1.44 --> 1.45 Circular Saw/Eradicator energy cost per shot eliminated Torpedo launcher reload time reduced 25%, firepower reduced 15%, aiming rate increased, torpedo turnrate increased Metal generator metal output reduced to 1, energy cost increased 25% Core Krow script fixed, there should no longer be any bad calls, etc Peewee, AK aiming speed increased ~20% "REAL_DOOMSDAY" weapon missing semicolon fixed (thanks Maelstrom) AK/Instigator accuracy vs. fast units improved (PW/Flash don't have this problem) Anti-nuke missile speed decreased Pitbull/Viper no longer capable of targetting aircraft Viper, metal generators, aircraft carriers removed from CTRL+B category "with Anti-Nuke" added to carrier description to help newbies "with Anti-Mine Rocket" added to minelayer vehicle description to help newbies Instigator costs reduced 5%, weapon range boosted 5% AK range boosted 5% Recluse no longer fires at aircraft Anti-nukes can no longer be cloaked Freedom Fighter, Avenger HP and rate of fire reduced 20%, speed reduced by 1 unit Torpedo bomber HP increased 500 units Torpedo seaplane costs, HP, and other stats completely overhauled to put them more in line with standard torpedo bombers (they are now much cheaper, etc) L1 fighter turnrate increased 15%, L2 fighter turnrate increased 25%, seaplane fighter turnrate increased 30% Phalanx/Copperhead HP, movement speed increased 10% Cruiser HP increased 10% Demolisher range increased 5%, LoS boosted 15%, damage increased to 650 (425), reload time increased to 3 (1.7) Moho mex extraction rate increased to 0.35 (0.3, and was previously 0.5) Fatboy range increased 20% Maverick LoS increased 15% Leveler reload time increased 5% Mobile tacnuke launcher movement speed reduced 33%, HP increased by 2000 Jethro/Crasher movement speed increased 5% Radar Tower radar range reduced 25%, Advanced Radar Tower radar range reduced 15% Flash damage per second reduced by 10, costs increased 5%, sprayangle (inaccuracy) increased 15%, range reduced 5% (DPS: ~115->105) Peewee damage per second reduced by 10, sprayangle increased 15%, range reduced 5%, HP reduced by 20 units Pillager reload time reduced 10%, costs reduced 15% Tremor energy cost increased 30%, metal cost increased 25%, build time increased 20% "Requiter" renamed "Aegis" Metal/energy income from construction units reduced to 1/100 their nano speed; you can now accurately judge how much "building power" a constructor has based on how much energy/metal it makes Strange nanolathing speeds fixed Added (or increased) storage capacity for resource buildings, even mundane ones (solars, extractors, etc) Increased HP by 100% on storage buildings Catapult costs increased 20%, inaccuracy (wobble) increased slightly Guardian/Punisher range reduced 30, Ambusher/Toaster range increased 30 Beamer range increased 7%, damage increased 5%, accuracy vs. fast units increased Self-Destruct timer set to 10 seconds for: Krogoth Orcone Bantha Krogtaar Arm Commander Core Commander Ground construction unit movement speeds are now: ARMCK: 1.3 CORCK: 1.25 ARMACK: 1.25 CORACK: 1.2 ARMCV: 1.6 CORCV: 1.5 ARMACV: 1.55 CORACV: 1.45 Punisher slope tolerance increased 10% Big Bertha slope tolerance increased 20% Intimidator slope tolerance increased 30% Advanced Fusion metal cost increased 25%, energy cost increased 30%, buildtime increased 22%, output increased 1000, HP increased 25%, energy storage capacity tripled, cloak cost increased 500, slope tolerance increased 30% Krogtaar metal cost reduced by 400 units (7184->6784) Tactical nuke launcher (static and mobile) missiles require 33% longer to build and move 25% slower once launched Blade now takes only 50% damage from flak weapons; unit description changed to "Heavy Flak-Resistant Gunship" Blackdawn cut Fibber cut (Sorry Cavedog, it just wasn't a good idea) Rapier metal cost increased 10%, energy cost increased 15%, buildtime increased 12%, HP increased 15%, rocket damage increased 5%, AoE increased 10%, rate of fire increased 5%, movement speed reduced 5% Brawler HP reduced 5%, movement speed increased 5% Vehicle slope tolerance increased by 20% (15->18) Ships' minimum water depth decreased Subs' minimum water depth increased Subs are now deeper underwater L1 sub HP increased 25%, L2 sub HP increased 250%, L3 sub HP increased 30% Nuke cruising altitude increased hugely, maximum velocity increased, acceleration reduced Tactical nuke trajectory lowered 20% Beamer, HLLT, Packo, SAM, Inferno added back in HLLT HP increased 10% Nuke impulsefactor set to 2 (1) Fido range increased by 50 units (520->570) Pyro movement speed increased (2.1->2.3) Removed missile from sonar seaplanes, they're more trouble than they're worth Mavericks now have combat auto-repair (4) Goliaths now have combat auto-repair (3) Sumos now have combat auto-repair (8) Cans now have combat auto-repair (2) Total unit count is now 378 1.43 --> 1.44 LLT reloadtime reduced to 0.48 (0.5), damage boosted to 75 (70) HLLT, Beamer, Packo, Nautilus, SAM removed, total unit count is now 375 Solar damagemodifier set to 0.5 (0.2) Advanced solar HP doubled LLT aiming vs fast units improved, damage