Immolator Metal costs (-4%)

Lowered Arm Stumpy and Core Raider weapon DPS (80->75) and weapon tolerance (600->500)

Adjusted overall Arm and Core Mine costs slightly (-5%)




T2 Completed
------------

Increased Arm and Core Fusion Energy build costs (+37.5%) and adjeaceny bonus (+25%->+50%)

Increased Arm and Core T2 Metal Maker Metal costs (2x)

Lowered Arm and Core Advanced Metal Storage Metal costs (-33%), increased Buildtime (+20%)

Decreased Arm and Core T2 Mobile Artillery accuracy (750->1000), increased costs (+5% Arm, +10% Core)

Modified Arm Pelican weapon back to EMG, lowered unit speed (2.25->2), added stealth

Lowered Arm Shooter weapon Energy cost to fire (500->250), improved weapon rate of fire/DPS (2.4->2.0 / 150->175), armor (1152->1280)

Increased Fido Armor (+4%)

Increased Arm Maverick weapon aim rate (+20%) and overall build time (+10%)

Increased Core Mechanic weapon range (240->420) and weapon damage  (150->180)

Lowered Arm Warden weapon stun time from 5 to 3 seconds (per each turret)

Increased Arm and Core Heavy Hovertank armor (+25%)

Increased Arm and Core amphibious tank weapon DPS (150->160)

Set Arm Spider self destruct to explode as a stun blast (same as unit death) 

Adjusted Arm and Core Crawling Bomb blast damage (2400->2700)




T3 Completed
------------

Renamed Arm 'Custodian' to 'Experimental Construction Aircraft', added T3 buildmenu, lowered Workertime (600->450)

Renamed Core 'Patron' to 'Experimental Construction Aircraft', dded T3 buildmenu, lowered Workertime (600->450)

Renamed Arm 'Stasis' to 'Custodian', modified role to Mobile Resource/Charge Generator (see Core Patron below)

Renamed Core 'Replinisher' to 'Patron', lowered overall cost/coverage (-40%), modified SFX when charging,  

Lowered Arm and Core T3 Fusion Metal costs (-30%), increased adjacency bonus output (+33%->+100%)  

Increased Arm Forge Metal cost (+2%) 

Lowered Core Vault Metal costs (-10%), decreased base Metal output (25->20) and Metal adjacency bonus (25->10), increased storage capacity (+25%)

Increased Arm and Core Mantle Extractor output (+15%)

Combined Radar and Jamming via on/function on Arm and Core Omni Towers, removed LOS and auto targetting options 

Adding auto targetting upgrade function (on/off) to Arm and Core Upgrade Facilities, lowered unit health (-25%) 

Increased Arm Aurora unit speed and movement parameters back to v6.8 (9->11.25), boosted weapon damage (9600->12800)

Increased Arm Padadin primary weapon DPS (640->800)

Increased Core Berserker primary/secondary weapon range (480->600), DPS (775->900)

Decreased Core Decimator DPS (1200->1000), decreased edge-effectiveness (.25->.1)

Increased Arm Chimera weapon DPS and AOE (+25%) and spread effect, lowered armor (-20%) 

Increased Arm Demolisher weapon reload time (10->15), extended weapon range (1050->1600)

Increased Arm Raptor armor (+4%)

Increased Arm Armageddon and Core Dictator armor (+25%)
 
Lowered Core Inquistor weapon damage (-33%)

Added Arm Moby and Core Inferno to land factory buildmenus 



 
T4 Completed
------------

Lowered Arm Gargant Intel coverage (-50%), added stun blast cannons and ***Metal Production***

Moved Arm Stratus and Core Vindicator back to T4, increased armor (+12.5%) 

Modified Arm Olympus back to Ballistic ranged cannon, increased range (1536->6144), Metal costs (+25%), removed vlaunch rockets

Added Core Rancor to land factory buildmenu




*********************************************************************************************

TAESC RELEASE BETA 7.5.1 

New Units
---------

(Restored) Core 'Shaper' - Produces 75 Metal for 3750 Energy

(Restored) Arm 'Ziggurat' - Infiltrates enemy Commanders and Static Intel facilities

(New) Core 'Overseer' - T4 Classified Construction Kbot



Upgrades
--------

Restored classic Arm and Core Commander/Decoy (large scale) upgrades

Restored Commander Hack



Removed Units
-------------

Arm Supreme Commander

Core Supreme Commander



Fixed
-----

Fixed all colors shown for allied screen squares in minimap, allied team player resource bar, and in game models

Fixed Arm and Core T1 VTOL transports lifting Commanders and Decoys

Fixed wrong Core Inquisitor corpse, out of sync animiations

Fixed missing Metal costs for the Core Defiler

Fixed Core Experimental Gantry unit description 

Fixed wrong workertime value for Core T3 Build Assist VTOL 

Fixed in game music player - now can be turned on or off in game, plays proper custom tracks, and cal play CDs or MP3s (see taesc.ini for config options)

Fixed Arm Condor missing immunity to paralyzers

Fixed missing blink animation for Arm Stasis when weapon ready to fire

Fixed shading issues with various Arm and Core T1 buildings

Fixed all transport load circles and unload arrows showing for other players 

Fixed all underwater Fusion/Mini-Fusion pairing/charing animations

Fixed Core Defiler walk script locking up (I hope this time!)
  


General/Overall Completed
-------------------------

Added updated edraw.dll to fix colors (note: CTRL_F Idle Factory function currently disabled)

Added updated emusi.dll to fix music player options

Added Ta Demo\Server.exe (so new players can go from 6.8.1 directly to 7.5.1)



T0 Completed
------------


T1 Completed
------------

Lowered Arm Stumpy unit speed (1.4->1.25)



T2 Completed
------------

Lowered Arm Condor and Core Emissary (MUATs) overall costs (-25%)



T3 Completed
------------

Increased Arm and Core T3 Fusion output (5000->7500)

Decreased Arm Forge Metal output (100->75), Energy requirement to operate (5000->3750), and overall costs (-30%) Note: Core restored 'Shaper' counter

Added amphibious movement to Arm Chimera

Restored Core Defiler radiation effects from 7.0.0 while keeping current speed improvements

Renamed Core 'Intruder' to 'Replinisher', changed role to mobile Resource Generator (250 Energy, 2 Metal) and mobile unit charger (charges T1 and T2 units)

Lowered Arm and Core T3 Hover Cruiser armor (-10%)

Lowered workertime for Arm/Core Build Assist VTOLs (720->600)

Lowered Arm Stasis Stun time (30->15 seconds)

Improved Arm Vermin movement rate (1.1->1.4), increased Energy to fire (2k->4k)

Increased Core Arbitrator LOS (640->768)

Lowered Core Inquisitor LOS (768->512), removed Commandfire (will priortize T3/T4 enemy units)


 
T4 Completed
------------

Removed Arm and Core Supreme Commanders

Lowered Arm Olympus Range (2560->1200), increased armor (+%150), added guided missiles.


*********************************************************************************************
TAESC RELEASE BETA 7.5.0 

New Units
---------

(New) Arm T3 VTOL Plant

(New) Arm Custodian - T3 Build Assist Aircraft 

(New) Arm Condor - T2 MUAT

(Restored) Arm Nomad - T3 Mobile Factory

(Restored) Arm Sky Crane - T3 Heavy Air Lifter

(Restored) Arm Vermin - T3 Crawling Nuclear Bomb 

(New) Core T3 VTOL Plant

(New) Core Patron - T3 Build Assist Aircraft

(New) Core Inquisitor - T3 Particle Beam Projection Vehicle (replaces 'Insurgent' with new model)

(New) Arm Supreme Commander - T4 Replacement Commander / Decoy

(New) Core Supreme Commander - T4 Replacement Commander / Decoy (also produces B.F.G.)



Upgrades
--------

Core Jumbo (Juggernaut upgrade) - Gains secondary riot cannon in place of BLOD 



Removed Units
-------------

Commander Hack (pending modifications for follow up release)

Arm T3 Metal Maker (replaced with restored T3 Forge)

Arm T2 Nomad (replaced with T3 restored Nomad)

Arm Sfoil (for lack of clearly defined and useful role)

Arm Ziggurat (pending modifications for follow up release)

Core Shaper (modifying unit function for follow up release)

Core Totalitarian (Overlord upgrade) 



Fixed
-----

Fixed AI build queues by level

Fixed target locking bug on all Arm and Core mobile AA units

Adjusted Core Defiler movement script to reduce walking lockup or moving in place 

Fixed wrong Energy cost on Core Decimator

Fixed missing immune to stunning on Arm Brawler

Fixed missing Arm Exp. Construction Vehicle corpse

Fixed improper factory icon for Field Generators in Megamap view

Fixed laser weapon lockup on Core Warlord

Fixed missing on/off state for Arm Gargant



General/Overall Completed
-------------------------

Added updated and optimized ddraw.dll - Increases game FPS in mainmap and megamap screen by as much as 400%  (note: CTRL_F Idle Factory function currently disabled)

Modified all stun weapons to stun almost all units (Commanders, Decoys, Spies, Spiders, and Stasis excepted). Note that more powerful units may require multiple hits before being stunned 

Adjusted speeds for various naval units (note speed drop for flak ships)

Increased overall costs for all antinuke units (+25-50%) and weapon costs (+50%), decreased coverage of the mobile variants (2048->1536) 

Added new colors: pink (replaces white), orange (replaces dark blue), grey (replaces black/white), modified yellow

Updated and improved buidpics for many units

Updated multiple unit models



T0 Completed
------------

Modified Decoy Commanders so they can be airlifted via T2 MUAT (note true Commanders still require a T3 or T4 Air Transport to be airlifted)



T1 Completed
------------

Increased Core Immolator Buildtime (+10%)

Reduced Arm and Core Destroyer armor (-10%)

Improved Arm and Core Kbot AA Range (+10%)



T2 Completed
------------

Increased Arm Panther armor (+4%)

Increased Arm Penetrator weapon range (960->1200), increased reload time (6->8)

Added stun blast effect to Arm spider when killed, removed stealth

Reduced Arm Shooter weapon range (1200->750) and DPS (to 150), lowered Energy to fire requirement, restored ability to fire on walk, added weapon guidance

Lowered Core Goliath LOS to 384 (was 448)

Increased Arm Zeus improve weapon range (240->270)

Increased Arm and Core mobile artillery vehicle costs (+10%)

Increased Core Morty weapon DPS (45->50)

Increased Core Mechanic unit speed (1.2->1.5)

Increased Arm Bertha and Core Intimidator weapon damage (1000->1250, 1200->1500 respectively), lowered Intimidator AOE (256->240)

Lowered Arm and Core Gunship armor (-8%)

Improved average Arm and Core T2 Hovercraft unit speed (to 1.55 / 1.5 respectively)

Changed Arm Pelican EMG weapon to classic Fido Gauss cannon (ranged 240->480, DPG 96->50), removed Stealth

Lowered Core Emissary MUAT overall costs (-30%), applied similar costs to new Arm T2 Condor MUAT

Lowered  Arm and Core T2 Hoverplant Metal costs (-10%)

Removed Arm and Core Resource Generators from T2 construction menus

Increased Arm and Core overall Carrier costs (+25%), increased LOS (1024->1536)



T3 Completed
------------

Reduced Arm Aurora unit speed (11.25->9), restored v6.8 cruise missile weapon with increased damage, but smaller AOE

Reduced Arm Chimera overall costs (-33%) and armor (-10%), increased overall weapon firepower (+10), added amphibious movement, ***removed Stealth? 

Added stealth to Arm Nova, increased weapon damage (750->1000)

Increased Core Decimator weapon AOE (96->768), Energy cost to fire (+200%), and reload time (0.1->0.5), lowered DPS (6000->1200) 

Renamed Core 'Insurgent' to 'Inquisitor', replaced model, increased weapon range (+33%) and overall costs (+15%), added guidance, removed cloaking, and reduced unit speed (1.05->0.75)

Renamed Arm 'Crawler' to 'Stasis', removed killing blast, increased stun blast AOE (768->1536)

Modified Core Defiler role to Antimatter Bomb, increased unit speed (2->2.7)

Modified original Insurgent unit with original Defiler role, renamed unit 'Intruder', added amphibious movement, removed cloaking.

Added radar to Core Arbitrator, reduced overall costs (-15%)

Removed BLOD from Core Juggernaut when upgraded

Reduced Arm Demolisher weapon reload time (12->10), modified unit model

Moved Arm Condor (MUAT) to T2 with new model, restored Arm T3 Heavy lifter unit and renamed to 'Sky Crane'

Restored Arm Forge role as T3 Metal Maker replacing the Experimental Metal Maker (increased Metal output and costs 2.5x for 2x Energy)
 
Modified Core Vault model, increased standalone Metal output (10->20) and when paired (20->40 each)

Lowered Arm Empyreaan weapon range and radar (2048->1800) and LOS (1024->768)

Doubled weapon damage for Arm Armageddon and Core Dictator, decreased Edge Effectiveness (-50%)  

Increased Arm Vulcan and Core Buzzsaw weapon damage (1000->1250, 1200->1500 respectively), lowered Buzzsaw AOE (256->240)

Increased Arm and Core T3 Fusion health +33%

Lowered Arm and Core Field (Shield) Generator costs (-20%)

Increased Arm and Core T3 Construction Vehicle Metal costs (+25%)

Added Radar and Jamming to restored Arm Nomad

Lowered Core Krogoth LOS (512->448)

Increased Core Overlord weapon damage (800->900) and Energy per shot (2500->5000)

Increased Core Rancor weapon damage (800->900) and Rancor riot weapon range (480->640), ROF (0.8->0.6) 

Improved Arm and Core Hover Cruiser and T3 Carrier AA reload time (0.5->0.4)

Reduced Arm and Core T3 Anti Air Tower Metal and Energy costs (-20%)

Added light AA missiles to Arm 'Cerberus' (upgraded Centurion).


