**TAESC RELEASE GOLD 9.9.7**

TotalA.exe : 00400000 : 0012E000 : 0.9.9.7
EMUSI.dll : : 002A0000 : 00026000 : 0.9.9.7
EPLAYX.dll : 00700000 : 0004F000 : 0.9.9.7
EDRAW.dll : 5B820000 : 0007D000 : 0.9.9.7
TAESC.dll : 5B820000 : 0007D000 : 0.9.9.7

**KEY**

- Done
*** Testing required
!!! Important change to consider
... Change in progress, not done
??? Potential change, needs discussion and/or testing
^^^ New model or look for unit
/// Save for later version?


totala.exe - version control
tasec.ini - version control
translate - version control


**NEW TAESC DLL v2024.3.2.ESC**

Special, super duper thanks to Axle and Funky Fr3sh for their excellent work on this dll enhancement!


- Set start positions based on battleroom teams (or alliances)

- Repair battleroom teams icons so they can be used to create teams before to launching

- Features to automatically assign teams in battleroom or in-game

- Add ability to drag queued orders around the map

- Con units patrol behaviour - hold position: reclaim only

- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)

- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds

- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key

- Show weather report (solar, wind and tidal strength) along side +clock

- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")

- Disable relay of F11 chatmacro text to other players

- Enable start button in multiplayer lobby if only one player + AI are present

- Change whiteboard, mappos and resource indicator colours in response to +logo commands

- Prevent +logo commands from affecting other players

- Ctrl-B doesn't select aircraft carriers

- Ctrl-F centres view on selected factory (corrected)

- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack

- Set +lostype as a cheatcode (not available unless cheats enabled)

- Add +autoteam battleroom and in-game commands to automatically assign teams

- Add .exereport battleroom command to report CRC32 of each player's totala.exe

- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll (may be a different filename depending on mod)

- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll (may be a different filename depending on mod)

- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3 (may be a different filename depending on mod)

- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once

- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll

- Use the same .ini file as TotalA.exe

- Use the same registry path as TotalA.exe

- Increase megamap FPS

- Fix blue background on scoreboard

- Grey background on mega map to distinguish from unmapped area

- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen

- Improve responsiveness of whiteboard marker movements sent to remote players

- Render cursor while in megamap

- Fix crash when removing markers

- Fix crash on simultaneous whiteboard marker move and delete

- Fix rare crash on TA Hook line drawing

- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer

- ClickSnap to snap to nearest mex, geo or reclaimable feature (note: on HOLD for 997)


**NEW TAESC DLL FEATURES IN DETAIL:**

- Start positions

  Start positions are now assigned based on battleroom teams/alliances.
  With fixed positions, host and their team are assigned the odd positions in the order that they joined the lobby.
  With random positions, host and their team are randomly assigned the even or odd positions, and they are assigned in random order.

  The Teams icons now function correctly, so they can be used to arrange teams in the battleroom if desired.
  This is optional, it is perfectly fine to arrange teams by creating alliances too.

- Autoteam

  In the battleroom, host can type "+autoteam" to have teams assigned automatically.
  These teams will then determine the start positions as described above.

  If launched from TAF, the battleroom +autoteam will assign autobalanced teams based on the player rating.
  Otherwise teams are assigned randomly.

  Alternatively, if host types "+autoteam" in-game, alliances are created based on actual start positions.
  
  For more than 2 teams, host can type eg "+autoteam 3" to create the desired number of teams.

- MexSnap and WreckSnap (note this feature is DISABLED)

  This patch includes ability to snap mexes and geos to the nearest metal or geo patch (MexSnap),
  and to snap reclaim commands to the nearest reclaim (WreckSnap).

  While holding down shift, press q and e alternately to switch between building mexes and reclaiming features.

  If Mex/WreckSnap is temporarily interfering with your wishes,
  you can hold down alt to override it.
  The override key can be configured in the ctrl-f2 options menu.

  The Mex/WreckSnap radii can also be configured independently via the ctrl-f2 options menu.
  Press ctrl-f2, click on the "MexSnap" or "WreckSnap" field and press a number 0 to 9.
  0 disables the Mex/WreckSnap and a larger radius results in snapping to features further away.

  Note that the maximum Mex/WreckSnap radius is capped at 0 by default, effectively disabling the Mex/WreckSnap.
  It needs to be enabled by the mod maintainer.
  If your Mex/WreckSnap radius won't increase above 0 in the ctrl-f2 menu,
  it is likely that Mex/WreckSnap hasn't been enabled by your mod maintainer.

- Move Queued Orders

  After queueing a build order or a move order,
  you can later move them around by selecting the unit
  and left mouse dragging the order to a new position.

- Construction Units Patrol Behaviour

  Patrol behaviour of contructions units is modified depending on their movement orders:

    Hold Position: your construction units will only look for reclaim
    Maneuvre/roam: your construction units will both look for reclaim and for units that need repair or assist

  Mash the 'v' key to get the desired movement order and then set a patrol route.




**GENERAL**

- Added new lab based upgrade system for both T2 (kbot and vehicle) and T3 (vehicle) - upgradable units include Arm Shooter (shield), Merl (AA), Penetrator (ROF), Centurion (ROF+AA), and Core Sumo (ROF), Diplomat (AA), Goliath (Armor), and Behemoth (ROF+Laser) 

- Restored ability for AI to build upgradable buildings (CTRL+B/F bug and mismatched megamap icons now fixed)

- Added ability for AI to to build/stockpile and fire nukes/anti-nukes (CTRL+B/F bug, and megamap icon now fixed)

- Improved Arm Bertha/Vulcan and Core Intimidator/Buzzsaw/Overlord weapon projectile appearence/model

- All Arm and Core T3 units can now be stunned though effects are greatly reduced due to damage modifiers tied to each unit's health (Gorgon excepted)

- Doubled all Arm and Core Disruptor build costs (Prophet, Omen, Fibber, Troglodyte) - Yes, they are that good, especially with T3 omni sensor towers getting jamming restored (see below)


**NEW UPGRADES**

- Arm Penetrator - Dual-Barrel, 25% improved ROF

- Core Goliath - Armor plating, 25% improved health

- Arm Merl - Armor+AA, 25% improved health, AA missile turret

- Core Diplomat - Armor+AA, 25% improved health, AA missile turret

- Arm Shooter - Shield+Stealth, 25% improved health, Stealth

- Core Sumo - Tri-Barrel, 25% improved ROF 



**MOVED/REMOVED/NEW**

- Replaced Arm Nomad and Core Horizon with restored Arm Hercules and Core Dragonfly super heavy VTOL transports (reworking former units for later release)



**FIXES**

- Simplified anti-stacking function on all T3 and T4 units that use it to reduce potential lagging 

- Fixed Arm and Core T3 Construction Hovercraft Energy and Metal production values

- Fixed Arm and Core T4 Construction Hovercraft movement class and ability to be built in T4 Labs 

- Fixed missing load and unload rings on Arm Ark

- Added missing glow effect when Core Defiler firing, see additional changes below

- Fixed 'B' Hotkey building Sub Pens for Arm/Core Commander and Decoys 

- Fixed missing 'fast' armored state on Arm Moho Extractors and Arm/Core Mantle Extractors when turned off 

- Added missing armored state to Arm and Core Underwater Mohos, Mantles, and Moho Metal Makers 

- Fixed Monitor AA weapon locking up, see additional changes below

- Simplified Arm Shooter loading and unloading mechanic to prevent locking up 

- Fixed/Restored Arm Zapper health (was incorrectly lowered in a prior version)

- Added missing anti-stacking function to Core Umbra

- Fixed Core Buzzsaw (and upgrade) firing sequence animation

- Fixed and improved energy Plasma cannon directional facing when first built - now faces general location of nearest enemy commander (cardinal directions only)

- Fixed Core T3 Kbot Gantry Energy production value (20->40) to match all T3 factories

- Removed CTRL+G,K,V from Arm Oracle and Core Omen



**CHANGES**

**T1**

- Increased Core A.K. and Gator weapon (aiming) tolerance (1000->3000)

- Reduced Arm Hammer and Core Thud weapon DPS (90->84)

- Increased Arm Tosser and Core Vandal weapon DPS (90->96)

- Increased Arm and Core T1 fighter weapon guidance (25%) and altitude (110->135), reduced weapon damage (40->36)


- Improved Arm Trident and Core Lotus weapon ROF (+25%)


- Reduced Arm and Core Tidal Generator Footprint to 3x3

- Increased Floating Wind Generator Energy Production (+20%)
 

- Lowered Arm and Core Radar and Floating Radar energy cost to operate (10->5)



**T2**

- Added Stealth to Arm Shooter when upgraded

- Increased Core Pyro Buildtime (+2.5%)

- Increased Core Gimp unit speed (1.275->1.35)

- Reduced Arm Pelican unit speed (2.15->2.075)

- Lowered Core Morty LOS (448->384) and set accuracy level to 125 (vs. 0 or 100%) 

- Increased Core Dominator health (+5%) and breakrate (0.005 -> 0.05)  


- Doubled Arm S.P.O.T. Builddistance range

- Reduced Core Manticore Buildtime (-2.5%) 

- Reduced Arm Merl and Core Diplomat weapon range (1536->1344), Increased health (+11.1% and +12.5% respectively)

- Increased Arm Penetrator health (5850->6500)


- Increased Arm Brawler and Core Rapier altitude (100->125)


- Reduced Arm Millenium and Core Warlord primary weapon range (1344->1152)


- Moved Arm Paladin and Core Berserker back to Level 2, reduced unit speed (1.4->1.25 and 1.35->1.275 respectively) and adjusted buildtime accordingly 


- Modified Underwater Powerplants to produce more Energy AND Metal (only when paired), doubled overall cost



**T3**

- Increased Core Defiler overall build costs (+20%), reduced weapon vs. Trees, Rocks, Wrecks, Dragon's Teeth & Fortwalls (240->1) and Commander/Decoy (60->15)

- Decreased Core Talos Metal costs (-17%) and Buildtime (-20%), note that this corrects improper build and combat values that have persisted for several versions 


- Reduced Arm Recon weapon range (360->320)

- Increased Arm Scorpion and Core Thasher Energy (200%), Metal (150%), Buildtime (133%), Health (150%), and AA weapon ROF (150%)

- Increased Arm Empyrrean unit health (+7%)

- Increased Core Overlord health (+6.6%) 


- Improved Core Skynet unit health (+6%)


- Increased Arm and Core Ultra Construction Hovercraft Builddistance (300->360), speed (1.7/1.65->1.85/1.8), and turnrate (472/250->540/525) 

- Added Underwater Mantle Extractor to Arm and Core Ultra Construction Hovercraft menu (replaced access to T4 Shipyards and Armagedddon/Dictator) 

- Increased Arm Renegade and Core Overseer health (+5%)

- Increased Arm Champion and Core Autocrat health (+12% & +11.1% respectively)

- Increased Arm Aeon and Core Despot health (+12% & +6.6% respectively)

- Restored radar jamming to Arm Oracle and Core Mystic


- Doubled Arm and Core Ultra Construction Ship acceleration and increased Builddistance (360->450)

- Reduced Core Inferno unit health (-5%) 

- Removed Secondary missile weapon from Core Monitor, increased laser weapon ROF (+25%), reduced unit health (-5%), and fixed AA lock up bug 


- Restored Arm Tantalus and Core Argus radar jamming coverage

- Removed self-heal from Arm Armageddon and Core Dictator, doubled death and self-destruct blast effects



**T4**

- Improved Arm Centaur Health (+20%)

- Lowered Core Titan overall costs and arm weapon firepower (-50%), laser weapon (-33% note -50% in weapon data, but improved noexplode effect), modified primary laser weapon to static, 'super BLOD'

- Reduced Core C.O.R.E. overall cost (-33%), health (-20%), unit speed (1.05->0.9), acceleration (0.09->0.009), and changed primary laser to noexplode 'hyper flamethrower' 

- Lowered Arm Gargant Energy production (3000->2500), increased Energy to operate (1500->2500), reduced AA damage (9600->6400)


- Modified Core Tsar primary weapon to AA (matching Gargant), increased Energy to operate (1250->2000), lowered buildtime (-10%)

- Reduced Arm Avalon overall cost (-25%), primary laser weapon damage (-33%)


- Increased Core Imperator overall costs (200%) and modified main cannon weapon to long range (same as Intimidator), and large AOE anti-matter blast


- Increased Arm Supremacy Metal and Energy costs (+25%) and buildtime (+12.5%), added no explode to lasers

- Increased Core Eclipse Metal (+20%), Energy costs (+25%) and buildtime (+20%), added no explode to lasers

- Reduced Arm Apocalypse Energy and Metal costs (-6%)

- Reduced Core Zenith Energy and Metal costs (-12%), increased main weapon Energy cost to fire (180k->300k per shot)


- Lowered Arm Armada and Core Anchorage AA weapon damage (9600->6400)


- Added directional facing toward enemy when Core B.F.G. is first built



===================================================================================================================================================================

KNOWN BUGS
----------

!!! Building upgrades do not always start construction when selected. This is especially the case when attempting to use the 'Q' hotkey - pressing STOP button or 'S' key will reset the unit orders provided the selection queue is cleared also after which, building upgrade is possible.

!!! Galactic Gates, mobile teleporters will crash when linked over 32k pixels (about the diagonal of a 41x41 map) - occurs on 'Epic' (>40x40), non-standard maps - play maps 40x40 or under to avoid this issue

!!! Capturing mobile units and/or buildings with upgrades will not include the upgrade - upgrade should self-destruct for buildings

!!! Upgraded buildings cannot be given to other players - this because they are holding the upgrade (same as loaded transports or labs building units)

!!! Radar Jammers will prevent you from seeing enemy units when more than 3 players are in game (note: this is partially avoided by matching LOS to jamming coverage as a work around - your units will auto-fire at enemy units in these conditions as they should) - may be due to different ddraw dlls versions being used OR combined radar and jamming on same unit OR just a Cavedog bug - FIXED in v9.9.7!

!!! Rezzed buildings do not gain adjacency bonus with existing buildings due to rezzed offset bug (at least when on map edges), they will gain bonus when another similar, adjacent unit is built - will likely remove ability to rez buildings

!!! Rezzing units sometimes results in a nanoframe of the dead unit appearing over it's wreckage (does not disappear) while the rezzing unit stops auto repair of the nanoframe unit - no solution in place yet, may result from variable repair speed settings or different ddraws?

!!! Rezzing any mission wreck for a building that is upgradable and with an orientation other than normal results in wonky appearance when said building is restored and then upgraded (solution may be just preventing any buildings from being rezzed)

!!! Rezzing sea buildings of any time always result in them appearing on top of water - prevented ability to rez any sea building as a work around (may do same for land also for consistency)

!!! Large hover units don't pivot on ramps/slopes - known issue with carrier pad needed to work with upright=1 - add 'lean on slope' script to possibly fix?

!!! Any unit loadable unit via (air?) transport can be placed on any repair pad (note: units cannot be carried in this way currently as OTA style loading/unloading is removed)

!!! Surfaced sub menus cannot be viewed when unit selected (only when unit is 'boxed') - removed surfacing subs

!!! Omni Radar does not work properly on maps over 40x40 (only seems to happen with coverage values over ~13.5k) - no units currently with this much range

!!! Large area jamming may cause your own units not to show up on the minimap despite being inside LOS coverage - this may be due to overlap with enemy jammers causing one or both sides to not see their own units

!!! With Windows 7 TAESC.ini vidmemory=TRUE causes megamap crashing when scrolling near bottom (if game resolution is 1440p or higher?) and marker text to disappear after ALT+TAB - set to FALSE for Windows 7

!!! With Windows 8 and 10 TAESC.ini vidmemory=FASLE causes problems loading the demo recorder - set to TRUE for Windows 8 and 10

!!! Legacy HOTFIX breaks synced functions between newer DLLs (affects Nomad, Jammers, etc.) - do not use HOTFIX and follow current install instructions or use available auto-installer

!!! Running TA without compatibility mode to Windows 7 (on Windows 7, 8.x, or 10) will cause 'tearing' and other graphical glitches when viewing maps in lobby and potentially in game - this may be a driver issue that does not appear to be an issue as of 1/2022 - see next line also

!!! Running TA with compatibility mode to Windows 7 (on Windows 10, 11) will result in a black screen when a game launches from Gameranger lobby - remove compatibility mode on totala.exe 

!!! Too many unit download file TDFs will cause some maps to crash (presumably ones with too many features which also use TDFs) - Fixed issue by converting all unit download TDFs to older GUI format 
 
!!! AI 'Coffee Break' bug due to specific underwater units causing all units to stall regardless of exe hacks / bug fixes - avoid AI building fully amphibious units like gimps, Crocs, and Tritons and focus heavily on subs to 'lead' surface ships and hovers  

!!! Any v-launch based weapon, when fired at or very near the top of a given map, will not return on screen - no known workaround as even basic Cavedog units exhibit this issue. Hight trajectory units do not seem to have this issue
 


 
**RECOMMENDED GAME CONFIGURATION SETTINGS**

- Always use the auto installer when configuring ESC as a first step. Use the settings below if troubleshooting or manually installing ESC.

WINDOWS 7 (Native)

- TOTALA.exe - set Compatibility Mode to Windows 7 (try XP SP3 or turn off is having issues), leave all other settings unchecked
- TAESC.ini - set UseVideoMemory = FALSE (setting to true will cause marker and text issues after ALT+TAB) 
- DO NOT use pdraw.dll or aqrit.cfg with Windows 7

WINDOWS 8/8.1 (Native)

- TOTALA.exe - set Compatibility Mode to Windows 7, run as Admin, leave all Settings unchecked except High DPI Scaling (check 'Override high DPI scaling behavior' performed by 'Application') 
- TAESC.ini - set UseVideoMemory = TRUE (setting to false will result in black screen upon game start)
- aqrit.cfg (requires pdraw.dll also) - set NoVideoMemory = 1 (2 will improve overall FPS but may cause flickering with +dither setting)
- Use pdraw.dll and aqrit.cfg with Windows 8 native only (do not use with DxWND)

WINDOWS 10/11 (Native)

- TOTALA.exe - Disable Compatibility Mode (this fixes Gameranger black screen issues), leave all Compatibility settings unchecked. If issues occur, check High DPI Scaling (check 'Override high DPI scaling behavior' performed by 'Application') and/or run Totala.exe as Administrator.
- TAESC.ini - set UseVideoMemory = TRUE (setting to false will result in black screen upon game start)
- aqrit.cfg (requires pdraw.dll also) - set NoVideoMemory = 1 (2 will improve overall FPS but may cause flickering with +dither setting)
- Use pdraw.dll and aqrit.cfg with Windows 10 native only (do not use with DxWND) 


Additional Notes:

- Set in game resolution to 1024x768 or higher (ESC does not support vertical resolutions less than 768 pixels)
- Remove ddraw.dll and dplayx.dll if you are not using DxWND



IDEAS/NOTES/NEXT UPDATES
------------------------

??? Rework mobile unit upgrade system so that individual Arm and Core T2 and T3 factories can be upgraded to in-turn upgrade designated units built afterwards? 

- Note: Upgradeable factories are only Arm and T2 and T3 Kbot and Vehicle Plants?

- Note: New upgraded Arm units are Sniper (shield / 10% better recharge), Penetrator (2nd BLOD barrel /+10% ROF)?

- Note: New upgrade Core units are Goliath (armor / +10 health), Sumo (3rd barrel / +10% ROF)? 

- Note: Arm Centurion and Core Behemoth now upgrade only via lab upgrades per above (not via T3 Upgrade Facilities)?

- Note: Arm and Core Commanders and Decoys continue to be upgraded only via the T3 Upgrade Facilities


- Restored Arm and Core Resource Ships back 




??? New Dark Metal Again? Expanded Supreme Conflict? 44x44? is there enough memory?

??? AF to do mission stuff


... M_X - Mission units

... T0_X - OTA units that the AI should not build typically

... T1_X - ESC T1 units that the AI should not build typically

... T2_X - ESC T2 units that the AI should not build typically

... T3_X - ESC T3 units that the AI should not build typically

... U_X - Upgrades that the AI should not build, but might be able to one day 


!!! missing manta and capsub corpses, resized manta

??? Remove Jamming on from Fib or add it to Trog? keep mini jammer and add to trog! only jam when moving?

/// fix armscar corpse!

/// red bolt for disruptors or other symbol

/// light blue laser beam for arm flag?

/// HFLAGs use old hyper for core? and something new for arm so not repeat of flags?

/// add crush to all walkers?

/// T4 cons bigger explosion (self D is small, but check)

/// Arm MOTHER - super tick? builds ticks which build vermins and invaders - ultra fusion? loads com? use arm logo for BP 

/// change pointer color?

/// Radar AA klakon?

/// fix truewalk etc walk overlap on zod script

/// sea upgrades - crus (laser), bats (aa?) 

/// Set all defensive weapons directional facing to enemy? LLT, FLLT, HLT, FHLT, RL, FRT, VIPE, ORION, PLAS, ANNI, DOOM, SPUN, STUN

/// Sweetspot Correction hack? is it worth it - maybe for sea units like torp launcher?

/// can you assign a veriable to sweetspot to allow unit to be above or below water - likely not becuase unit will start under water or on surface...


/// repair arms more distance? no reclaim? check auto-order

/// may need to fix torp launcher sweetspot so frigates can hit them

/// Move tsub to T2 but keep at T3 kbot lab with T2 BT?