versus aircraft reduced Peepers/Finks should no longer attempt to attack things Shiva HP increased 1000 Bladewing HP halved, explosion damage negated Dragons Teeth costs reduced Nukes fly higher now so they shouldn't hit mountains as much Jethro/Crasher metal/energy costs reduced 15%, buildtime reduced 10% Leveler speed reduced 0.15 Fort walls are now buildable by level 2 construction units Exploiter, Warrior, Leveler now take 1/3 damage from Flash, Peewee, Instigator, AK, Flea, scout hovers Exploiter turret aim rate doubled Sleep in PW/AK aiming animation reduced to 5 (50/100) Tactical nukes fixed, as said in 1.43 changelog they should not be interceptable now Annihilator FPS-mode aiming bug fixed, open/close animation speed increased All loud sound effects (209 @ 92+db) normalized to ~92 db Panther range increased to 310 (285), HP boosted to 1200 (1100) Flea mass increased 1.42 --> 1.43 Krogtaar weapon AoE increased 50%, impulsefactor increased to 2 (1), range boosted 5%, build costs reduced 5% Pyro damage increased 10%, HP increased 10%, range increased 5% acceleration and brake doubled, turn rate increased 100 Liche missile AoE reduced to 128 (320) Arm nuke buildtime reduced to 120 units, explosion radius increased to 1280 Core nuke buildtime reduced to 180 units, explosion radius increased to 1920, damage increased to 10000 Anti-nuke buildtime reduced to 90 units Can speed boosted 10%, HP increased 10%, range increased 5% Moho Geothermal explosion size increased Bulldog impulsefactor set to 0.5 (1), AoE reduced 25% Goliath HP increased 350, weapon AoE increased to 160, range boosted 10 Decoy fusions now have the same health as regular fusions Core advanced construction vehicle workertime (how fast it builds stuff) increased 50% Zeus HP increased 150 Leveler speed boosted 10%, HP increased 100 Mercury/Screamer missile explosion appearance made more realistic, so its actual explosion radius is visible (this is a purely visual thing) Juggernaut HP increased 10000, speed increased 10%, rotation speed increased 10%, metal cost reduced 5% Sumo HP increased 1500 Pitbull, Viper damage vs aircraft reduced to 26 (56) Termite reload rate reduced to 1.1 (1.2) Pyros no longer leave a wreck Targetting Facility operating cost reduced to 250 energy Panther speed, acceleration, brake, HP increased 10%, weapon damage increased 15% Annihilator reload time increased 10%, HP reduced 15%, damage when closed reduced to 0.05 Maverick speed increased 5%, HP boosted by 100, range boosted 5% Zipper damage, speed reduced 10%, HP reduced 50 Adv Solar costs increased 50%, output increased 50% Reaper acceleration increased to 0.021 (0.018), speed increased to 1.75 (1.72), rotation increased to 345 (329) damage increased by 20%, HP increased 750 Raider HP increased by 125 Flash HP reduced 50, damage decreased 9% Peewee speed reduced 0.15, damage decreased 9% Tremor acceleration reduced 20%, HP increased 5% LT variant discontinued Samson/Slasher damage per second boosted 10% Samson set to burst-fire 2 half-strength missiles with a reloadtime which is appropriate OTA maxwaterdepth of -100 for amphibious units replaced with a more realistic -5000 in view of what's possible in Spring; this will mean re-pathing all your maps again... Moho metal extractor/exploiter output reduced to OTA standards Construction aircraft/seaplane HP halved, death explosions now cause double damage to construction aircraft Karganeth metal cost increased 10% Bantha metal cost decreased 10% Krogtaar metal cost decreased 15% Orcone HP increased 10% Krogoth HP increased 12% Tactical and mobile nuke damage increased to 4000 (3500), damage versus superweapons increased to 8000, buildtime reduced to 90 units, costs reduced in proportion to buildtime reduction (0.75) Decoy Commander fake D-gun amd laser are now much weaker, dgun now uses the full standard 500 energy per shot, the decoy laser now does 80 damage (130) and requires 50 energy per shot to fire Real D-Gun damage increased to 50000 per impact, impulsefactor set to nill; this should prevent usage of the d-gun as a "moat- builder" Tactical nukes are now non-interceptable Metal maker explosions replaced with energy storage explosions, moho metal maker explosions replaced with fusion explosions Krogtaar now fires from the correct barrels at the correct times Hurricane physical size increased 20%, HP increased 30%, bomb damage increased 35%, bomb AoE increased 25%, costs increased 30%, turnrate decreased by 62, self-defence missile strength increased Solar metal cost reduced by 30, energy cost reduced by 100 Wind generator energy cost increased by 100 Arm and Core construction seaplanes can now both build floating flak guns VTOL_EMG (Brawler) and MED_EMG (Banshee) weapons are now proper, spring-style EMG shots; this is purely a visual thing Doomsday Machine health bar is now visible at all times Banisher HP reduced by 300 Leveler can no longer damage itself Core heavy laser tower reload time increased to 1.2 damage per second increased to 250 Arm heavy laser tower reload time reduced to 0.6, damage per second increased to 235 Big Bertha, Intimidator