 
T4 Completed
------------

Reduced Arm Olympus range (-50%), increased armor (+20%) and weapon turn rate (1.5x)

Changed T4 Transport VTOLs to full MUATs (can carry any T3 land unit or smaller)

Restored Arm Gargant AA weapon range, increased radar and jamming coverage (+200%), lowered Metal cost (-25%), add new model and on/off state

Moved Arm Stratus and Core Vindicator to T3 Airplants

Add Supreme Commanders (see above)



*********************************************************************************************
TAESC RELEASE BETA 7.0.0

New Units
---------

Arm Armored Metal Maker - T3 Metal Maker 

Arm Crawler - T3 Mass Area Stunner

Arm Underwater Mine - T1 Heavy Sea Mine

Arm Ziggurat - T4 Panoptic Intel and Resource Hacking Tower 

Arm Chimera - T3 Stealth Assault Tank

Arm Sfoil - T3 Ground Attack Fighter

Arm Classified Construction Aircraft - T4 Construction VTOL


Core Defiler - T3 Radiation Spiderbot

Core Patron - T2 Mobile Build, Assist, and Defense Platform

Core Underwater Mine - T1 Heavy Sea Mine

Core Vault - T3 Combined Resource Storage



Upgrades
--------

Arm Cerberus (Centurion) - Gains 25% faster ROF

Core Mammoth (Behemoth) - Gains 10% faster ROF, 10% more armor, Gator lasers

Arm Rex (Raptor) - Adds Rocket Launcher, Stealth

Core Totalitarian (Overlord) - Gains Harverster claws, increased ROF (1.6->1.25)



Removed Units
-------------

Arm Sky Crane

Arm Vermin



Fixed
-----

Fixed Hover Cruiser explosions to match unit class type

Removed ability for Arm Spider and Zealot to stun early T3 units

Removed Arm Core Decoy Commanders receiving armor bonus when upgraded

Fixed sliding while turning animations for several large walking units

Fixed Core Ambassador load/unload bugs, loading enemy units

Fixed missing Arm and Core hovercraft debris when over water



T10 Completed
------------

Reduced Arm and Core Galactic Gate costs (-33%), increased Energy costs while activated (+250)

Added ability for Arm and Core Commanders to build Resource Generators



T1 Completed
------------

Increased Arm and Core land based and Floating Heavy Laser Tower Buildtime (+20%)

Lowered Core Leveler turret aiming speed (180->160) 

Lowered Arm Warrior torso aiming speed (150->144), lowered cannon weapon DPS (96->72)

Removed Energy costs to cloak all explosive mines

Lowered Arm and Core Repair Tower Upgrade Workertime (240->150)

Decreased Arm and Core Construction Ship Metal costs (-15%)

Increased Arm Construction Ship Energy costs and Buildtime (+10% to match Core costs more closely)

Increased Arm Stumpy and Core Raider weapon range (270->300) and weapon speed accordingly

Added ability for all Arm and Core T1 constructors to build Torpedo Launchers 

Increased Arm Hammer and Core Thud weapon AOE and DPS (+10%)




T2 Completed
------------

Increased Core Morty weapon DPS (40->45), range (900-960)

Reduced Core Dominator weapon range (750->720) and LOS (384->352), increased weapon DPS (80->84)

Increased Core Freaker aiming rate (250->720) - now comparable to Arm Zipper aim rate (750)

Reduced Arm Zeus weapon AOE (32->16)

Increased Arm Maverick weapon DPS (+2.5%)

Removed ability for Arm and Core Spies to capture other units, increased Energy costs to cloak (500->750)

Reduced Arm Shooter LOS (512->448), armor (1280->1152), and DPS (166->150), increased Energy per shot (1200->2000) and Energy to build (+25%), now must be prone to fire

Reduced Arm Fido weapon DPS (-4%)

Restored Core Pillager turnrate (224->240)

Increased Core Goliath DPS (+4%), unit acceleration (0.009->0.01)

Reduced Arm Spider paralyzer weapon effect vs. Core Goliaths (3->1 second)

Decreased Arm and Core T2 Hoverplant overal costs (-15%)

Increased Arm Cavalier and Core Bruiser armor (+25%)

Increased Arm Zealot and Core Scalpel armor (+20%)

Lowered Core Sumo aimrate (150->135)

Increased Arm and Core ground based Flakker armor (+25%/20%), added 0.5 Edgeeffectiveness (from 1.0) and decreased AOE (192->160)

Reduced Arm and Core Jamming Tower Metal costs (-25%)

Lowered Arm Lancet and Core Tempest armor (-20%)

Increased Arm Panther AA weapon to match Arm Jethro 

Increased AA missiles on Core Manticore to match Core Crasher

Increased Arm Penetrator armor (4225->6175) increased weapon reload time (5-6)




T3 Completed
------------

Moved Arm Paladin and Core Berserker Hover cruisers to T3, increased overall costs (+30%), armor (+50%)

Renamed Core Decimator to 'Insurgent', lowered armor (-33%), removed aphibious movement, and added new projected beam weapon 

Renamed Core Beholder to 'Decimator', increased armor (+50%), added new beam weapon, removed Energy cost to operate, Radar, and Sonar, lowered LOS (-50%)  

Increased Core Juggernaut primary weapon range (1050->1200)

Increased Arm Nova weapon damage per shot (500->750), armor (+50%), movement rate (0.725->1.1)

Increased Core Rancor and Overlord damage per shot (600->800) 

Increased Core Overlord armor (to 55K) and added upgrade option

Added upgrade option to Arm Raptor

Increased Core Arbitrator firing animation sequence, reload rate, turnrate, and movement rate (0.9->1.35)

Added upgrade option to Arm Centurion

Increased Core Behemoth unit acceleration (0.0075->0.009), added upgrade option

Modified Arm Condor to a multi-unit-air-transport, adjusted costs to previous T3 Core Emmisary

Lowered Core Skynet Energy costs (-25%)

Increased Arm Nomad overall costs and armor (+50%), added Arm Vermin and T2 Hovercraft, removed Inflitrator (spy) 

Increased Arm and Core Field Generator coverage (+77% / 768->1024) 

Increased Arm Aurora turnrate (270->288), armor (+10%), modified role to Heavy Carpet Bomber

Lowered Core Ambassador Energy costs to operate (500->250), improved armor (+350%) and LOS (+225%), added Radar, Sonar and Cloaking 

 
 
 
T4 Completed
------------

Reduced Core B.F.G. Metal costs (-12.5%), Energy costs (-6.6%)

Lowered Arm Gargant AA weapon range (3072->1536), removed Metal production and only make Energy when not moving

Modified Arm Hercules to a single, super heavy lift transport (can carry an Empyrrean or T2 Battleship)

Increased Core Vindicator Metal costs (+20%), armor (+10%), overall weapon DPS (+200%), and Energy to fire (+50%)

Increased Arm Stratus armor (+10%) and overall weapon DPS (+30%)

Increased Arm Forge output to 250 Metal OR 50000 Energy, adjusted costs for new hybrid role 

Lowered Core C.O.R.E. buildtime (-20%)

Increased Arm Olympus speed (0.5->0.6)

Repurposed Core Shaper to Panoptic Intel / Intel Hacking role


*********************************************************************************************

TAESC RELEASE BETA 6.8

New Units
---------

Arm Sky Crane - Level 2 Heavy Air Transport (Level 3 Sky Crane renamed back to 'Condor')

Arm Vanguard - Level 3 Experimental AA Missile Tower

Arm Advanced Construction Hovercraft - T2 Construction

Arm Advanced Hoverplant - T2 Plant

Arm Bombard - T2 Artillery Hovertank

Arm Cavalier - T2 Gauss Assault Hovertank

Arm Paladin - T2 Battle Hovercruiser

Arm Partisan - T2 Flak Hovercraft

Arm Zealot - T2 Paralyzer Hovertank

Core Ambassador - Level 3 Experimental Teleportation VTOL (Core Emmisary moved to T2 with reduced capacity, cost)

Core Beholder - Level 3 Experimetal Observation VTOL (utilizes displaced model previously used for VTOL 'Decimator')

Core Decimator - Level 3 Experimental Radiological Vehicle (replaces role of previous VTOL based 'Decimator')

Core Flail - Level 3 Experimental AA Missile Tower

Core Advanced Construction Hovercraft - T2 Construction

Core Advanced Hoverplant - T2 Plant

Core Berserker - T2 Battle Hovercruiser

Core Bruiser - T2 Riot Assualt Hovertank

Core Renegade - T2 Rocket Hovertank 

Core Ripper - T2 Flak Hovercraft

Core Scalpel - T2 Stealth Laser Hovertank



Fixed
-----

Fixed improper AOE for Core Strategic Nuke weapon

Fixed multiple mission crash bugs

Fixed upgraded Arm and Core Commanders not getting extra armor when upgraded

Fixed Core Can selection box size 

Fixed missing weapon/explosion on Core Antimatter Mine

Fixed Arm Mobile Flakker weapon jamming bug



General Completed
-----------------

Improved overall AA weapon aiming, acceleration, and velocity

Removed most special weapon damages to Arm and Core Commanders and Decoys

Adjusted down T1 and T2 naval unit acceleration and turnrates (~10-15%) 

Updated Palette files



T0 Completed
------------

Increased Arm and Core Commander and Decoy armor (4500->4800 and 4800->5000 respectively)

Increased Arm and Core Commander and Decoy dgun reload time (4->4.8 seconds), added charging effect between reloading time

Added new side distinct dgun and Commander explosion effects for Core Commander and Decoy

Improved upgraded Commander vlaunch weapon vs. air (x4)



T1 Completed
------------

Swapped Arm amd Core T1 Bomber costs, increased bomb drop interval (0.18->0.19)

Improved Arm and Core T1 Artillery Kbot accuracy and tolerance

Increased Arm Jethro weapon unfurl speed (+50%)

Decreased Arm and Core Destroyer cannon weapon  DPS (112.5->108), reduced unit speed (~5%)

Reduced Arm and Core Sub health (-20%)



T2 Completed
------------

Increased Arm and Core Gunship weapon DPS (+12.5%), armor (+20%)

Increased Arm and Core Mobile Flakker weapon range (750->825), decreased reload time (0.4->0.375)

Lowered Arm and Core Crawling Bomb edgeeffectiveness (.8->.25), increased speed (1.4/1/5->1.7/1.8) respectively

Restored T2 Core Can laser range (320->360), lowered DPS (180->160)

Increased Arm Maverick weapon unholster speed (+66%)

Increased Arm Panther armor (1760->1840)

Increased Core Manticore AA weapon damage (120->150), ground weapon damage (+5%)

Decreaseed Core Reaper weapon AOE (64->48), weapontimer (1.2->1.0) 

Adjusted Arm Shooter targeting categories to prefer T2 and T3 units over T1

Lowered Core Goliath weapon DPS (-10%)

Reduced Arm and Core Artillery Vehicle LOS (512->448), turnrate (240->224, 270->256)

Increased Arm Penetrator unit speed (0.725->0.8)

Increased Core Sumo weapon DPS (+6.6%)

Improved Core Leviathan weapon damage (2400->3600)

Reduced Arm and Core Tactical Nuke weapon damage (6400->4800), cost per missile (-20%)

Decreased Core Emissary load capacity (14400->7200), moved to T2 and restricted ability to load Sumo, Penetrator or larger units.

Reduced Arm and Core Advanced Torpedo Launcher weapon damage (-12%)

Decreased Arm Archer and Core Shredder flakker weapon ROF (-40% same as land), Increased flakker weapon range (750->825), sonar range (480->512), and unit speed (+33%)



T3 Completed
------------

Decreased Arm Centurion and Core Behemoth Buildtime (-5%), adjusted Energy per Second to build (270, 275)

Reduced Arm Aurora overall weapon DPS (7200->4800), weapon range (768->640), weapon AOE (640->320), LOS (384->320), Turnrate (-60%), Increased unit health (10080->16500) 

Decreased Arm Vermin Metal Costs (-10%), Energy costs (-20%) and Buildtime (-40%), weapon explosion (-30%) 

Increased Arm and Core Nuclear blast AOE (1536), reduced damage from 28.8k->19.2k)

Lowered Arm and Core Shield operating costs (2.5k->1k)

Reduced Core Skynet LOS and Jamming (1536->768), armor (-20%), Metal costs(-55%), Increased Energy costs (+5%)

Reduced Core Overlord armor (63k->50k), increased Energy costs (500k->640k)

Reduced Core Arbitrator Metal weapon damage (6400->4800), and cost per missile (-20%), Increased Energy costs (+20%)

Lowered Arm and Core Experimental Long Range Cannon damage (9600/7200->7200/6400) respectively

Added Energy to fire costs (300 per shot) for Arm and Core T3 Battleships and Arm Empyrrean primary cannon weapon

Increased Arm Nova Energy costs (+25%)

Increased Arm Raptor health (+4%), rocket effectiveness vs. air (x4), decreased rocket range (720->640)

Lowered Arm Empyrrean Buildtime (-25%)

Increased Core Krogoth effectiveness vs. air (x4), lowered buildtime (-25%)

Increased Arm and Core T3 Battleship armor (+10%), AA effectiveness (4x), decreased main weapon accuracy (-33%) and rocket damage to ground units (-25%)

Increased Arm and Core T3 carrier AA weapon increased range (+20%), aoe (+50%), and DPS (2x), Increased armor (+166%)

Added Infiltrator, Raptor, Rector, and S.P.O.T to Arm Nomad build menu 


 
T4 Completed
------------

Lowered Arm Stratus overall costs (-20%), range (-15%), and armor (-25%)

Decreased Core Vindicator overall costs (-20%), lowered BLOD weapon DPS (-50%) and armor (-25%)

Increased Arm Gargant overall costs (+20%), replaced bassitic weapon with Experimental AA weaponry. 