/// Necro/Fark back to T2 - Fark as assist? spies to page 2 or T3


/// demo still needs work

/// arbi ok? bit more dmg/aoe/rof?

/// nova less health or more $$$?

/// jugg blod is too much - upgrade?

/// mbt/beh slight health buff with loss of immediate upgrade?

/// sky net red laser upgrade?

/// Nomad Builder

/// Core Reclaimer + LOS

/// armmls as CSUB

/// use wpri_badTargetCategory=LEV1; on more defenses? what about artillery, etc. better if there is a NRNG bad targ?



/// Possible to restrict angle of fire for NSUB tertiary? check TA zero

/// Deci/crawl more LOS? stealth? health!? disguise as normal unit (beh?) arm can cloak? move to page 2

/// thrust to fast T3 scouts

/// Restore Vermin, add Core Jihad Truck or absorb truck disguised as behemoth

/// T1 4 way exit ship? add arrows to side?

/// Lancer more ROF, possible more AOE (not if xsub bigger)


/// need ranged, no explode options vs Big T4 as T3 - same as penn/sumo anni/ddm for T2 vs T3 - range is critical factor along with weakness vs non Big stuff - NOT short range or fast units in this case. Although stealthy/cloaked CBTs to work nice if they can close...

/// CBTs more as big game hunter, both cloaked and stealth but can be declaoked at range - also detected by spies?


/// try mass footprint reduction for all big T3 - mcv = 7x7 krog = 5x5, bats = 7x7, etc.

/// Add dgun/special to all AA weapons for radar targeting? dgun seems to have unlimited range to show attack cursor... meh


/// try mass footprint reduction for all big T4 - 

/// check NoChaseCategory on buildings - do these even matter?

/// Add armor only stacking penalty to VTOL cons?

!!! add corroach dead and corpses for sea buildings - for mission support

/// lower boss heal to 5?

/// use individual zig intel functions for radar / los & jamming /sonar 

/// Tick vermin eggs! use cube pic, and glow dish? 

/// Get AF to add the rest of the mission files


/// restore seaplanes? how will these work if they are T2? will need to add APLATs to missions // use t1 dp planes

/// Zig/Shaper ion beam projection - use tal script with no secure XZ?


!!! blod flag is meh looking in game, so is flag bats - make these cooler more showcase like - arm should get rail gun maybe?

??? lflags try swapping main gun and bats? avalon and/or centaur cooler lasers?

??? special com damage for tick explosion?


/// reduce sea ships to +2500 / 24 metal - make sure cost -33% or more and stronger? add cloaking?

/// What is buzzard now - change back to old - same for vandal or get new name

*** Improved Arm Mirage and Core Wraith weapon damage (+66%/50% respectively), improved speed (+10%), and overall LOS (576->672/672->768 respectively)

/// Arm commander arms not aiming when firing dgun?

/// HLT and other upgrades need capture? why? how did these even get selected?

/// redo cerb script for mav gun? what script resolves this?

/// core sapper - disguised as behemoth, aatruck, OR cloaked (-500) make it explode when sapping? 

/// arm insurgent - or disguised as mbt. aatruck ??? ??? OR make shielded when not moving use shooter shield? make it explode when sapping? 

/// auto upgrade for behs/cents instead of post build?


/// spot lower cost, slight longer nano range

/// add missiles to really hurt disruption subs? T2 or T3?

/// Lower T3 fus upgrade cost to 1/3 total?

/// remove intel hack?

!!! restore mission support for testing

??? improve T2 and T3 hover con health?

/// Fibber 1.5x to 2x bigger

/// eel slight bigger

/// add radiation and emp mines?

/// all core mexes or just moho and mantle armored when closed? What does arm get? storage?

/// new MLV models?

/// new rector and necro models?  

/// new deci and crawl models?

/// 2 raptors in lifts? how many cerbs/talos?

/// add T1 build menu to carrier planes? OR remove assisting and extend radar?

/// gui to medium default chat

/// add blinking on Penn/Anni?

/// restrict rezzing of ANY building?

/// Y key as universal upgrade key instead of Q?

/// test amphibious tag on a sea building - likely won't work // setSFX = uw?

/// no subs in shallow, especially MLS!

/// move aiming mechanic for slow reload cannons / test T4 cannons vs shielded bases - 1 shot t2 shield fus

/// UPG Mart upgrade to tri-barrlel, and other upgrades for some T2 and T3 (dual morty?

/// UPG merl upgrade boost - rapid fire? AA

/// add skynet lasers to T3 VTOL Core Carrier, remove assist from all T3 carriers - use for intel

/// restore T2 necro/rector, 630 WT? Fix the damn bug!

/// bats get shockwave effect? no shallow access? 

/// nova and overlord shockwaves?

/// add assist to gargant? add disruption?

/// old shaper zig as map wide disruptors? just add to new zigs?

/// Add healtime to T3 structures? sfus. forge, mantles, would be weird cuz vulcan upgrade does not self heal
??? How to fix arbi missile?

/// remove spinning fork on bandits to save fps?

/// add tides to torps?

/// old Zig and shaper as something cool? what?

/// T2/T3 hover fix footprints

/// uw mfus +200?

/// Move Core harl to T3, more detail? use smaller model for T2 and make it cheaper!... need idea for Arm counter! HT for core? would  be cool!

/// old flail and T3 AA as rockets?

/// Buff uw mfus to 200 or 250 each? but keep T2!!

/// add labs to hot key selections?


/// Upgrade module per lab - upgrades any units built in this lab! use chevrons from Talon

/// old burn as T2 kbot to match spartan? move spies to page 2


/// boost early sea eco - how? is it labs again? uw mexes?

/// How to make hovers more flowing - need smaller size and faster cons?

/// 3x3 class for skeets possible?

/// change pounder and gorgon to activate / deactivate

/// change Transport to 'manual', 'auto', 'hold' 

/// corwtf as mission building, fing as truck? 

/// old smbs as ???

/// Restore +2500 Energy bonus to T3 Fusions (from +1250), reduced pairing bonus (3750->2500)



/// Flak hovers add depthcharge? likely not


/// Decouple Buzzsaw from lrpcs, shorten range? increase rof??? Likely not - needed vs late T3 and T4


/// add land hover and air options for CSAs? 

/// spy red bolt as anti-charge?

/// necro small jammer? weapon? improve rez speeds



/// restore uw pic for arm triton?

/// fix fark model 

/// improve and diversify lflag blods - static lasers? railguns?

/// fix talos lean

/// fix Raptor, Talos, Empy missiles flying forever

/// fix reaper weapon restore 

/// emg firestart?

/// fcar /fscar big explosion when killed to prevent stacking BS, but not so big as to be a bomb lol

/// Remove spider self D? make spiders stunnable if not already?


/// Decreased Arm Ambusher and Core Toaster range (1344->896) and overall cost (-25%), increased unit health (+50%), now built as full T2 unit only

/// Decreased Arm Vulcan and Core Buzzsaw range (5376->3584), now built as full T3 unit only

/// Increased Core Goliath Metal costs (+11%)

??? what is source of aircon/plane lag or is it just all the building sleeps?

??? what is coffee bug issue - what causes? test open land - seems to be hover or sea related that affects all units - try removing hovers

!!! fix rez bug ?

!!! t4esc1 can run on its own?

??? what is commander upgrade and autotarg at sea? scars? T4 carriers? 

/// hover artillery even better? slight more for luger/pillager?


/// Rename Cormorant to Buzzard?

/// change brown color to slate?

/// prevent depth and torps from dropping on land?


/// finish sidedata... 

... improve FFLAG AA reload or DPS if possible - bursts?

... use more explode 5 for debris or move them around randomly?

... why does arm geo missiles fire so much and so long vs planes? check!

... adjust ring colors for transport to match gate or vis-versa? shields?

... add rolling to T3 figs and hawks?

... all cons extended nano range to support large T3 and T4 lab assist (including fleas!)

... massive readme update add sinclaire credits, chinahook, CAP? silencer?

... F12 to readme

... annigun2? mmth_fire? armion_fire, claw_hit, forge_sel, ok, etc., antimine?

... add recorder functions .cmdwarp, etc. to readme?

/// restore full quality sound effects

/// add devo style instructions if time

/// modifiy all smaller rocks to be passable, same with small wrecks? how to fix tree pathing? 

/// spy vs spy in read me

/// add overlays for HOTKEYs? add new hotkeys

/// rock/sway floating weapons? add wakes


!!! do directional labs auto point for ai?

... fix wing and sgs and all T3 landed wing position - check T2

... keep or remove tele icons

... add corpses for mobile shield gens, sonar jammers, floating radar?

... confirm hover wrecks ok for hbats, hcrus, etc. make better debris wrecks

... make sure all wrecks at sea don’t block and have zero height

... fix salamander on bullet holes if possible / all hovers?

... spin corsmb radar dish!

... SSY corpses, emits smokes from towers only and bubbles underwater

... smoke effects improved all over. 

... white smoke on exhaust until damaged?

!!! mkl self d leaves corpses - all t4 like this?

??? stalker slight less health?

/// stun artillery? shock wave rockets hover 

/// assist / teleport / jam hovers?

/// mob factory?

/// remove modem and serial play options

!!! set 'direction' tab for labs

/// enemy should see shield dome when mobile shields hit!

/// lancet on hold fire

/// fix armecs footprint size - too big (core?)

/// fix shatter on arm upgrade, same for core, do full shatter lookup on all units! esp hovers! cerbs, raptors

/// try and fix GGs from crashing on > 40x40 maps

/// rezzed wreck from map shield upgrades... no rezzing buildings? rotate building when built to proper orientation (body part)?

/// upright on all hovers? ALL hover sizes!?

/// fix coraplt/eplat nanolathes - curl them in or out when raise/lowering

??? fix missing icons for arm/core techs!

!!! T3 sea cons over shallow! apts also! - build land?

... AA ships should be GF+AA. check core lasers fire point  - missing flares i think 

/// t3 sub pens make bonus energy?


/// fix uppercase file tags

/// nova/arbi no CTRL_G, K, etc / just CTRL-L?

/// corpses for krog, raptor, triton, croc, etc in water should leave debris

/// energy use/make tags - need rules for each level

/// bombers and big t3 near off-screen edging fixes also?

/// nuke and nuke mines leaves flames?

/// seawolf as name

/// add in all OTA 3dos

/// all uw buildings set to 45 min height, same for sea plants and esys?

/// aegis upgrade - use shield icon for PCX?

/// mines use blended OR new generic mine pcx?

/// use 64x64 pics inside of black for ALL_XXX?

/// grey out 'update' in lobbies and grey out unused stuff in other menus

/// proper side panel GUI for all Arm and Core units (at least buildings?)

/// Add weapon or function to torp planes (land weapons?)

/// cruiser/dread shading vs all other ships!

/// add landing animation (via detect) if on pad script to all landing planes

/// check other ++ in front sequences!


/// illusion fold fix and height

/// engine SFX fix?

/// fix can flare color like MAK (changes height!)

/// squid size too large?

/// dont shade TL tops, fix texturing?

/// dont shade corason top, fix texturing?

/// L key for all muat load orders - does not seem to work?

/// restore fart name...

/// rez status of units upgraded?

/// stacking fcars - bigger explosion and more cost?

/// new oly model

/// HOTKEY Overlays for new players  


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

... 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 T3 MUATs (stun for Arm, Pyro blast for Core)?




### model custom heaps

### arbi/nuke fire off-screen bug

### fix orange shit on armsiege turret when killed

### why does vertigo cost to fly??? 

### armxship with long range OR laser (what is core counter?)

### rancor with long range OR (partial counter with DDM laser an Riot? - this hurts AA crus!!!)

XUB Banisher chain guns!

XUB Wren jets for all air!

XUB laser boy shield for high damage

XUB ziegfried shield for low damage 

XUB thornado for DP bomber?

XUB core zero T2 gunship missiles 

### arm t1 bomber bombs? find explosion for bombs / grouped

### bsub corpses x4 damage? / sub modifiers overall?

### core antimatter ball for timmy/buzz / old explosion to Arm/Core or new?

### ship jam vs hover jam E cost is off cost-wise - fix this!

### on/off for HROYs/HBATs, etc?

### on/off for intel units?

### thrust for hovers  

### remove silos from hover carriers and add 4th pad or other weapon?

### set lean on slope for hovers or upright=1 / hroy and up?

### do all csa have wakes?

### should labs at sea be blocking? check all!

### ***use tamec map weapons for added!***

### better capital damages / smoke/flame effects? 

### corburn corpse to ensure self D - check for rancor and aacrus

### corburn sonar/radar same for armasw. fix self D to no corpse / ... cache/fix new torp parts on corburn! 

### core aarcrus hybrid fire+sumo+hscar? this is essentially a hover so make sure it is not a berserker!

### fix nukes firing off-screen near top of maps

### seaplane ctrl P / O?

### non-pop up no restore/return

### fix aacrus penta?

### fix laser duration from high spots (how?)

### redo corpses for EHPs for more fullness

### seaplanes must be buildable for missions to work?

### bear (thovr) can produce 2 energy if he is set to off

### fix cortech death explosion / shatter bug

### Add commanders and decoys to 3rd weapon priority lists / check dgun on Gimps

### geo building extra guns! does arm do this? related to HOTFIX?

### try spray ballistic ala talon laser / scatter / bounce?

### check zero hovers for clipping / banking? raised?

### correct 4x modifiers for all uw units

### emphasis on arm fusions and core storages on mobiles to make/store E?

### necro/fark anims a bit too fast

### big ships blocking corpse?

### on-offable empy 50 radar*** 

### Arm T3 Experimental Missile Tower 'Vanguard' to 'Vigilance'

### t3 ships faster turning

### Add thrust pivot effects to Arm T3 air con and MUATs

### Multi-reclaim bug fix? (Admiral_94)

### Remove ctrl_s from transports, etc antis also

### Add updated mini TA GUI?

### Add pulse to Shaper/Zig when activated?

### Prioritize MT AA to fire at bombers over other air - not sure this even works

### Remove garbage flares and vars from MRPCs

### fix all HLT cd3d sleeves

### Remove ability to transfer units to enemy players - appears to crash when using H gui




OTHER
------

ok, this is what you do
check when unit stops
then periodically check
to turn off the shield
done
this way majority of the units don't run checks
only those who are shielded run checks

you can do hit check
stop moving check
and periodic 10 sec check


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, 

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?)

///fix all energy settings for mobile units

really need capital effects!

add unit levels tag cats - can wait

help menu in readme - expand?

armnova not in AI

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: turn off lance/titan on default ai?

add mechanic, spot to AI

con hover locking?

separate 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 shading on uw buildings needs to be consistent

FIX MUATs when on Carriers/Pads

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



New models for MLVs - armored/amphib cons?

Map sounds using 0 dmg weapons / paralyzer = 1;

MDFs?

AI Facs!


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 


??? 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?

??? Fix Mission buildings with shields?

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



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

+showranges with buildings

prevent groundweapons from targeting air

+logo to cheat mode only



ESC Folders
-----------

/aE

/downloadsE

/gamedatE

/guiE

/unitpicE

/unitsE

/weaponE


OTA Unchanged (requires OTA and CCDATA) 
-------------

/anims

/bitmaps

/camps

/features

/fonts

/objects3d

/palettes

/sound

/textures





Added Notes
-----------

65536 is max value

Corpse damage values peak at 65535

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


name the corpse differently
_CORVP_DEAD won't rez into CORVP

building rez is buggy as hell
even on land	
	

TALON
-----

New Front End screen

Magnatron - Talon

Unit Cannon - Talon / 4.0 needed




Thoughts
--------


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 openness to some of the needed changes, but we have obviously have won over a huge contingent of new players by making a much larger number of traditionally bad units actually useful. 


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

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





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?


*********************************************************************************************************
HISTORY
*********************************************************************************************************

**TAESC RELEASE GOLD 9.9.5**


**GENERAL**

- Added anti-stacking to all VTOL transports (armor is reduced 300% while units are stacked) - note: this will have much less lag effect due to lower unit counts in game vs. combat units

- Added armored state to Arm and Core Moho and Mantle Extractors when turned off 



**MOVED/REMOVED/NEW**

- No Updates



**FIXES**

- Removed anti-stacking from all T1, T2, and light T3 VTOLs to significantly reduce lag effects later in game

- Adjusted Core Harpy/Inferno Flamethrower weapon damage (24 -> 32) and reload time (0.3 -> 0.4) - note: this allows T4 units to take damage from these units

- Reclassed all 8x8 Movement classes to 7x7 to optimize large T2 and T3 unit pathfinding

- Added missing amphibious tag to Arm Centuar

- Removed spinning animation from Arm T3 Fusions to reduce overall lag when paired

- Restored missing ability to repair VTOLs on all Arm and Core Carriers 

- Fixed multiple ship and sub corpses blocking torpedo and depthcharge weapon fire

- Fixed Arm and Core T2 AA locking up after 6 kills, set target preference to combat planes over scouts 

- Fixed Core T1 Sonar Energy use value (25->15)



**CHANGES**

**T0**

- Reduced Arm and Core Commander and Decoy d-gun weapon cooldown time (5s -> 3s)



**T1**

- Increased Core Leveler Buildtime (+5%)

- Increased Arm Stumpy and Core Raider weapon velocity (+10%)


- Restored Core M.A.K. speed (1.275->1.35)


- Increased Arm and Core Repair Pad nano range and LOS (384->448)


- Increased Arm and Core Scout Hovercraft weapon aiming speed (150->600) and LOS (512->576) *** more speed?*** 

- Increased Arm Zapper and Core Salamander unit speed (1.85->2.0 & 1.95->2.1) respectively

- Added 'NAIR' tag to Arm Peeper and Core Fink so AA will prefer combat air units when targeting



**T2**

- Decreased Core Sumo laser weapon ROF (3->3.2) 


- Increased Arm and Core Adv. Construction Aircraft/Seaplane health to take 5 MT missile hits (was 3)

- Reduced Arm Phoenix and Core Hurricane T2 Bomber health (-5%)


- Increased Arm and Core Adv. Construction Sub speed (2.4->2.7 and 2.55->2.8 respectively)

- Reduced Arm Archer and Core Shredder health (-20%)



**T3**

- Increased non-upgraded Arm Centurion and Core Behemoth primary weapon ROF (+11%)

- Increased Arm Demolisher health (+4%)

- Doubled Arm Empyrrean and Core Overlord acceleration


- Reduced Arm Marauder and Core Widow weapon DPS (-4%), minimized weapon overfire via reduced weapontimer (1.5->0.858)

- Increased Arm Cerberus health (+8%)

- Increased Core Talos health (+6.25%)

- Increased Arm Raptor health (+11.1%) 


- Reduced Arm Illusion Buildtime (-25%)

- Reduced Arm Vertigo Builtime (-20%), increased health (+12.5%), added secondary hybrid AA/GF missile

- Reduced Arm Tornado and Core Typhoon buildtime (-25%)


- Restored secondary Flakker weapon on Core Skynet, adjusted weapon reload time (0.14 ->0.133), lowered overall health 5%


- Increased Arm and Core Ultra Construction Ship speed (1.8->1.95 and 1.85->2.0 respectively)

- Added Stealth to Arm Riptide and Core Slipstream, lowered sonar coverage (896->448)

- Restored nuke missile weapon (now tactical) for Core Nexus, added tactical nuke missile to Arm Atlantis



**T4**



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


**TAESC RELEASE GOLD 9.9.5**

**GENERAL**

- All AA based hovercraft now fire a torpedo based weapon when at sea (now consistent with all other AA/ASW hover and ship roles)

- Merged multiple weapon files to save on available weapon IDs

- Removed ground assist ability for all Arm and Core mobile VTOL carriers - these units are no longer selected via CTRL+B when idle

- A new warning symbol now displays whenever a T3 VTOL is stacking directly over another unit of the same type or class

- Added range rings to Arm and Core Charging Towers, Mobile Carriers, and Gargant/Tsar 

- Increased transport weight cacpacity for Arm Warrior, Javelin, Stumpy and Core MAK, Leveler, Raider (600->1200)

- Set all pop-up defense buildings to be unarmored while under construction

- Increased all battle and contruction sub unit speeds (+0.15 or 0.3 speed class)




**MOVED/REMOVED/NEW**

- Restored Arm Condor and Core Singularity T3 VTOL Carriers

- Removed Arm Hercules and Core Dragonfly for rework

- All Arm and Core T3 subs now only build from the T3 sub Pen




**FIXES**

- Note requirement to land for all unloading Arm and Core air transports is NOT active (was not changed despite 9.9.4 entry)

- Fixed various unit identification and CTRL key categories 

- Corrected and/or added appropriate attributes in various unit descriptions (i.e. Climb, Amphib, etc.) 