structure increased in size by approximately 25% so they can more easily shoot over small obstructions such as units and trees, HP increased by 1000 each Arm "Cronus" aiming script fixed Corvette guns now have the proper barrel firing animation Penetrator turret height increased Inferno, Helios, MRUs, radar/jammer hovers, Mumbo removed, total unit count is now 381 Attack hovercraft now have 40% extra sight range Gremlin HP increased by 200, speed increased by 0.2, refire rate reduced to 4, damage increased to 350 Artillery hovercraft now have a range half-way in-between L1 and L2 vehicle artillery Hovercraft plant costs reduced 25% Amphibious complex costs reduced 25% Tech 2 factory energy costs increased 200% Tech 3 factory energy costs increased 400% Gunship explosion damage versus other gunships increased Orcone main weapon AoE increased to 48 (40), impulsefactor set to 2 (1) Fatboy movementclass fixed so it can climb like a kbot Arm advanced kbot lab widened 20% to accomodate the larger Fatboy movementclass Zipper energy cost increased by 2000 Doomsday machine now takes 0.05 damage when closed (0.1), BLoD range increased 10%, reload time reduced 5%, ***open/close speed increased*** Heavy laser turret and floating heavy laser turret HP increased by 50% Moho Exploiters now open/close faster, their health bar is visible at all times Instigator and AK now have seperate weapons; the instigator is slower firing but with a higher overall damage per second Gunship damage versus flak units halved Flak volume reduced 10 db Gimp laser damage boosted by 25 All construction vehicle HP increased by 50% Krogoth/Orcone backback rocket launcher damage increased by 100%, fire rate reduced by 25% Nuke/anti-nuke metal/energy costs reduced to retain their old cost per tick Freaker/Consul metal/energy cost increased 35%, buildtime increased 25% Core moho mine HP increased to 2500 (2000) Moho exploiter and moho extractor textures modified so they look more similar ingame Guardian/Punisher/Ambusher/Toaster can no longer shoot their low-trajectory weapon below -25 degrees Torpedo launcher weapon speed increased Mobile anti-nukes now produce 200 energy and have 1000 energy storage Gimp removed from core hovercraft plants Exploiter HP boosted 150 units Vulcan/Buzzsaw/Gantry slope tolerance increased 30% Subs are now virtually immune to damage from surface ships' regular (non anti-sub) weapons; underwater structures will still be vulnerable to this kind of fire, but since they are at the bottom of the water rather than just slightly below it (as subs are), it should be less of an issue Storage building capacities increased Forged version updated with proper buildpics New commander explosion sound effect Warrior HP increased by 50, weapon inaccuracy vs fast units reduced 33%, fire rate and damage halved, range increased 30, LoS increased 25, movement speed increased 0.9 Demolisher HP boosted 800, aiming restrictions removed 1.41 --> 1.42 Plasma batteries can now fire in two modes; in low traj mode, they fire at their usual rate but with a small AoE and less firepower. In high traj mode, they fire more slowly but with a much larger AoE and a powerful shockwave with greater firepower Tremor metal cost increased to 1007 (907), energy cost increased to 19069 (17069), AoE reduced to 160, accuracy reduced to 1000 (600) AI compatibility: all weapons designed only for shooting at air now have "toairweapon=1; in their weapon file AK/Gator weapon damage per second reduced to 87 (105) Level 1 artilley HP reduced by 150 Level 2 artillery HP reduced by 20 Arm EMP bomber given flares Merl, Diplomat rockets AoE increased 50%, impulse- factor increased to 2 (1) Merl, Diplomat metal cost increased by 200, HP increased by 500 Peewee aiming animation speed increased by 50% Hammer aiming animation speed increased by 50% Flash aiming animation speed increased by 40% Instigator aiming animation speed increased by 25% Hammer now fires from the correct barrels Epoch flak guns now target aircraft only on their side of ths ship Transport ships have been replaced with an OTA-style appearance and functionality Missing Core Amphibious Complex from "Muskrat" build menu fixed in S, F, and LT variants Sumo HP increased to 12500 (12000), movement speed increased to 0.55 (0.52), LoS increased to 510 (448) Thud model cleaned up a bit Liche will no longer attempt to target aicraft Weapon damage versus aircraft standardized Depthcharge launcher weaponvelocity increased EMP bomber can no longer accidentally paralyze nearby aircraft or itself Arm sniper will no longer attempt to target aircraft Burning trees are no longer as horrifyingly deadly L2 bomber defense turret is now stronger and longer range Nuke explosion radius increased to 1024 (960) Black Hydra anti-air missile damage increased 30%, reload rate improved 30%, range increased 5% Mumbo fire rate reduced to 0.2 (0.15), damage per hit increased to 40 (25) Flea damage per shot increased to 24 (12) Jeffy, Weasel damage boosted to 50 (30) Skuttle is no longer transportable AK/Peewee won't explode in chain reactions as often Mines now work properly