TA:Escation Discord Server is fully up and running!
The New TA:ESC Unit Guide is now available!
With 200+ members already, we're growing fast. Join us
for all the very latest on development toward the completion of the of over 250 all new units and our upcoming T4 expansion!
ESC Players of the world UNITE!
Huge congrats and thanks go out to FN202 and Dioxide who have both spent a great deal of time working on some awesome new sources for enhancing your ESC gaming experience!
Rather than spoil the surprise, I am placing the redirects here - check these out ASAP.
For those looking for any info on the vast cache of units available in ESC, goHERE
! for the Guide.
For those looking to gain better understanding of tactics and unit use based on recent multiplayer games, go HERE
! to access the TA Demo Archive.
is your May Day update!
It has been far too long since the last update comrades, but much has changed during the winter interval. Now with the arrival of spring, the offensive will begin anew!
Per usual, you'll find the update log below, but if you don't bother to read changelogs, you'll want to be mindful of the following changes regardless!
Immolators and Bulwarks are now moved to T2, while Ambushers, Orions, Toasters, and Vipers can now be made directly at T1 (up to you to go straight for the full variant or upgrade 1/2 way there from HLTs, etc.)
T3 Labs, on average, take about 50% longer to make now.
[STRIKE]Fusion Energy bonuses and overall metal making are less efficient. [/STRIKE] (on hold til 9.1 to see how other changes pan out)
T2 Bombers are heavier and feature bigger bombs while losing AA (note: they are not stealth). Before you rant 'OMG OP!!!' you will need to prove to me that they are superior metal-to-metal to their T1 counterparts (I'll spot you the T2 lab costs). As a boon, T1 and T2 fighters have 20% less buildtime so scramble those fighters and protect your airspace!
The Recon and Blaze are now T2. They are lighter versions of their former roles but resized for a more dynamix mid-tier T2 balance. Here are the essentials:
-The Panther remains essentially unchanged
-The Blaze is a quasi-counter (speed, light armor) to the Panther but lacks AA
-The Manticore is healthier, but slower for more overall cost now
-The Recon is quasi-counter (range, toughness) but lacks AA and guidance
As a result of the above, you will not find sitting around for 30 minutes teching directly to T3 to be nearly as easy. However, when you do get to T3, you will be rewarded with:
-Centurions and Behemoths are less expensive
-Talos and Cerberus are cheaper as well
-Juggernauts and Demolishers have much improved LOS and overall health and firepower improvement
-All 'boss' T3 units have self healing and other minor balance improvements
On the flip side, a few essential nerfs and notable changes include:
-The Pounder can be effectively dgunned by non-upgraded Commanders and the Gorgon has less abusive LOS
-The Reaper weapon (due to Blaze relocation to T2) has been changed to a riot style shotgun that is almost identical to the former flame weapon.
-T2 transport have a deadlier explosion (for stacking) and will offscreen penalty if partially edged (to offset invulnerability issues)
-The Shooter features a heandy shield effect that absorbs 75% damage when hit - there a 5 second charge up time for the shield to work again.
Finally, all cons assist and repair based on their WT resulting in much faster work, but also much higher Energy costs. This change will likely be the most impactful (barring a stupid bug lol), so we need to be sure if this change is actually any good or not.
Pssst!!! 8.7 already!
Get it HERE!
That's right, after a relatively quick stint with the recent 8.8 release which featured our all new Hovers (mostly T3) and a full suite of floating airplants, it did not take long before a few issues surfaced. Rather than wait too long to address, we felt a balance focused release was in order...
First and foremost, The much maligned Arm Hailstorm and Core Pounder have been addressed (via DPS and speed nerf respectively).
Next, after considerable discussion and debate, T3 overall is a much more expensive proposition than previously (even accounting for the big increases in 8.8). T3 labs cost roughly 15-17k Metal now and significantly more Energy. In addition, T3 mobile units are most more costly in terms of Energy. You'll no longer be able to fast build powerful T3 units out the gate and will need to instead ramp up with lesser variants first (at least in theory). Given the huge uptick in Energy drain, you'll likely need to invest in a full T3 Economy to power your end game.
Lastly, not to be forgotten, amphibious tanks (and Gimps) now traverse underwater at full speed! This was a tricky addition with lots of scripting and mechanical tweaks, but the end result should prove seamless in game which is what matters here. Arm also features such much needed improvements via Maverick and Bulldog improvements and even the Penetrator and Zeus are slightly buffed so we're hoping for some fantastic battles and recordings soon!
There is much much more this release and our full log of changes is below.