- Fixed Core Megalodon primary and secondary torpedo launcher firing sequence

- Fixed Vertigo secondary missile weapon damage vs. Arm Hawk 

- Fixed Arm Abyssal showing wakes to enemy while moving outside of their LOS

- Fixed Arm Armada AA weapon firing sequence 

- Optimized Core Anchorage AA weapon firing sequence to reduce aiming lag 

- Fixed Core T3 Construction Hover showing multiple charge symbols for Dictator buildpic

- Fixed incorrect weapon damage on Advanced AA Missile (vs. Groundfire) 

- Removed improper stealth tag on Arm and Core jamming kbots and vehicles

- Fixed LOS, sonar, and turnrate/accleration value for Core Troglodyte as compared to Arm Fibber 

- Fixed missing foot on Arm Gorgon after taking damage followed by repair

- Fixed Arm Fibber appearing in T2 shipyard in place of the Escort

- Fixed torpedo weapons on all Arm and Core hovercraft firing when on land

- Corrected minor scripting error with Arm Shooter aiming to resolve possible locking

- Corrected Arm and Core Underwater Mantle death blast and self destruct values (was same as Mohos)

- Fixed Arm Bulwark weapon locking issue

- Corrected health bar offset position for all Arm and Core Underwater Labs (Sub Pens), Shipyards, and Floating Hoverplants

- Fixed incorrect Energy drain on Arm Gorgon stun weapon (2400->4800 E/S)




**CHANGES**

**T0**

- Reduced Arm and Core Commander d-gun AOE (80->64)




**T1**

- Reduced damage from Arm Peewee/Jeffy and Core AK/Weasel explosion class (120->80) 

- Increased Arm Stumpy and Core Raider unit health (+7.5% and 5.3% respectively) 

- Increased Core Leveler Buildtime (+6.6%)


- Increased Arm Skeeter and Core Searcher LOS (576->672), increased weapon aiming speed (300->540)

- Swapped Arm Mariner and Core Corsair overall costs with Arm Vanguard and Core Viking (20% Energy, 12% Metal, 15% Buildtime change), reduced Mariner/Corsair LOS (672->576) and Sonar coverage (448->288) to reflect lower cost 

- Reduced Arm Hulk and Core Envoy transport ship health (-25%)


- Reduced Arm Bear and Core Turtle hover transport speed (2.8->2.5 and 2.7->2.4 respectively) and health (-25%) 


- Increased Arm and Core Shipyard health (+20%)

- Increased Arm Harpoon and Core Urchin Metal costs (+25%)


- Removed stealth from Arm Orion and Core Viper and associated upgrades

- Increased Energy per shot cost on Arm Guardian and Core Punisher (400->500) (Includes Ambusher & Upgrade, Trident, Toaster & Upgrade, Lotus)




**T2**

- Modified Arm Panther weapon to fire twice as fast for half damage per shot - same overall DPS, but allows for additional weapon ID

- Increased Sumo Energy to fire to match Shooter and Penetrator 1:1 ratio to damage (512->768)


- Added light torpedo weapon and sonar to Arm Whirlwind and Core Banshee - note that this matches other hover/sea AA slotted units

- Increased Arm Angler and Core Refuge Energy Production (125->200), air pad repair speed (450->720), and radar coverage (2016->2688), removed depthcharge weapons and sonar

- Increased Arm and Core Hover Artillery weapon ROF delay (+25%/+20% respectively)


- Decreased Arm Stalker and Core Leviathan health (-33%), corrected Leviathan weapon damage to match Arm (480->720)

- Increased Arm Colossus and Core Hive Energy Production (375->500), radar coverage (2688->3584)


- Increased Arm and Core T2 AA Tower weapon damage (+33%) and weapon reload delay (+33%)  




**T3**

- Increased Arm Link and Core Ambassador unit health (+50%)  

- Increased Core Defiler weapon Energy cost per second (+33%), Energy build cost (+15%), and Buildtime (+10%), reduced speed (2.55->2.4) and damage to Commanders (-300%)

- Removed High Trajectory weapon fire option on the Arm Nova (saving extra weapon ID)

- Added AA specific (4x as per AA rules) weapon damage To Arm Marauder and Core Widow (note missiles still unguided, however)

- Reduced Core Juggernaut tertiary BLOD weapon ROF (4->6 seconds) 

- Renamed Arm 'Insurgent' to 'Prophet' and Core 'Sapper' to 'Omen', increased LOS (672->768)


- Reduced Core Mammoth unit health (-12.5%)  

- Reduced Arm Expedition and Core Halcyon LOS and Radar coverage (-12.5%), increased charging coverage area by over 3x, reduced air repair pad speed (3240->2160)   


- Increased Core Skynet flakker weapon damage (+66%) and AOE (160->192), removed 2nd flakker weapon, decreased LOS (1152->896)

- Increased Arm Stratus and Core Vindicator Metal build cost (+11.1%), Increased primary weapon reload delay (+200%)

- Increased Core Harpy Energy costs (+33%), Metal costs (+25%), and overall health (+66%), removed Stealth

- Decreased Arm Illusion LOS (1344->1152), added fly in place movement and radar jamming, increased speed (14->14.4)

- Increased Core Umbra radar jamming coverage and LOS (1152->1344)

- Increased Arm Nomad unit health (+80%), added small jamming radius

- Added stealth to Core Horizon


- Increased Arm Atlantis primary BLOD weapon rate of fire delay (12->14 seconds), reload time for AA weapon delay (0.2 -> 0.5 seconds), and charging coverage area by over 3x, reduced air repair pad speed (3240->2160)  

- Increased Core Nexus reload time for AA weapon delay (0.2 -> 0.5 seconds) and charging coverage area by over 3x, reduced air repair pad speed (3240->2160)   

- Improved Arm Torrent AA weapon ROF (0.5->0.2) to match Core 

- Lowered Core Rancor primary weapon (3072->2016) and weapon reload time (6 seconds -> 2 seconds - saving extra weapon ID)

- Reduced Arm Core Siren and Core Squid model size (-25%) 

- Modified primary weapon for Arm Deluge and Core Hammerhead to shore bombard cannons, changed tertiary weapons to water based energy weapons that can target surface units as well as underwater

- Modifed Arm Manta and Core Eel primary weapons to water based energy weapons that can target surface units as well as underwater


- Added Underwater Mantle Extractor to Arm and Core T3 contruction Hovercraft, removed T4 Shipyard and Armageddon/Dictator build options 

- Renamed Core 'Omen' Observation Hover to 'Mystic'


- Increased Arm Monsoon and Core Flail flakker weapon damage (+66%), weapon AOE (160->192), and unit health (+10%), added adv. torpedo weapon and sonar 

- Increased Arm Whiplash and Core Eviscerator unit health (+25%)

- Restored Arm Forge and Core Vault Metal production when paired, removed Energy pairing bonus

- Reduced Arm and Core Mantle death explosion class (Small Nuclear -> Atomic)

- Increased Arm Warden energy per shot (1.5K -> 1.6K)

- Increased Arm Vulcan and Core Buzzsaw (and upgrade) Buildtime (1.2x) and Energy cost (1.8x) 

- Increased Arm Armageddon and Core Dictator Buildtime (1.5x), reduced weapon range (10752->8064)




**T4**

- Increased Core Titan overall build costs (+10%)

- Lowered Core C.O.R.E. overall buiod costs (-10%), reduced primary weapon aiming speed (60->20), added AA (4x) damage to vspam missiles

- Increased Arm Tick Energy cost (+50%), Metal costs (+33%), and Buildtime (+10%)

- Increased Arm Gargant AA weapon damage (3200->9600) and reload to max ROF, modified radar/jamming disruption from full map to 4032 range (range ring added), removed stun weapon, auto-target, and Commander upgrade, reduced Energy production (5k->3k - closer to Tsar output)    


- Reduce Core Tsar Radar coverage (-33%), modified radar/jamming disruption from full map to 4032 range (range ring added), removed auto-target and Commander upgrade, restored Ion Beam

- Reduced Arm Avalon and Core Imperator health (-11.25% & 4.1% respectively)


- Increased Arm Supremacy and Core Eclipse AA weapon damage (2560->9600), weapon AOE (+50%), and unit health (+25%)

- Increased Arm Armada and Core Anchorage AA weapon damage (2560->9600) and range (2016->2688), removed Sonar and Radar Jamming

- Added triple salvo fire for Arm Armada nuke weapon, increased Energy and Metal to build weapon accordingly

- Increased Arm Abyssal and Core Vortex unit health (+25%), modified primary weapon to ballistic fire cannons and secondary/tertiary weapons to lightning/static-laser based fire, swapped overall costs with Arm Triumph and Core Sovereign respectively based on role effectiveness


- Increased Arm Liberator and Core Despot Hybrid AA weapon damage (+25%) and AOE (+50%)


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



**TAESC RELEASE GOLD 9.9.4**

**GENERAL**

- Modified all Arm and Core VTOL Multi-Unit-Air-Transports to only unload when landed, removed armor penalty while landed

- Increased all Arm and Core VTOL Multi-Unit-Air-Transport unit health (T1 +25%, T2 +20%, T3 +15%)

- Restored Arm Flea, Wisp and Core Mite, Toad repair and assist 

- Reduced all AA unit ground fire weapon range (-20%) 

- Implemented a 'anti-stacking' function for all Arm and Core Combat VTOLs which restricts unit firing and health when deliberately stacked 

- Added 5 second delay for armor reduction while landing for all T4 and T3 'boss' VTOLs

- Set Engine AI unit count before leaving base to Land = 10(15) and Air = 15(20)

- Improved nano Workertimes on Arm and Core T2/T3 buildings that upgrade (T2 = 2x, T3 = 4x)



**MOVED/REMOVED/NEW***

- No Updates



**FIXES**

- Corrected Arm Shooter sniper gun unfolding/locking bug

- Restored gauss weapon damage from 640 to 1024 for Arm Stratus (note v9.9 change with reduced 25% power per unit change cited below)

- Fixed Geothermal hotkey button for Arm and Core Construction Hover
 
- Fixed Arm Piranha and Core Shark closing in within attack range after firing

- Fixed incorrect script signal for Core Juggernaut BLOD weapon 

- Corrected misaligned values between Arm and Core T3 Construction VTOLs and Seaplanes (removed radar and level set LOS)

- Removed builder tags from Arm and Core T4 Hover Flagships

- Adjusted Core Skynet BadTargetCategory to 'MOB'

- Corrected Core Repair Pad self-destruct explosion type to match Arm

- Added missing NoChaseCategory to Arm T4 Bomber

- Corrected Core Reaper firedelay mechanic

- Fixed shadows showing on Arm T2 Hover Carrier when on water

- Fixed various missing TargetCategory and Control Key tag for multiple units



**CHANGES**

**T1**

- Reduced Arm Peewee and Core A.K. Buildtime (-9%)

- Reduced Arm Flash and Core Gator Buildtime (-10%)

- Reduced Arm Rocko and Core Storm Energy and Buildtime costs (-15.2%) 



**T2**

- Lowered Arm and Core Decoy Commander Metal costs (-6.4%) and Buildtime (-11%) 

- Lowered Arm Panther and Core Manticore Energy costs (-7.5)

- Increased Arm Bulldog and Core Reaper Energy costs (+20%) 

- Improved Arm Big Bertha and Core Intimidator weapon rate of fire (+25%) - note: no improvement to Vulcan/Buzzsaw 

- Increased Core Dominator Energy and Buildtime costs (+11%)

- Improved Arm Partisan and Core Mantis unit speed (+7%) and lowered Metal costs (-20%)

- Increased Arm Panther AA weapon reload time (+20%)

- Improved Arm and Core T2 AA tower weapon range (1050->1792), lowered weapon damage (960->720)



**T3**

- Adjusted sound for Arm Recon weapon

- Improved Arm Nova weapon rate of fire (+25)

- Improved Core Arbitrator weapon rate of fire (+10%)

- Increased Core Bastion weapon reload time (8->9.6 seconds)  

- Reduced Arm and Core T3 Fusion pairing bonus Energy (2500->1250) and cloaking cost Energy (2500->1250)  

- Reduced Arm Stratus and Core Vindicator primary weapon firepower (-25%), increased health (+10%) 



**T4**

- T4 mobile units now have destructible and reclaimable/resurrected corpses

- Increased Arm Apocalypse overall costs (+10%)

- Reduced Core Anchorage Metal costs (-5%)

- Added visible health bars for all Arm and Core T4 mobile units



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

**TAESC RELEASE GOLD 9.9.3**

**GENERAL**

- Set 'Hold Position' as default for all labs 




**MOVED/REMOVED/NEW***

- No Updates



**FIXES**

- Fixed Core T4 construction Unit descriptions

- Fixed Core Tsar main weapon not firing

- Fixed Core Necro stop-assist bug

- Fixed Core T4 Spider con stop-assist bug 

- Fixed Arm Metal Storage reference to non-existent object part

- Added all referenced units from source files not used in TAESC.gp3

- Adjusted various artillery and ranged units target preference categories

- Increased Arm and Core Commander Dgun weapon AOE (56->80) to ensure 1 shot kill any unit with a direct hit

- Fixed (reduced) Arm Flash and Core Raider death and self-destruct weapon from Medium/Big to Small/Small respectively

- Fixed Arm Nomad, Core Horizon, Core Troglodyte selecting via CTRL+B

- Removed CTRL+W on Arm Insurgent and Core Sapper

- Added missing CTRL+R on Core Umbra

- Fixed incorrect resource values for Arm Partisan and Core Mantis (reduced Metal -25%, Increased Energy/Buildtime +20%)

- Fixed incorrect resource values for Arm Slingshot and Core Lacerator (increased Energy/Buildtime +50%)

- Fixed Arm S.P.O.T. and Core Advanced Construction Hover not loading in transports or gates

- Fixed Core Doomsday Machine showing shielded icon while disrupted

- Fixed incorrect Metal production on Core T4 Construction Kbot

 

**CHANGES**



**T1**

- Increased Arm and Core Light Laser Tower (and Floating variants) overall costs (+20%)

- Removed ability for Arm Flea/Wisp and Core Mite/Toad to assist and repair (now only reclaims to avoid repair exploit bug)



**T2**

- Improved Arm Piranha and Core Shark torpedo weapon DPS (+25%)

- Reduced Arm Fido Buildtime (-10%)

- Reduced Arm Maverick weapon range (300->288)



**T3**

- Lowered Arm Rector and Core Necro nano builddistance (120->30) to prevent over assist abuse, increased Metal costs (+20%) and Buildtime (Necro only +6.7%)

- Reduced death explosion damage and radius on all Arm and Core disruption units

- Removed Arm Cerberus weapon Energy requirement to fire

- Reduced Arm Tempest weapon damage (450->400)

- Reduce Arm Forge and Core Vault Metal production and bonus from 16/24 to 12 with no adjacency bonus, added Energy adjacency bonus of +500 



**T4**

- Removed hidden damage bar on all T4 units (enemy can now see T4 unit damage bars)

- Removed radar from Core Titan

- Increased all Arm and Core T4 Construction Unit Energy (+12.5) Metal (+20%) and Buildtime (+50%) costs - note: compare to T1-T3 construction unit time to build as reference

- Increased all Arm and Core T4 Mobile combat unit Buildtimes (+25%) - note: compare to T3 boss unit time to build as reference

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


**TAESC RELEASE GOLD 9.9.2**

**GENERAL**

- Arm Guardian/Ambusher and Core Punisher/Toaster now require Energy to fire (400 per shot) and can now be charged for improved ROF

- Adjusted (increased) altitude of all Arm and Core Construction VTOLs to fix large unit blocking bug

- Increased Arm and Core BLOD weapon Energy requirement to fire (+33%) (Annihilator, Doomsday. Penetrator, Krogoth, Vindicator, etc.)



**MOVED/REMOVED/NEW***

- Removed all T3 2nd Page unit access (units moved to specific labs, new tier, or removed)

- Removed Arm Exodus and Core Sanctum for rework (redundant to mass air con assist and SPOT/Mechanic)

- Removed Arm Mirage and Core Revenant/Wraith (roles slightly merged with Arm Recon and Core Blaze)

- Removed Core Ambassador for rework (mobile teleporters and MUATs are more viable options)

- Removed Arm Condor and Core Singularity for rework (limited usefulness at T3)

- Removed Arm Catalyst and Core Aquifer for rework 

- Removed Arm Anvil and Core Replenisher for rework 

- Removed T4 Intel Hack build option for rework (limited use and redundant to comm hack?)


- Moved Arm Paladin and Core Berserker to T3, improved unit speed and Paladin unit health and ROF (+25%) - adjusted Buildtime and Energy/Metal costs accordingly

- Moved Arm Custodian and Core Patron to T4 as primary 'land' contsruction units (see below - T4 Construction Hovers are sea lab built only)

- Moved Arm Tick and Core Tsar to T4 (see changes below)



**FIXES**

- Restored CTRL+F selection on Arm and Core Air Repair Pads (required to allow repair function for planes)

- Fixed Geothermal build option to T1 Arm and Core Construction Hover (removed option for floating radar tower)

- Fixed Core Monitor leg dragging bug

- Fixed Arm and Core mobile teleporter auto connecting to units other than galactic gates (modified ranged units and mobile teleporter Nochasecategory to ALL)

- Restored missing self jamming and healing on Arm Tick

- Added missing Healtime on Core Tsar

- Fixed stop assist when guarding bug for Arm Custodian, Core Patron partial fix implemented - note these units are now T4 'land' cons

- Adjusted Core Harpy Weapon ROF/damage to better inflict default damage to higher health units

- Fixed Arm Orion, Ambusher, Vulcan and Core Viper, Toaster, Buzzsaw fully built variant wrecks and heaps 

- Fixed Arm Siren unit description

- Fixed Core Vault not charging when adjacent to Arm Forge

- Fixed Arm Warrior script mechanic

- Fixed Arm Partisan and Core Mantis turrets not restoring after manual ground fire 

- Fixed all vspam/vlaunch missiles overfire across entire battlefield

- Fixed Core Immolator incorrect armored state when not fully built

- Fixed incorrect radar range setting for Arm and Core radar kbots (1394->1344)

- Removed spinning globe on Core T3 Fusion to reduce FPS lag



**CHANGES**

**T0**

- Removed ability to directly teleport commanders via single teleporter (mobile or building)

- Reduced damage to Arm and Core Commanders via nuclear class weapon explosions (-300%)



**T1**

- Increased Arm Javelin weapon range (300->320) and Core Leveler unit health (+10%)

- Reduced Arm Rocko, Jethro, and Hammer overall costs (-4.1%) to offset animation loading time disadvantage vs. Core, Increased Arm Hammer and Core Thud Energy to build +20%/25% respectively however

- Level set Arm Warrior and Core M.A.K. weapon damage (200/200 from 180/175) respectively), increased warrior health (+5.5%) and modified weapon to gauss (LOS) fire, lowered MAK health (-50), speed (1.35->1.275), and acceleration (0.6->0.45), reduced speed (1.4->1.325) 

- Normalized Arm and Core Floating Wind Generation values (30 from 24)

- Increased Arm and Core VTOL Repair Pad Workertime (+50%) (Pad only)

- Reduced Arm and Core T1 mobile radar kbot Energy use (20->15)



**T2**

- Increased Arm Merl and Core Diplomat weapon range (1344->1536), reduced unit health (-11.1%) 

- Restored AA only missile fire Panther (improves AA back to 100% from 50%), increased unit health (+3%), reduced energy build cost (-4.5%), and Buildtime (-12.5%)

- Increased Arm Bulldog unit health (+6.6%) 

- Increased Core Goliath Buildtime (+6.6%) 


- Removed anti-charge effect from Arm and Core Spies (see new disruptor units)

- Reduced Arm Zipper and Core Freaker Buildtime (-25%)

- Increased Arm Pelican weapon damage (+12.5%)

- Increased Arm Zeus weapon range (255->270)

- Improved Arm Maverick weapon DPS (+5.5%) 

- Increased Arm Fido Energy cost (+33%) and Buildtime cost (+10%) 


- Increased Arm and Core Naval Carrier assist and repair speed (+33%)

- Increased Arm Ambusher and Core Toaster (and upgrade variants) death explosion damage and area of effect (+25%), now requires Energy to fire and can also be charged

- Increased Arm/Core Tactical Nuclear Missile build time (+33%) - note cost per second remains the same for entire build duration


- Improved Arm Rebel and Core Nemesis unit health (+9%) 


- Increased Arm Annihilator Energy costs (+8%) and Metal / Buildtime costs (+25%)

- Increased Core Doomsday Machine Energy costs (+2%) and Metal / Buildtime costs (+25%)

- Improved Arm Big Bertha and Core Intimidator weapon damage (+12.5%)



**T3**

- Improved Arm and Core T3 Construction Vehicle nano Workertime values (960->1080), unit speed (1.2->1.35 and 1.25->1.4 respectively), and unit acceleration (10x)

- Improved Arm and Core T3 Construction Ship nano Workertime values (1080->1440)

- Improved all Arm and Core T3 Factory nano Workertime values (1350->1440)

- Reduced Arm and Core T3 Vehicle Lab overall costs (-14%)


- Added stealth to Arm Recon and Core Blaze, improved unit health (+12%), reduced speed (-10%), modified Recon weapon from missile to energy bursts

- Increased Arm Chimera LOS (576->640)

- Increased Core Mammoth Metal costs (+4.5%) and LOS (576->640)

- Lowered Core Juggernaut LOS (672->576), reduced weapon damage (-25%)

- Improved Arm Demolisher weapon damage (+10%), unit speed (0.725->0.8375), turning (96->112), and acceleration (+50%)

- Increased Arm Expedition and Core Halcyon LOS (+50%) and Workertime (3x) - super assist essentially merged with displaced Custodian/Patron

- Increased Core Pounder LOS (672->768) and overall costs (+25%)

- Increased Arm Gorgon overall costs (+25%)

- Increased Core Overlord unit speed (0.6->0.75) and weapon damage (+12.5%)


- Reduced Core Defiler weapon damage to Commanders and Decoy (-300%), weapon range (300->288), and LOS (384->288), Increased non-Commander/Decoy weapon damage (225->240) and Energy cost to fire per second (2x)