Increased Arm Olympus weapon aiming speed (+60%), range (5120->6144), changed to ballistic, lowered armor (-40%) and Energy to produce (-33%) 

Decreased Core C.O.R.E. vlaunch rocket weapon damage (-12.5%), increased vs air (4x), added radar (2x weapon range)

Increased Core B.F.G Metal costs (+15%), and reload time (16->48)



*********************************************************************************************

TAESC RELEASE BETA 6.7.0

General Completed
-----------------

Lowered Arm and Core Decoy Commander Metal cost (-12.5%) 

Removed 'X' Class explosion animations.

Configured all subs with 4x damage modifier (vs. non-sea based surface weapons) - base value is normalized amount




T1 Completed
------------

Increased Arm and Core Wind Generator Metal costs (+10% or between 6.5 and 6.6 costs)

Increased Arm and Core Light Laser Metal cost (+20%), Energy cost and Buildtime (+10)

Increased Arm and Core Floating Light Laser Metal cost (+20%), Energy cost and Buildtime (+10)

Decreased Core A.K, Gator weapon ROF (-10% or back to 6.2.0)

Lowered Arm and Core Hovertank aiming speed (-25%), pitch speed (-50%)

Reduced Arm and Core Transport Ship armor (-20%)

Reduced Arm and Core Transport Hover armor (-15%)

Improved Arm and Core Mine Layer Vehicle speeds (1.4->1.7 / 1.5->1.8 respectively)

Lowered Arm and Core T1 Bomber LOS (480->448)

Lowered Arm and Core Spy Plane Radar (1024->768) 




T2 Completed
------------

Increased Core Goliath weapon reload time (1.4->1.5) 

Reduced Core Rapier AOE (48->16), increased ROF (1.2->0.4), added sprayangle (1024), 3 bursts per shot

Improved Arm and Core T2 Fighter weapon range (+12.5%)

Increased Arm and Core T2 Bomber weapon reload rate (.12->.135), lowered edgeeffectiveness (0.75->0.25)

Increased Arm Stalker Metal costs and Buildtime (+50%), increased Energy costs (+100%), reduced armor (-20%)

Increased Arm Shooter weapon DPS (120->166)

Increased Arm Penetrator armor (+8%)

Reduced Core Can weapon range and LOS (360->320)  




T3 Completed
------------

Increased Decimator armor back to 6.5 level, increased ROF (2x), reduce DPS (2x)

Lowered Arm and Core Nuclear Missile weapon AOE (2048->1024) and SFX animation
 


 
T4 Completed
------------

Lowered Core B.F.G. weapon AOE (2048->1024), DPS (28.8k->19.2k), ROF (60->16 seconds), and SFX animation

*********************************************************************************************
TAESC RELEASE BETA 6.6.0

Fixed
-----

Fixed AA weapon lockup and Nuclear missile weapon timer bug for Core T3 Carrier

Fixed AA weapon lockup on Core Skynet

Fixed AA weapon lockup on Arm Stratus 

Fixed name reference to Core Defiler (from Eradicator)

Fixed Arm and Core T2 Battleship corpse values

Fixed improper weapon Energy cost description for Arm Aurora 

Fixed improper builder tag on Core Vindicator

Fixed missing torpedo and depthcharge weapon damages to Arm Stalker



General Completed
-----------------

Reduced all Arm and Core T2, T3, and T4 Air Transport armor (-20%) 



T1 Completed
------------

Decreased Arm and Core T1 Bomber weapon damage to 6.3.1 level (200->180)

Increased Arm and Core T1 Bomber Energy costs (+10%)

Removed stealth from all mines

Modified Core Stun mine to Tactical Nuclear Mine

Modified Core Nuclear mine to Anti-Matter Mine 

Increased Arm and Core Light and Heavy Mine damage (+50%)

Increased Arm and Core T1 Construction Aircraft Metal costs (+10%)

Decreased Arm and Core wind Generator costs (-20%)



T2 Completed
------------

Increased Arm and Core T2 Escort Frigates depthcarge weapon DPS (+25%), modified overall costs (Energy -25%, Builttime -10%, Metal +33%)

Decreased Arm and Core static and mobile Flakker weapon damage (600->480)

Increased Arm and Core Gunship armor (+11%), reduced DPS (-20%), buildtime (-25%), and Metal (-10%)

Decreased Arm and Core Advanced Bomber Flakker weapon ROF (0.3->0.4), and armor (-25%)



T3 Completed
------------

Removed stealth from Core Decimator, increased overall costs (+50%) and energy cost to fire (+200%)

Lowered Arm Aurora armor (12.6k->10k) 

Lowered Core Overlord Metal costs (22k->20k)




*********************************************************************************************

TAESC RELEASE BETA 6.5.0

Fixed
-----

Fixed Core Hydra infinite armor bug when closed.

Fixed uneven weapon fire on Arm Stalker

Fixed Core Inferno Tertiary weapon locking when on land

Fixed Core Rancor Tertiary weapon locking when on land

Fixed Arm Victory Tertiary weapon locking

Fixed Arm Tempest exploding bug after diving

Fixed Core Sanctuary Nuke weapon not firing at maximum range

Fixed zero Metal cost Arm Pelican bug

Fixed Arm Stalker displaying shield effects when killed

Added pitchtolerance weapon tag to all flakkers to improve aiming 

Added 'Q' hotkey for all upgrade build options (removed 'Q' hotkey from all factories and construction units)

Fixed Commander Hack dropping off detected Commanders and/or Decoys

Fixed bug with Core T3 Fusion not pairing properly




Removed Units
-------------

Core Overseer - functions merged with Core Skynet




Changed Units
-------------

Core Patron  - changed role from T2 mobile Fusion to T3 mobile anti-matter bomb




General Completed
-----------------

Increased Arm and Core Commander and Decoy dgun rate of fire from (1.2->4.0) until upgraded.

Increased Arm and Core Commander and Decoy decloak radius (40->60)

Increased Arm amd Core Commander cloak cost while moving (1000->1500), lowered same for Decoy (1000->750)

Increased Arm and Core Commander and Decoy armor (3600->4500/4000->4800)

Removed from all non-BLOD and non-blast weapons special damage vs. Arm and Core Commander and Decoy (note: Crawling bombs are only blast weapon that will do full damage to Commanders and Decoys)

Increased all mobile anti-nuke coverage (1500-2048) and statcic anti-nuke coverage (2000->3072)

Increased Energy costs to T1 and T2 surface firing VTOLs (25-100%), increased buildtime for Arm and Core Gunships (+50%)




T1 Completed
------------

Increased Arm and Core Artillery kbot range (600->640)

Increased Arm and Core T1 Bomber weapon damage (180->200)




T2 Completed
------------

Reduced Core Inferno Tertiary weapon DPS (-20%) now that it is working properly 

Increase Arm and Core T2 Battleship weapon DPS (+5%), removed salvo fire, and increased armor (+20%)

Reduced Core Rapier weapon AOE (48->40) and modified explosion effect

Reduced Arm Lugar speed (0.95->0.8), turnrate (360->270), and DPS (50->45)

Reduced Core Pillager acceleration, turn rate, breakrate (-25%), and DPS (50->45)

Move Core Ambassador to T2 (swapped costs and armor with Emmisary), reduced lift capacity to 4x4 units or less

Increased Arm and Core Spy cloaking cost while moving (250->500)

Added cloaking to Arm Shooter (1000 while moving, 80 decloak), removed SFX when firing, reduced DPS (160->120)

Lowered Arm Penetrator turnrate and acceleration (-25%), LOS (512->448), and DPS (612->500)

Increased Arm and Core mobile flakker unit armor (+20%)




T3 Completed
------------

Increased T3 Strategic Nuclear missile weapon build costs (250%), build time (3->5 minutes), AOE (1280-2048) and weapon damage (14400->28800)

Removed ability for Arm Condor and Core Ambassador to pick up enemy Commanders and Decoys

Increased Arm Demolisher Metal costs (10.7k->13.1k), weapon range (400->960), and Energy per Shot (1125->1500), lowered speed (1.1->0.725) and armor (94500->37800)

Decreased Arm Nova overall costs (-50%) and range (4608->3072)

Increased Arm Aurora Metal costs (14k to 17k), LOS (320->384), and weapon AOE (320->640), lowered EE (0.5->0.25) 

Added CTRL_R tag for Arm and Core Omni towers
 
Removed radar from Core Skynet, increased LOS (1024->1536), and added radar jamming

Moved Core Emmisary back to T3 (swapped costs and armor with Ambassador), doubled transport capacity

Increased Overlord armor (+25%), removed amphibious movement

Increased Arm Tempest Nuclear weapon weapon damage (9600->14400)

Increased Core Sanctuary Nuclear weapon weapon damage (9600->14400)

Increased Arm Vermin weapon weapon damage (9600->14400)

Increased Core Rancor armor (+25%)

Increase Arm Forge and Core Shaper explosion when killed (14400->28800)


 
 
T4 Completed
------------

Increased Arm Stratus armor (+33%)

Increased Arm Gargant armor (+200%)

Swapped tiers back for Core Vindicator (now T4) and Core Decimator (now T3) - adjusted stats accordingly

Modified Core Dragonfly to a very heavy single lifter (can carry Krogoth, Overlord, Empyrrean, or T2 Battleship)

Modified Arm Olympus weapon from ballistic to line of sight, reduced range (-25%)

Increased Core B.F.G. weapon damage (14400->28800)


*********************************************************************************************

TAESC RELEASE BETA 6.3.1 HOTFIX

Fixed
-----

Removed ability for Skycranes to lift Demolisher/Juggernaut class units



T2 Completed
------------

Modified Arm Sky Crane to no longer pick up enemy Commanders or Decoys, restored v6.2 Max Damage

Increased Core Emissary build costs (+25%) and restored v6.2 Max Damage 



T3 Completed
------------

Reduced Arm Demolisher and Core Juggernaut LOS (640->384)




*********************************************************************************************
TAESC RELEASE BETA 6.3.0 


New Units
-----

Arm Condor T3 Heavy Single Lift VTOL Transport (Sky Crane moved to T2)

Core Ambassador T3 Heavy Single Lift VTOL Transport (Emissary moved to T2)

Arm Stalker T2 Battle Sub

Core Phantom Radar Jamming Ship (Restored, retextured)



Fixed
-----

Fixed AI building OTA Seaplanes  

Fixed general weapon conflicts associated with old maps

Fixed AI inability to build T2 and T3 Fusion upgrades

Fixed Core Missile Tower incorrect LOS entry 

Removed improper floater tags from various subs

Improved Target Category system



Completed - Commander/Misc
--------------------------

All special damage weapons now inflict 1/4 damage to Commanders and Decoys

All amphibious units (including Commander and Decoys) take 1/4 damage when fully underwater (some T3 exceptions)

All VTOL units now take 1/4 damage from non-AA unit fire while flying

All fully underwater units take 1/4 damage from surface based weapons and explosions

Increased Core Construction Kbot and Vehicle speeds (1.35->1.5 & 1.2->1.35 respectively) 

Increased overall costs of Teleportation gates (+40%), moved to Commander and Decoy buildmenus only



Completed - T1
--------------

Added stealth to all Arm and Core Mines, adjusted costs

Increased Core A.K, Gator weapon ROF (+10%)

Increased Arm Samson speed (1.1->1.25)

Increased LOS on all Arm and Core T1 land based mobile AA units (+64 LOS)

Lowered Core Leveler weapon DPS (-7.5%), decreased damage to other Levelers (-75%)

Increased Arm and Core HLT and Upgrade Metal costs (+12.5%)

Increased Arm and Core MPRC and Upgrade Energy costs (+33%), Metal costs (+10%), and Buildtime (+50%)

Restored Core Geothermal Riot Cannon Upgrade (from v6.1)

Doubled Arm and Core Hover Transport unit carrying capacity



Completed - T2
--------------

Added Stealth to Arm Pelican, increased speed back to 2.25 (from 2.0), swapped AA for tropedo weapons

Lowered Arm Zeus weapon DPS (-5%)

Increased Core Manticore LOS (320->352)

Improved Core Morty DPS (+6%)

Restored Arm Panther to 6.1.1 configuration, removed Stealth and lightning weapon changes

Lowered Arm and Core Cruiser LOS (512->480)

Lowered Core Gimp health (2875->2300) and weapon DPS (240->225), increased Energy to build (+33%)

Increased Core Inferno heavy flame weapon DPS (+50%) and Metal cost (+10%)

Doubled Metal costs for Arm and Core Crawling Bombs

Lowered Arm and Core Missile Cruiser weapon range and radar coverage (1800->1536), lowered Metal costs (-25%)

Increased Core Emissary health (5565->8900), lowered Metal costs (-10%), moved to T2  

Increased Arm Sky Crane health (4610->6915), lowered Metal costs (-10%), moved to T2    

Increased overall cost to Core Leviathan (+33%), reduced weapon DPS and cost to build (-33%)



Completed - T3
--------------

Swapped tiers for Core Vindicator (now T3) and Core Decimator (now T4) - adjusted stats accordingly

Decreased Arm and Core Mantle Extractor Metal costs (-10%)

Increased Arm Demolisher weapon DPS (+7.5%), lowered cost per shot (-5%)

Decreased Core Juggernaut ROF (3.75->4)

Decreased Arm Nova weapon ROF (2.5->3), increased Energy to fire (1000->2000) and range (+10%)

Decreased Core Overlord weapon ROF (1.2->1.6), increased Metal cost (+15%) and range (+10%), added Radar Jamming