Mine buildtime reduced about 33% Nuclear mine cloaking cost reduced to 50 Blade gunship buildpic fixed Gunships will no longer attempt to target aircraft Flash, Instigator acceleration increased 25% AK movement speed reduced to 2.6 (2.7) Peewee movement speed increased to 2.15 (2.1) Liche now fires automatically Fighter turn rates increased 25-40% where appropriate Flak damage vs L1 fighters reduced 15%, vs L2 fighters reduced 25% Mumbo HP boosted to 1900 (1700) Reaper acceleration boosted to 0.018 (0.013) Advanced Shipyard footprint increased by 2; flagships should no longer go insane trying to exit them All shipyard side exits are now open Moho Exploiter metal cost increased 500 to 2219, HP reduced 150 to 2500 Faboy turning speed increased to 320 (280), speed increased to 0.85 (0.83), metal cost reduced to 2251 (2351) SDZ compression is now used for mod files. This allows for a smaller download but improved ingame performance; This will also fix Linux compatibility New variant added: -LT for Low Tech This version includes all standard units except for the following exceptions: Liche Krow Orcone Krogoth Epoch Black Hydra 1.4 --> 1.41 Core "Krow" movement speed reduced to 4.5 (4.66) Core "Blackdawn" movement speed increased to 5.45 (4.35) Arm "Blade" movement speed increased to 5.8 (4.71) Blade/Blackdawn weapon AoE set to 32 (30), impulse- factor increased to 2 (1), weapon velocity increased to 700-1000 (500-800), wobble removed Plasma cannons are now trajectory toggleable Plasma cannon impulsefactor set to nill HLT range increased to 620 (570) Tremor range set to 1200 (1050) "Ranger", "Messenger" energy costs boosted by 2000, metal costs boosted by 300, damage per rocket reduced to 800 and 1100 respectively Thud HP reduced by 50 Hammer HP reduced by 30 Storm HP increased by 60 Rocko HP increased by 50 Sumo turnrate increased to 320 (275) Heavy unit crushstrength increased EMP bomber paralyzing time increased Removed a couple of unused unit FBI files... I guess there were a few more of these than I thought; The actual total unit count is 389 All buildpics converted to DDS; This will save a lot of space as well as improve performance! Viper is no longer useable as artillery if aimed at the sky Catapult HP boosted to 5600 (2600), wobble reduced slightly EMG damage increased to 10 (7) Gator_Laser (AK and Instigator weapon) damage increased to 75 (47) 1.35 --> 1.4 Forged variant missing scripts fixed Mercury/Screamer range reduced to 2500 (3200) Thunder/Shadow damage per bomb reduced to 175 (200) Fixed Mercury/Screamer damage vs. gunships Kbots are now able to move in water as deep as -20 (-12) Vehicles are now able to move in water as deep as -10 (-12) Mechs are now able to move in water as deep as -20 (-12) "Tiny" movementclass units are now able to move in water as deep as -5 (-12) "Shiva" walking animation fixed 10% increase to flak range 50% reduction to gunship damage vs. commanders 5% reduction to gunship health 10% reduction to gunship movement Advanced fusion reactors' health increased by 20% Standard fusion reactors' health increased by 50% Core moho geothermal script error on explosion fixed Krow script error on explosion fixed Increased weapon damage versus "raider"-type units abolished Annihilator, Penetrator, Doomsday Machine primary weapon are now all set to target non-air exclusively Moho metal extractor maxslope increased to 20 Arm EMP Spider cost reduced to 186 (216), HP increased to 750 (650), maxvelocity increased to 2.65 (2.53) Morty metal cost increased to 191 (171) Morty HP reduced to 820 (850) Necro, Rector workertime increased Rapier missile velocity increased Rapier AoE increased to 96 (64) Gator, AK weapon strength increased 7% Mobile flak reload rate set to 0.75 (1.0) Stationary flak reload rate set to 0.55 (0.6) Epoch flak reload rate set to 0.55 (0.6) 1.34 --> 1.35 Removed unused units and corresponding buildpics, the actual total unit count is in fact 391 (not 393) Uniform mobile unit rotation speed increase: 10% Uniform mobile unit acceleration increase: 20% Uniform mobile unit brake increase: 25% Uniform mobile unit maxvelocity increase: 15% Mobile artillery impulsefactor reduced to 0.5 (1) Arm "Luger" AoE increased to 180 (148) Core "Pillager" AoE increased to 192 (156) Arm "Luger" accuracy reduced to 450 (350) Core "Pillager" accuracy reduced to 500 (400) Core "Tremor" AoE increased to 200 (180) Core "Tremor" impulsefactor reduced to 0.5 (1) Core "Tremor" accuracy reduced to 600 (550) "Shellshocker", "Wolverine" impulsefactor reduced to 0.5 (1) Added "cloakable" to Ambusher's description (it was already cloakable though) Spies now explode with a large-AoE EMP blast 1.331 --> 1.34 Depthcharge launcher can't be built on water anymore "Phoenix" bomber port wing moved oh-so-slightly towards the model's center... I'm psychotic Nano tower buildtime reduced by a further 2000 units Nano tower metal cost reduced by a further 50 units Sumo cloaking removed Spy minimum cloaking radius increased 25% Arm construction ship can now build underwater storage again "Moho Exploiter" buildpic redone Deflector strength increased roughly 