Stay tuned next for another big unit update with 9.0 incoming in the months ahead, but in the meantime, enjoy and happy gaming with v8.9! :)
8.6.....1 has arrived!
Get it HERE
Seems we had a few nasty bugs to crash to get things to right with the lastest release. This time it was the Stratus crashing on weapon fire using the added pitchtolerance weapon tag - apparently that particular function has limitations - still learning something new after all these years. Kudos to all for quickly spotting the issue.
Aside from bug fixes (see below), we also added new functionality to the Arm Nova and Core Overlord. Both units now feature a choice between low trajectory and high trajectory fire! Low trajectory is default and switching the units 'on' will enable high trajectory fire for those pesky units hiding behind high mountains and cliffs. Both modes will auto-fire vs. enemies per normal, but you will need to use the 'D' (special) key to manually target enemies when in high trajectory (on) mode. This should help make these units viable in lots of situations so good luck.
Per usual the full log of changes is below.
Enjoy and hopefully no more updates - for a while ;)
8.5 (and dialing it back a bit)
Get it HERE
! Oh, and they're baaaaaccccck! The infamous T3 Hover Cruisers
have returned along with brand new T3 Hover labs
to build them and some handy T3 construction hovers
to boot! The dreaded Hard AI also makes a return along with improved AI performance compliments of TAfan97
who has done some great work the past few months :)
There are also quite a few tweaks in this release based on the all feedback, gameplay, and suggestions from 8.5, but the main adjustments are focused on improved T3 Vehicle play and adjustments to T3 economy in general. You can review all the changes in the post below. A quick note on why this version is 8.6.1 and not 8.6.0 - the first attempt had a small bug that needed immediate attention and was quickly corrected.
With the introduction of the new Hoverplants, we now have a platform for adding a complete tier of hover units at T3. This is a first in TA and it ties in to our main goal of a complete, overall T3 tier accross all unit types. In the next few releases, provided balance is mostly stable, we will be issuing additional, all new, hovercrafts including a powerful Hover Battleship! In the meantime, grab 8.6.1 and report your thoughts, feedback, and ideas here.
And as always, more to come!
Big Updates Continue!
We've been burning the candle at both ends the past few months trying to get things ready for the big Anniversary Edition, but it seems that is no longer in the cards. There is simply too much to do in the time left and we just don't have the resources here like we used to.
The good news is that ESC 8.5
is the biggest and best version of ESC to date! The new units and format are a hit, and just as good, if not better, the balance is rock solid through late T3 (yes, the Empyreaan needs a little work, but at least it's good!). I also have to say the past few weeks have been very enjoyable just playing games again - I am actually winning games these days and maybe it is time to get on the 1v1 ladder :D
Going forward, we're going to focus on longer release cycles with no anticipated release dates. TRO and I have a lot of cool stuff in the pipeline and all that will eventually come. I'd like to keep the dialogue going here as much as possible , but I am finding Skype and GameRanger are as busy as ever in terms of people discussing new concepts and ideas. If you are out there, let us know and drop a post or a new thread here or on any other forum here at TAU.
So there it is. ESC v8.5
represents our 20th Anniversary Edition - a great foundation for the next series of releases to come.
If you have not already grabbed 8.5, you can get it HERE
Enjoy and best to all :)
NON-HOTFIX Users Crashing?
Things are moving along in our quest to bring a huge update to TA by the end of September - just in time to celebrate 20 years of TA! It's not too late to get involved, just get online at TAU Forums or join in the gaming fun at Gameranger.
STAGE 1 Previews:
STAGE 2 Previews:
STAGE 3 Previews:
If you are seeing crashes when removing markers or drawlines, try this new taesc.ini file and post results.
ESC 8.2.0 has arrived...
8.1.9.A Exe Patch
***NOTE: Please re-download as the version has been fixed with a few minor updates (note new file name with FIXED tag)***
Download it HERE
Just a minor update to fix a few outstanding balance issues. Barring any issues there will be no updates for a while as TRO, Warlord, and I will be prepping for the upcoming big release!
Please report any issues and be sure to have fun! :)
ESC 8.1.9 is finally ready...
Download it HERE
This is NOT a full install and will only patch your ESC exe if (or after) you already downloaded 8.1.9.
If you have already downloaded 8.1.9, you do not need to download that again - just grab this patch and overwrite :)
There are no changes to units for, but please report any issues.
Big changes coming...