Increased Arm Atlantis LRPC weapon range (+10%)

Increased Core Rancor weapon range (+10%)

Increased Arm and Core T3 Carrier LOS (+33%), decreased Arm primary weapon range (7860->6144), removed automatic targetting and lowered Energy output (1000->250)

Lowered Arm and Core T3 Battleship speeds (-10%)

Reduced Arm and Core Shield Generator armor (-25%), reduced cost to operate shield to 2500 (5000)

Increased Arm T3 Battle Submarine armor (250%) and overall costs (250%)

Increased Core T3 Battle Submarine armor (200%), DPS (+12.5%), and overall costs (250%) 

Increased Core Skynet radar coverage (4096->4608) and cost to operate (250)

Reset Omni Intel Energy cost to operate: LOS = 500, Radar Targeting = 1000, Radar = 2500, Sonar = 2500, Radar Jamming = 5000, Commander Hack = 10000

Added Radar to Core Arbitrator, increased armor (+15%) and overall costs (+25%)

Increased LOS for Commander Hack from 32 to 64

Increased Arm Empyreaan LOS (768->1536) and Sonar (768->1536), removed Radar



Completed - T4
-------------- 

Increased Arm Hercules armor (+25%) 

Increased Core B.F.G. ROF (60->16) and overall costs (+50%)

Increased Arm Stratus ground fire weapon pivot and aiming speeds

Increased Arm Olympus LOS (+50%), range (+20%)

Decreased Arm and Core Flagship ROF (1->3.75/4) and speed (-10%), increased range (+20%), Energy to fire (+500%), and overall costs (+25%)


*********************************************************************************************
TAESC RELEASE BETA 6.2.0 

Removed Units
-------------

Arm Seahawk Seaplane Sonar Plane - Merged with Arm Eagle


Arm Tornado Seaplane Fighter - Merged with Arm Hawk


Arm Albatross Seaplane Torpedo Plane - Merged with Arm Lancet


Core Hunter Seaplane Sonar Plane - Merged with Core Vulture


Core Voodoo Seaplane Fighter - Merged with Core Vamp


Core Typhoon Seaplane Torpedo Plane - Merged with Core Cyclone (Titan)




Fixed
-----

Fixed incorrect Energy use for Arm and Core T1 Metal Makers


Fixed Arm S.P.O.T. movement class (removed amphibous movement)


Fixed missing faces on Arm Missile and Floating Misile Towers


Fixed Arm Vermin unable to be teleported, set proper weight value for transports


Fixed damagemodifier value for Arm Construction VTOL


Fixed various water splash animations


Adjusted all construction unit Metal to Workertime ratios (+25 to -50%) for more consistency between build tiers


Fixed T3 Arm and Core Sub improper acceleration and turrate values




Completed
---------

Reduced Arm and Core Commander and Decoy Commander armor (-25%), adjusted all special damages to 1/2


Increased Arm and Core T1 Construction VTOL Metal costs (+20%)


Increased Arm and Core T1 Construction Kbot Metal costs (+10%)


Increased Arm T1 Construction Vehicle Metal cost (+7.5%)


Decreased Arm and Core T1 Construction Hover costs (-20%) and Workertime (150->90)


Increased Arm and Core T2 Construction VTOL Metal costs (+15%) 


Reduced Arm and Core T2 Construction Kbot Metal costs (-25%)


Reduced Arm and Core T2 Construction Vehicle Metal costs (-10%)


Reduced Arm and Core T2 Construction Sub Metal costs (-10%)


Increased Arm and Core Construction Seaplane Metal costs (+25%), improved Workertimes (90->120)


Increased Arm and Core LRPC/RFLRPC weapon ranges (+20%), reduced ROF (-25%)


Increased Arm Armageddon and Core Dictator weapon range (+20%), reduced ROF (-50%) 


Removed Energy storage capability from Arm and Core Solar Collectors


Increased Arm Anaconda and Core Snapper Metal costs (+25%)


Increased Arm and Core Destroyer DPS (108->112.5), decreased LOS (448->384)


Increased Metal costs to Arm and Core T2 Bombers (+10%), increased armor (+25%)


Moved Arm and Core Torpedo Planes from T1 to T2, increased overall costs, armor, firepower (+250%)


Lowered Arm and Core Energy Storage Energy costs (-25%)
 

Moved Arm and Core Seaplane Platforms to T2 (now built by Advanced Construction Subs)  

 
Replaced Arm and Core Seaplane Fighter, Torpedo, and Sonar Planes with land based variants (retained Construction Seaplane)  


Added Sonar to Arm and Core Radar Planes, increased unit health (+200% Arm, +150% Core)


Increased Arm and Core T2 Battleship Energy costs (+50%), Buildtime (+25%), and armor (+25%)


Added ability to climb steep hills for Arm S.P.O.T.


Decreased Arm and Core Underwater Fusion Reactor adjacency bonuses (500->250)


Unified all non-LOS mine cloak costs to 5 Energy


Lowered Arm Aurora maximum speed (13.5->11.25)


Removed manual single unit load order from all Arm and Core MUATs


Reduced Arm Demolisher weapon DPS (-15%), increased Energy to fire (1500E per salvo)


Restored Core Geothermal Upgrade Cannon to ballistic weapon (less range and ROF than prior ballistic version)


Increased Core Emissary armor (+25%)


Increased Core Leveler armor (900->975)


Reduced Arm and Core Omni radar coverage (15360->12288), increased cost to operate (2.5K->5K)


Reduced Arm and Core Omni Jammer coverage (7680->6144), increased cost to operate (2.5K->5K)


Reduced Arm and Core Omni LOS cost to operate (5k->1K)


Increased Arm and Core Omni Targeting cost to operate (1K->2.5K)


Lowered overall build costs for Arm and Core Omni Towers (~7.5%)


Lowered overall build costs for Arm and Core Upgrade Centers (-33%), increased armor (+80%)


Increased Arm and Core Forge death explosion AOE and DPS when destroyed (+200%)


Decreased Core Juggernaut Primary weapon ROF (4->3.75)


Increased Core Sumo Buildtime and DPS/reload time (+25%) 


Increased Arm Penetrator Buildtime, DPS/reload time (+25%), and death explsoion (+100%), lowered acceleration (-25%)


Increased Arm Centurion and Core Behemoth Buildtime (+10-12.5%), lowered Core Behemoth Energy to build (-8%)


Increased Arm and Core T2 Amphib unit armor when underwater vs. surface weapons (2x), decreased armor vs. underwater weapons (2x) 


Increased Arm Vermin death explosion AOE (+25%), decreased edge effectiveness (-50%)


Reduced Arm Luger and Merl unit speed (1.1->0.95) and acceleration (-25%)


Lowered Arm Empyreaan acceleration (-20%)


Increased Arm Pelican overall build costs (+20%), armor (+20%) and LOS (352->448), lowered speed (-10%)


Removed AA from Arm Panther, added secondary rocket weapon and stealth, set all weapon ranges to 300, reduced lightning weapon DPS (-50%)


Increased Arm Zapper armor (+7.5%), weapon DPS (120->180), reduced weapon range (210->180)


Increased Core Igniter armor (+15%)


Increased Arm Tempest nuclear weapon AOE (+200%), DPS (33%)


Increased Core Sanctuary nuclear weapon AOE (+200%), DPS (33%)


*********************************************************************************************

TAESC RELEASE BETA 6.1 / 6.1.1

New Units
---------

Overseer (Replaces old Patron) - T3 LOS and Radar Jamming vehicle




Modified Units
-------------_

Patron - T2 Mobile Energy Generator (produces 500 Energy when not moving, stores 2,500 Energy)




Removed Units
-------------

Sonar/Radar Jamming Station - Reworking unit and concept




Fixed
-----

Floating Light Laser Energy making bug (6.1.1)


Fixed broken face on Core Minelayer Vehicle


Fixed improper wake location on Arm and Core Minelayer Vehicles 


Fixed missing edgeeffectiveness tag on Core Decimator weapon (0.2)


Fixed Arm Raptor rocket weapon missing special damages to Commanders and Decoys


Fixed Core Inferno and Rancor sweetspot below ground level bug


Added anti-matter shot and explosion for Core B.F.G. weapon


Fixed incorrect Arm Adv. Construction VTOL workertime value (150->90)


Fixed shield animation explosion when Arm Fibber killed




Completed
---------


Reduced Arm and Core Destroyer primary weapon DPS (120->108)


Reduced Arm and Core Cruiser primary weapon DPS (-10%)


Increased Arm and Core Solar Collector Energy output (20->25)


Decreased Arm and Core Wind Generator Metal costs (-15%)


Decreased Arm and Core Tidal Generator Metal costs (-15%), reduced armor (-33%)


Increased Arm and Core Metal (and Floating) Maker Energy to Metal conversion rate (125:1 from 100:1)


Increased Arm and Core T2 Moho (and Underwater Moho) Metal Maker Metal costs (+500%), Increased Energy to Metal conversion rate (100:1 from 83:1)


Increased Arm and Core Underwater Mini fusion Reactor output (+25%), decreased adjacency bonus (50->25)


Increased Arm and Core Resource Generator output (200->250), increased overall costs (+12.5%) 


Increased Arm and Core Fusion Reactor Upgrade costs (+25%)


Decreased Arm Fusion Reactor Metal costs (-5%)


Decreased Arm and Core Experimental Fusion Reactor Energy output (-50%), and overall costs (-20%). Retained 2.5k Energy adjacency bonus


Increased Arm Forge Metal output (to 160), Energy to operate (to 10k), and buildtime (+33%)


Increased Core Shaper Metal output (to 150), Energy to operate (to 10k), and buildtime (+25%)


Increased death explosions for all Arm and Core Fusions and Arm Forge and Core Shaper (+33%)


Increased Floating Light Laser Energy per shot (10->25)


Increased Heavy Laser Energy per shot (75->125), and Floating Heavy Laser (150->250)


Reduced Arm Annihilator armor (10.5k ->7.7k)


Reduced Core Doomsday Machine armor (18.8k -> 15.7k), lowered BLOD weapon damage (2400->2250), lowered range back to 1200 (1500)


Reduced Arm Armageddon armor (-25%), Increased Energy to fire (20K->40K)


Reduced Core Dictator armor (-25%), Increased Energy to fire (25K->50K)


Increased Arm Merl and Core Diplomat Energy and Buildtime costs (+25%), lowered LOS (640->512) and range (1200->1050)


Increased Fido DPS (+4%), decreased shot spread effect.


Lowered Arm Flash armor (625->600)


Lowered Core Shark speed (1.9->1.65), LOS (384->320), Sonar (768->640)


Lowered Arm Piranha speed (2.5->2.25)


Reduced Arm Penetrator Armor (7800->3900), increased weapon DPS and reload time (+20%) and Energy to fire (1250->2500)


Lowered Core Sumo aiming speed (270->120), turnrate (180->160) and LOS (512->480), increased Energy to fire (300->500)


Increased Arm and Core Construction VTOL workertimes (30->60), increased Metal costs (+25%)


Increased Arm and Core Adv. Construction VTOL workertimes (90->120), decreased Metal costs (-20%)


Increased Arm and Core T1 Scout LOS (480->512)


Lowered Arm and Core Advanced Metal Storage capacity (10K to 5K)


Improved Raptor Gauss weapon DPS (+7.5%)


Increased Arm and Core T1 Torpedo Launcher sonar range (480->512)


Decreased Arm and Core T2 Torpedo Launcher weapon and sonar range (900->768), LOS (448->384), increased weapon DPS (266->300)


Increased Core B.F.G. Energy to fire (100K to 500K), Metal to fire (0->5K), AOE (1280->2048), self Energy storage (50K->125K), self Metal Storage (0->25K)


Lowered Arm and Core Flagship LOS (1536->1280)


Increased Core Vindicator weapon range (600->640), increased Energy to fire per shot (500->600)


Increased Arm Stratus LOS (512->640), improved gauss weapon DPS (+25%) 


Lowered Arm Demolisher weapon DPS (1500->1440), increased Energy per shot (240->300)


Lowered Arm Gargant Energy production (5K->2.5K), and Metal Storage (10K->5K)


Reduced Arm and Core Spy LOS (640->512), cloaking cost while moving (500->250), and removed Sonar 


Increased Arm and Core T4 factory armor (+50%)


Increased Energy operating cost for Arm and Core Shields (2.5K->5K), lowered overall build cost (-20%)


Reduced Core Skynet Radar range (-25%)


Increased Juggernaut weapon AOE (192->224), weapon ROF (4.8->4 seconds), and Energy to fire (4.8K->5K)


Increased Core Decimator Metal cost (+5%)


Increased Core Tyrant Metal cost (+7.5%)


Removed Light mine form Arm Flea and Core Mite


Lowered Arm and Core Minelayer Vehicle speeds (2/1.8->1.4/1.5), armor (-50%), and Workertime (60->30)


Reduced Arm and Core Perimeter Beacon LOS (768->640), increased cloak costs (5->25)


Lowered Core Arbitrator overall costs (-10%)


Removed armored state when off for all Arm and Core Metal Extractors


Increased Core Dominator vlaunch aiming pivot speed (+50%)


Lowered Arm S.P.O.T. LOS (768->512), armor (670->520), and overall costs (-20%), removed amphibious buildmenu and movement, added Stealth 


Lowered Arm and Core Perimeter Beacon LOS (640->512)


Increased LOS for Arm and Core Radar kbots (512->640) and Radar Vehicles (640->768)


Increased Arm and Core T2 Mobile Artillery range (1050->1200)


Increased accuracy for Arm and Core T1 Artillery (375->250)


Lowered Core Sumo laser weapon range (720->600)  


Restored Core Inferno Metal costs (5075->6090), lowered armor (-25%)