- Lowered Arm Marauder and Core Widow ground weapon damage per shot (150->125), removed AA direct fire (and delay)

- Increased Arm Insurgent, Core Sapper, and Core Troglodyte anti-intel/charging coverage (1344->2016), added anti-shield coverage (1344) and stealth, increased Energy costs to build (+33%) and operate (2x)

- Lowered Arm Nova Metal costs (-12.5%) and Buildtime (-20%), Increased weapon damage (+12.5%) and accuracy (+50%) and weapon AOE (224->256)

- Increased Core Arbitrator weapon damage (+6.6%)

- Removed Holdtime weapon tag for Arm Nova and Core Overlord, Rancor


- Increased Arm Illusion health (2x), increased Energy to operate (250->500), reduced Buildtime (-15%)

- Increased Core Umbra area jamming and LOS (896->1152), increased Energy to operate (250->500) and overall costs (+33%) 

- Increased Arm Stratus and Core Vindicator unit health (+12%)

- Reduced Arm Hercules and Core Dragonfly Buildtime (-10%) 


- Extended LOS and Sonar on Arm Oracle and Core Omen, added stealth 

- Increased Arm Renegade Metal costs (+17.5%), Energy costs (+10%), and unit health (+20%)

- Increased Core Nemesis Metal costs (+17.5%) and unit health (+5%)


- Modified Arm Fibber as a disruption sub (counter to Core Troglodyte at sea)  

- Added fast underwater movement to Arm Ark

- Increased Arm Manta and Core Eel Metal (2x) and Energy and Buildtime costs (2.5x) for proper T3 values, Increased LOS/Sonar (576->1344)

- Increased Arm Atlantis and Core Nexus Workertime (3x), LOS (+20%)

- Reduced Core Monitor laser weapon ROF (-25%)

- Increased Arm Lancer and Core Rancor main weapon ROF (+33%)


- Added self healing to Arm Warden, modified weapon to Noexplode (fires through terrain)

- Lowered Core Bastion weapon Edgeeffectiveness value (-50%) and increased weapon damage (+12.5%) - rewards direct hits but reduces wider area damage


- Normalized Arm and Core T3 Fusion pairing bonus (1250->2500) and upgrade bonus (3750->2500)

- Reduced Arm Vulcan and Core Buzzsaw weapon ROF (12.5%) to offset weapon damage improvement (+12.5%)


- Increased Arm and Core Upgrade Center Energy (+75%) Metal (+70%), and Buildtime (+30%) costs, Increased Energy to operate (+250%)

- Reduced Arm Forge and Core Vault Metal production (24->16) and pairing bonus (12->8)



**T4**

- Moved Arm Custodian and Core Patron to T4 as land-based construction units only, improved nano Workertime and resource output to match Arm and Core T4 Construction Hovercraft

- Set Arm and Core T4 Construction Hovercraft as sea-based construction units only, improved LOS (+50%) and resource output (+25%), reduced Energy costs (-25%) and Metal/BT costs (-33%) 


- Restored Core Tsar to T4, added map-wide enemy intel and weapon charging disruption, extended anti-shield coverage, restored full radiation weapon effects, and overall costs and health accordingly 


- Moved Arm Tick to T4, increased Metal costs (+50%), health (2x), and weapon damage/AOE (+50%), reduced LOS (1792->576), restored cloak when stopped

- Reduced overall Arm Gargant costs (-20%), removed map-wide charging for map wide intel disruption and anti-charging along with extended anti-shield coverage


- Reduced Arm Avalon primary weapon range (-33%) and weapon DPS (-4%), increased overall costs (+10%), and unit health (+4%)

- Reduced Core Imperator primary weapon range (-33%) and weapon spread (-33%), Increased overall costs (+10%), and unit health (+4%)


- Reduced Arm Centaur overall costs and weapon DPS (-25%), and primary (laser) weapon range (-6.7%), removed radar

- Reduced Core Titan overall costs and health (-25%), and primary laser weapon range (-5%) 


- Added map-wide enemy intel and weapon anti-charging disruption to Arm Gargant, removed map-wide charging and metal making, reduced energy production (-2.5k) 


- Increased Arm Armada and Core Anchorage Workertime (3x), Increased Arm Armada overall costs (+10%)


- Extended Arm Armageddon and Core Dictator weapon range (+25%), increased weapon AOE (384->416 and 400->416) respectively 


- Increased Arm/Core T4 Lab Metal costs (+20%), doubled Buildtime




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

**TAESC RELEASE GOLD 9.9.1**

**GENERAL**

- Increased Arm and Core T2 and T3 Construction Kbot Workertimes (+14.4%)

- Increased Arm and Core T2 and T3 Construction Hover Workertimes (+12.5%)

- Increased Arm and Core T3 Construction Vehicle Workertimes (+6.7%)
 
- Increased Arm and Core T3 Super Construction Assist unit Workertimes (+33.3%)

- Increased Arm and Core T4 Construction Hover and Land/Sea Factory Workertimes (+6.7%)

- Reduced all Arm and Core T3 Mobile unit Energy cost to build (-25%)

- Arm and Core Mobile Disruptors now disable all dedicated, non-T4 radar and jamming units 



**FIXES**

- Fixed Arm and Core Commander aiming while disabled bug

- Fixed Arm and Core Hover AA fire from stalling

- Fixed (increased) AA reload time on Arm Partisan and Core Mantis

- Fixed broken Metal cost value on Core Imperator

- Fixed Arm Vulcan (and upgrade variant) weapon salvo - level set to Core Buzzsaw

- Fixed missing AA ability on Arm Marauder and Core Widow (from 9.9)

- Fixed missing CTRL+R for Core Nexus, Umbra and Arm Illusion

- Removed CTRL+F selection on Arm and Core Air Repair Pads

- Fixed various unit corpses displaying black / blank faces 

- Fixed missing 'Link' button on Arm and Core Mobile Gates

- Added 'dump load' function upon self destruct for Arm and Core Galactic Gates to release stuck Commander

- Added missing Anti-Sub descriptions for Core Slinger

- Fixed incorrect Energy Make (50->500) and LOS (352->512) values on Arm Custodian

- Fixed Arm Advanced Construction Hover unit health to match Core (+25%) 

- Adjusted Core C.O.R.E. script to ensure weapon flare variables match model parts 

- Fixed missing Arm Underwater Mantle Extractor on the Ultra Construction Seaplane build menu 

- Fixed all Arm and Core mobile teleporters not functioning properly in online games

- Fixed multiple Arm and Core veteran units with excessive healing rates cloning with given to another player

- Fixed Core Flail only firing from a single barrel (cosmetic fix)

- Added max range rings to all mobile teleporters

- Removed radar sounds from Arm Scorpion and Core Thrasher, removed spinning dish (unused) from Thrasher

- Fixed Talos wreck values to match 50%/25% unit wreck to heap ratio  

- Fixed Core Adv. Construction Sub not queuing properly in Sub Pens 

- Fixed intermittent locking bug with Arm Ranger and Core Hydra



**CHANGES**

**T0**

- Increased Arm and Core Commander delay fire at start to 45 seconds 

- Arm and Core Commanders can now be directly linked via mobile Galactic Gates

- Added Arm and Core Sub Pens to Commander and Decoy build menus



**T1**

- Decreased Arm Hammer and Core Thud weapon AOE (128->96), swapped LOS with Arm Tosser and Core Vandal

- Increased Arm Warrior weapon DPS (26->40), doubled weapon aim rate

- Reduced Core MAK weapon DPS (213->175), increased unit health (+10%)


- Lowered Arm Wombat and Core Nixer TurnRate (-25%) and weapon guidance (-50%)


- Lowered Arm and Core Light Mine AOE (375->360), damage (800->600), doubled Energy and Metal costs

- Added Geothermal build option to T1 Arm and Core Construction Hover



**T2**

- Improved Arm Panther AA/GF weapon reload time (+25%)

- Reduced Arm Luger and Core Pillager weapon Edge Effectiveness (0.3->0.15) 

- Improved Arm Big Bertha and Core Intimidator reload times (+25%)


- Increased Arm Pelican gauss weapon DPS (270->320)

- Increased Core Morty weapon range (960->1050) and weapon velocity (360->375) 

- Added Decoy Commander, Amphibious Kbots/Tanks, and Spies to Arm and Core T2 Sub Pens


- Reduced Arm Slingshot and Core Lacerator T2 AA LOS (768->672)

- Reduced Arm and Core Hover Flakker overall costs (-10%), corrected low LOS values to 576 (288/320)

- Added salvo-fire to Arm Tsunami and Core Cyclops


- Increased weapon reload time on Arm Ambusher and Core Toaster (and upgrade variants) (+25%)



**T3**

- Improved Arm and Core Ultra Construction Vehicle turning and acceleration (+25/+12.5 respectively), adjusted build distance to 300( 270) for Core  

- Increased Arm and Core Ultra Construction Kbot health (+20%)

- Increased Arm Custodian unit speed (1.4->1.55) 

- Increased Core Patron unit turning speed (256->320)


- Decreased Arm Recon and Core Blaze Energy and Buildtime cost (-25%), increased LOS (672->768) and unit speed (+10%)

- Lowered Arm Scorpion and Core Thrasher LOS (896->672), increased missile weapon ROF (+6.5%) restored Radar coverage to match weapon range

- Merged and Modified Arm Mirage (was Bandit) and Core Wraith (was Revenant) with upgraded Bandit/Wraith style weapons

- Increased Arm Chimera LOS (576->672)

- Increased Core Mammoth Energy and Metal costs (+10%), improved LOS (576->672)

- Reduced Core Tsar unit health (-17%), weapon damage (-60%), LOS and weapon range (2016->1792), added range ring for weapon coverage and ultra range radar coverage


- Increased Arm Rector and Core Necro nano Workertime (+50%), nano build distance (2x), Metal and Buildtime costs (+33%), added amphibious movement for sea rezzing

- Reduced Core Defiler overall costs (-50%) and weapon damage (384->225), increased weapon range (0->300), unit speed (2.4->2.55), turning (360->672) 

- Increased Core Talos Metal build cost (+4%), decreased LOS (384->352)

- Lowered Arm Cerberus LOS (416->384)

- Lowered Core Juggernaut health (-9%)

- Increased Arm Gorgon Stun weapon range (384->576) note: blast radius unchanged (768) 

- Increased Arm Tick overall health (+10%)


- Removed stun missile from Arm Vertigo, modified secondary rapid missiles for hybrid ground/AA fire

- Lowered Core Harpy Buildtime (-8%) and unit speed (10.5->9), increased weapon damage (+25%)

- Lowered Arm Tempest LOS (672->512)

- Removed groundfire lasers from Core Skynet

- Added 2nd torpedo weapon to Arm Tornado and improved reload time (3.2->2.4), increased LOS and Sonar (672->896), removed radar

- Decreased Core Typhoon overall costs (-25%) and improved reload times (3.2->2.4), increased LOS and Sonar (672->896) 

- Lowered Arm Aurora unit speed, turning, and breaking, improved acceleration

- Removed nano-assisting from Arm Condor and Core Singularity

- lowered Arm Nomad overall costs (-25%)


- Decreased Core Monitor AA weapon ROF (0.2->0.5 seconds)

- Increased Arm Torrent AA weapon ROF (0.95->0.5 seconds) 

- Removed Ion weapons from Arm Deluge and Core Hammerhead and replaced with Nuclear armed torpedoes, increased Energy to fire (15k->30k), AOE (224->672) and weapon damage (9.6k->12.8k) 


- Reduced Core Bastion accuracy (-33%), health (-25%), and LOS (896->672), Increased Energy and Metal build costs (+50%) and reload time (+25%), Doubled Buildtime and Energy to fire costs  

- Reduced Arm Warden LOS (896->672), Increased weapon Energy to fire, Energy and Metal build costs (+50%), Doubled Buildtime, added cloaking

- Lowered Arm Whiplash and Core Eviscerator T3 AA LOS (1344->896), removed immunity to paralyzer on Whiplash, restored Radar 

- Increased Arm Armageddon and Core Dictator weapon damage (+33%)



**T4**

- Removed Arm Olympus radar and replaced with weapon range ring indicator

- Increased Arm Apocalypse LOS (512->672) and added radar 


- Replaced Arm Abyssal Ion style weapon with nuclear tipped torpedo  

- Replaced Core vortex weapon with a tidal energy weapon blast



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

**TAESC RELEASE GOLD 9.9.0**


**NEW/RESTORED UNITS**

- Arm 'Tosser' T1 High Trajectory Light Artillery Vehicle

- Core 'Vandal' T1 High Trajectory Light Artillery Vehicle


- Arm 'Gremlin' T1 Minelayer Ship


- Arm T2 Sub Pen

- Core T2 Sub Pen

- Arm 'Escort' T2 Radar Jamming ship 


- Arm 'Recon' T3 Fast Attack Vehicle

- Core 'Blaze' T3 Fast Attack Vehicle

- Core 'Sapper' T3 Intel Disruption Vehicle


- Arm 'Insurgent' T3 Intel Disruption Kbot


- Arm 'Link' T3 Teleporter Kbot

- Core 'Ambassador' T3 Teleporter Kbot


- Arm 'Condor' T3 Strategic VTOL Carrier

- Core 'Singularity' T3 Strategic VTOL Carrier


- Arm 'Manta' T3 Fast Raiding Sub 

- Core 'Eel' T3 Fast Raiding Sub 

- Arm 'Custodian' T3 Super Assist Construction Vehicle


- Core 'Experimental Construction Hovercraft' T4 


- Arm 'Liberator' T4 Dreadnought Assault Hovercraft 

- Core 'Despot' T4 Dreadnought Assault Hovercraft 


- Arm 'Abyssal' T4 Strategic Command Submarine 

- Core 'Vortex' T4 Strategic Command Submarine 



**MOVED UNITS**


- Arm Rector from T2 to T3, doubled Workertime and adjusted costs

- Core Necro from T2 to T3, doubled Workertime and adjusted costs

- Arm Fibber from T2 to T3 (sub pen only)

- Core Experimental Construction Kbot from T4 to T3 - now Core 'Patron' Super Construction Assist Kbot, adjusted costs for T3 status 

- Arm Tick from T4 to T3 - merged with Vermin, new weapon, reduced health, weapon damage and AOE, and overall costs

- Core Tsar from T4 to T3 - new weapon, reduced health, intel coverage, and overall costs



**REMOVED/MERGED UNITS**

- Arm Bandit - see Panther and Mirage improvements

- Core Wraith - see Revenant improvements



**GENERAL**

- Increased all Arm and Core T2 non-hover lab Workertime values (+25%), increased all T2 non-hover mobile unit Buildtimes (+25%)

- Increased all Arm and Core T2 hover lab Workertime values (+11%), increased all T2 hover mobile unit Buildtimes (+11%) except where noted 

- Increased all Arm and Core T3 lab Workertime values (+50%)

- Increased all Arm and Core T3 mobile unit Buildtime values (+25%)

- Increased all Arm and Core Vehicle and VTOL construction unit Workertimes (+25%)

- Increased all Arm and Core Hover construction unit Workertimes (+20%)

- Increased all Arm and Core Kbot construction unit Workertimes (+16%) 


- Reduced all Arm and Core T2 static and vehicle/hover/ship flakker weapon ROF (-25%) 

- Reduced overall death damage and AOE effects of T1 and T2 unit (-10 to 25%)

- Increased all Arm and Core Carrier unit nano build distances to reduce unit blockage when moving, lowered Workertimes (-50% see new power assist cons)

- Improved Arm and Core T2 and T3 sea unit turning rates (+20%)

- Doubled Arm and Core T1 and T2 Airplant LOS, removed radar

- Improved Arm and Core T3 Airplant LOS (352->576), removed radar

- Removed all Arm and Core LOS bonuses for unit upgrades and fully built variants except for Geothermal weapon Upgrades

- All T3 'Bosses' are now immune to stun



**FIXES**

- Fixed marker color for brown/tan player

- Fixed all Arm and Core directional weapon defenses aiming wrong way when certain units move past mid-map 

- Set all offscreen signals to 32 to avoid potential weapon to signal conflicts in unit scripts

- Fixed Arm Pelican script locking

- Removed (fixed) Core Mechanic ability to make T2 units 

- Removed unit rocking when fire on Arm Bandit (caused increased inaccuracy)

- Modified Core Warlord script to prevent occasional locking 

- Removed spinning animation on Core T3 Construction Aircraft and Seaplane to reduce lag 

- Fixed missing full depth charge and torpedo damage to T3/4 Amphibious units 

- Removed CanCapture tag from Core T3 Construction Kbot

- Fixed Core Experimental Construction Spider leaving wreck when self destructed

- Fixed Arm and Core T1 AA Hover slow aiming bug

- Fixed Arm and Core Sub Pens not getting hit by depthcharges and torpedoes 

- Added missing sweetspot for Core Leviathan

- Fixed unhittable sub pen bug from both Arm and Core variants / fixed amphibious units not building underwater

- Fixed Core Skynet radar working while offscreen

- Fixed Arm Nomad not linking to T3 labs

- Fixed (removed) radar jamming from Arm Eagle, changed to stealth along with Core Vulture

- Added large Icon format for Arm Tempest and Core Skynet in mega map

- Fixed ability to assist underwater construction on Arm and Core Ultra Construction VTOLs

- Removed random sleep script from all resurrection units (attempt to fix locking)

- Fixed missing LOS for Arm Geothermal Upgrade and correct LOS value for Core's variant

- Fixed (reduced) Arm Colossus Metal cost (-25%)

- Adjusted Core Arbitrator weapon flight time to minimize over fire

- Fixed (lowered) Core Shaper main dish restore speed when no longer activated

- Removed (fixed) special weapon manual fire on Core Monitor



**CHANGES**

**T0**

- Restore fire while building to Arm and Core Commander

- Arm and Core Commanders can now be loaded via T2 VTOL and T1 Hover Transport - note Commander requires entire transport capacity and VTOL transport will be extra vulnerable to enemy weapon fire (loss of armor bonus to transport)



**T1**

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

- Increased Arm Rocko and Core Storm speeds (1.325/1.35 -> 1.4/1.425) and weapon range (400->340), reduced weapon damage (120->108)

- Lowered Arm Hammer and Core Thud overall costs (-10%), increased LOS (288->352), restored OTA unit health value (+10%), increased AOE (2x) and weapon damage (80)->90), added 0.15 Edge Effectiveness, and reduced accuracy 50%

- Increased Arm Warrior unit speed (1.4-> 1.475). modified weapon to dual cannons, and improved weapon DPS (+4%)

- Increased Arm Invader and Core Roach damage (800->1200)


- Increased Arm Samson and Core Slasher LOS (448->512), increased unit health (+4%)

- Increased Arm Stumpy and Core Raider unit speed (1.4/1.425 -> 1.55/1.575), lowered Buildtime (-10%) 

- Increased Arm Javelin speed (1.55/1.625)

- Increased Core Leveler health (+15%), reduced weapon rate of fire (-20%), increased Buildtime (+13%)


- Extended nano range of Arm and Core Construction Ship to 180 (note Arm value was incorrect at 120, Core was 150)

- Removed radar from Arm Skeeter and Core Searcher

- Reduce Arm Mariner and Core Corsair Energy and Buildtime costs (-20%) and Metal costs (-30%)

- Increased Arm Vanguard and Core Viking weapon range (400->340), reduced weapon damage (120->108)

- Added manual 'special' fire option for Arm and Core Destroyer depth charges 

- Increased Arm and Core Transport Ship health (+33%)


- Increased Arm and Core Transport Hover health (+25%), reduced unit Buildtime (-20%) 


- Reduced Arm and Core Dragon's and Sea Dragon's Teeth health (-25%)

- Increased Arm and Core L.L.T. overall costs (+10%)

- Decreased Arm Guardian and Core Punisher unit health (-8%) 


- Increased Arm F.L.L.T. overall costs (+6.7%), increased Core F.L.L.T. Metal costs (+6.7%), increased weapon damage (100->120)

- Added self radar jamming to Arm Orion Upgrade and Core Viper Upgrade

- Increased Arm and Core Torpedo Launcher weapon range and sonar coverage (480/512->576), LOS (320->384), and weapon velocity (120->180)

- Reduced Arm and Core Sea Wind Generator max effectiveness (36->24)

- Added pop-down function to Arm and Core Tidal Generators when hit (4 second delay, will not produce Energy while submerged), added visual wakes to propellers

- Increased Arm and Core Light Mine Area of Effect (300-375) and Edge Effectiveness (0.3->0.35), changed explosion animation


- Reduced Arm and Core Floating radar area coverage (1792->1344)



**T2**

- Increased Arm Zipper and Core Freaker Energy costs (+33%), Metal costs (+17%), Health (+25%), and weapon damage (+11%) 

- Reduced Arm Maverick unit turning (1016->900) and unit speed (1.7->1.625), increased Buildtime (+11%) and Energy cost to build (+20%) 

- Added partial (25%) stun immunity to Core Can

- Improved Arm Partisan and Core Mantis unit health (+20%)

- Increased Core Morty LOS (384->448) - note: need improvement vs. faster Fidos and high LOS/DPS Shooters

- Decreased Arm Fido weapon DPS (48->46)

- Increased Arm Rector and Core Necro Buildtime (+20%), Workertime (+50%), nano builddistance (3x)

- Increased Arm and Core Decoy Commander Workertime (+50%) 

- Disabled cloaking while building on Arm Infiltrator and Core Parasite, added on/off function for radar and jamming