400% Deflector range decreased roughly 40% Removed the 8 least interesting load screens Level 1 bombers now drop the correct number of bombs Removed unused textures 1.33 --> 1.331 Reverted to 1.31 data set 1.32 --> 1.33 Fixed sync errors related to FBI decimal values Removed unused textures 1.31 --> 1.32 Depthcharge launcher can't be built on water anymore "Phoenix" bomber port wing moved oh-so-slightly towards the model's center... I'm psychotic Nano tower buildtime reduced by a further 2000 units Nano tower metal cost reduced by a further 50 units Sumo cloaking removed Spy minimum cloaking radius increased 25% Arm construction ship can now build underwater storage again "Moho Exploiter" buildpic redone Deflector strength increased roughly 400% Deflector range decreased roughly 40% Removed the 8 least interesting load screens Level 1 bombers now drop the correct number of bombs Converted all buildpics to JPG Uniform mobile unit rotation speed increase: 10% Uniform mobile unit acceleration increase: 20% Uniform mobile unit brake increase: 20% Uniform mobile unit maxvelocity increase: 15% 1.3 --> 1.31 "Shodan", "Blocker", "Radical" removed, bringing total unit count down to 393 Arm and Core HLT damage boosted to 185 (150, 175) Arm "Spider" speed reduced to 2.2 (3) Arm "Spider" firing rate reduced to 1.75 (1.2) Arm "Spider" is now truly all-terrain, with a proper spider movementclass Arm "Spider" size doubled Arm "Spider" costs and HP doubled Core "Sumo" movement speed reduced to 0.5 (0.6) Core "Sumo" firing rate reduced 15% "Bulldog" metal cost increased to 944 (824) "Bulldog" armor increased to 5400 (5000) "Goliath" metal cost increased to 1207 (967) "Goliath" armor reduced to 5800 (6000) Core "Bladewing" firing arc fixed Increased d-gun cost to 500 energy per shot (400) Decreased d-gun firing rate to 1.5 (1.2) "CORE_LASERH1" weapon class removed Heavy laser turrets now do reduced damage vs aircraft, as it should be Mercury/Screamer damage doubled to 2000 (1000) Mercury/Screamer range increased to 3200 (2200) Mobile flak firepower reduced about 40% Moho Exploiter now fires all rockets from the correct place Deflector repulsion force halved Transport hovers can now load and unload properly Construction ability of rezzers, minelayers reduced Anti-air hovers fixed Core "Juggernaut" HP increased to 45000 (36000) Core "Juggernaut" metal cost decreased to 10795 (12795) "Krogoth", "Orcone" HP both boosted 10000 units Amphibious and hovercraft units' climbing abilities improved Crawling bombs are transportable again Crawling bombs do reduced damage to other crawling bombs Scout hover firepower reduced 10% "CORSH_WEAPON" weapon class eliminated Nano tower buildtime reduced by 1000 Nano tower energy cost reduced by 1000 Nano tower metal cost reduced by 75 Forged variant missing COB file error fixed 1.25a --> 1.3 "Samson", "Slasher" energy costs increased by 50% "Samson", "Slasher" HP reduced by 100 "Samson", "Slasher" maxvelocity reduced by 10% "Samson", "Slasher" rotation speed reduced by 100 "Samson", "Slasher" damage versus "raider" armorclass reduced by about 30% "Samson", "Slasher" damage versus all other units reduced by about 10% "Shellshocker", "Wolverine" weapon velocity increased 15 and 10 respectively, hopefully allowing them to reach their maximum range "Shellshocker", "Wolverine" weapon damage increased to 170, 160 (130, 115) Core "Necro" should no longer get stuck after rezzing units Core "Sumo" cloaking cost when moving increased to 225 (100); Cost when stationary remains at 75 AI compatibility improved by making "Tech Forge" structures in the F variant seperate structures from regular factories Repulsor builings now require 1250 energy per tick to operate, regardless of whether they're even deflecting anything or not Repuslor building metal cost increased 50% Advanced Underwater Storage buildings removed, bringing the total unit count to 396 Maverick costs increased 5% Maverick firepower decreased 8% Storage building capacities tweaked New variant included, "-B" for Barebones: This version includes a more conservative selection of units for people who prefer a smaller unit count 1.25 --> 1.25a Fixed missing Core "Fortitude" anti-nuke silo in -F variant 1.2 --> 1.25 Heavy rockets on "Ranger", "Messenger" set to not target aircraft Core "Leveler" restored New buildpic for "Leveler" "Annihilator", "Penetrator", "Doomsday Machine" primary laser thickness increased to 4 (2) L1 vehicle plant costs increased 20% Forged Edition: Core "Freaker" now builds the correct level tech forge Core "Helios" bombs do 300 damage vs commanders (650) Arm "Beamer" damage vs gunships reduced to 2 (4) Arm "Beamer" damage vs all other aircraft reduced to 6 (24) Arm "Decimator" HP reduced to 3150 (3750) Arm "Decimator" given a 170 degree firing cone "Pitbull", "Viper" given a 0.25 TargetMoveError, making them less accurate against aircraft Mobile ground radar units given a longer LoS Flak explosion made to look more realistic and OTA-ish "CORFLAK_GUN" weapon class eliminated, just because I felt like it Arm "Janus" completely remodeled and retextured New buildpic for