Restored Arm Shooter 'sniper' style weapon, removed unitsonly and increased weapon DPS (120->160) and range (1050->1200)





*********************************************************************************************
TAESC RELEASE BETA 6.0.0 PREVIEW


New Units
---------

Core Sonar/Radar Jamming Station


Arm S.P.O.T - Support Patrol & Observation Tank


Arm/Core Area Stun Mine




Removed Units
-------------

Arm 'Escort' Radar Jamming Ship (Merged with Arm Fibber Radar Jamming Sub)


Core 'Phantom' Radar Jamming Ship (Replaced with stationary Sonar/Radar Jammer)


Arm/Core Medium Mine




Fixed
-----

Fixed Energy bonus value on Arm and Core Underwater Micro Fusion Plants


Fixed Arm and Core Flagships crashing on death issues 


Fixed Core Vindicator unit description and wrong damagemodifier tag value


Fixed Inferno and Rancor inability to walk up steep shorelines (i.e. Red River North)


Fixed Arm Gargant crashing on death on certain maps, fixed postion of rear cannons


Fixed Core Decimator casuing lag on Urban maps


Fixed Arm Shooter weapon overfire (partially)


Fixed general weapon incompatability with most maps


Fixed clipping and landing animation issues with Core Classified Construction VTOL


Fixed bogus Energy Storage value for Core Copperhead (100->0)


Fixed acceleration bug with Core Manticore (0.8->0.04) 


Fixed buggy cursors for non English versions




Completed
---------

Increased Aurora Armor back to 5.1.9.1 level (10080->12600)


Restored Arm and Core Advanced Bomber weapon damage (+6%)


Reduced Arm Armageddon and Core Dictator weapon ranges back to 10240 (from 12288)


Decreased Core C.O.R.E. Metal and Energy build costs (-20%), reduced laser weapon damage (-33%)


Increased Arm Olympus ROF (30s->15s), lowered weapon damage (19.2k->14.1k), reduced Metal and Energy build costs (-20%) 


Increased Arm and Core MRPC (and MRPC upgrade) Metal costs (+12.5%)


Increased Arm Merl and Core Diplomat Metal costs (+20%)


Lowered Arm Maverick  movement rate (1.4->1.25)


Increased Core Goliath DPS (+6%)


Reduced Arm Penetrator Armor (-10%)


Reduced Arm and Core weapon reload rates for Flak defense and Flak ships (0.2->0.25) 


Increased Core Skynet Flak weapon ROF (0.3->0.25)


Reduced overall cost of Arm and Core Mobile Flak Vehicles (-20%), weapon range (825->750), weapon ROF (0.3->0.5)


Increased Arm and Core Shield/Overcharge Generator Metal costs (+25%), reduced max damage (-25%)


Decreased all Arm and Core shield, armor upgrade bonuses by 25% 


Replaced Arm Stratus Bombs with gauss and rocket cannons, lowered LOS (-50%), increased arm (+25%) and Energy build costs (1500->2250) 


Increased Core Vindicator Energy build costs (1600->2000), weapon DPS (5000->9000), armor (+25%)


Increased Arm Shooter accuracy (reduced weapon velocity from 1500 to 1200


Swapped overall costs between Arm Jethro/Samson and Core Crasher/Slasher


Increased Arm Hammer and Core Thud weapon DPS (+20%), overall costs (+10%)


Decreased Arm and Core Destroyer DPS (135->120)


Reduced Sonar distance on Arm and Core Spies (1080->360)


Reduced Arm Tempest and Core Sanctuary weapon ranges back to 10240 (from 12288)


Lowered Core Inferno Metal costs (6090->5075)

 
Added sonar to Arm Piranha, greatly reduced LOS (384->192) 


Removed Sonar Jamming from Arm Fibber, added Radar Jamming and ability to jam while moving


Relocated Core Patron to Level 2, removed amphibious movement, lowered armor (8203) and Metal costs (1963)


Modified Arm Classified Unit Fabricator to allow units to exit North or South


Increased Core Decimator weapon reload time (1->4 seconds), DPS (+25%), unit speed (2.4->3.2), and overall costs (+50%)


Increased overall Metal costs of Arm Forge and Core Shaper (300%), improved Energy to Metal ratio (55.5->50), decreased Metal output (135/125->100)
 

Reduced Energy output on Arm and Core T2 Carriers (250->100)
 

Reduced Arm Defender/Sentry and Core Pulverizer/Stinger LOS (640->512)


Increased Arm and Core Underwater (Mini Fusion) Powerplant Metal Costs (+33%), increased adjacency output (25->50)


Increased Arm and Core Underwater Fusion adjacency output (250->500)
 
 
Increased Arm and Core Tidal Generator Metal costs (81/82->100/105) 


Decreased Arm T1 Underwater Metal Extractor Energy costs (-66% to match already lowered Core counter value)
 

Increased Arm and Core Experimental Construction Ship Workertimes (330->360)


Improved Arm Millenium and Core Warlord Ballistic Cannon Accuracy (750->375)


Reduced LOS on Arm and Core Radar Vehicles (768->640) and Radar Kbots (640->512)


Modfied Core Geothermal Upgrade weapon to medium range Riot cannon, increased upgrade LOS (640->768) to match weapon range.


Reduced Arm Podger and Core Spoiler armor (5x) when fully underwater, removed non-mine buid options, reduced overall costs (-50%+)


Increased Arm Demolisher unit speed (0.95->1.1), turnrate (96->108), and weapon range (360->400), restored full damage vs. Commanders and Decoys


Increased Core Overlord and Rancor weapon damage (600->750), reduced overlord metal costs (-15%)


Added stealth to Arm Nova


Decreased Core Manticore LOS (352->320), lowered unit acceleration


Increased Arm Panther LOS (320->384)


Increased Arm and Core Experimental (T3) Fusion costs (Metal +10%, Energy +100%, Buildtime +33%), reduced armor (-10%)  


Decreased Arm and Core Advanced Metal Storage armor (-20%)


Reduced velocity of Arm and Core T4 Transport VTOLs (7->5/4.8), added ability to lift single very heavy units (Krogoth, Empyrrean, Overlord), lowered armor (-25%)  


Swapped buildmenu locations with Arm and Core FLLTs and Torpedo Launchers


Decreased Arm and Core Crawling Bomb weapon damage (3200->2400), reduced Metal costs (-25%)


Increased Arm and Core T3 Transport armor (Sky Crane and Emissary) (+100%)






*********************************************************************************************

TAESC RELEASE 5.1.9.2 // PRE-BETA 6.0.0

New Units
---------

Arm T3 Experimental Construction Ship


Core T3 Experimental Construction Ship


Arm T4 Classified Shipyard


Core T4 Classified Shipyard


Core T4 Classified Construction VTOL


Core B.F.G. T4 Nuclear Cannon


Arm Stratus T4 Sky Fortress Nuclear Bomber


Arm Gargant T4 Omni Support Kbot


Core Decimator T3 Shockwave Generator


Arm Moby T2 Submarine Transport


Core Inferno T2 Walking Flamethrower Ship


Arm Vermin T3 Nuclear Crawling Bomb


Core Patron T3 Mobile LOS Vehicle




Restored Units
--------------

Arm Triumph T4 Flagship


Core Sovereign T4 Flagship
 



Fixed
-----

Fixed Core Dictator upgrade description


Fixed CTRL-E Bug on Core Skynet


Fixed Core Adv. Construction Sub LOS (was to low vs. Arm)


Fixed Core Overlord corpse metal value (was to high)


Fixed Arm and Core Transport load/unload rings displaying while building. Modified units for pending mission support


Fixed various shading bugs with Core Fusion units


Updated Arm and Core Floating Light Laser Tower BPs


Fixed Arm Penetrator light timing to match weapon


All Hovercraft are no longer transportable via normal VTOL lifting to fix clipping issues - normal mass transport loading of Hovercrafts still functional 


Fixed all upgraded units to become upgraded corpses when killed (except geos), note: upgraded corpses cannot be resurrected as upgraded units


Fixed core Leveler weapon piviot speed on x-axis


Added firestarter=100; tag to most large explosions to reduce/prevent unit overkill bug


Fixed overcharge fire bug with Arm and Core MRPCs


Fixed missing wakes for Arm and Core Crawling Bombs
  

Added improved sounds for multiple units


 

Completed
---------

Arm and Core Commanders and Decoys are no longer transportable via T1 VTOLs


Reduced LOS, sonar, and radar for Omni Commander Hack (all values to 32)


Decreased accuracy of Arm and Core MRPCs (0->375)


Removed AA missiles from Arm and Core Scout Ships, increased LOS (320->640) and weapon DPS (+20%)


Added AA missiles to Arm and Core T1 Escort Frigates, increased LOS (384->448)


Reduced Arm and Core Torpedo Plane weapon damage (600->480) 


Increased Arm and Core Destoyer weapon damage (225->270) and AOE (48->64), decreased weapon tolerance (250->500), and restored explosion


Decreased Arm and Core Advanced Bomber weapon DPS (-6%)


Lowered reload time on Arm Aurora (30->8 seconds), LOS (512-384), and DPS (16.8k->7.2k). Added Energy to fire (2000) and increased AOE (128->320),  


Lowered Arm and Core Desrtoyer cannon DPS (-6%)


Increased Arm and Core LRPC armor (+66%), decreased reload time (7/8->5/6)


Moved Core Warlord laser to Tertiary to increase effective range of Primary cannons, increased cannon range (1250->1350), decreased DPS (-20%) and accuracy (0->750)


Lowered Arm Millienium cannon range (1500->1200), decreased DPS (-25%), and accuracy (0->750)


Reduced Core Sumo armor (-5%)


Increased Core Doomsday Machine BLOD weapon range (1200->1500) and reload time (2->3)


Increased Arm and Core Spy Kbot cloak cost while moving (200->500)


Decreased Core Juggernaut weapon AOE (256-192), increased ROF (5->4.5) 
 
 
Reduced Arm and Core Tactical Nuclear Missile Silo Metal costs (-25%)


Reduced Arm and Core Strategic Nuclear Missile Silo overall costs (-33%) 


Lowered Core Manticore LOS (384-352)


Lowered Arm and Core Adv. Construction Sub Workertime (300->240)


Lowered Arm and Core Mantle Extractor Metal output (-25%)


Extended range of Arm Armageddon and Core Dictator (+20% / 10240->12288)


Lowered Core Dictator upgrade Energy storage value (75k->25k)


Increased Core Overlord Metal costs (+25%) and armor (+50%), added amphibious movement


Increased Arm Demolisher unit speed (0.8 to 1.1), DPS (1500->1600), and aiming speed (+33%). Reduced DPS vs. Commanders and Decoys (-80%)


Reduced Arm Nova speed (0.8->0.725) and Energy costs to build (591k->374k), Increased range (+33%), lowered DPS (-25%)


Moved Core Vindicator to T4 Classified Foundry, increased overall costs (+50%) armor (2.5x), BLOD weapon DPS (+300%), and cannon range (1250-1350). Decreased cannon weapon DPS (-25%)


Replaced models for Core Experimental Fusion Reactor and Upgrade (BPs needed)


Replaced model for Arm Mantle Extractor (BP needed)


Replaced model for Arm Advanced Metal Storage (BP needed)
 

Lowered Arm and Core T3 main battle tank (Centurion and Behemoth) LOS (512->480 and 480-448)


Lowered Arm Raptor LOS and main weapon range (480->448)
 
 
Lowered Core Krogoth overall weapon firepower(-10%)


Lowered Arm Empyrrean overall costs, cannon and rocket DPS (-25%)


Added Cloaking option to Arm Experimental Fusion (+2500 Energy)


Added Energy and Metal Storage to Core Experimental Fusion (+50K/25K storage respectively), Increased armor


Reduced Arm and Core Shield/Overcharge Generator costs(-25%)


Lowered buildtime for Arm and Core Fast Attack Kbots (-25%)


Increased Arm Zipper armor (440->550), decreased Metal cost (188->170)


Increased Core Freaker DPS (+12.5%)


Increased Sky Crane lifting capacity (to lift Arm Demolisher or Core Juggernaut). Removed ability for units to fire while loaded


Changed Core Zeppelin (Dragonfly) from single lift VTOL Transport to a full MUAT. Can no longer carry very large units (Krogoth, Overlord, Tyrant, etc.)