- Increased Core Morty weapon AOE (64->80) and weapon damage (96->108) 

- Moved Arm Scarab Anti-Nuke to kbot lab

- Increased Core Sumo LOS (384->448)


- Reduced Arm Jammer and Core Deleter Jamming coverage (672->576), Energy operating costs (100->75) 

- Increased Core Manticore weapon reload time (0.9->1) 

- Increased Arm Bandit weapon damage (+6.7%), reduced weapon fire spread (1536->1024), added small area jamming (1/2 LOS)

- Increased Core Wraith weapon damage (40->45) 

- Increased Arm Merl and Core Diplomat health (+11%), Metal cost (+8%), LOS (512->576), and weapon DPS (+9%) - Note: also corrected low Core Energy build cost to match Arm

- Increased Arm Luger and Core Pillager weapon AOE (128->192), reduced Edge Effectiveness (0.4->0.3)

- Increased Arm Penetrator health 4550->5850), reduced LOS (576->512) - note this is swapped with hover penn which should be weaker, but with more LOS


- Added AA+GF weapon fire to Arm and Core Hover Carriers

- Increased Arm Medusa acceleration (0.07->0.09), added secondary stun weapon

- Increased Arm Rebel and Core Nemesis Buildtime (10%/5% respectively), unit health (+10%), and LOS (416->448) 

- Reduced Core Berserker LOS (512->384)


- Reduced Jamming coverage on Arm Escort and Core Phantom (896->672), Energy operating costs (200->125) 

- Added AA missiles to Arm Colossus and Core Hive Carriers

- Removed radar from Arm Archer and Core Shredder

- Increased Arm Brawler and Core Rapier weapon DPS (+11%)


- Added AA weapon fire to Arm and Core Sea Carriers


- Added self radar jamming to Arm Orion and Core Viper

- Reduced Core Immolator weapon range (480->450), increased weapon damage (18->20)


- Increased Arm Ambusher and Core Toaster Energy costs (+20%), reduced unit health (-8%)

- Reduced Arm Big Bertha and Core Intimidator (and upgrade variants) Energy cost (-28%), Buildtime cost (-33%), and weapon DPS (-25%)

- Added random firedelay to Arm and Core Tactical Nuclear Missile Silos

- Lowered Radar Jamming coverage on Arm Veil and Core Shroud (896->672)

- Removed radar from Arm Annihilator and Core Doomsday Machine


- Increased Arm and Core Floating Radar/Sonar Jammer overall cost (+30%), fixed incorrect values on Arm

- Increased Arm Trident and Core Lotus weapon ROF (2.25->2.0)

- Increased Arm and Core Advanced Torpedo Launcher Energy costs (+25%) and Metal costs (+20%) 



**T3**

- Increased Arm Nova weapon damage (1125->1200), Energy to fire (1350->2700) 

- Reduced Core Juggernaut health (-17%), lowered LOS (768->672)

- Modified Arm Gorgon non-stun weapon effect and type, increased unit health (+11%)


- Improved Arm Mirage and Core Revenant aiming speed (+25), health (+5%), and weapon velocity (to 960), weapon range ((225-240, 225->250)

- Increased Arm Demolisher weapon DPS (+11%), lowered Energy to fire (-6.7%)

- Increased Core Overlord weapon damage (1080->1280), Energy to fire (1500->3000) 

- Increased Arm Chimera unit health (+20%)

- Increased Core Mammoth unit health (+20%)

- Increased Arm Scorpion and Core Thrasher LOS (672->896), removed radar

- Lowered Core Pounder Buildtime and Metal costs (-4%), Energy costs (-10%) 


- Reduced Arm Vertigo Buildtime (-10%), primary missile range (1344->1152), and secondary missile range (672->448), increased health (+12.5%) and LOS (672->864), removed radar, added stun missiles

- Increased Core Skynet weapon range (896->1200), LOS (896->1152), and weapon burst count (24->32), decreased unit health (-17%), removed radar, added ground fire static laser

- Reduced Core Harpy Buildtime (-10%), increased health (+12.5%), modified laser weapon to flame stream, removed radar

- Reduced Arm Noamd and Core Horizon overall costs (-25%), increased unit speed (+25%)

- Reduced Arm Hercules and Core Dragonfly Energy cost (-20%/-10%), Metal cost (-20%), Buildtime (-20%/-10%)

- Reduced Arm Tornado Energy and Buildtime (-10%), increased turn rate (512->540)

- Reduced Core Typhoon Energy and Buildtime (-20%), increased turn rate (256->360) and altitude (80->160)

- Changed Core Decimator weapon color to match Core Zenith

- Improved Arm Stratus main gun fire to more closely match Core Vindicator ground fire (2x damage), added script improvements



- Increased Core Monitor unit speed (1->1.275)

- Increased Core Rancor weapon damage (960->1280), reload time (33%), Energy to fire (1500->3000) 

- Modified Arm Deluge and Core Hammerhead surface fire weapon to Ion and Plasma beam weapon respectively, add light to match weapon reload times

- Improved overall health on Arm and Core Fusion and Metal Making ships (+80 to 125%)


- Reduced Arm Oracle and Core Omen Radar Energy to operate (750->500), removed Jamming coverage, added Sonar coverage (1792)

- Increased Arm Aeon and Core Hegemon main weapon rate of fire (+20%)


- Increased Arm and Core T3 AA Tower Energy costs (+20%), Metal Costs (+10%), and Buildtime (+15%), lowered health (-10%)

- Increased Arm Warden weapon stun duration (3->5 seconds each) and overall health (+50%)

- Improved Core Bastion weapon accuracy (2x) 

- Reduced Arm Vulcan and Core Buzzsaw Energy cost (-28%), Buildtime cost (-33%), and weapon DPS (-25%)

- Removed Arm and Core Omni Intel Tower Jamming, and decreased Radar (7168->5376), LOS (1792->896), and Energy cost to operate (1000->500)   




**T4**

- Reduced Arm and Core Land and Sea Lab Energy (-20%), Metal (-20%), Buildtime (-10%) costs


- Changed Core Experimental Construction Kbot to Hovercraft (moved Kbot to T3 assist role) 

- Reduced Arm and Core Experimental Construction Hovercraft Metal cost (-25%)


- Increased Arm Gargant Energy production +50%, now charges units from anywhere on map, removed Radar coverage

- Reduced Core C.O.R.E. Energy (-20%), Metal (-10%), Buildtime (-10%) cost, lowered weapon damage (-20%) 



- Reduced Arm Avalon and Core Imperator Energy (-10%), Metal (-20%), Buildtime (-10%) cost, lowered weapon reload rate/DPS (-20%) 


- Reduced Arm Triumph and Core Sovereign Energy (-10%), Metal (-10%), Buildtime (-10%) cost

- Arm Armada and Core Anchorage now charge units from anywhere on map, modified Anchorage main weapon to dual nuclear missile launcher, removed Jamming coverage


- Reduced Arm Supremacy and Core Eclipse Energy (-20%), Metal (-10%), Buildtime (-10%) cost, lowered weapon range and radar to 3584 (5376)


- Removed Jamming coverage from Arm and Core Intel Towers




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


**TAESC RELEASE GOLD 9.8.6**

**NEW/RESTORED UNITS**

- None



**MOVED UNITS**

- None



**REMOVED/MERGED UNITS**

- None



**GENERAL**

- Adjusted all Arm and Core T1 and T2 combat sea unit acceleration times (150-200%) and turning speeds (~5%)



**FIXES**

- Corrected 'zillions' of spelling errors in this log!

- Corrected Arm and Core targeting ghost coms while building/repairing

- Fixed incorrect Arm and Core Spy Buildtime, adjusted Metal cost lower (20% and 15% respectively)

- Fixed Arm and Core T3 Hover AA and Cruiser menu locations to match other lab formats 

- Fixed inability to assist underwater units with Arm Advanced Construction Aircraft

- Increased Core Harpy maneuverleashlength to match Core Rapier (2x)





**CHANGES**

**T0**

- None



**T1**

- Lowered Arm Anaconda and Core Snapper LOS (352->320)



**T2**

- Increased Arm Maverick health (+20%) and weapon reload speed (0.8->0.6), reduced weapon damage (576->400), LOS (416->352), acceleration (0.03->0.003), braking (0.15->0.075)

- Decreased Core Dominator acceleration (0.09->0.015), braking (0.15->0.005)

- Increased Core Goliath Buildtime and/or Metal cost



**T3**

- None



**T4**

- Reduced Arm Centaur Buildtime (-25%)

- Reduced Core Titan Buildtime (-25%)

- Reduced Arm Gargant Buildtime (-25%)

- Reduced Core C.O.R.E. overall cost and Buildtime (-10%), laser weapon DPS (-25%)


- Reduced Core Tsar Buildtime (-25%)

- Reduced Arm Avalon and Core Imperator Buildtime (-25%), overall health (-11%)

- Reduced Arm Olympus overall cost and Buildtime (-10%), overall health (-10.5%)


- Reduced Arm Armada and Core Anchorage Buildtime (-25%)

- Reduced Arm Triumph and Core Sovereign Buildtime (-25%)



- Reduced Arm Supremacy and Core Eclipse Metal costs (-10%) and Buildtime (-25%)

- Reduced Arm Apocalypse and Core Zenith Energy and Metal costs and Buildtime (-10%), increased energy cost per bomb (+50%)


- Reduced Core B.F.G. overall cost and Buildtime (-10%)



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

**TAESC RELEASE GOLD 9.8.0 / 9.8.5**

**9.8.5 QUICK FIX***

- Fixed Arm Orion Buildtime

- Fixed Version control in pop up at start of game

- Fixed Linux taesc.dll megamap blue screen issues

- Fixed print screen lockup/crash issue

- Removed unused (grayed out) Arm and Core Advanced Sub Pens showing in multiple construction unit menus

- Fixed Core Revenant excessive armor bug, reduced stun effect (also for Arm Mirage)

- Restored Arm and Core Spy kbots to T2 (moved Decoy Commanders to page 2 on Adv. Kbot Lab menus)

- Cleaned up weapon IDs

- Adjusted unit menu build locations for all mobile AA, heavy, and assist/repair units

- Added missing Arm and Core Spy, Arm Triton/ Core Croc, and Core Gimp build options to T3 Sub Pens 



**NEW/RESTORED UNITS**

- Arm Gargant - T4 Omni Command Kbot

- Core Tsar - T4 Mobile Ion Cannon Command Vehicle

- Arm Panopticon - T4 Panoptic Intel Array

- Core Shaper - T4 Peripheral Consciousness Intel Center

- Arm Olympus - T4 Mobile Super Nuclear Cannon 

- Core B.F.G. - T4 Experimental Mass Antimatter Cannon



**MOVED UNITS**

- Core Imp moved to T3 (T1) - exclusive to Core, built from Sub Pen

- Arm Seer moved to T2 (T1) - double radar coverage, 50% more LOS

- Core Informer moved to T2 (T1) - double radar coverage, 50% more LOS

- Arm Infiltrator moved to T3 (T2) - improved anti-spy detection and resource draining

- Core Parasite moved to T3 (T2) - improved anti-spy detection and resource draining

- Arm Exodus moved to T2 (T3) - reduced WT

- Core Sanctum moved to T2 (T3) - reduced WT



**REMOVED/MERGED UNITS**

- Arm Vandal, Core Buzzard (ARMMLA/CORMLA)

- Arm Gremlin (ARMMLS)

- Arm Recon (ARMAFAV) / Core Blaze (CORAFAV) - on hold for more improvement

- Arm Citadel (ARMCRAWL) / Core Haven (CORDECI) - may restore if needed / improved

- Arm/Core T2 Sub Pen (ARMASPEN / CORASPEN) - merged with T3 variant 

- Arm T3 Custodian (ARMCHARGER) changed to 'Oracle' - now a mobile hover omni radar/jamming unit instead of mobile charging

- Core T3 Patron (CORCHARGER) changed to 'Omen' - now a mobile hover omni radar/jamming unit instead of mobile charging - Note: v9.7 Core T3 'Omen' Cloak Tank changed to 'Revenant'



**GENERAL**

- Arm and Core Commanders and Decoys now take 50% less damage from torpedoes and depth charge weapons

- Increased all Arm and Core Construction Hovercraft unit speeds (+10%) 

- All Arm and Core charge-able units now require only a single Charging Tower for bonus effects (effect does not stack)

- All Arm and Core T3/T4 Carrier units now can boost charge-able units with coverage area (same effect as Charging Tower)

- All Arm and Core T3/T4 Carrier units now have self healing, reduced Energy production on T3 carriers (1500->1000)

- Arm and Core Spy units moved to T3, hold mirrored 'anti-charge' ability vs all enemy charge-able units, and can detect spies with increasing effectiveness the closer they are  

- Increased all Arm and Core sea based Metal Maker efficiency (T1 +33%, T2 +25%) 

- HOTKEY for Arm and Core Geothermal changed from 'W' to 'Q'

- Reduced self destruct countdown from 1 to 0 seconds on all Arm and Core T1 Mexes



**FIXES**

- Fixed Arm and Core Commander targeting enemy units while building bug

- Fixed missing units on Arm Advanced Seaplane Plant 

- Fixed non-queuing issue with Core Mechanic in build menu

- Fixed Core Underwater Combined Storage not pairing

- Fixed extra face shadow showing on Core Courier when in water

- Fixed missing immumetoparalyzer tag on Arm Tornado

- Added randomizer to Arm and Core Strategic Nuclear Silo missile launch to reduce over flooding antis (11-12 Nukes now required to flood antis)

- Added random delay (averaged to 1 second) for all Arm and Core fighter off-screen scripts (to potentially reduce lag)

- Added missing 'Amphibious' description for multiple T4 units

- Restored missing dgun button for Arm Tick

- Fixed Arm Marauder and Core Widow weapon lock bug, reduced weapon DPS (180->150)

- Fixed incorrect coverage area on Arm Sonar Jammer Station

- Fixed potential weapon locking with Arm Gorgon

- Adjusted Arm Jeffy and Core Weasel logo colors for easier side detection

- Fixed multiple errors with and added missing entries to torpedo and depth charge weapon values vs. various units

- Fixed incorrect Energy production value on T3 Core Kbot Gantry  

- Fixed (removed) Arm Archer and Skeeter yardmap settings

- Modified Arm and Core Nuclear sub firing sequence to prevent bogus missile showing when insufficient Energy is available 

- Removed CTRL+W / CTRL+P bug from Core Umbra 

- Fixed missing healtime tag for Arm Maelstrom and Core Megalodon

- Corrected Arm and core Floating wind values to +20% over respective land variants

- Added missing directional positioning for Core Bastions build south of enemy   

- Corrected permanent armored state on Arm Vermin with proper values for on land and when underwater

- Fixed Core Inferno and Monitor weapon locking and improved walking animation - see T3 changes below for adjustments

- Fixed missing armored state on Arm and Core T3 Cloak tanks

- Fixed shadow bug on Arm and Core Hover Jammers when at sea

- Restored previously used Core Shredder unit pic 

- Fixed bad reload timings on Arm Lurker and Core Snake torpedo reload time (now 2.4 vs. 4.0 in v9.7)

- Fixed T3 AA Flakker weapon reload bug (Arm Monsoon, Core Flail and Skynet), modified weapon damage to compensate



**CHANGES**

**T0**

- Replaced Geothermal from Arm and Core Commanders and Decoys with Repair pad



**T1**

- Decreased Arm Javelin weapon range (320->300)

- Increased Core Leveler turning rate (320->360) and acceleration (0.045->0.45) 


- Improved Arm Marky and Core Voyeur LOS and Radar coverage (384->448 & 1152->1344 respectively)

- Doubled Arm Vader and Core Roach transport load weight

- Moved Arm Seer and Core Informer vehicle radars to T2 with double area coverage and overall costs 

- Improved Arm Hammer and Core Thud weapon velocity (280->285), improved accuracy (250->125) 


- Added lite torpedo weapon and mini sonar to Arm and Core AA Hovers

- Improved Arm and Core T1 Hover and Naval Transport unit movement speed (+12.5%), restored unload speed to maximum

- Increased Arm Anaconda and Core Snapper weapon damage (135->180), range (335->400), Metal cost (+25%), Buildtime (+10%), Decreased LOS (384->352)   


- Increased Arm Crusader and Core Enforcer health (+10%) - note: adjusted due to T1 Sub weapon reload fix (see Fixes above) 



- Increased Arm and Core F.L.L.T. LOS (384->448) and F.H.L.T. LOS (512->576)

- Increased Arm and Core Heavy mine Buildtime (300->600)

- Increased Arm and Core Nuclear mine Buildtime (1200->1800)

- Increased Arm and Core Heavy AA Unit (Samson/Slasher, Defender/Pulverizer) weapon damage (+12.5%) and GF range (525->540) 


- Reduced Arm Orion and Core Viper Upgrade LOS (672->576)

- Reduced Arm Guardian and Core Punisher LOS (672->576)


- Increased Arm and Core Air Repair Pad nanolathe speed (270->360) and Repair Arm Upgrade nanolathe speed (240->360)



**T2**

- Merged Arm Bandit and Recon roles - increased Bandit LOS (512->576) and increased health (+10%)

- Merged Core Blaze and Wraith roles - Increased Wraith speed (1.8->2.1) and LOS (512->672), removed stealth  

- Increased Arm Panther speed (2->2.15)

- Increased Core Manticore weapon ROF (1->0.9) and unit turning speed (320->350)


- Increased Arm Zipper and Core Freaker unit health and Buildtime (+10%), LOS (448->576)

- Improved Arm Pelican and Core Gimp torpedo weapon DPS (80->90)

- Improved Core Gimp weapon ROF (+6.7%)

- Improved Core Morty weapon velocity (350->360)

- Increased Core Dominator and Hellion weapon AOE (80->88)

- Decreased Arm Maverick weapon range (320->300), increased unit speed (1.4->1.7) and weapon DPS (+6.6%), added T2 target preference

- Increased Core Can Laser weapon damage (120->125)

- Increased Sumo weapon range and DPS (+2.4%)

- Increased Arm Partisan and Core Mantis LOS (480->576)


- Increased Arm and Core MUAT Energy cost (+150%) and Buildtime (+50%), reduced Crawling Bomb capacity (12->6)

- Increased Arm Brawler and Core Rapier unit health and Energy cost (+11%) and Buildtime (+6.6%) 

- Added additional land and sea based build options to Arm and Core Advanced Construction Seaplanes


- Improved Arm Rebel and Core Nemesis unit health (+6.7%)

- Reduced Core Berserker Energy (-33%), Metal (-10%), and Buildtime (-8%)

- Improved Arm Paladin turning rate (256->288), reduced Energy (-33%), Metal (-20%), and Buildtime (-8%)


- Reduced Arm Exodus and Core Sanctum Buildtime (-50%) and Workertime (300->240), moved from T3 to T2 Air labs


- Increased Arm and Core Flakker weapontimer (0.11->0.14)

- Increased Arm and Core T2 AA Missile Tower LOS (672->768), GF missile range (700->720) 

- Reduced Core Immolator weapon range (-12.5%) 

- Reduced Arm Ambusher and Core Toaster Upgrade LOS (896->672)


- Increased Arm Annihilator weapon reload time (4.5->6 seconds)

- Lowered Arm Big Bertha / Vulcan Upgrade and Core Intimidator / Buzzsaw Upgrade health (-10%)


- Reduced Arm and Core Moho Metal Maker Metal cost (-10%), Buildtime (-20%), and Health (-33%)  

- Set Arm and Core Moho Extractor self destruct countdown to 1 second, swapped self destruct damage with lower death damage



**T3**

- Doubled load capacity for Arm Ark and Core Courier, set unload speed to maximum

- Added Arm Ark to T3 Vehicle Lab

- Improved Arm Mirage LOS (512-576), unit speed/turning (+10%), and health (+20%), replaced stealth with area jamming matching LOS

- Improved Core Revenant (was Omen) LOS (512-672), unit speed/turning (+10%), and health (+20%)

- Improved Arm Demolisher weapon ROF (+20%)

- Increased Core Pounder transport weight (2x), increased unit speed (0.7875->0.825), acceleration (+50%)


-Increased Arm Marauder and Core Widow death explosion damage

- Increased Arm Infiltrator and Core Parasite Metal costs (2x) and Buildtime (+266%) to offset T3 move, increased LOS/Radar coverage (+12.5%), added sonar detection coverage (288), enemy spy detection, and enemy anti-charging

- Increased Core Defiler unit speed (1.65->2.4), TurnRate (405->720), and health (3645->4860)

- Increased Arm Cerberus and Core Talos Metal costs (+12.5%), and Core Talos Energy costs (+12.5%) (this makes Widow/Marauder OR Centurion/Behemoth more viable as first option)

- Removed CTRL+G from Arm Nova

- Added feet crush weapon to Arm Gorgon, increased transport weight (2x)

- Decreased Raptor Energy (-12.5%), Metal (-20%), and Buildtime (-40%), increased weapon DPS and Energy cost to fire (+4%) 

- Decreased Krogoth Core Energy cost (-4%), increased hyper-gauss weapon (and energy to fire), v-spam rocket weapon DPS (+25%)


- Increased maneuverleashlength (2x) on Arm Tornado, reduced model size (-10%), torpedo model weapon size (-25%), increased torpedo weapon ROF (+33%), unit health (+8%) 

- Reduced Core Typhoon model size (-10%), torpedo model weapon size (-25%), increased torpedo weapon ROF (+33%), unit health (+8%)