Arm "Janus" to reflect changes Janus now has proper dual missiles OTA Absolute Annihilation units "Sneaky Pete" and "Castro" restored Moho Exploiter added back in, bringing total units "Tick", "Commando" cut from game since Spring messes them up Total unit count is now 400 1.13 --> 1.2 Core "Bladewing" hit points reduced to 120 (310) Core "Bladewing" aiming tolerance reduced, so it's no longer near-omnidirectional Core "Helios" does 300 damage versus anti-bomber turrets (650) Arm "Liche" does 2450 damage versus anti-bomber turrets (4500), allowing them to just *barely* survive a direct hit Core "Pyro" flamethrower damage increased to 10 (9) Core "Reaper" flamethrower damage increased to 10 (8) Core "Reaper" flamethrower reloadtime increased to 0.8 (0.5) Arm "Mumbo" laser damage reduced to 25 (26) Arm "Spider" HP reduced to 350 (570) Arm "Spider" speed reduced to 2.8 (3.5) Arm "Zipper" acceleration increased to 0.3 (0.14) Arm "Penetrator" firing cone increased to 90 degrees (40) Core "Pyro" flamethrower now does 1 damage versus gunships (10) Torpedo damage versus Krogoth, Orcone doubled Blade, Blackdawn no longer crash Spring when their weapon impacts a steep slope Arm "Mumbo" laser range increased to 390 (378) Arm "Brawler" HP reduced to 950 (1020) Arm "Brawler" costs reduced by 5 to 10% Core "Rapier" costs increased by 5 to 10% Core "Rapier" HP increased to 1100 (1080) Arm "Blade" HP increased to 1850 (1750) Arm "Orcone" damage reduction vs Krogoth removed Core "Krogoth" damage vs Orcone reduced to 360 (390) Laser accuracy improved a little against fast units Arm "Zipper" HP reduced to 450 (550) Arm "Zipper" metal cost increased to 173 (141) Arm "Zipper" speed reduced to 3.4 (3.85) Arm "Zipper" added to "Raider" armor category "Guardian", "Punisher", "Ambusher", "Toaster" HP boosted by 50% Artillery units' HP reduced by 25% Vertical rocket units' HP reduced by 10% Plasma batteries' AoE increased by 20-50% LLT-not-firing bug alleviated somewhat Arm "Shellshocker" restored Black bit on top of Core "HLLT" fixed Strange little black square removed from depthcharge launchers New loadscreen added, bringing total to the final 20 Arm "Recluse" given "Catapult"-style rockets All Core buildpics redone (the metal background obscured a lot of details) "Tech Forge"-style tech tree included in package as a secondary mod 1.12 --> 1.13 Advanced construction units can now build level 1 and 2 labs of their respective type Moho metal maker added back into Arm advanced construction units' menus 1.11 --> 1.12 Core "Juggernaut" added back in (another error on my part) New buildpic for Core Juggernaut "Marauder", "Shiva" moved to their respective experimental gantries and removed from adv. kbot labs (balance) Core "Catapult" health increased to 2600 (1800) Core "Catapult" speed increased to 1.4 (1.35) Core "Banisher" rotation speed reduced to 310 (380) Core "Banisher" turret arc limited (only a bit) "AA:Spring vX.XX" in multiplayer lobby replaced with "Absolute Annihilation X.XX" Crawling bombs fixed by removing their special damage vs. other crawling bombs Flak guns now do the correct amount of damage to gunships (another error on my part...) 1.1 --> 1.11 Arm "Twilight" explosion set to EMP again, as the shockwave is no longer an issue Fixed a few weapons which were still capable of paralyzing "Krogoth", "Orcone", "Sea Dragon", "Black Hydra" Core "Tremor" added back in (an error on my part) 1.03 --> 1.1 Armor categories consolidated and reorganized Special weapon damage fixed New loading picture added, bringing the total to 19 OTA-style tech tree implemented All OTA:AA units added back in, with a few exceptions New buildpics for all restored units Arm "Stiletto" EMP bomber restored, as I've found a workaround for its massive shockwave problem Beach background added for all amphibious units "Roach", "Invader", "Skuttle" shockwave reduced Core "Krow" HP increased to 5750 (4750) Juggernaut HP boosted to 36000 (29950) Doomsday Machine HP boosted to 8000 (6000) Doomsday Machine damage when closed multiplier reduced to 0.1 (0.15) Banshee weapon reload time increased to 0.7 (0.5) Total unit count is now 399 (379) Tread marks added for all restored units Lightning weapon accuracy against fast units reduced Core "Executioner" texture collision fixed Arm construction vehicle texture collisions fixed 1.02 --> 1.03 Decoy commanders are now indistinguishable from real commanders. Their name and description are identical. "Decoy" text added to decoy commander buildpics "Penetrator" can no longer aim at units that aren't in front of it "Penetrator" rotation speed reduced "Penetrator" radar removed Added my positively kickass custom explosion bitmap 10 new realistic-looking ground scars Plasma repulsor explosion increased Annihilator, Doomsday Machine explosion increased Core "Hive" buildable again "Epoch" script bug fixed, front 'main' turret no longer attempts to target enemies aft and gets stuck "None00" texture missing fixed Artillery arcs limited (they can no longer fire behind) Armour categories fixed up, should improve game performance and balance Plasma cannon HP boosted