Lowered Core C.O.R.E. primary weapon damage (4800->3600), added AA/GF vlaunch rockets, removed blast 'horn', modified leg crush weapon to autofire only when enemies near or manually fire for 10 seconds at a time 


Renamed Arm 'Gorgon' to 'Warden'


Lowered Arm and Core AA Hover weapon DPS (-10%)


Reduced Arm Forge and Core Shaper Buildtime (-50%) and Energy (-25%) costs, decreased Metal output (256->135/125), Energy to operate (10K->7.5K), and explosion size and DPS when killed

 
Added Cloaking option to Arm Forge (+2500 Energy)


Increased armor to Core Shaper (+77%) 
 

Added Hovercrafts to Arm Nomad buildmenu selection


Increased Core Rancor overall costs (+15%) and Armor (+60%), lowered LOS (1024-768)


Lowered Arm and Core Hover Carrier weapon DPS (-50%)


Lowered Arm Victory and Core Tyrant overall DPS (-66%) and tertiary weapon range (1200/1050->900/750),  increased overall costs (+5%)


Lowered Arm Shooter Metal costs (1402->1050) and reload time (9->8)


Lowered Arm and Core Amphibious Tank armor (-10%)


Lowered Arm Bulldog and Core Reaper armor (-7.5%/9%) respectively


Lowered Arm Penetrator armor (-10%), improved aiming and weapon tolerance (+10%)


Increased Arm Zeus Metal costs (+11%)


Added Armor to Core Geothermal plant when upgraded




********************************************************************************************
TAESC BETA 5.1.9_1 

Fixed
-----

Fixed bogus Arm and Core FLLT buildpics


Fixed Arm and Core Commander and Decoy weapon restore lockup bug




Completed
---------

Added Arm and Core Hoverplants and Floating Hoverplants back to Commander and Decoy Commander buildmenus


Removed ability for Arm and Core Commanders and Decoy Commanders to build Classified Factories


Reduced Arm and Core MPRC weapon firepower (360->320), and edgeeffectiveness (-50%)


Reduced Core Manticore armor (3021->2416) and weapon firepower (108->100)


Increased Arm and Core Tactical Nuclear Missile Launcher Metal costs (+75%)


Increased Arm and Core Strategic Nuclear Missile Launcher Metal costs (+300%), Energy costs (+200%), and Buildtime (+50%). Increased armor (+50%)


Decreased effects of Nuclear weapons vs. Arm and Core Commanders/Decoys (10% normal damage), Increased effects of Crawling Bombs vs. Arm and Core Commanders/Decoys (50% normal damage)


Added Light Mine to Arm and Core T1 Scavenger kbots


Increased Arm and Core LRPC Buildtime (+25%)


Lowered Arm and Core Nano Repair Tower build distance (768->512)


Increased Arm and Core Resource Generator Metal costs (+15%)


Increased Arm and Core Fusion, Upgrade, and Underwater Reactor Metal costs (+25%)

 
Increased Arm and Core Battle Submarine armor (+200%)


Decreased Arm and Core T2 Battle Cruiser armor (-25%), Increased time to heal (+80%)


Increased Arm Demolisher weapon DPS (+25%)


Lowered or eliminated stun weapon effects to T2.5 (Arm Penetrator, Core Sumo, Battle Cruisers, etc.) and above units


Lowered Core Mobile Tactical Nuclear Missile Launcher movement rate (1.05->0.9), Increased Buildtime (+10%)


Improved all torpedo weapon turn rates (significantly improved Arm and Core T1 Torpedo Launcher weapon turn rate), and increased weapon speed (+20%)


Increased Core Gimp armor (2300->2875), increased torpedo weapon damage (+20%)


Increased Core Immolator Metal costs (+10%), armor value is fine (sweetspot is issue below ground?)
 


********************************************************************************************

TAESC BETA 5.1 TEST 9


New Units
---------

Arm Floating Light Laser Tower


Core Floating Light Laser Tower


Arm Nova Mobile Long Range Plasma Cannon (replaces Demolisher)


Core Arbitrator Mobile Tactical Nuclear Missile


Arm Demolisher Experimental short ranged, burst fire siege tank (new role) 




Removed Units
-------------

Arm Crawler (temporary retrofit)


Arm Triumph (temporary retrofit)


Core Sovereign (temporary retrofit)




New Features
------------

New overcharge animation effect for Arm and Core Overcharge


New explosions for multiple units


New ddraw.dll with improved pathfinding




Fixed
-----

Fixed proximity issue with adjacent overcharge and shield animations


Fixed Core Doomsday Machine displaying shields when killed or self destructed


Fixed all EMG weapons inability to damage Core Spiderbot


Fixed ability to build bogus Arm 'Vanguard' test unit


Fixed missing Hover Carrier corpses


Fixed Arm Capital Shipyards blocking units


Fixed oversized Arm and Core Destroyer cannon explosion animation




Completed
---------

Lowered Core Manticore firepower (-10%)


Lowered Arm and Core Flakker Buildtime (-25%)


Increased Arm and Core T2 Bomber Metal costs (10%)


Reduced Arm and Core T1 and T2 Bomber firepower vs. Commanders and Decoys (50%->20%)


Reduced damage from all torpedo weapons to Commanders and Decoys (-50%)


Reduced damage from all depthcharges to Hovers (-80%) and Commanders and Decoys (-50%)


Added range ring to all MRPCs


Increased Arm Hammer and Core Thud movement rate (to match Rocko/Jethro and Storm/Crasher)


Increased Arm Shooter weapon damage (1000->1200), lowered DPS vs Commanders and Decoys (-80%)


Increased Core Gimp torpedo weapon firepower (+66%)


Decreased Arm Aurora overall costs (-20%), weapon AOE (384->128), and turnrate, breaking, acceleration. Increased armor (2x), ROF (8->30), and firepower (4800->16800) 


Increased Arm Nomad Metal costs(+15%), decreased Buildtime (+40%), removed radar jamming and added radar


Reduced Arm Raptor Metal cost (-5%), removed stealth


Lowered Core Overlord LOS (1024->768), increased weapon range (3072->4096)


Increased ROF (+33%) and DPS (+50%) of Arm Armageddon and Dictator


Increased Arm and Core Shield Generator armor (+50%)


Increased Core Rancor LRPC weapon range (3072->4096)


Increased Arm and Core Hover Carrier weapon firepower (+100%) and reduced Metal costs (-20%)


Increased Arm and Core LRPC weapon AOE to match weapon size (224->256), decreased EE (0.4->0.2)


Increased Arm Olympus weapon Energy cost to fire (20k->50k), area of effect (960->1280), and modified weapon trajectory from LOS to ballistic


Reduced Arm Atlantis LRPC weapon range, increased LRPC weapon firing rate


Removed ability for Arm and Core construction hovers to build Seaplane factories (temporary retrofit?)


Added ability for Arm and Core Comamnders and Decoys to build T4 Classified factories




********************************************************************************************

TAESC BETA 5.1 TEST 8


New Features
------------

Arm and Core Decoy Commanders now fool Commander Hack into seeing them as opposed to the primary Commander. Hack will default back to real Commander if all Decoys are destroyed or back to Omni Tower if all Commanders are destroyed. Decoy spotted will always be last one produced per enemy player.


Arm & Core Omni Sonar Option


All shield effects are now fully animated


Added updated ddraw.dll (xpoy update)



Fixed
-----

Fixed manual fire/aim lock and delay issue on all defensive weapons


Removed redundant explosions 


Fixed Arm and Core Medium Hovers inability to load into transports


Fixed Arm and Core Hover Carriers not repairing VTOLs


Fixed missing Arm Experimental Construction Vehicle corpse


Fixed various construction units unable to build assist large unit upgrades


Fixed improper and/or missing corpses on all upgraded defenses 


Fixed Core Rancor corpse to block on land (with legs) and pass through at sea (no legs)


Fixed missing armored state when shielded on Core Classified Foundry


Fixed missing Core Vindicator engine texturing


Fixed issue with Core T1 Laser units firing over DTs


Fixed issue with Core Doomsday Machine locking up when shielded/veteran


Fixed improper firing mechanics on Arm and Core Floating Heavy Laser Towers, added missing armored state when shielded to Core version




Completed
---------

Reduced damage to Arm and Core Commanders and Decoys from bombers (-50%), all blast/high damage weapons now inflict 20% damage regardless of type 


Reduced all Arm and Core Naval and Hover unit speeds (10-25%)


Modified Core shield upgrade color to match Shield Generator shield


Increased Arm and Core Experimental Construction Vehicle armor


Increased Core Sumo weapon Energy to fire (240->300), lowered LOS (640->512)


Lowered Arm and Core Hoverplant Metal costs (-25%)


Reduced Core Reaper armor (8% 5.1.3 level), increased LOS (320->352), weapon AOE (64->80)


Reduced Core Leveler weapon AOE (80->32), changed weapon explosion, reduced weapon speed


Increased Core Manticore Rocket weapon DPS (108->120)


Increased Arm Spider armor (450->600)


Increased Arm and Core light tank (Stumpy/Raider) weapon DPS (75->80)


Lowered Arm and Core Artillery Vehicle weapon edge effectiveness (0.25->0.2) 


Increased Arm and Core Air Pad Nano Repair Arm range (1024->1536)


Increased Arm and Core Tidal Generator armor (2x)


Lowered Metal costs of Arm and Core Torpedo Launchers (-25%)


Lowered overall costs of Arm and Core Underwater Powerplants (5% Energy and Buildtime), reduced adjacency bonus (50E->25E)


Reduced Arm and Core Nuclear Missile AOE (1536->1280)


Increased Arm Empyrrean armor (+25%), reduced primary weapon firepower (-20%) 


Increased Core Krogoth gauss weapon fire DPS (+25%) 


Modified Arm Maelstrom to a full Battle Sub (removed transport ability)


Increased Arm and Core Mobile Anti-Nuclear Missile Launcher weapon coverage


Increased range of Arm and Core Floating Laser Towers (600->750), reduced ROF (0.75->1.0) 


Increased Arm Warrior movement rate (1.25->1.4) 





*****************************************************************************************

TAESC BETA 5.1 TEST 7


Fixed
-----

Modified and fixed various explosion animations


Fixed weapon timing delay with all Arm and Core Energy weapons




Completed
---------

Renamed old Core B.F.G to Dictator


Modifued Arm Shooter weapon SFX (lightning)


Reduced Arm Armageddon and Core Dictator overall costs (-225%), range (-33%), DPS (-50%)


Increased Arm and Core Nuclear Missile AOE (10% to match blast effect), lowered Edge Effectiveness

Increased Arm Spider weapon range (240->270)


Increased Arm and Core T1 fighter VTOL weapon DPS (+20% - v5.1.3)


reduced all T1 VTOL and T2 Gunship weapon damage to Arm and Core Commanders (-50%) 


Increased Core Morty weapon range (825-900), lowered weapon AOE (56->48)


Lowered Core Juggernaut primary weapon range (1200->1050), improved primary weapon reload time (6->5) 
 


*****************************************************************************************
TAESC BETA 5.1 TEST 6
 

Fixed
-----

Fixed Arm and Core Capital Shipyard corpse values




Completed
---------

Increased Arm Pelican turnrate (400->800), and acceleration (+25%)


Increased Arm Fido Armor (1500->1600)


Decreased armor on Arm and Core Solars (-20%)


Modified Arm Shooter weapon to unitsonly, visible beam weapon, lowered range (1200->1050), reload time (12->10), and damage (1200->1000) 


Increased Core Sumo LOS (512->640)


Decreased Arm Bulldog range (450->420)


Increased Core Manticore weapon DPS (100->108)


Decreased Arm Maverick weapon DPS (-5%)


Increased Core Reaper armor (5540->6042)


Increased Core Goliath armor (10670->11380)




*****************************************************************************************
TAESC BETA 5.1 TEST 5


Fixed
-----

Fixed all 5.1.4 Arm and core Flakker related bugs


Fixed missing Arm and Core increased Fusion/Exp. Fusion Upgrade costs




Completed
---------

Reduced Arm and Core Resource Generator Energy output (-50)


Reduced Core Leveler weapon AOE (96->80), armor (1050->900) and acceleration (0.02->0.01)


Reduced Arm Fido armor (2000->1500)


Decreased Arm and Core Gunship speeds (~5%)


Lowered Core Rapier weapon DPS (100->90)


Removed ability to build mines from Arm and Core Scavenger kbots


Increased Arm and T1 Construction Kbot Metal costs (+10%)


Decreased Arm and Core T1 Construction VTOL Metal costs (-20%), Energy/Buildtime (-10%), lowered Workertime (60->30)


Lowered workertime on Arm and Core Minelayer/Amphbious Construction Vehicles (180->150)


Increased Arm and Core Adv. Construction Kbot Metal costs (375->450/406->456)


Decreased Arm and Core T1 Adv.Construction VTOL overall costs (-20%), lowered Workertime (120->90)


Increased Arm and Core Adv. Construction Vehicle Energy costs (+25%) and Workertime (210->240)


Lowered Arm and Core Construction Seaplane Workertime (120->90)


Increased Arm and Core Repair Pad Nano Arm Upgrade Workertime (150->240)


Increased Arm and Core Fusion and Exp. Fusion death explosions, decreased self-destruct explosions


Added ballistic+guided fire to Arm Shooter weapon to improve accuracy and precision.




*****************************************************************************************
TAESC BETA 5.1 TEST 4


New Units
---------

Arm Aegis Shield/Overcharge Generator 


Core Corona Shield/Overcharge Generator


Arm Vulcan (Upgraded Variant) 


Core Buzzsaw (Upgraded Variant) 


Note: 

Shield: 5x armor bonus for all buildings except underwarter
Overcharge: 2x Rate of Fire for all Energy based weapons




Fixed
-----

Removed duplicate explosion animations


Fixed missing glow effect on upgraded Arm and Core Geothermals


Fixed missing flares from Core Geothermal Cannon


Fixed weapon velocity speed on Arm and Core MRPCs


Fixed open nano bays on Arm and Core Adv. Construction Subs and Mine Layer Vehicles




Completed
---------

Increased Arm Shooter weapon reload time (8->10), decreased unit speed (1.25->1.1), removed unitsonly (!)


Reduced Arm and Core Spy kbot LOS (768->640)


Reduced Arm and Core T1 Vehicle Factory Metal costs (-5%)


Modified Arm and Core Flak weapon explosion animations.