- Increased Core Decimator unit health (+4%) 


- Repurposed (and renamed) Arm Custodian to 'Oracle' and Core Patron to 'Omen' - now Omni Hover Hovercraft  

- Increased Arm Champion and Core Autocrat Metal costs (+6.67% and +5% respectively)


- Reduced all T3 Vehicle and Sea Carrier Workertimes (2880->2160), added full unit charging ability 

- Increased Core Inferno unit speed and turning (+50%), flame weapon DPS (+33%)

- Decreased Core Monitor laser weapon DPS (-60%) - note weapon lock fixes for overall improved performance above  


- Increased Core Bastion weapon range (1050->1792), added range ring on mini-map 

- Increased Arm Warden weapon range (900->1050) and health (+20%)

- Increased Arm Vulcan and Core Buzzsaw upgrade death explosion (2x)

- Added forced inaccuracy to Arm Vulcan and Core Buzzsaw Upgrades

- Increased Arm and Core Strategic Nuclear Silo overall costs and build time (+20%)


- Doubled Arm and Core Charge Field Emitter costs (2x), single tower only required for any boost effects 

- Lowered Arm and Core T3 Fusion Reactor adjacency/charge bonus (2500->1250), increased Upgrade bonus (2500->3750)



**T4**

- Increased Arm and Core T4 lab unit Energy costs (+50%) and Metal costs (+37.5%), lowered Workertime (-33%) - it is now easier/faster to assist T4 labs with lower tier construction units, Lab to con ratio is unchanged

- Increased Arm and Core T4 construction units Energy costs (+50%), Metal costs (+25%), and transport load weight (2x), lowered Workertime (-33%) to match factory

- Removed armored state when landed on all Arm and Core T4 VTOLs 


- Increased Arm Centaur health (+16.6%), Energy costs (+25%), Metal costs (+10%), lowered barrel length (-25%)

- Increased Core Titan health (+11%), Energy costs (+25%) 

- Increased Arm Avalon health (+16.7%), Energy costs (+25%), Metal costs (+6%), removed rocking when firing

- Increased Core Imperator health (+17.5%), Energy costs (+25%), Metal costs (+4%), removed rocking when firing

- Increased Arm Tick health (+6%), reduced Energy costs (-50%), Metal costs (+40%), and Buildtime (-33%), removed fire start from death explosion

- Reduced Core C.O.R.E. Energy costs (-10%), Metal cost and Buildtime (-20%)


- Increased Arm Armada Energy costs (+20%), Metal costs (+13.6%)

- Increased Core Anchorage Energy costs (+20%), Metal costs (+14%), modified ion weapon to stockpile, single fire, large AOE blast

- Increased Arm Triumph Energy costs (+20%) and Metal costs (+9.4%) reduced Buildtime (-7.5%)

- Increased Core Sovereign Energy costs (+20%) and Metal costs (+8.5%), reduced Buildtime (-10%)


- Increased Arm Supremacy Energy costs (+10%), reduced Buildtime (-10%)

- Increased Core Eclipse Energy costs (+10%), reduced Buildtime (-20%)

- Increased Arm Apocalypse Energy costs (+20%), Metal costs (+24%), Buildtime (+12.5%) 

- Reduced Core Zenith Energy costs (-4%) and Buildtime (-15%)



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

**TAESC RELEASE GOLD 9.7.0**

**NEW/RESTORED UNITS**

- Core 'Courier' - T3 Armored Hover Transport 

- Arm Experimental Construction Kbot - T4

- Core Experimental Construction Kbot - T4

- Arm 'Armada' - T4 Fleet Carrier

- Core 'Anchorage' - T4 Fleet Carrier



**REMOVED UNITS**

- None


**GENERAL**

- Adjusted build menu location for all Arm and Core artillery units 

- Increased Dark Prime background metal and lower end mex spot values

- Added additional/missing Energy and Metal storage capacity to all Arm and Core Carriers  

- Reduced overall costs of all Arm and Core Submarine Pens (-33%)

- Adjusted all detect script timing defaults by 150% to reduce overall 'lag' perception in larger games

- Removed excess/unused animations for later use and/or replacement resulting in 20MB+ uncompressed file size reduction 

- Optimized all models resulting in 5MB+ uncompressed file size reduction



**FIXES**

- Fixed misc. map loading error due to excessive .TDF file count 

- Removed incorrect 'Experimental' designations from all T3 units

- Optimized all models by removing excess/hidden faces 

- Fixed Dark Prime map sea level height bug 

- Fixed missile lockup bug on Arm Ranger and Core Hydra

- Fixed incorrect weapon energy to fire costs for Core Sumo (250->500)

- Fixed incorrect weapon reload timing for Core Autocrat and Monitor (uses Sumo weapon) 

- Fixed broken teleportation and loading for Arm and Core Mobile Charge Hovers

- Set shield icon on Arm and Core Geothermals so that only local player now sees them

- Fixed Core Titan arms not restoring along z-axis after firing

- Corrected energy drain requirements for Arm and Core sonar units 

- Fixed Arm Vulcan getting shielded bonus when upgraded from Big Bertha (Buzzsaw does not have this)

- Fixed hold fire on Arm and Core Torpedo planes!

- Fixed Core Geothermal Upgrade from building again once built

- Removed exploding flares on Core Bastion when killed

- Fixed missing charge symbol on Core Viper Upgrade

- Fixed incorrect slope setting on very large ground unit classes 

- Added missing wakes to Arm Avalon and Core Imperator when traversing water

- Fixed wrong circle and arrows colors on Arm and Core Galactic Gates

- Fixed Core Vindicator weapons locking

- Fixed megamap icon for Core Zenith

- Removed large rings from all shield and field generator to prevent potential crashing issues





**CHANGES**

**T0**

- Disabled Arm and Core Commander laser weapon for 30 seconds of the game



**T1**

- Reduced Arm Javelin speed (1.7->1.55)

- Modified Arm Zephyr and Core Cormorant to sweep when firing (ala gunships)

- Lowered Arm and Core Dragon's Teeth health (-16.6%/20% Respectively)



**T2**

- Decreased Arm Spider death blast AOE (384->256) 

- Increased Arm Pelican health (+20%) and weapon DPS (+12.5%) 

- Increased Arm Zeus health (3150->3500)

- Increased Arm Maverick weapon range (300->320)

- Increased Arm and Core Spy Energy cost to cloak and radar jam (1.5x)

- Increased Arm and Core Sabotage Mine Buildtime (15->225) to properly slot between Light and Heavy Mines

- Moved Arm and Core Decoy Commander menu location to slot 0, 2nd page on Advanced Kbot labs, 2nd page on T3 Sub Pens

- Moved Arm Rector and Core Necro to slot 7, 1st page on Advanced Kbot labs

- Increased Decoy Commander death blast, Increased overall cost (+10%)   

- Improved Arm and Core Spy Workertimes (30->120) 


- Improved Arm Recon weapon damage (54->60) and unit health (+5%)

- Improved Core Blaze flamethrower weapon damage (8->9) 

- Increased Core Manticore weapon DPS (+12.5%) 

- Increased Arm Bandit and Core Wraith LOS (384->512) Note: corrected from wrong LOS value (320) on Arm Bandit in v9.6

- Increased Core Reaper weapon damage (+6.6%)

- Increased Core Goliath Energy costs (+66%) and Builditme (+25%), lowered weapon damage (-7%)


- Added shallow water movement to Arm Millennium and Core Warlord


- Reduced Arm and Core T2 AA Missile Tower AA weapon fire rate of fire (0.2->0.25)

- Lowered Arm Bertha and Core Intimidator weapon DPS to 150 (from 160/166), increased Energy and Metal costs (+6.6%) and Buildtime (+33%)


- Improved Arm and Core Floating Heavy Laser Tower weapon damage (+20%)

- Updated Arm and Core Underwater Combined Storage sounds



**T3**

- Reduced Buildtime of all Arm and Core top-end, 'Boss' units (-20 to -25%) NOTE: This change was not actually completed in v9.6

- Added secondary weapon to Arm Cerberus to deal with units under range of main cannons

- Added tertiary BLOD weapon back to Core Juggernaut, increased unit health (+5%), and main weapon ROF (9->8)

- Added amphibious movement for Arm Gorgon and Core Pounder

- Improved Core Talos unit health (+5.8%) (offset for Arm Cerberus new weapon above)


- Improved Core Mammoth main weapon DPS (+6.6%), lowered unit health (-6.25%)


- Increased Arm and Core T3 Torpedo VTOL Energy costs, health, and weapon damage (+50%), modified torpedo model

- Reduced Arm Aurora reload time to 3 seconds (from 7 second)


- Increased all Arm and Core T3 Carrier variant Energy production (+50%) (Expedition, Halycon, Atlantis, Nexus)

- Added shallow water movement to Arm Arclight, Lancer, Torrent and Arm and Core Ultra Construction ships

- Increased unit speed for Arm and Core Ultra Construction ships

- Reduced Nuclear Sub footprints for improved pathing

- Added Arm Maelstrom, Ark and Core Megalodon, Hammerhead to Capital Shipyard menus (page 2)

- Moved Arm and Core Fusion and Metal Making ships buildmenu location to page 1 of the Capital Shipyards


- Lowered Arm Vulcan and Core Buzzsaw weapon DPS to 150 (from 160/166), increased Energy and Metal costs (+6.6%) and Buildtime (+33%)

- Arm Vulcan and Core Buzzsaw (upgraded Bertha and Intimidators) now require one additional charge tower/moible unit for full boost effects

- Reduced Arm Armageddon and Core Dictator weapon DPS / range (-33%) and Metal costs (-25%), increased Buildtime (+20%)

- Restored older Arm Forge model to increase late game FPS 

- Updated Core Vault sounds



**T4**

- Adjusted Arm Supremacy and Core Eclipse main weapon damage per Arm Bertha and Core Intimidator

- Modified Arm Centaur tertiary weapon for widespread and significantly higher DPS 

- Reduced Arm and Core Sea Flagship primary weapon range and radar coverage (5376->4032)


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

**TAESC RELEASE GOLD 9.6.0**

**NEW/RESTORED UNITS**

- None



**REMOVED UNITS**

- Removed Arm and Core 'Resource Ship' prototype units that were not buildable 



**GENERAL**


- Increased maximum number of units in game per side (1000->1500)

- Refined in game menu buttons, menu templates, etc.

- Updated various unit buildpics 

- Increased Energy cost to fire on all Arm and Core T2/T3 BLOD weapons (150%) 

- Added more Metal (land and sea), new ramps and shallow slope coasts, additional animated features, and updated map description and side orientation to ESC Dark Prime Map



**FIXES**

- Fixed side color shading on various units

- Fixed Arm Zephyr and Core Cormorant unit description to reflect proper roles

- Fixed incorrect Energy production value on Arm T3 Fusion Upgrade

- Removed small build pic form factor for Arm Armageddon and Core Dictator, fixed Armageddon F1 unitpic

- Fixed inversed difficulty settings with various menus - Hard AI should first option now available

- Fixed close range fire crashing bug with Core Bastion

- Fixed missing shield icons appearing when Arm and Core Geothermals and T2/T3 Fusions self shield 

- Fixed incorrect child object name in Core Titan model

- Increased description/header text brightness in various menu options

- Added repeating reclaim sound fix
 
- Added missing hotkeys for Arm and Core Underwater Mantles

- Fixed Arm Piranha and Core Shark weapons not firing

- Fixed Arm Triton, Core Gimp / Croc heaps blocking torpedo fire

- Fixed 'attack' button appearing on Arm T1 and T2 Shipyards 

- Set Core T1 shipyard default status to 'MANEUVER'

- Fixed multiple unit corpse reclaim bugs and incorrect values

- Added buildangle value on Arm and Core T2 AA towers for improved wreck display

- Fixed incorrect transport value for Core Pyro (was 600, now 1200)

- Fixed inability for Arm Gorgon to be loaded on large transports  

- Fixed edging bug on Arm and Core T2 bombers



**CHANGES**


**T1**

- Improved Arm and Core Sonar LOS (384->448)

- Decreased Arm and Core Torpedo Launcher LOS (384->320)

- Improved Arm Warrior Cannon DPS (+11%)

- Lowered Arm Javelin LOS (288->256)
 


**T2**

- Increased Arm and Core Advanced Torpedo Launcher Energy and Metal costs (2x) 

- Increased Arm Spider unit speed (2->2.15)

- Increased Arm Maverick LOS (320->352), Health (+25%), Metal costs (+12%), Energy costs (+33%), and Buildtime (+45%)

- Increased Arm Shooter Energy (+33%), Metal (+20%) costs, Buildtime (+25%) and health (1600->2880), lowered LOS (448->384), acceleration (0.15->0.1)

- Improved Core Can LOS (352->448)

- Reduced Core Dominator and Hellion weapon damage (180->160)

- Reduced Core Sumo weapon DPS (288->250), Lowered LOS (512->384)

- Set Arm Triton and Core Croc/Gimp wrecks to leave heaps if in any water depth

- Increased Arm and Core T2 Sea Carrier Energy production (200->375) and Metal production  (0.3->0.5)



**T3**

- Reduced Buildtime of all Arm and Core top-end, 'Boss' units (-20 to -25%) NOTE: THIS WAS NOT COMPLETED VERSION - SEE v9.7 ABOVE

- Decreased Arm Marauder and Core Widow Buildtime (-20%)

- Increased Arm Aurora health (+18%) 

- Increased Core Decimator health (+13%) 

- Increased Arm Tempest health (+8%) 

- Increased Arm and Core Land and Sea Carrier Energy production (750->1000) and Builddistance (240->270), added Energy and Metal Storage (1000) and Metal Production (2)



**T4**

- Reduced all T4 factory unit Workertimes and T4 mobile unit Buildtimes (-33%) resulting in 33% improved construction unit assist performance

- Lowered cost to fire main weapon on Core Zenith (-50%), BLOD weapons now fire at ground with angle restrictions and 2x more damage/energy to fire, increased health (+50%)

- Lowered bomb drop cost on Arm Apocalypse (-50%), increased number of bombs dropped per run (2x)

- Reduced Arm Tick Metal cost and additional (-33%), added crush to weapon to legs


====================================================================================================================================


**TAESC RELEASE GOLD 9.5.0**


**NEW/RESTORED UNITS**

- Arm T4 Experimental Unit Fabricator

- Core T4 Experimental Unit Foundry (New)

- Arm T4 Fleet Shipyard

- Core T4 Fleet Shipyard

- Arm 'Centaur' - T4 Experimental Hunter (Q)uadra bot (New)

- Core 'Titan' - T4 Experimental Assault Kbot (New)

- Arm 'Avalon' - T4 Experimental Ultra Heavy Assault Tank (New)

- Core 'Imperator' - T4 Experimental Command Assault Tank (New)

- Arm 'Triumph' - T4 Flag Ship

- Core 'Sovereign' - T4 Flag Ship

- Arm 'Supremacy' - T4 Siege Assault Dreadnought VTOL (New)

- Core 'Eclipse' - T4 Siege Assault Dreadnought VTOL (New)

- Arm 'Apocalypse' - T4 Experimental Nuclear Bomber (New)

- Core 'Typhon' - Contingency. Order. Restoration. Engine.

- Core 'Zenith' - Central Command Mothership (New)

- Arm 'Tick' - Mobile Thermonuclear Spider Bomb (New)



**REMOVED UNITS**

- None



**GENERAL**

- Improved overall Arm and Core T2 Construction Unit Workertimes to in between v9.3 and v9.4 values, also improved hover and sea even closer to (or higher than) v9.3 as follows: 

- Set all Arm and Core Sea Construction Workertimes to 150, 360, 900 for T1-3 respectively (was 120, 240, 720)

- Set all Arm and Core Vehicle Construction Workertimes to 120, 300, 720 for T1-3 respectively (was 120, 240, 720)

- Set all Arm and Core Hover Construction Workertimes to 90, 240, 600 for T1-3 respectively (was 90, 180, 540)

- Set all Arm and Core Kbot Construction Workertimes to 90, 210, 540 for T1-3 respectively (was 90, 180, 540)

- Set all Arm and Core Seaplane Construction Workertimes to 60, 180, 450 for T1-3 respectively (was 60, 120, 360)

- Set all Arm and Core VTOL Construction Workertimes to 60, 150, 360 or T1-3 respectively (was 60, 120, 360)

- Reduced all T1 AA weapon ROF (25%) to improve air start (bombing), impact to early scouting and roach bombing, Samson vs. Rocko, etc.

- Removed tidal gen 'wheels' from all Arm and Core sea labs



**FIXES**

- Fixed incorrect Core T3 AA Hover Buildpic

- Corrected bug with Core Harpy not auto-engaging attack on new targets 

- Fixed no guard setting for all minelayers

- Fixed missing 'U' Hotkey for Arm Commander Floating Wind Generator 

- Fixed load capacity for Core Dragonfly (was not lifting boss units)

- Removed 'while building' delay for Core crasher - was causing walk script to lock

- Fixed missing Firedelay on Arm and Core T2 AA kbots - was firing way too fast!

- Fixed missing, updated Arm Armageddon F1 build pic 

- Fixed missing AA missile on Core Harpy

- Fixed incorrect metal making values on Core Moho Maker (and under water variant) 

- Fixed Core Gator rapid fire bug, restored v9.3 reload

- Fixed Core Corsair not firing ground fire missile

- Fixed incorrect LOS value for Arm Advanced Construction Sub

- Fixed Arm Ranger and Core Hydra AA missile rapid fire bug

- Added minimal storage to Arm T3 Fusion so it can self cloak like Core's variant 

- Added missing Arm Anvil Buildpic

- Fixed hotkeys for Arm and Core Resource ships and Core T3 Battle sub

- Fixed Core Arbitrator firing off-screen near edge of screen

- Fixed Arm and Core Upgrade facilities not showing shield icon when shielded



**CHANGES**

**T0**

- Removed ability to fire dgun underwater for Arm and Core Commanders & Decoys

- Added Geothermal option to Arm and Core Commander & Decoys (shoot me - I want an alternative to not just power assisting labs from start, or a stupid hole in the menu (lol), and geos are 'weaker' now also - see T1 notes below) 

- Restored T1 floating hover and air plants to Arm and Core Commander & Decoys from v9.3



**T1**

- Increased Arm Zephyr and Core Cormorant Metal costs (+10%) and LOS (320->384), reduced unit speed (-10%), removed surface fire weapons

- Doubled Arm and Core Heavy and Nuclear Mine Energy and Metal costs

- Improved T1 Arm and Core combat sea unit speed and turning (10% and 20% respectively on average) 

- Increased Arm Crusader and Core Enforcer cannon weapon range (640->720) 

- Increased Arm and Core sub Metal and Energy costs (+33%)

- Changed description of Arm Peeper and Core Fink to scout planes 

- Added radar (896) to Arm Skeeter and Core Searcher

- Lowered Arm Javelin weapon DPS (180->160), reduced range (350->320), and aiming (450->405) 

- Increased Arm Warrior health (1488->1530) and cannon weapon damage (120->135)

- Increased Core Leveler weapon DPS (+8%)

- Increased Core MAK weapon range (255->270) and health (880->924)

- Reduced Arm and Core T1 Torpedo Launcher Metal costs (-12.5%), increased health (+33%), and LOS (+50%)

- Increased reload duration for Arm and Core Geothermal cannon weapon (+25%) 

- Decreased Arm and Core T1 Hybrid Gunship surface fire weapon damage (-25%)

- Upgraded Arm and Core repair pads now explode with much more damage when killed

- Decreased load weight for Arm Invader and Core Roach - Arm Atlas and Core Roach now carry up to two T1 crawling bombs 

- Increased Core A.K. health (318->330)



**T2**

- Reduced Core Sumo weapon DPS (300->288) via higher reload time (2.4->2.5), reduced overall health (-12%)

- Reduced Core Berserker HLT and LLT weapon DPS via slower ROF (+50%), increased overall health (+12.5%)  

- Restored Core Dominator and Hellion optional vlaunch rockets, lowered weapon ROF and damage (-33%)

- Reduced Arm Lancet and Core Titan Metal costs and Buildtime (-33%) 

- Increased Arm and Core T2 AA Tower weapon range (900->1050) and range (800->960)

- Increased Arm Stalker and Core Leviathan Metal costs (+25%)

- Increased Arm Pelican weapon DPS (+6.6%), health (+4.1%)

- Changed description of Arm Hawk and Core Vamp to 'Advanced Fighter' and 'Interceptor' respectively 

- Improved Arm Shooter shield reset (4->2.45 seconds) and range (750->720), increased Metal and Energy cost to build (+25%) and fire (300->450), reduced guidance (-75%), and lowered LOS (480->384)

- Reduced Arm Rector and Core Necro Workertime in accordance to construction unit changes (450->360)

- Increased Arm S.P.O.T. Workertime in accordance to construction unit changes (210->240)

- Increased Arm Moray and Core Lamprey Metal costs (+20%)

- Reduced Arm Penetrator health (6175->4550) 

- Improved Arm Merl and Core Diplomat health (+25%)



**T3**

- Modified 'Experimental' unit designation to 'Ultra'

- Increased Arm Chimera and Core Talos overall costs (+12.5%)

- Increased Arm Cerberus overall costs (+6.25%)

- Set Arm Tempest to auto land when orders are completed/not issued, restored v9.3 model and weapon SFX

- Increased Arm Champion and Core Autocrat Metal costs (+10%), Energy costs and Buildtime (+20)