Get it HERE
and report any bugs ASAP - this is a 'quiet' release for the next few days just in case we find a major bug or problem (and not a 10 pixel range issue). This was a long time coming for some of you, but hopefully worth the wait. Big thanks to Rampage, Venom, Exe, Randy, and Gnug_315 for insight and input during intensive testing over the past week. Thanks to the rest of the community for the excellent bug finds, suggested fixes, and everything else too. :)
With 819 out of the way barring any mishaps, TRO and I are going to be working full tilt on the upcoming BIG all new units build. Warlord has returned to help with his superior BP skills and we'll no doubt be working with many of you here on maps, features, and many other goodies. Lots to come, but enjoy some fun 819 gaming this weekend and beyond in the meantime!
Just posted some BIG news on the main TAU page ( [url]http://www.tauniverse.com/[/url] ). In the meantime, we have not forgotten v8.1.9, the final in the 8.1.x balance series. Now that we've set a time table for the massive September update, I will be wrapping up v8.1.9 through the week weekend and hopefully have it ready for play next week (no April Fools!).
Stay tuned, lots more to come! :D
Get it HERE
Finally managed to get this completed and just in time for the holidays and the remainder of the tourney! :D
Like the rest of the 8.1x series, this is mostly a 'balance' update. However, there are also a number of significant changes you will need to be mindful of when playing v818:
-MUATs now longer need to land to load or unload units! Just fly them over the area you want to load/unload with the orders set to your preference and that's all.
- MUATs now have offscreen penalties - you can't unload units for the amount of time you spent offscreen after returning back onscreen.
- Atlas and Valkyrie now function like mini-MUATs. This means you can no longer nab enemy units :( or roach bomb - to roach bomb now you must use a T2 or T3 MUAT. Don't whine though, a T2 MUAT roach bomb is more expensive, but also a lot tougher vs AA.
- T2 cons nanolathe up to 33% faster and are more cost effective overall.
- T3 cons nanolathe up to 50% faster than before and are even more cost effective.
- Berthas and Vulcans (and Core counters) are cheaper, but fire slower, and are a bit more armored.
- Fusion Upgrades cost double (vs 50% more previously), but also make additional Energy (+250)
- T3 (as usual) has been improved across multiple units, however...
- T3 Hovers are less effective with AA and cost even more now.
There is naturally much more (see next post), but this should cover the most important items. Quit waiting around though and get online for 8.1.8! :D
Are you ready for ESC 8.1.5?
Green Room Problem Fixed :P
Get it HERE
In anticipation of the upcoming $1000 Eacalation tourney, here is the first official pre-tounrey release!
Emphasis with this release is on fixing bugs found in 8.1.6 as well as a rework of early gameplay. Offscreen penalties have been effectively fixed and now apply to all combat units - transports and other no combat units will be addressed in the next release. In this version, Commanders build assist a little slower to curb 'walk first' abuse. T1 airlabs are less expensive to encourage air first strategies. Flash and Gator tanks are a little slower and the Arm Kbot con has been fixed (both Arm and Core cons animate much faster now also). Thuds and Hammers have greater firepower but are slower and weaker and defenses are a bit weaker and slower firing, but pack a bigger punch.
At the T2 stage, the venerable Pyro is now a mainstream unit. It lacks the explosiveness when killed of the prior version, but is much more armored while still fast. They can tangle with 'Zeese' now and sometimes even win-out. The Can has moved up scale as a bigger, more armored version of itself. It loses some range, but fires faster. The Dominator is less slow to reload and a little cheaper, but it's weapon is reduced to offset. Lastly for Core, the Sumo gets a turning and aiming speed bump along with more range.
Arm counters with a slight cost reduction to the Maverick and a bigger cut to the Shooter. Both sides feature a strong array of speed, armor, and range options at T2 kbot and they compliment their vehicle counterparts even more now.
We did not focus too heavily on T3 changes for this release except where there were significant issues or easy fixes. Also, during my testing I am not finding results that equal perceptions in game. As an example, Paladins and Berserkers are unable to take on their equivalent costs against any other T3 units - more testing online is needed here for sure, but i decided to focus on the early game stage so we can tackle T3 in version 8.1.8.
Speaking of 8.1.8, there won't be too big of a gap til that release. since the tourney is starting in November, expect 8.1.8 before then and possibly even a 'final' tourney edition after that. Still a lot to do, so stay tuned as always!
Oh..., and Happy 19th Birthday, TA! :D
Are you? Well, it's HERE
, so what are you waiting for!?
This is primarily a 'balance' update with emphasis on fixing those units that have proven to be problematic over the past couple of months. None more than the infamous core 'Mechanic', but others like the LRPCs and fast attack kbots also. For more details on changes, the change log is posted below (in the comments if you are reading the front page news).