Lowered Metal, Energy, and Resource Storage production on all Arm and Core Construction units (20-50%)


Increased Energy output on Arm and Core Resource Generators (+50)


Reduce adjacency bonus output on all Arm and Core Fusion Reactors (-50%)


Increased overall cost (2x) and armor bonus (+25%) for Arm and Core Fusion Reactor upgrades


Lowered Core Geothermal armor when upgraded (-50%)


Removed Energy bonus from Arm and Core upgraded Geothermals


Removed armor bonus from Arm and Core LRPC upgrades (Buzzsaw and Vulcan -50%)


Restored ability to build upgraded Arm and Core RFLRPCs (Buzzsaw and Vulcan)


Increased armor on Arm and Core Solar Collector when closed (increased delay to close when hit) 


Lowered Arm and Core Experimental Cannon weapon firepower (-50%)


Increased Core Overlord acceleration and turnrate (+10%)


Increased Core Manticore groundfire weapon DPS (+8) 


Increased Core Dominator Metal costs (+64), lowered Armor (-78)


Increased Arm Stumpy and Core Raider aiming rate (+10) and weapon tolerence (+100)


Lowered Core Leveler weapon DPS (-20/12.5%)


Lowered Arm and Core Construction Sub Metal cost and buildtime (-25%), doubled armor


Reduced Core Doomsday Machine armor (-25%)


Reduced Arm and Core Rocket kbot weapon DPS (-10%)


Reduced Arm Fido weapon AOE (56->48) 


Increased Arm Maverick weapon DPS (+5%)


Lowered Arm and Core T1 Fighter VTOL ground weapon DPS (-15%)


Increased Arm Penetrator weapon ROF (8->6) and Armor (+10%)


Increased all Arm and Core Tactical Nuclear Weapon firepower (+50%), lowered edge effectiveness (-50%)


Lowered overall costs of Arm and Core Ressurection Kbots (-25%)


Increased Arm Raptor Metal costs and buildtime (+12.5%)


Decreased Arm Aurora buildtime (-20%)


Lowered Core Sumo range slightly (750->720), increased LOS (480->512) 


Increased Core Juggernaut weapon ROF (5->6), Energy to fire (2.4k->4.8K)


Increased Arm Aurora armor (+15%)


Decreased ROF on Arm and Core Fighter VTOLs (1.6->1.5)


Decreased ROF on Arm and Core Adv. Fighter VTOLs (2.0->1.8)


Increased Arm and Core Seaplane Platform overall costs (+50%)


Restored ability for Arm and Core Exp. Construction Vehicles to produce T3 Gantries


Added Construction units, Decoy Commander, and Exp. construction Vehicle to Arm Nomad build menus 


Decreased Arm Atlantis (T3 Carrier) overall costs (-25%)


Increased Arm Tempest (Nuclear Sub) overall costs (+25 to 125%)


Increased Core Vindicator and Skynet speeds (4.5->4.8)


*****************************************************************************************

TAESC BETA 5.1 TEST 3


Fixed
-----

Fixed improper damage tags on Core Executioner main weapon (vs. air units)


Fixed jamming issues with flakker units


Fixed no assist bug with Arm Penetrator when building from Arm Nomad


Fixed sensor light timing to weapon ROF on Arm Penetrator


Fixed animation errors on several explosions


Fixed multi-reclaim bug via Arm and Core construction VTOLs


Removed Core Decimator due to lag issues
 


Completed
---------

Lowered Arm and Core Fighter ground weapon DPS


Reduced overall costs of all Arm and Core static and mobile land based Flaks


Increased Arm and Core Flak ship weapon ROF, increased Energy costs


Increased weapon tolerance on all Arm and Core Flaks


Reduced blast effect from all unit and building deaths to Arm and Core Commanders and Decoys


Added new explosion SFX for dead Commanders and T4 units


Lowered buildtimes for Arm and Core Fast Attack Kbots


Added sonar to Arm and Core Advanced Construction Subs, increased LOS


Added sonar to Arm and Core Mine Layer/Amphibious Construction Vehicles, lowered LOS


Increased ROF/DPS on Arm and Core T1 Torpedo Launcher weapons  


Reduced Arm and Core Scout Vehicle speed and weapon DPS


Increased Arm and Core Infantry Kbot LOS, and airming rate


Increased Arm Peewee movement rate

 
Increased Arm Empyreaan rocket weapon damage (slightly)


Increased Arm and Core Advanced Radar range


Decreased Arm crawler speed, increased armor 


Removed ability for upgraded Arm and Core commanders to block Omni Commander Hack (confirm if this is cause of detect bug)


Decreased visual effect of Arm and Core Decoy Commander death explosions


Reduced Arm Shooter weapon AOE (Can no longer effectively destroy DTs), increased energy needed to fire weapon


Reduced overall costs of Arm and Core T4 Transports by 25%


Increased positive armored state on Arm and Core T4 Transports when landing for an additional 3 seconds


Increased Core Sumo weapon range and Energy to fire, lowered DPS


Lowered Metal costs of Arm and Core Upgrade Centers by 25% 


Lowered Metal costs of Arm and Core Omni Intel Towers by 25%, both sides now produce all options

 
Lowered Arm Fido weapon AOE


Increased Core Krogoth armor, lowered vlaunch weapon reload time


Decreased Arm Raptor Metal costs and buildtime


Lowered Demolisher LOS and weapon accuracy


Increased Core Overlord LOS


Increased Arm Warrior weapon ROF (higher DPS)


Increased Core Leveler weapon range and armor, lowered unit speed


Lowered Arm and Core Nuclear Mine Energy costs and buildtime


Reduced resource storage capacity on all Arm and Core Construction Vtols 


Increased Metal costs on Arm and Core Adv. Construction Vtols, reduced workertime and buildtime



*****************************************************************************************

TAESC BETA 5.1 TEST 2


Fixed
-----

Reduced lag effect on Core Decimator animations 


Randomized Core Manticore death script to produce corpse or debris


Fixed inability for Arm Fido to force fire to maximum range 


Fixed missing closing animation after Arm and Core HLT and MRPC upgrades are completed


Fixed dgun select bug on Arm Altantis, added missing range ring


Fixed missing range ring on Arm Tantalus 


Fixed wrong death explosion on Arm Aurora and Core Skynet 



Completed
---------

Lowered Arm and Core Destroyer movement rate, increased firepower


Removed tertiary torpedo weapons from Arm and Core Seaplane Torpedo VTOLs 


Reduced Arm and Core LRPC and RFLRPC weapon ranges 


Extended radar range on Arm and Core T3 carriers


Increased repair distance on Arm and Core Repair Pad upgrades


Increase Arm Olympus range, increaded armor


Increased Core C.O.R.E. armor


Increased ROF/DPS on Arm and Core Stealth and Seaplane Fighters


Lowered LOS on most non-carrier surface ships


Increased Arm Aurora armor


Increased Core Skynet Radar range, reduced LOS


Decreased Arm and Core MRPC armor, increased range


Removed stealth from Arm and Core Infrantry Kbots, increased armor


Reduced damage from all Geothermal and Fusion explosions, increased self destruct damage 


Reduced overall costs for Arm and Core Sonar, reduced sonar range


Reduced effectiveness of torpedos vs. all Hovers and Arm Pelicans


Lowered Arm and Core Torpedo Launcher Metal cost, armor, and weapon DPS


Decreased cloaking will standing costs on Arm and Core Commanders and Decoys


Lowered damage inflicted by nuclear and tactical weapons to Arm and Core Commanders


Modified death explosion for Arm and Core Commanders and Decoys


Decreased Core Searcher primary weapon model size



*****************************************************************************************

TAESC BETA 5.1 TEST 1


Fixed
-----

Moved Core Vindicator sweetspot
 

Fixed missing immune to paralyzer tags on Arm Pheonix and Hawk


Fixed missing weapon Energy requirement to fire for Arm Victory


Fixed Arm Nomad exploding when take off option in queue 


Fixed all construction vtols inability to assist large upgrades 



Completed
---------

Lowered all Arm and Core Construction kbot armor values


Lowered Arm and Core Destroyer weapon range, acceleration, and turnrate


Lowered Arm and Core Cruiser acceleration, and turnrate


Lowered Arm and Core Battle Cruiser acceleration, and turnrate


Lowered Arm and Core Rocket Frigate weapon range


Decreased Arm and Core MRPC weapon range and velocity


Decreased Arm and Core Floating MRPC weapon range, velocity, and ROF


Increased Arm Annihilator LOS


Increased Arm Gorgon LOS, armore, weapon speed and range


Decreased Core Reaper armor


Increased Arm and Core Artillery weapon DPS and ROF, lowered edge-effectiveness


Decreased Core Morty weapon DPS, increased AOE


Decreased Arm and Core Flakker ROF (slightly) 


Decreased Arm and Core Floating HLT range, increased ROF


Increased damage of Commander blast to Arm and Core Commanders

 
Increased Arm Flash armor


Increased Core Instigator armor


Increased Core Manticore speed


Increased Core Skynet armor


Lowered Arm and Core AA Frigate build time


Increased Arm Penetrator armor

 
Increased Arm and Core T4 Air transport armor


Improved build distance for all Arm and Core construction vtols


Added additional units buildable by Arm Nomad


Increased Arm Tempest movement rate


Added immunity to Omni Commander Hack for upgraded Arm and Core Commanders


Modified Core Decimator weapon animations, increased weapon firepower, removed amphibious movement 


Change Core Leviathan weapon to tactical nuclear missile, increased overall costs.


Reduced Arm and Core Geothermal Upgrade Energy output 


Lowered Arm Geothermal armor bonus when upgraded


Lowered Core Geothermal upgrade weapon ROF


Lowered Arm and Core MRPC and Floating MRPC armor


Increased Arm Fido weapon firepower (slightly)




******************************************************************************************

TAESC BETA 5.0


New Units
---------

Arm Crawler - Mobile Nuclear Bomb


Core Decimator - Mobile Radiological Emitter



Fixed
-----

Fixed no guard bug with Nomad


Fixed SFX explode on Core Fusion shield


Fixed load ring displaying when Core Emissary first building


Fixed missing semicolon in ARMSBERTHA corpse file



Completed
---------

Increased Arm and Core Experimental Cannon overall costs


Restored Core Sumo weapon values to TEST 8


Restored Core Dominator weapon values to TEST 8, lowered LOS


Sped up Arm Annihilator and Core Doomsday Machine opening/closing animations


Increased Arm and Core T1 Airplant costs, reduced T1 bomber costs and build time 


*************************************************************************************

TAESC BETA 4.3 TEST 9


Fixed
-----

Fixed shading bug on Arm Trident


Fixed lag issue with Commander and Decoys




Completed
---------

Restored upgrade option for Arm Armageddon and Core B.F.G.


Increased Arm Bulldog armor


Restored Arm and Core LRPC accuracy, reduced weapon AOE (slightly)


Increased Arm Fido firepower slightly


Increased core Krogoth Gauss and BLOD weapon range


Increased Arm Stumpy movement rate, reduced armor (slightly)


Increased Core Raider armor (slightly)


Decreased Core Rancor riot weapon range, increased AOE and DPS


Decreased Arm and Core MRPC weapon AOE, increased armor


Decreased Core Geothermal Upgrade weapon AOE (by virtue of MRPC change above)


Increased Core Doomsday Machine armor


Increased Arm Annihilator armor


Increased Core Can laser weapon firepower


Increased Core Sumo laser weapon range, decreased DPS (slightly)


Restored Arm Maverick weapon firepower (previous version)


Increased Core Dominator overall weapon firepower and AOE 


Added ability for AI to use Tactical Nuclear Launchers 


Increased Arm and Core T1 AA vehicle and Kbot weapon firepower 


Increased Arm and Core Missile Hover weapon range and DPS


Reduced Core Skynet flak weapon firepower




********************************************************************************************
TAESC BETA 4.3 TEST 8  




Fixed
-----

Fixed permenant locking bug with Arm Nuclear Missile Launcher (may still require stop order) 


Fixed LLT displaying on Core Behemoth / Centurion?


Fixed description of Arm and Core Classified Transports


Fixed improper bubble emissions from damaged Core Capital Ship Yard


Fixed improper max damage to Core Vamp


Removed ability to load Core Juggernaut from Arm Skycrane


Fixed Arm Empyreaan crash bug on maps with identical sea level and default land heights
 

Fixed multiple impromper corpse values




Completed
---------

Increased Arm and Core Level 1 Bomber overall costs


Lowered aiming rate (slightly) for Arm Bulldog and Centurion


Lowered aiming rate (slightly) for Core Golaith and Behemoth


Lowered Core Morty weapon range


Increased Core Pyro weapon damage


Increased Arm Zeus weapon damage and AOE, reduced range


Decreased Arm Maverick weapon damage (slightly)


Increased Core Manticore weapon damage


Restored ability to partially stun low and medium T3 units 


Increased effectiveness of Core fighters vs Arm 


Increased damage and edge effectiveness of Arm and Core Crawling bombs


Modified Arm and Core Experimental Fusion overall costs (slightly lower)


Decreased Core Juggernaut weapon reload time and weapon edge effectiveness


Increased Arm Shooter weapon range, firepower and reload time


Lowered Arm and Core artillery vehicle rate of fire and edge effectiveness


Added defensive torpedo weapons to Arm Maelstrom


Increased (dramatically) overall costs and firepower of Arm and Core Experimental Cannons, set to permenantly inaccurate


Modified Arm Victory missile weapons to rockets


Modified Core Shield Upgrades to match side color


Increased Arm Guardian/Ambusher and Core Punisher/Toaster AOE and tolerance


Increased Metal costs of Arm and Core Advanced Vehicle and Kbot Factories


Decreased Arm Olympus range (slightly), added option to auto fire


Lowered Arm and Core T3 Experimential Metal Extractor overall costs


Increased Arm and Core Advanced Torpedo Launcher Metal costs


Improved Core Overlord weapon accuracy


Improved Arm Demolisher weapon accuracy


Reduced Arm and Core LRPC/RFLRPC weapon accuracy


Increased Arm and Core Hoverplant overall costs


Removed ability for Arm and Core Commanders and Decoys to build Hoverplants and Teleporter Gates


Added Teleporter Gates to Arm and Core T2 construction unit build menus


Reduced overall costs of Arm and Core T2 Fighters and Bombers






********************************************************************************************

TAESC BETA 4.3 TEST 7  


Fixed
-----

Fixed crashing bug with Arm Tantalus (corrupt gaf file on Commander Hack)