- Increased Arm Aeon and Core Hegemon Energy costs and Buildtime (+5%), lowered health (-3%)

- Reduced Arm Empyrrean Primary and Secondary weapon ROF (-12.5%), 

- Restored Arm Raptor, Victory and Core Krogoth, Tyrant rate of self healing to v9.3

- Increased Arm Aurora health (+6.6%)

- Increased Core Decimator health (+5.8%) and weapon damage (+60%)

- Doubled Arm Expedition, Atlantis and Core Halcyon, Nexus nano repair Workertime values

- Increased Arm and Core Sub Killer Metal and Buildtime costs (+6.6%)

- Restored Core Bastion weapon back to high trajectory with new explosion effect 

- Increased Arm and Core Spider tank weapon damage (160->180)

- Removed guidance from Core Arbitrator, increased unit speed (+30%), modified weapon trajectory, walking mechanic

- Increased Arm Gorgon speed (+25%), reduced health (-33%), modified walking mechanic

- Modified Rancor walking mechanic

- Swapped Arm Mirage and Core Omen weapon effects to better match other unit sources 

- Increased Arm Vulcan and Core Buzzsaw upgrade cost (+50%)



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

**TAESC RELEASE GOLD 9.4.0**


**NEW/RESTORED UNITS**

- ARM Nano Repair Arm Upgrade - T1

- CORE Nano Repair Arm Upgrade - T1

- ARM Floating Radar Tower - T1

- CORE Floating Radar Tower - T1


- ARM Sub Pen - Builds T2 underwater units

- CORE Sub Pen - Builds T2 underwater units

- ARM 'Paladin' - T2 Annihilator Hovertank

- CORE 'Berserker' - T2 Doomsday Machine Hovertank


- ARM Exp. Sub Pen - Builds T3 underwater units

- CORE Exp. Sub Pen - Builds T3 underwater units

- ARM 'Catalyst' - T3 Fusion Tanker

- CORE 'Aquifer' - T3 Fusion Tanker

- ARM 'Anvil' - T3 Metal Making Tanker

- CORE 'Replinisher' - T3 Metal Making Tanker

- ARM 'Monsoon' - T3 AA Hover Cruiser

- CORE 'Flail' - T3 AA Hover Cruiser

- ARM 'Hercules' - T3 Heavy VTOL Transport

- CORE 'Dargonfly' - T3 Heavy VTOL Transport

- ARM 'Citadel' - T3 Mobile Shield Generator

- CORE 'Haven' - T3 Mobile Shield Generator

- ARM 'Nomad' - T3 Mobile Factory Extender (teleporter)

- CORE 'Horizon' - T3 Mobile Teleporter Gate

- ARM 'Ark' - T3 Amphibious Transport Sub/Tank



**REMOVED UNITS**

- ARM 'Manta' - reworking for future use

- CORE 'Eel' - reworking for future use



**FEATURES**

- Restored OTA style ground fire (GF) missiles to all traditional mobile and static AA units (all GF damage 1/16th AA and 60-66% range)

- Restored effectiveness of T2 Metal Makers to 12, increased Buildtime +50%

- Replaced black color with brown/maple to address difficulties seeing units in game on mini/mega map

Set all Arm and Core non-hover T3 lab costs to 15x Energy, 4x Metal, 2.5x Health, 8x Buildtime vs. respective T2 variants, Increased Workertimes 2.67x (360->960) 

- Set all Arm and Core hover T3 lab costs to 12x Energy, 3x Metal, 2x Health, 6x Buildtime vs. respective T2 variants, increased LOS (224->352) and Workertimes 2.67x (360->960)   

- After specific adjustments/exceptions (see below) increased all Arm and Core T3 unit Buildtimes by 2.67x matching increased lab Workertimes

- Lowered all Arm and Core T2 Workertime/assist values (-50%) 

- Add visual indicator symbols to all units when shielded, charged, or when requiring additional changers

- Increased T1/T2 Arm and Core Gunship weapon projectile speeds (+25%)

- Improved all Arm and Core hovercraft maximum slope access 

- Relocated Arm and Core Jammers, Geothermal, and Repair Pad/Carrier units menu locations for improved consistency

- Slow aiming defenses now orient their turrets toward location of nearest enemy Commander when built 

- Galactic Gates no longer teleport 'boss' or very large units - use T3 transports 



**FIXES**

- Fixed Arm and Core Advanced Seaplane HOTKEY menus

- Fixed incorrect spelling on Arm Tornado description

- Fixed potential locking / dual fire bug with Arm Marauder and Core Widow

- Added missing CTRL+O for Core Skynet

- Fixed Arm Tempest firing weapons bug while landed and rare occurring crash bug 

- Fixed Core Bastion texturing to match low trajectory weapon fire 

- Fixed tertiary lasers jamming on Core Hegamon, improved ROF (0.4->0.25)

- Fixed (increased) incorrect Arm Tempest overall cost (+50%)

- Fixed (decreased) incorrect Core Skynet health allocation (reduced -50%)

- Fixed Arm Orion / Core Viper upgrade descriptions to reflect 3x weapon ROF

- Corrected Arm and Core Tactical Nuke weapon damages

- Fixed Arm T3 lab wreck shading bugs

- Fixed all Arm and Core MUAT loading circle orientation when flying

- Fixed Arm and Core T3 Mobile Flakker crash bug

- Fixed weapon jamming issues with multiple units

- Fixed/Corrected missing build menu icons for multiple Arm and Core units 

- Fixed Arm and Core Advanced Scout Vehicles not teleporting

- Fixed missing Arm Warden restore weapon function and no corpse on self destruct



**CHANGES**

**T0**

- Added 'Warp' flash when Arm and Core Commander first shown on screen 

- Added 30 second d-gun delay when game first started on Arm and Core Commanders



**T1**

- Increased Arm Jeffy and Core Weasel health (+20% / 5 Hits from MTs) and LOS (512->576) 

- Adjusted Arm Stumpy and Core Raider Health (-7%), Energy (+33%), Metal (+5%), and Buildtime (+10%) 

- Reduced Arm Samson and Core Slasher health (-25%)

- Removed Arm Freedom Fighter and Core Avenger gunship weapons, replaced with ground fire missile

- Added light gunship EMG/Lasers respectively to Arm Zephyr and Core Cormorant, depthcharge moved to teritary weapon status, Added +25% health 

- Lowered Arm and Core Light Laser Tower weapon range (480->450), increased weapon DPS (+11%)

- Increased Arm and Core Heavy Laser tower weapon DPS (+11%)

- Increased Arm and Core Floating Light/Heavy Laser DPS (+4%)

- Increased Light Mine / Crawling Bomb weapon AOE (224->300)

- Reduced Arm and Core mobile radar energy cost to operate (-50%), increased unit speeds (+12.5%)

- Added slight guidance to Arm Rocko/Core Storm weapon guidance 

- Added +33% more health to T1 bombers to offset AA changes

- Removed radar function from Arm and Core T1 sonar stations, added floating radar variants (see above)

- Moved Arm and Core Floating Sonar/Radar jamming stations to T2 and adjusted stats accordingly

- Improved health of all Arm and Core Transport Ships and Hovers (+25-33%)



**T2**

- Increased Core Sumo weapon ROF (+25%), Energy to fire (360->480)

- Increased Arm Recon health (+25%) and Core Blaze health (+20%), reduced LOS (896->768)

- Reduced Arm Bertha/Vulcan Upgrade and Core Intimidator/Buzzsaw Upgrade Energy and Metal costs (-6.6%)

- Lowered guidance on Arm Shooter weapon (-75%) to prevent excessive plane aiming, Increased weapon Energy to fire (225->300)

- Increased Core Can health (7500->7700)

- Increased Core Manticore health (+13%) 

- Increased Core Morty weapon damage (+20%), lowered Buildtime (-25%)

- Improved Arm Panther overall health (+3.3%) 

- Reduced radar coverage (-50%) on Arm and Core T2 Sonar Stations

- Moved Arm Renegade and Core Nemesis back to T3, adjusted stats accordingly

- Moved Arm Riptide and Core Slipstream back to T3, adjusted stats accordingly 

- Reduced Arm Penetrator health (-5%)



**T3**

- Reduced Arm Marauder and Core Widow unit health (-25%), speed (-10%)

- Increased Arm Cerberus Health (+8%)

- Modified Arm Vault to function similar to Core Vault with same values

- Increased Arm Champion health (+33%)

- Increased Core Autocrat health (+25%)

- Increased Core Arbitrator weapon Energy requirement (2x) and reload time (30->36 seconds)

- Increased Core Overlord weapon DPS (+12.5%)

- Reduced Arm Aurora Energy and Metal costs (-10%), increased bomb weapon damage (1440->2160), increased speed (9->10.5), and fixed infinite bomb dropping. NOTE: prior to overall T3 change 

- Reduced Core Decimator unit speed (6.4->6) 

- Modified Arm Deluge and Core Hammerhead nuclear torpedo to manually fired vlaunch warhead missiles - adjusted damages and cost to fire accordingly

- Adjusted Arm Warden health (+50%)

- Adjusted Core Bastion weapon animation, AOE (+50%), and DPS (+12.5%)

- Improved Arm Expedition and Core Halcyon TurnRate (+80%) and overall health (+25%) 

- Restore Tri-Burst, Salvo fire for Core Dictator, increased reload time (32->60), reduced shot damage (19.2k->14.4k)

- Improved Armageddon rate of fire (30->25), reduced shot damage (18k->12.8k)

- Lowered Arm and Core Shield healtime to 9.1 values, improved overall health (+15%)




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


TAESC RELEASE GOLD 9.3.0
------------------------

NEW UNITS
---------

- ARM Floating Sonar Jammer - T1 

- CORE Floating Sonar Jammer - T1 

- ARM Floating Wind Generator - T1

- CORE Floating Wind Generator - T1

- ARM 'Tornado' - T3 Exp. Torpedo/Fighter Seaplane

- CORE 'Typhoon' - T3 Exp. Torpedo/Bomber Seaplane

- ARM Exp. Construction Seaplane - T3 (Restored)

- CORE Exp. Construction Seaplane - T3 (Restored)



FEATURES
--------

- Added pop up message when first loading game to remind new players of minimum resolution requirements

- Added new, larger Megamap icons for major T3 Air and Building units 

- Completed full resort of all unit mobile and lab build menus for future lab based, HOTKEY support

- Moved mobile radars to T1 

- Modified all unit build menus to be consistent in terms of role/location across all tiers and classes

- Moved T1 Arm and Core Resource Gens to T2

- Moved T1 Arm and Core Underwater Mini-Fusions to T2

- Moved T2 Arm and Core Charging Towers to T3

- Moved T2 Arm Warden and Core Bastion to T3

- Moved T2 Arm Exodus and core Sanctum to T3, added new T2 'firebase' build menu

- Set move orders to 'hold position' on all T3 labs

- Renamed Arm T3 Hover Cruiser to 'Champion'

- Added new edraw (Thanks @AJH/Thaldren) - fixed missing allied 'go to last marker' and CTRL+S bugs  

- Set Ctrl+I on all carriers, removed CTRL+V, S, etc.

- Improved all Arm and Core Construction Hovercraft health (10 to 25%) and unit speeds (+~10%) 

- Commanders and Decoys can now fire auto-fire lasers and rockets (when upgraded) while building, assisting, repairing, and reclaiming



FIXES
-----

- Fixed incorrect movement class settings for multiple T3 ships

- Fixed All T3 Lab issues closing between concurrent build selections

- Fixed Arm Scorpion ground fire mode weapon ROF

- Fixed improper water flare shadows on various units

- Fixed some sea units not showing as building icons in the mega map

- Fixed all MUAT based scripts causing potential lock ups or crashes

- Fixed (doubled) Core Arbitrator unit health (was incorrect value) 

- Fixed Core Adv. Vehicle Plant yardmap bug preventing building of large units in some scenarios

- Fixed ability to teleport Arm and Core vehicle carriers

- Fixed Arm Commander and Decoys not restoring torso position

- Fixed (Removed) 'amphibious' from Arm Cerberus and Core Talos unit descriptions 

- Fixed incorrect costs on Arm T3 AA Tower (reduced overall costs -25% per Core values) 

- Fixed Directional Lab weapon conflicts

- Fixed Core T3 Torpedo Plane animations

- Fixed Core Corona recharge/regen rate

- Fixed incorrect builder code tag for Core Leviathan

- Fixed Arm T3 Airplant closing after building unit bug

- Fixed accuracy issues with Arm Vulcan and Core Buzzsaw Upgrades (Thanks @DiRTY_Harry )

- Fixed Arm Raptor to sync flares to weapon fire (thanks @Exe)

- Fixed Arm and Core Vehicle Carrier CTRL+ selection keys

- Fixed Arm Exodus and Core Sanctum CTRL+T bug, added CTRL+R

- Fixed Core M.A.K. weapon flare color

- Fixed (Removed) firing orders from Core T3 Construction Kbot 

- Fixed Arm Cerb fire sequence 

- Fixed Arm T3AA corpse 

- Fixed folding sequence from Arm Vertigo and Tempest wings, and cleaned up textures

- Fixed the Core Halcyon is making -250E while under construction

- Fixed 'move' button appearing on Arm upgradable units



CHANGES
-------

T1
--

- Reduced Arm Peewee and Core A.K. Energy and Buildtime costs (-10%) 

- Restored Arm Hammer and Core Thud weapon range (640->700), increased shot velocity and DPS, improved climbing 

- Decreased Core M.A.K. Weapon fire interval (1.1 -> 1.05)

- Increased Arm Warrior ballistic weapon DPS (+10%)

- Increased Arm Vader and Core Roach weapon damage (600->800) 


- Lowered Arm Stumpy/Anaconda and Core Raider/Snapper weapon aiming tolerance (600->500) and AOE (54->48)


- Lowered Metal costs and health of Arm Anaconda and Core Snapper (-10%), adjusted Energy and Buildtime up (~3%) 


- Increased Arm and Core F.L.L.T. Weapon DPS (+33%) and aiming speed (+20%)

- Increased Arm Orion and Core Viper Upgrade weapon ROF (+50%)

- Removed improper extra +75 Energy bonus from Arm Geothermal Upgrade

- Increased Arm and Core light land mine weapon damage (600->800)



T2
--

- Increased Arm Maverick weapon range (300->320), velocity (425->450), and aiming tolerance (500->625)

- Increased Arm Rector and Core Necro resurrection speed, overall costs (~150%), and reduced build distance to minimum

- Increased Core Pyro self destruct weapon damage and AOE (+25%) 

- Corrected Arm Shooter script (Exe), added 'Aegis' shield (just for looks) 


- Increased Arm Recon and Core Blaze LOS (768-896)

- Improved core Manticore turning (270->320) and acceleration (0.04->0.4) 

- Increased Core Reaper weapon fire interval (1.0 -> 1.05)


- Increased Arm Eagle and Vulture unit speed (12->15), turning (3x), LOS and Sonar (2x), and radar coverage (1344->1792), added hover 'attack' and radar jamming

- Lowered Arm Hawk and Core Vamp LOS (512/480->448) and unit speed (12->11.25)


- Removed stealth from Core Scalpel 

- Added Gauss weapon (from Javelin) to Arm Medusa, removed stealth

- Restored Arm Hailstorm and Core Hellion v9.0 reload times

- Reduced Arm Renegade and Core Overseer unit turning and health (-10%), reduced depth charge ROF (50%) 

- Reduced Core Overseer unit speed (1.35->1.275) and health (-10%), reduced depth charge ROF (50%), removed AA fire bonus 


- Added depth charge weapon and sonar (matching LOS) to Arm Riptide and Core Slipstream 

- Improved Arm and Core T2 Cruiser health (+20%), weapon aiming speed (+300%), restored deck laser weapon, reduced main weapon DPS (-10%), and unit speed (8%) 

- Improved Arm Stalker and Core Leviathan health (+25%)


- Reduced Core Bastion weapon aiming speed by 50%, ROF (-25%), doubled death explosion damage/AOE, fixed unit charging (moved to T3)

- Fixed Arm Annihilator and Core Doomsday Machine not charging properly

- Increased Arm and Core Moho Metal Maker death explosion damage, AOE

- Improved Arm and Core Advanced Torpedo Launcher weapon speed (120->150) and start velocity (60->90)



T3
--

- Set Arm Marauder and Core Widow groundfire weapons to take precedent over AA fire unless no ground units in range, improved aiming speed, modified weapon fire to LOS

- Increased Arm Nova unit health (+33%), removed high trajectory fire option 

- Improved Arm Cerberus weapon aiming rate (+15%)

- Removed AA fire added bonus from Core Talos (see Overseer change above also)

- Extended Core Juggernaut weapon range (960->1536), modified weapon to ballistic, reduced unit health (-12.5%)

- Increased Arm Gorgon unit health (+6.6%)

- Reduced Arm Vermin overall costs -25%

- Restored Core Defiler Radiation weapon at 1/2 AOE, reduced costs -50%, fixed death blast 



- Removed amphibious movement from Arm and Core T3 Cloaking Tanks

- Increased Arm Expedition unit speed (0.725->0.8) and turning (84->96)

- Increased Core Halcyon Workertime (1080->1440 - was incorrect), unit speed (0.675->7.5), acceleration (0.0015->0.002), and turning (96->108) 

- Increased Core Pounder unit health (+5.9%)


- Removed amphibious ability from Arm and Core Experimental Construction Aircraft (see addition of seaplane versions above)

- Added rapid fire missile short range missile to Arm Vertigo, doubled unit health, removed ground fire weapon

- Modified Arm Tempest weapon to rapid fire, reduced weapon damage (576->450), increased ROF (0.8->0.25)

- Increased Core Skynet overall costs (+50%), removed ground fire weapon, modified flak weapon to 'super burst' mode

- Modified Core Harpy role from fighter to heavy gunship, adjusted weapons and health accordingly

- Lowered Core Decimator speed (7.2->6.4), increased Metal and Energy cost (+25%) 

- Increased Arm Aurora Metal and Energy cost (+25%), restored  v9.0 bomb function (w/ 9.2 weapon damage)

- Doubled Core Umbra unit speed

- Removed Radar coverage from Arm Illusion


- Doubled Arm Custodian and Core Patron unit speed (1.55->3.1), added stealth and increased LOS (288/384->896) 

- Increased Arm and Core Hover Battleship death explosion damage and size 


- Increased Arm Manta and Core Eel health (+80%), reduced unit speed (3.75->3.25/3.2 respectively)

- Increased Arm Siren unit health (+50%), and LOS (2x)

- Increased Core Kraken unit health (3x), and LOS/Sonar/Radar (2x)


- Renamed Arm 'Parapet' to 'Whiplash', modified unit wreckage appearance in game

- Increased regeneration to max rate for Arm and Core Shield Generators, adjusted unit health and Energy draw accordingly

- Removed cloaking from Arm Forge

- Doubled Arm Armageddon and Core Dictator overall costs

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

TAESC RELEASE GOLD 9.1.0/9.2.0
------------------------------

NEW UNITS
---------

- ARM Manta - T3 Spy Sub

- CORE Eel - T3 Spy Sub


CHANGES
-------

- Fixed incorrect CTRL level tag for ARM/CORAPT (modified to LEV2 from LEV3)

- Fixed light sea mines not building underwater 

- Fixed invalid Buildtime entry for Core T3 Floating Hovercraft Plant

- Fixed incorrect Energy use for Arm and Core Mantle Extractors

- Fixed Arm Panther model size, can now be transported and teleported

- Arm Bandit and Core Wraith can now be transported and teleported 

- Fixed Core Gimp and Arm Pelican missing torpedo weapons

- Fixed incorrect corpse for Core Hellion

- Removed Attack button on labs with directional pads

- Fixed broken faces on Core Lacerator

- Enabled music playback 

- Fixed Arm Penetrator flare showing after unit is killed

- Fixed Arm Jethro closing animations  

- Fixed Arm and Core Repair Pads showing upgrade chevrons (no longer in use)

- Increased range of Arm and Core Destroyers (600->640) - closer to classic OTA range 

- Improved T2 Bomber health to 14 hits from MTs (13 in 9.1 and 15 in 9.0), restore weapon EE and increased AOE to 112 (9.0 was 128, 9.1 was 96)

- Increased Arm Big Bertha and Core Intimidator costs (6k to 8k Metal)

- Lowered Arm Vulcan and Core Buzzsaw upgrade costs (~15%)

- Increased Arm and Core L.L.T. Metal costs (100->120)

- Increased VTOL Minelayer Metal costs (~15%)

- Reduced Arm Hailstorm weapon ROF (0.6->0.8)

- Improved Arm Stumpy/Anaconda and Core Raider/Snapper weapon range (300->335), tolerance (500->600)

- Reduced Arm Javelin weapon range (360->350)

- Increase Arm Recon and Core Blaze LOS (672->768), increase Recon weapon damage (48->54)

- Reduce restore delay between anti-air and ground-fire on Arm Marauder and Core Widow (5s->3s) 

- Reduce restore delay between anti-air and ground-fire on Arm Scorpion and Core Thrasher (5s->3s)

- Reduced Core Reaper and Nemesis weapon range (375->360)

- Removed cloaking while moving for Core Omen due to no detection bug, added radar jamming

- Added Energy to fire requirements for Arm Mirage and Core Omen

- Changed Core Wraith laser weapon color from green to red  

- Added radar coverage to Arm Samson, Swatter, Mariner, and Core Slasher, Slinger, Corsair

- Added self healing to Arm and Core Shield Generators

- Added 4x coverage area for vehicle and kbot radar, increased Metal and Energy cost 2x

- Reduced Arm Vader and Core Roach Metal costs (-33%), increased LOS (384->512) 

- Increased Arm Stratus and Core Vindicator overall costs (+33%), and health (+10%)

- Reduced Arm Victory and Core Tyrant Metal costs (-10%)

- Increased Core Decimator speed (6->7.2), reduced health (-11%)

- Improved Arm Nova (low fire trajectory) and Core Arbitrator weapon damage (+25%)

- Doubled LOS for Arm Vermin and Core Defiler

- Fixed locking bug with Arm Cerberus and Raptor

- Increased Arm Spider health (900->1080)

- Reduced M.A.K. weapon ROF (10%)

- Increased Arm Peewee and Core A.K. unit speed

- Added new game score screen with class ESC background






**********************************************************************************************************
TAESC RELEASE BETA 9.0.1
------------------------


SUMMARY OF KEY CHANGES
----------------------

Commanders can now dgun surface targets from underwater!