back closer to their original values. Plasma cannon area of effect boosted to their original values, but with their weapons' impulsefactor set to 0.25 Special damage values set for aircraft on flak guns, so now there's no chance of them accidentally damaging ground units/structures Arm/Core advanced construction plane tech trees normalized "Shodan" removed "Leveler" range boosted to 315 (290) Lots of excess weapons removed "Commando" weapon set to its OTA:AA stats, since the massive shockwave is no longer an issue All mines have a reduced shockwave (0.05, 0.1, 0.15) 1.01 --> 1.02 Readme file rewritten New buildpic for Core Advanced Forge Core wind generator rotates properly (script from UH13) Plasma cannons, plasma artillery, rocket artillery, are all now set to not target aircraft (this includes LRPCs, etc) Core Commander and Decoy Commander models fixed so its arms don't stick out of upper-torso/shoulder area Nano turret building range boosted back up to 400 (300) "Dragons Claw", "Dragsons Maw" removed; Spring doesn't handle them as they were designed to be Artillery accuracy improved by about 20% "Goliath" HP increased to 6000 (5500) "Twilight" HP increased to 950 (450) "Razorback" feet now above ground level "Karganeth" weapon range increased to 600 (500) "Krogtaar" weapon AoE increased to 96 (64) "Reaper" speed increased to 1.5 (1.2) "Goliath" speed increased to 1.2 (0.98) "Banisher" speed increased to 1.35 (1.1) "Sumo" turn rate increased to 250 (200) "Karganeth" speed increased to 1.2 (1.15) "Shiva" speed inceased to 1.4 (1.25) "Juggernaut" speed increased to 0.45 "Behemoth" metal cost reduced to 2949 (3950) "Shodan" speed increased to 0.6 (0.5) "Can" speed increased to 0.9 (0.8) "Bulldog" speed increasd to 1.45 (1.22) "Mumbo" speed increased to 1.65 (1.3) "Panther" speed increased to 2.1 (1.97) "Penetrator" speed increased to 1.2 (1.15) "Tremor" speed increased to 1.15 (1.0) "Triton" speed increased to 1.7 (1.55) "Phalanx" speed increased to 1.5 (1.21) "Copperhead" speed increased to 1.42 (1.01) "Luger" speed increased to 1.3 (1.0) "Pillager" speed increased to 1.4 (1.12) "Consul" speed increased to 2.2 (1.9) "Seer" speed increased to 1.6 (1.15) "Informant" speed increased to 1.55 (1.07) "Merl" speed reduced to 1.1 (1.2) "Diplomat" speed reduced to 1.05 (1.2) "Scarab" speed increased to 1.42 (1.2) "Hedgehog" speed increased to 1.4 (1.2) "Intruder" speed increased to 1.5 (1.45) "Poison Arrow" speed increased to 1.25 (1.025) "Croc" speed increased to 1.9 (1.75) Arm "MRU" speed increased to 0.9 (0.585) Core "MRU" speed increased to 0.85 (0.54) Arm and Core Mobile Resource Units renamed "Banshee" damage versus Commanders reduced to 3 (5) Boosted "Mercury", "Screamer" damage versus aircraft to 1000 Buildpic brightness & contrast uniformly increased to make them more visible until the new GUI is out 1.0 --> 1.01 Nano tower costs increased to slightly above those of an adv. construction kbot Nano tower building radius reduced again to 300 (400) Nano tower maxslope changed to 10 (20) Nano towers now explode as a special weapon which will badly damage nearby nano towers. Self-destruct is still a tiny explosion. Fixed Core Nuke Launcher special damage vs Commanders Set Krogoth and Orcone to kill Commanders with their explosion if in close proximity Increased nuke edgeeffectiveness to 0.3 (0.2) Banshee armour reduced to 500 (650) Flak AoE doubled to 256 (128) "Shellshocker", "Wolverine" ranges boosted about 5% "Mumbo" laser damage reduced to 26 (28) "Radical", "Blocker" AoE reduced to 32 (48) "Dragons Claw" reduced to 900 HP (1100), damagemodifier increased to 0.15 (0.075) "Dragons Maw" reduced to 1000 HP (1200), damagemodifier increased to 0.15 (0.075) Four new loading screens added, bringing the total to 18 Plasma batteries are now set for high trajectory only "Sumo" speed reduced to 0.6 (0.75) Core "Punisher" models modified to accomodate high-arc Arm "Guardian" completely remodeled New buildpics for "Punisher", "Guardian" to reflect model changes New buildpic for "Blocker" 0.32 --> 1.0 (First official release) Resized "Bulldog", "Goliath" evolva models to their proper AA size Core "Weasel" is no longer underground (?) Arm "Warrior" has the correct model again "Pitbull", "Viper", "Reaper" have the correct buildpics again Fixed track marks for new Evolva models Core "Intruder" can auto-load and auto-unload now Replaced Arm "Flash" Evolva model with OTA one Hover artillery set for high-trajectory only Removed Dragons Teeth from Minelayer menus Reduced "Sumo" metal cost from 2120 to 2020 Increased "Sumo" movement speed to 0.75 (0.45) Core floating dragons teeth no longer disappear on completion Arm "Blade" added back into Arm Advanced Aircraft Plant Fixed Construction Seaplane and Advanced Construction Sub build menus Core "Pyro" explosion damage reduced Dragons Teeth HP reduced Fort Wall HP reduced Texture "ONOFF0107" error fixed Fortification Turret removed Nano turret building range halved "Guardian", "Punisher", "Ambusher", "Toaster" HP reduced "Guardian", "Punisher", "Ambusher", "Toaster" cost increased All storage buildings hold more resources