Fixed Arm Nomad opening when landing on pads


Fixed Arm Empyreaan emitting wakes when lifted over water


Fixed missing Energy requirements to fire in Arm Olympus discription


Fixed corpse values for multiple units


Fixed Arm Brawler EMG weapon to match range of Core Rapier


Fixed improper transport loading value assigned to Arm Raptor


Fixed improper weapon damage on Core Tactical Nuke Launcher


Fixed Manticore lock up bug


Fixed Arm GUI displaying on Core Advanced Kbot lab (2nd page) 




Completed
---------

Converted Arm Annihilator and Core Doomsday Machine to auto-pop up when firing


Lowered Arm Raptor armor


Increased BLOD weapon firepower on Core Juggernaut


Lowered overall costs for Arm and Vore Underwater Moho Extractors


Increased weapon rate of fire for Arm Olympus


Lowered Core C.O.R.E. primary weapon firepower and armor


Increased Arm and Core Decoy commander Dgun weapon firepower


Decreased weapon firepower on Core Pyro and Igniter


Increased Arm MERL and Core Diplomat weapon range, and reload time


Modified weapon damage on Arm and Core AA defenses


Increased armor on Arm and Core fighter planes 



********************************************************************************************


TAESC BETA 4.3 TEST 6


New Units
---------

Arm Angler Hover Carrier


Core Refuge Hover Carrier 




Fixed
-----

Fixed CTRL-T Bug on Core Overlord




Completed
---------

Removed Arm and Core Shield Generators  


Modified Arm Nomad model and buildpic


Removed ability to build fully upgraded Arm Vulcan and Core Buzzsaw (must be upgraded)


Changed Core Dragonfly to a single unit heavy lifter


Removed ability for MUATs to carry very large units


Increased Core Gimp firepower


Reduced Arm and Core Amphibious Tank armor


Added AA missiles to Core Manticore


Improved Arm and Core Gunship weapon firepower, armor and range, slightly increased costs


Increased Arm and Core Flagship BLOD weapon ROF


Added Bertha cannon weapon to Arm Atlantis, removed BLOD weapons


Reduced Core Skynet and Vindicator unit speeds


Decreased Arm and Core Artillery vehicle weapon range 


Decreased Arm Big Bertha and Core Intimidator reload rate and edge effectiveness


Increased Core Krogoth footprint size, max damage


Reduced Arm Raptor overall costs, max damage, repair time


///Increased Arm Empyreaan overall costs, LOS?, armor?


Increased Arm Bulldog armor


Increased Core Goliath armor


Increased Core Reaper weapon ROF, restored 2nd barrel


Lowered Arm Shooter range, weapon firepower, range, and costs


Increased Arm Penetrator weapon range, decreased armor and ROF


Increased Arm and Core Gantry overall costs


Modify various buildpic locations


Modified Arm Olympus primary weapon, removed stockpile, increased armor


Increased Core C.O.R.E. armor


Added Energy and Metal storage to Arm Forge and Core Shaper


Added ability for T3 Construction units to build hoverplant


Increased Core Dominator armor


Removed secondary weapon on Arm Centurion and Core Behemoth






*******************************************************************************************************************************************



TAESC BETA 4.3 TEST 5b


B Update
--------

Lowered Core Overlord overall costs 


Increased Core Vindicator costs


Decreased Core Skynet costs




A Update
--------

Fixed Core Geothermal Upgrade weapon not firing


Fixed Energy required description for Arm and Core shields 


Increased armor on Arm and Core Geothermal upgrades



New Units
---------

Arm Triumph Flag Ship


Core Sovereign Flag Ship 


Arm Hercules MUAT


Core Dragonfly MUAT




Fixed
-----

Fixed 0 cost Core Hive bug

 
Fixed Core Experimental Fusion Bonus Enrgy value


Fixed Core Experimental Fusion inability to assist or repair bug


Fixed Core FHLT inability to fire over floating DT bug


Fixed missing Commander damage modifier vs. Core Juggernaut and Arm Demolisher weapons


Fixed improper 'Experimental' description for Core Advanced Energy Storage 


Fixed improper 'Experimental' description for Core Advanced Metal Storage


Fixed Core Copperhead corpse value


Fixed hard to see flares on non-upgraded Core Buzzsaw 


Fixed missing upgrade chevron on Core Experimental Fusion


Fixed missing bubbles to all damaged subs, removed smoke effects 




Completed
---------


Added improved and cheating AI with basic profiles (more improvements to come)


Lowered overall costs of Arm and Core classfield (Level 4) factories


Reduced Arm Olympus Metal costs, increased max damage


Reduced Core C.O.R.E. Metal costs and LOS, increased aiming speed, AOE, and max damage


Removed upgrades from Arm and Core Experimetal Cannons, increased overall costs and firepower


Increased Arm Empyrrean overall costs, reduced speed, LOS and accuracy


Lowered Core Vindicator overall costs


///Increased Core Overlord overall costs and primary weapon reload time


Removed ability for Arm Raptor to be transported via normal transport


Removed ability for Arm Demolisher to be transported via normal transport


Removed ability for Core Juggernaut to be transported via normal transport


Lowered Core Juggernaut primary weapon firepower via increased reload


Reduced Core Igniter weapon firepower, increased armor slightly


Decreased flak weapon firepower on Arm and Core AA Frigates


Increased Arm Maverick weapon firepower slightly


Increased weapon reload time on Arm and Core LRPCs and RFLRPCs, reduced edge effectiveness 


Increased weapon firepower on Arm and Core Tactical Nuclear Missile Launchers


Lowered Arm and Core Shield Generator overall costs by half as well Energy to operate


Increased transport capacity of Arm and Core Transport ships


Increased Arm Shooter weapon damage


Decreased Arm and Core T1 Torpedo Bomber Metal costs, increased weapon firepower


Added 3rd torpedo weapon to Arm and Core Torpedo Seaplanes


Increased Arm and Core Torpedo Launcher Metal costs, lowered Energy costs


Increased Arm and Core Advanced Torpedo Launcher Metal costs, lowered armor


Increased Arm Zeus weapon range, lowered weapon damage slightly


Merged Arm Whale and Arm Maelstrom into single unit, removed torpedeos, increaed transport capacity


Increased Arm Shooter weapon firepower, range, and reload time


Reduced Core Skynet max damage


Reduced overall costs of Arm and Core Mantle Extractors


Increased Arm and Core T1 Submarine max damage


Increased Arm Nomad Energy and Metal storage (when in factory mode)


Decreased Arm Demolisher weapon accuracy, increased AOE





**********************************************************************************************************

TAESC BETA 4.3 TEST 4


Fixed
-----


Fixed flak fire on ground bug, decreased AOE and ROF


Fixed transport loading values for Core Reaper and Manticore


Fixed reclaim bug with Arm and Core Air Repair Pads





Completed
---------


Reduced LOS range on Arm and Core Parimiter Beacons


Increased Arm and Core Construction Kbot speeds


Moved Arm and Core Mine Layer Vehicles back to Level 1,  


Reduced overal costs of Arm and Core Construction Hovercrafts


Lowered DPS of Arm and Core LRPCs/RFLRPCs, increased ROF


Increased Arm Zeus weapon damage


Removed stealth from Arm and Core Advanaced Bombers (this may or may not return)


Removed uograde options from Arm and Core strategic Cannons, increased costs and ROF


Increased Core Skynet overall costs




TAESC BETA 4.3 TEST 3


Fixed
-----

Fixed Core Manticore weapon reload time


Fixed missing wing parts on Core Vindicator


Add missing damage modifier for Arm Underwater Moho Extractor 



Completed
---------

Modified all flak weapons to explode at end of range, increased AOE


Increase Arm and Core Advanced Mine Layer movement speed


Removed weapon hit sound from Arm Shooter


Decreased Arm and Core Laser Heavy Tower costs, increased firepower


Increased Core Behemoth main weapon firepower, changed secondary weapon to Light Lasers


Decreased Arm Zipper weapon firepower and speed


Increased Core Avenger turnrate, reduced movement speed


Increased Core Vindicator BLOD weapon rate of fire


Reduced damage to Commanders from LRPC weapons


Increased Arm Big Bertha and Core Intimidator armor and weapon Energy to fire costs, reduced weapon AOE 


Increased Arm Vulcan and Core Buzzsaw armor and weapon Energy to fire costs 


Decreased build time for Arm and Core Moho Extractors


Decreased build time for Arm and Core Moho Metal Makers


Decreased overall costs and buildtime for Arm and Core Underwater Moho Extractors, increased armor


Decreased overall costs and buildtime for Arm and Core Underwater Metal Makers


Decreased Arm Maverick firepower


Decreased Arm Zipper speed and weapon DPS


Increased Arm and Core Decoy Dgun weapon firepower


Reduced Arm Sky Crane speed (same speed as Arm Atlas)


Reduced Core Emissary speed (same speed as Core Valkyrie)


Reduced Core Skynet armor


Reduced Arm Aurora LOS


Lowered Arm Victory and Core Tyrant overall costs, range, and armor - reclassified as Battleships


Reclassified Arm Millenium and Core Warlord as Battle Cruisers


Lowered overall Core Rancor costs



TAESC BETA 4.3 TEST 2



Fixed
-----

Fixed Arm Experimental Gantry Wreckage texture bugs


Fixed missing Commander modifier on Arm Aurora weapon


///fix transports loading bsub and others (tsub?)


Fixed weapon underfire bug on Arm Olympus


Reduced overfire bug with Arm Centurion and Core Behemoth


Fixed blue bits in Core Intimidator/Buzzsaw weapon explosion animation


Fixed various models with parts not matching script pieces


Fixed Arm Annihilator and Penetrator barrel models


Fixed incorrect storage value on Arm Advanced Metal Storage




Completed
---------

Modified role of Mine Layer Vehicle to Level 2 Amphibious Construction Vehicle / Advanced Mine Layer


Added basic mines to Arm and Core battelfield scavengers


Lowered Arm and Core Gunship armor


Lowered Arm and Core Leve1 Fighter armor


Increased Arm Skycrane and Core Emissary Metal costs, decreased armor


Increased Arm and Core Mantle Extractor armor


Restored Stealth to Arm and Core Advanced Bombers


Decreased Arm and Core Moho Mine Metal costs, increased health


Increased Core Manticore weapon firepower and area of affect


Increased Arm Spider weapon range and stun time 


Decreased Arm and Core Decoy Commander dgun firepower


Reduced Arm Aurora firepower and range


Increased Arm Shooter rate of fire, added stealth


Reduced Core Immolator armor, adjusted costs


Decreased Arm Maverick weapon damage, increased range slightly


Increased Core Pyro armor


Decreased Arm Nomad overall costs


Decreased Core Skynet overall costs  (fixed Script pending)


Decreased Arm Penetrator LOS slightly


Increased Core Morty weapon range


Decreased Core Behemoth weapon range


Decreased Arm Centurion weapon range, increased area of effect


Decreased build time for Arm and Core Anti-Nuke missiles


Decreased build time for Arm and Core Tactical and Operational Nuclear missiles


Reduced effect of normal blast weapons vs. Commanders and Decoys


Increased effect of crawling bomb (Anti-Commander) blast weapons vs. Commanders and Decoys
 

///Decreased Arm and Core Construction kbot speeds? Increase costs?


Modified Core Experimental Gantry to allow units to exit North and South


Decreased Core Dominator weapon range, increased firepower slightly


Reduced Core C.O.R.E armor, increased effectiveness vs. noexplode gauss weapons


Reduced Arm Olympus armor, increased effectiveness vs. noexplode gauss weapons


Increased effectiveness of Arm and Core Dreadnoughts vs. noexplode gauss weapons


Added Seaplane plants to Arm and Core Experimental Construction Vehicle build menus


Remove SFX flash on fire from Arm Demolisher and Core Overlord


Modified Core Vindicator BLOD weapons to fire via turrets, removed AA laser weapons 


Increased Core Morty range


Reduced Core Rancor primary weapon range, reduced Energy to fire


Reduced Arm Zipper and Core Freaker armor





TAESC BETA 4.3 TEST 1



Fixed
-----


Fixed Commander Dgun aiming speed


Fixed Core Dominator rocket underfire 


Fixed improper Energy cost on Core Heavy laser Tower 


Fixed multiple incorrect corpse values


Fixed upgrade costs for several units (to match upgraded unit cost)





Completed
---------


Decreased Construction Kbot costs and increased unit speeds 


Increased Core Dominator firepower (doubled v-launch firepower)


Decreased Arm and Core Heavy Laser Tower Metal costs


Modified Core Reaper weapon to flamethrower, increased firpower and armor, reduced range


Modified Core Manticore weapon to rockets, increased range


Increased Arm Penetrator cost along with range and firepower


Decreased Arm Shooter cost along with firepower and armor, removed stealth


Decreased Arm Bulldog and Core Goliath Energy and Buildtime costs, reduced armor


Increased Core Can weapon range, reduce weapon firepower


Increased Arm and Core Destroyer Metal costs


Reduced Core Immolator costs, armor, and firepower


Increased Core Emissary transport capacity, reduced armor


Increased transport weight of multiple 'heavier' units


Increased Arm and Core rocket kbot weapon reload time


Improved Arm Rocko buildtime and armor


Reduced Arm Flash and Core Gator armor slightly


Reduced Core Raider armor slightly


Increased Arm Stumpy armor slightly


Reduced Arm Peewee and Core AK costs and armor


Reduced Core Gimp weapon range, increased firepower and armor


Increased Core Morty firepower


Increased Arm Fido firepower


Reduced Arm Sky Crane armor


Improved Arm and Core Decoy dgun weapon


Added secondary laser weapons to Core Behemoth


Added secondary anti-air weapon to Arm Centurion


Improved aiming rate for Arm Triton and Core Croc