[URL="http://taesc.tauniverse.com/?p=downloads"]HERE[/URL] Just in time for x-mas morning :D
An awesome ESC resource site!
I was not able to get as much done as I would have liked (heavy navy adjustments, sumo/morty tweaks, etc.) due to time constraints, but consider this release a 'stability and bug fix' version. We'll likely follow this one up shortly with some more changes very soon, but I wanted to at least get this out for the holidays :)
I will be out for a few days so happy holidays to all of you and I hope you enjoy your time with family, friends, and, of course, ESC!
I should have given more love to Toaster's excellent website long ago. Toaster is a very talented artist who has made some very nice rendered maps for ESC - check them out:
ESC 8.1.2 [please re-download if you already have 8.1.0 or 8.1.1]
Here's the link to the map pack did for ESC:
And the direct link for the TCM Mappack:
Beta 8.1.2 is now available!
Note!!! PLEASE DOWNLOAD 8.1.2 IF YOU ALREADY DOWNLOADED 8.1.0 or 8.1.1 - Ground fire based Slashers and Samsons have been restored to AA only (now with added basic radar coverage)
ESC 7.5.1 is HERE!
Also make sure you already have ESC 6.8.1 installed - you can grab it at the download page. This update file is .RAR due to inclusion of exe updates. You can grab WinRAR on the web for free if you cannot open the file with your O/S]
Well, it's finally here after a long time spent making literally hundreds of 'minor' fixes along with the addition of a couple of new units. Here is a small sampling:
In place of 'silver/Gray' we now have 'Teal'. 'Green' has been lightened up somewhat and 'Tan' is now a darker shade now known as 'Maple'. The minimap (and megamap?) dots have been greatly improved for better color separation in game
New mobile construction hot keys
Now you don't even have to mouse over to the build GUI to make units!
Metal and Energy (late game) Economy
T1 and T2 Metal Makers are now 25% more effective and both the Arm Forge and Core Vault Metal outputs have been increased also. The Forge now produces 100 Metal for 5,000 Energy and the Vault will now make 30 Metal when built (or 40 when paired). Lastly, T3 Fusion output has been decreased from 7,500 to 5,000 but still retain a 2x adjacency bonus.
Faster building Mines
Minefield can be laid out much more swiftly thanks to near instant unit buildtimes. However, Metal and Energy costs remain unchanged so you will need stored resources or risk stalling. Note that Nuclear and Tactical Nuclear mines are excluded and require extended time to build.
Hovers (especially T1) in general are now cheaper and faster to produce. T2 Hovers are stronger yet with improved firepower and/or armor. The T3 Hover Cruisers are now both groundfire-based, multi-weapon (in addition to AA) with overall DPS increases.
Tougher Crawling Bombs
These can now be used to take out LLTs and offer greater threats to ground units while on the ground. The T3 Vermin conversely is slightly less armored, however.
More T1 ground unit adjustments
Warriors have a bit more range, Stumpies and Raiders are larger in appearence, Gators have been restored to 7.5.1. The Gemlin will likely be replaced with an early amphibious gauss tank, while a Core counterpart is also being considered.
T2 Bombers now tougher
Armor has been improved as has splash damage from bombs.
Charging fields adjusted
All charging units now 'spark' when charging T2 or T3 units. Note the T3 Fusions and Core B.F.G. cannot be charged.
Cheaper MUATs (T2)
A 40% reduction in Metal costs and possibly added light AA missiles.
Expanded Radar coverage
All Radar, Jammers, sonar get 16% more area coverage.
Tactical Nuke+ for real striking power, though longer reload time required.
And much, much more... (see below). What are you waiting for, Commander!?
Beta 7.5.1 is now available!
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[Note: Make sure you already have ESC 6.8.1 installed! This download format is .RAR due to inclusion of exe updates. You can grab WinRAR on the web for free if you cannot open the file with your O/S]
Consider this the 'official' version for 7.x. 7.5.0 was a bit premature with some minor bugs and a few quality issues, but this is the real deal. The latest changelog is include in the download file - note there are a few role changes to some existing units (emphasis here on restoring concepts that worked better in 7.0.0 or earlier) as well as a few new units. Sadly, I had to remove the Supreme Commanders for now as there were some hang ups - as with earlier versions, upgraded Commanders and Decoys are the larger style models again.
So what are you waiting for Commander? Get on over to the Downloads page and get your game on!
Click to view full poster