Adjust vulcan accuracy/firepower Removed Arm Spy kbot from amphibious complex since it couldn't exit Fixed build menu bug for amphibous construction vehicles, now have sonar building in their menus Fixed build menu bug for Core construction kbot, it can now build "Eradicator" as it should Added 3 new loading screens (bringing the total to 14) Completely new high-quality buildpics for *every* unit and building 0.31 --> 0.32 "Catapult" Arm logo switched for Core one Scripted "Epoch" for independent turrets Scripted "Black Hydra" for independent turrets Increased brightness of loading screens slightly Reduced "Black Hydra" laser reloadtime to 0.3 (0.5) Increased "Black Hydra" laser range to 1150 (900) "Mumbo" turret rotation speed reduced Commanders immune to paralyzers via workaround (although "immunetoparalyzer" tag needs to be fixed urgently, SYs!!!) "Rocko", "Storm" rocket damage reduced to 140 (155) "Rocko", "Storm" rocket AoE reduced to 24 (48) Remodeled turret section of "Mumbo" for Spring compatibility Set all kbots as a proper kbot movementclass Plasma batteries' AoE reduced to 64 (128) Added a variety of new Evolva models Intruder can no longer pick itself up and then fly away Optimized loading time 0.3 --> 0.31 Improved accuracy of all artillery, especially light artillery Reduced "Mumbo" firepower by 30% (during porting process, it became _severely_ overpowered) Fixed "OnOff0105" missing texture error Adjusted firing range of units like so: LLT 0.3 Reduced Arm and Core Commander HP to 4000 (6000) Increased Arm and Core Decoy Commander HP to 4000 (3000) Heavy Laser turrets now do 350 damage to both Commanders (150) Arm and Core HLTs boosted to 600 and 620 range, respectively (540, 550) Arm and Core LLTs boosted to 440 and 450 range, respectively (340, 330) Arm "Beamer" range boosted to 445 (370) Arm "Beamer" damage boosted to 25 (21) Arm "Beamer" damage versus Commanders increased to 50 (21) Arm "Beamer" reloadtime increased to 0.1 (0.01) LLT damage against Commanders boosted to 200 (60) Radical, Blocker damage vs Commanders boosted to 450 (200) "Guardian", "Punisher" damage vs Commander boosted to 620 and 680 respectively (310, 340) "Ambusher", "Toaster" damage vs Commanders boosted to 560, 610 respectively (280, 305) Core "Doomsday Machine" BLoD damage vs Commanders reduced to 1333 (1499) Arm "Annihilator" BLoD damage vs Commanders reduced to 1333 (1499) "Pitbull", "Viper" damage vs Commanders boosted to 420, 540 respectively (210, 270) Core "Dragons Maw" damage boosted to 10 (7) Arm "Dragons Claw" range boosted to 440 (400) Core "Dragons Maw" range boosted to 410 (350), randomdecay reduced to .2 (.3) Arm "Dragons Claw" reloadtime reduced to 1.15 (1.35) "Dragons Claw", "Dragons Maw" closed damagemodified decreased to 0.075, maxdamage reduced to 1100, 1200 respectively "Dragons Claw" damage vs Commanders boosted to 390 (195) "Dragons Maw" damage vs Commanders boosted to 20 (10) Core "Moho Exploiter" rocket damage vs Commanders boosted to 750 (375) Core "Behemoth" weaponvelocity reduced to 630 to reduce exploitation Core "Behemoth" damage vs Commanders increased to 900 (450) Core "Firestorm" damage per second increased to ~240 overall Core "Firestorm" damage vs Commanders increased to 20 (10) Nuke damage vs Commanders increased to 3000 (1900) TacNuke damage vs Commanders reduced to 2000 (3500) "Pitbull", "Viper" ranges boosted to 730, 750 respectively (580, 610) Arm "Liche" weapon tolerance increased "Liche" damage versus self limited to 100 (4500) "Hyper Radar" jamming ability removed "Dragon Eye" units can now be built almost anywhere; 20 maxslope (0) Core "Gimp" fires torpedo properly now Fixed Leviathan bug Fixed "Unknown texture panel blue00" Fixed difficulty in picking nanolathing modules (as opposed to their bases) "Krogoth" will now beat "Orcone" in a one on one fight Laser weapons are now inaccurate against aircraft Nanolathe platform removed, Nano Turret is now directly-buildable "Keeper", "Overseer" plasma deflection costs doubled 0.22 --> 0.23 Fixed lobby version number 0.21 --> 0.22 Fixed wreckage bug on Arm "Experimental Gantry", which would cause the game to crash 0.2 --> 0.21 Halved the energy output on solars, they now give the proper amount again (20) Fixed "Rapier" weapon, it now fires properly Fixed ugly texture collision on Core wind generator and "Pyro" Set "Shellshocker" and "Wolverine" to high-trajectory only Increased "Catapult" weapon damage to 450 (400) per rocket Globally reduced damage by about 15% on all flame weapons Increased damage and fire rate for "Mumbo" weapon Removed some old data, reducing filesize a bit Fixed units' HP which depended on DamageModifier Reduced "Catapult" missile wobble Increased "Catapult" cost, reduced health points Improved all heavy rocket weapon ranges 0.1 --> 0.2 "Twilight" emp explosion removed, Spring mishandles this and makes it a huge explosion :( Fixed missing OnOff0102 Fixed "Banshee" missing SFX error Set "Luger" and "Pillager" for high-trajectory ONLY (balance) Fixed model error wherein Core Nuke Silo would kill itself (hehe) Increased unit line-of-sight globally by 30%