- Greatly enhances sea defense options

- Subs cannot be targeted as they do not occupy a 'surface'

- Commanders no longer build Resource Gens, Geos, or Repair Pads

- Decoy Commanders have improved worker times for faster build and assist



All T2 and T3 units have been reduced in overall costs and weakened to some extent

- Results in more sustained battles between different tech levels



All Labs now produce minimal Energy and Metal 

- Allows for easier start up and less punishing 'come backs'

- Sea based labs produce more resources than land due to 'water cooling' 



Sea Balance has been completely re-sorted!

- Vastly improved sea starts and sustained play with faster action and easier resource allocation and effectiveness

- Underwater mini-fusion are cheaper and remain pair-able for adjacency bonuses

- Patrol ships are faster and have huge LOS improvements to spot potential targets

- Subs are cheaper, yet fast and strong overall 

- Frigates (Vikings and Vanguards) are cheaper but lose AA

- New AA ships also provide early anti-sub and ability to raid underwater targets quickly



T2 Factories are 25% more expensive to build in cost and time

- Results in sustained T1 stage for longer

- Combined with T1 improvements, increases risk of early T2 rush

- Pad direction on non-spin labs can be set via 'special' button


T2 land-based Fusion bonus has been reduced back to +250 per Fusion, while the cost of the T2 Fusion shield/armor upgrades have decreased a bit AND now make and extra +250 energy when completed 

- There is a now a greater risk/reward for making pairing and upgrading fusions

- T2 sea-based Fusion bonus remains at +500, while T1 sea-based mini-fusions now produce +100 Energy and pair for an additional +50 Energy each



T2 Resource Generators are effectively the most productive in terms of Energy and the least so with Metal making. Resource Gens can power a strong T2 economy but are likely to fall short powering T3 production as the game progresses. In addition, Resource Generators are very fragile compared to Fusions. 



T3 Labs are 25% less expensive to build in cost and time 

- Effectively negates the loss of resource production to make a T3 Lab

- Result in faster access to early T3 units 

- Pad direction can be set via 'special' button



Other high level unit changes: 

- Virtually every single unit has undergone review and testing to function optimally in its role

- LLTs have more range

- Arm and Core 'Repair Pads' no longer make repair arms

- Arm 'Geothermal Upgrade' now fires a mini-Bulwark style weapon

- Arm 'Wombat' and Core 'Nixer' feature light guidance for accuracy vs. mobile units

- Overall Arm T2 kbot is improved as a whole 

- Arm 'Recon' and Core 'Blaze' have been move to true T2 scout role (new stealth tanks replace prior roles)

- Core Bastion features modified Jugg style weapons and no longer stuns

- Arm 'Scorpion' and Core 'Thrasher' now fire at ground and air

- Arm 'Demolisher' and Core 'Juggernaut' classic weapons/role return 

- Core 'Skynet' has added ground fire lasers for a T3 hybrid AA / gunship role (see Arm counter below) 

- Removed Core Viper and Toaster from T1 Construction unit menus (built from upgrade options only) 

- Added burst fire effect to Arm Vulcan and Core Buzzsaw

- Removed sea mines and amphibious movement from Arm and Core land based mine layers

- Disabled Missions temporarily 

- AI temporarily disabled for labs with no-spin

- Removed Ambusher and Toaster T1 Construction unit menus (built from upgrade options only) 

- Removed Arm Vulcan and Core Buzzsaw from T2 Construction unit menus (built from upgrade options only)



More data may be found here:

fhttp://taesc-unitguide.tauniverse.com/


New Units
---------

T1 Depth charge Gunship, Arm 'Mistral' and Core 'Cormorant'

T1 Minelayer VTOL, Arm 'Vandal' and Core 'Buzzard'

T1 AA Ship, Arm 'Mariner' and Core 'Corsair'

T1 Minelayer Ship/Sub, Arm 'Gremlin' and 'Core Imp'

T1 Nano Hovercraft, Arm 'Waterbug' and Core 'Nano'


T2 Stealth Tank, Arm 'Bandit' and Core 'Wraith'

T2 Carrier/Assist VTOL, Arm 'Exodus' and Core 'Sanctum'

T2 Underwater Combined Storage, Arm and Core

T3 Assault Scout Ship, Arm 'Riptide' and Core 'Slipstream'  


T3 Cloak Tank, Arm 'Mirage' and Core 'Omen'

T3 Carrier/Assist Vehicle, Arm 'Expedition' and Core 'Concordant'

T3 Hybrid Rocket/AA Missile Kbot, Arm 'Marauder' and Core 'Widow' 

T3 Air Superiority Fighter, Core 'Harpy'

T3 Hybrid Attack Gunship, Arm 'Tempest' 



T3 AA Battle Cruiser Ship, Arm 'Torrent' and Core 'Monitor' 

T3 Anti Sub Ship, Arm 'Arclight' and Core 'Inferno'

T3 Nuclear Assault Sub, Arm 'Deluge' and Core 'Hammerhead' 

T3 Stun sub, Arm 'Siren'

T3 Capture sub, Core 'Kraken'

 


FIXED
-----
Fixed multiple, incorrect unit level category tags

Fixed multiple, incorrect and/or missing hotkeys

Fixed Arm Recon and Core Blaze wreck size and likelihood to appear

Fixed Core Juggernaut not loading or teleporting 

Fixed Core Roach incorrect self explode entry (wrong weapon)

Fixed T3 Experimental Air Cons not building from floating air plants

Fixed Arm Shooter not loading or teleporting 

Fixed missing return (0) for all labs and cons

Fixed missing .sonar bug

Fixed missing emusi.dll files!



--------------------------------------------------------------------------------------------------------------------------------------


TAESC RELEASE BETA 9.0.0
------------------------

REMOVED UNITS
-------------

Arm and Core Tactical Nuclear Mines - will re-purpose in 9.1



FIXED
-----

Fixed crashing issue when allying in megamap for standard, non-HOTFIX edraw.dll

Added missing/broken hot keys for all Construction Seaplanes

Applied fixes and additions to Arm and Core SIDEDATA tables

Fixed all .gui duplicate data entries

Fixed Core Floating HLT corpses blocking units

Restored the missing 'Q' hotkeys to all upgrades

Increased all VTOL based transport sensitivity to 'edging' and 'offscreening' where penalty is enforced

Fixed Arm Atlas wing/thrusters not retracting when landing

Fixed missing wreck for Core Gimp when killed

Fixed random CTRL_Z selection bug 

Fixed missing 'O' hotkey for repair pads

Fixed low nano builddistances for Arm and Core Experimental Construction Hovers  

Fixed multiple erroneous issues with Core Experimental Construction Kbot 

Fixed incorrect/low nano builddistance for Core Advanced Construction Kbot

Added SeaBattle AI profile to Seven Islands



GENERAL
-------

Updated Default and SeaBattle AI profiles by TA_FAN97


CTRL_F now parses through idle factories



Enabled variable repair speed on all repair pad and construction units - these units now repair planes significantly faster (note adjusted costs to specific units)

Added 'Commander Recall' function to Arm and Core Galactic gates

Added complete T1 and T2 factory suite to all Arm and Core T3 Construction units

All Arm and Core previously standalone, build-able upgrade variants are now same level as base unit rather than one level higher (i.e. Arm Guardian -> Arm Ambusher) 

Increased Arm and Core Construction Hover, Ship, and Vehicle nano builddistances (120->150)

Increased Arm and Core Advanced Construction Hover, Sub, and Vehicle nano builddistances (180->240)

Increased Arm and Core Experimental Construction Hover and Vehicle nano builddistances (240->300)

Lowered Buildtime for all Arm and Core T1 and T2 Fighter VTOLs (-25%)

Adjusted all T3 factory Buildtimes (+50%) to lower excessive Energy and Metal drain per second while under construction

All Arm and Core Carrier units now feature variable (increased) repair speeds and nano-repair ability 

Increased Metal cost of all dedicated mobile-jamming units (2x), Increased vehicle jammer radius and LOS (448-672) to offset lower speed

Adjusted mobile radar and jamming unit Energy costs, coverage, and LOS values consistently to value and tech levels 

Increased Arm Flash, Warrior, and Zipper EMG weapon velocity (350,375,400->425)



Applied fast underwater movement to all Arm and Core subs to properly match revised amphibious units

Lowered Arm and Core Buildtime costs for TACs (-10%), Warden, Bastion (-20%), and Annihilator, DDM and Big Bertha, Intimidator costs (-25%). See below for additional changes  

Adjusted Energy costs higher for multiple T3 Arm and Core mid-tier units

All top-tier T3 Arm and Core units feature self-healing and a large build menu picture 

Removed ability for T1 Hover Transports and T2 VTOL Transports to carry Arm Cerberus or Chimera and Core Talos or Mammoth 



Renamed T3 Arm AA Tower 'Vanguard' to 'Slingshot'

Renamed Arm T1 Rocket frigate 'Mariner' to 'Vanguard'

Renamed Core T1 Rocket frigate 'Corsair' to 'Viking'

Renamed Arm T2 Artillery Hovercraft 'Shockwave' to 'Trebuchet'

Renamed Core T2 Rocket Hovercraft 'Ambassador' to 'Harbinger'




T1
--

Lowered Core Leveler weapon DPS (270->250), improved aiming (12.5%) and weapon range (160->180) weapon now fires 2x faster with 1/2 damage per shot

Lowered Arm and Core Construction Kbots (195->180, 200->175 respectively)

Removed cloak cost for Arm Vader and Core Roach when not moving, Decreased bomb damage (1200->800), increased weapon AOE (224->336)



Decreased Arm and Core Scout hover unit speeds (3->2.7 / 2.8->2.6 respectively) and weapon damage (40->30), increased unit health (200->250/260)

Lowered Arm Zapper unit speed (2.0->1.85)

Improved Core Salamander aiming speed (180->210), and health (+7.5%) 

Improved Arm Anaconda and Core Snapper aiming speed (135->180) and health (+12.5%), shortened length of barrel to improving aiming 



Increased Arm and Core Repair Pad and Nanolathe upgrade costs and Workertimes (1.8x)

Lowered Arm and Core Light Mine damage (1200->400) and Heavy Mine Damage (2400->1600) 




T2
--

Lowered Arm Triton and Core Croc unit acceleration (0.03->0.025 and 0.025->0.02 respectively)

Lowered Core Manticore LOS (352->320) and unit speed (1.65->1.5), increased cost and health (+20%)

Modified Core Reaper weapon to burst riot cannon (same overall damage and effect)

Increased Core Goliath weapon range (480->525), lowered weapon DPS (416->400)

Increased Arm Penetrator unit health (+10%), unit turning (184->192), weapon aiming (82.5->96), and LOS (512->576)

Reduced Arm F.A.R.T LOS (672->576), increased unit health (520->780) 

Reduced Core Mechanic LOS (672->512) 

Increased Arm Merl and Core Diplomat weapon damage (+10%)

Decreased Arm Recon and Core Blaze model size (-10%), lowered overall unit health and costs (-50%) and moved to T2

Increased Arm spider unit health (600->750)



Lowered Arm Pelican unit speed (2.4->2.15), reduced torpedo weapon damage/ROF (480->320)

Lowered Core Gimp unit speed (1.35->1.275) and unit acceleration (0.04->0.03), reduced torpedo weapon damage/ROF (480->320)

Increased Arm Fido weapon DPS (110->120), added high trajectory, range boost via 'on' option 

Increased Core Pyro unit health (+10%)

Increased Core Dominator Buildtime and Energy costs (+10%) and overall DPS (+6%), added on/off functionality for LOS and v-launch weapon states

Added shielding to Arm Shooter that absorbs 75% damage when hit and regenerates after 5 seconds, improved LOS (480-512)

Lowered Core Sumo LOS (512->480) and weapon DPS (250->240 - via longer reload) 



Increased Arm Eagle and Core Vulture Metal costs (2x), added sonar coverage in addition to existing radar and radar jamming coverage

Increased death blast of Arm and Core heavy air transports (3x) 

Removed mini-flakker from Arm and Core Heavy Bombers, increased weapon damage (+50%), AOE (+33%), health (33%), turning (288->352), acceleration (0.06->0.09), and speed (9->10.5)  



Increased Arm and Core Hover Carrier overall cost and Workertime (2x), sonar (448->672), and radar coverage (1792->2016)

Added on/off functionality for LOS and v-launch weapon states for Core Ambassador

Added Stealth to Core Scalpel

Added Stealth to Arm Medusa, increased speed (1.55->1.7)

Increased Arm Cavalier and Core Bruiser overall health (+10%) 



Increased Arm and Core T2 Sea based VTOL carriers overall cost, health, and all unit repair speed (+200%)



Increased Core Bastion Health (+50%), lowered range (2016->900) and modified weapon to hybrid shockwave cannon 

Lowered Arm Annihilator and Core Doomsday Device Metal costs (-10%)

Increased Arm Big Bertha and Core Intimidator reload time (+33%), decreased weapon damage (-25%), accuracy (250->375), Metal/Buildtime costs (-25%)




 
T3
--

Removed radar jamming from Arm Scorpion and Core Thrasher, increased radar coverage (1344->2688) and lowered Energy to operate (125->75)   

Reduced Arm Centurion and Core Behemoth overall costs (-10%), increased Behemoth LOS to match Centurion (512->480)

Reduced Core Mammoth weapon range (768->720) and LOS (480->448) to match Arm Chimera, adjusted ROF 2x longer and weapon damage 2x higher (same DPS)

Reduced Arm Chimera weapon range (720->700), adjusted ROF 1.5x longer and weapon damage 1.5x higher (same DPS)

Lowered Core Pounder health (-28%), reduced EE (0.4->.25), increased speed (0.75->0.7875), modified animations and removed visual shield effect

Increased Core Overlord Health (+70%), DPS (+50%) and aiming speed (25->75), lowered weapon ranges (3584->1536), added self healing at 7.5 HP per second 

Increased Arm Empyrean main weapon damage (1200->1500), lowered weapon ranges (1536->1344), added self healing at 7.5 HP per second  



Modified Core Defiler as a anti-matter crawling spider bomb, removed stealth, added no energy required to cloak when not moving 

Removed radar jamming from Arm Vermin, added no energy required to cloak when not moving 

Increased Arm Nova weapon damage (1000->1125), lowered Edge Effectiveness (0.4->0.2), decreased High Trajectory ROF (-50%) 

Improved Core Arbitrator reload time (24->20), lowered weapon damage (3200->3000), increased weapon Energy cost fire (2500->3000)

Swapped Core Juggernaut and Talos costs, increased Juggernaut overall unit health (+66%), range (1536->1792), and LOS (672->896), removed BLOD

Swapped Arm Demolisher and Cerberus costs, increased Demolisher overall health (+66%), LOS (672->896), and weapon damage per salvo (4800->5400)

Lowered Arm Gorgon LOS (896->576), added Edge Effectiveness at 50% to reduce stun affect at range perimeter 

Increased Core Krogoth overall health (+6.25%), added self healing at 15 HP per second  

Added self healing at 15 HP per second to Arm Raptor  



Modified Core Experimental Construction Hover model for improved maneuverability 

Increased Arm Renegade weapon rate of fire 

Increased Core Nemesis health (+10%)

Added self healing (at 7.5 HP per second) to Arm Aeon and Core Hegemon


Reduced number of bomb dropped by Arm Aurora (-50%), increased health (+25%) and bomb damage (+12.5%) 

Added self healing (at 15 HP per second) to Arm Stratus and Core Vindicator, improved weapon aiming (+25%)



Added build assist ability to Arm Atlantis and Core Nexus

Lowered Arm Victory and Core Tyrant weapon range (2688->2016), increased cannon weapon reload speed (+50%), damage (+25%) and health (+50%)



Increased Arm Armageddon and Core Dictator overall costs (+25%), added self healing at 7.5 HP per second, modified Armageddon reload time (36->30) and weapon damage (10.8k->9k) 





TAESC RELEASE BETA 8.9.0
------------------------

GENERAL
-------

Implemented scaled energy Increases to all T3 Mobile units - higher tier units are significantly more costly in Energy to produce now

Added minor cost adjustments to T2 labs to account for consistent T2-T3 lab cost ratios (see below)  

Added a general cost increase to all T3 labs where costs now follow T1 to T2 lab build ratios with a cost multiplier of +25% for Energy, +50% for Metal, and +100% for Buildtime

Adjusted various unit build menu positions for improved consistency across all tiers

Adjusted all Arm and Core Mines to follow a scaled, 2X BT increase, linear AOE decrease, and double damage and resource costs  

Restored spinning pads for land based T2 Hoverplants

Modified all VTOL Transports to unload units in a circular formation over prior square pattern





FIXED
-----

Fixed missing corpses for Arm Hailstorm and Core Cyclops

Fixed Core Juggernaut missing weapon Energy bug

Fixed Core Advanced Floating Hoverplant logo color shading bug

Fixed incorrect Metal cost for Core Heavy mine 

Fixed immunity to EMG and Flame weapons on several heavily armored T3 units

Corrected all T2 Arm and Core Hover plant Workertimes to proper value (300->270)

Fixed multiple, incorrect unit name/description fields

Fixed missing Energy to fire description for Arm Raptor

Added missing damage modifier for Arm and Core Hover Destroyers and Arm Demolisher and Core Juggernaut (for partial stun immunity ala all main T3 units)

Restored missing EMG secondary weapon on Arm Cavalier

Fixed erroneous SIDEDATA table entries 


T1
--

Increased Arm Hammer unit speed to correct level (1.25->1.325)

Added cloaking ability to Arm and Core Crawling Bombs (only when not moving), removed radar jamming 


Lowered Arm Bulwark and Core Immolator DPS (-12.5%) 


Lowered Arm Podger and Core Spoiler death explosion damage

Removed jamming ability from Arm and Core LOS/Jamming Mines, increased LOS (448->512)

Modified Arm Stun Mine to a TAC Mine (similar to Core)

Reduced Arm and Core T1 Hoverplants and Floating variant Metal and Energy costs (-20%)

Reduced Arm Zapper and Core Salamander Buildtime (-25%)

Reduced Arm Anaconda and Core Snapper Energy, Metal and Buildtime costs (-40%, -33%, -33% respectively), overall health (-5%), and weapon class (Triton->Stumpy) 


T2
--

Increased unit speed for Arm Triton, Core Croc, and Core Gimp when moving underwater, increased Energy costs to build (+50%)

Lowered Arm Triton and Core Croc LOS (384->320)

Increased Arm Bulldog armor (+10%) and weapon velocity (240->250)

Decreased Arm Merl and Core Diplomat weapon damage (-25%) and health (-25%/-33% respectively), increased weapon velocity (+50%) and acceleration (2x) 

Restored Arm Penetrator weapon range from v8.7 (900->1050)



Increased Arm Zeus health to (2800->3150)

Significantly increased Arm Maverick weapon aiming speed (200->720) to prevent excessive 'arm swinging' while turning/moving



Reduced Arm and Core T2 Hoverplants and Floating variant Metal and Buildtime costs (-10%)

Lowered Core Scalpel overall costs (-25%) and armor (-10%), increased unit speed (1.65->1.95), removed Stealth

Increased Arm Cavalier and Core Bruiser health (+10%) and LOS (352->448 / 384->448 respectively) 

Lowered Arm Hailstorm weapon rate of fire (-25%), DPS (-12.5%), and unit LOS (480->384), swapped Buildtime and Metal costs with Arm Shockwave,  

Swapped Core Ambassador and Core Cyclops Buildtime, LOS, and Metal costs    



Removed depth charge weapon from Arm and Core Cruisers, lowered sonar coverage (288->256)

Reduced Arm Millennium Core Warlord Metal costs (-35%) and Buildtime (-25%), decreased unit health (-25%) and primary weapon (1536->1344)




Increased Energy draw for Arm and Core Moho Extractors (20->25)



Modified Core Bastion to a fire a continual and rapid spread of lower damage/AOE and inaccurate projectiles 

Increased Arm Big Bertha/Vulcan weapon damage per shot (2000->2700) and unit Metal costs (+10%)

Increased Core Intimidator/Buzzsaw weapon damage per shot (2400->3000) and unit Metal costs (+10%)



T3
--

Increased Arm Scorpion and Core Thrasher LOS (672->896), removed radar and jamming

Swapped Arm Chimera and Demolisher costs after increasing Chimera Buildtime costs (+5%)

Swapped Core Mammoth and Juggernaut costs after increasing Mammoth Energy and Buildtime costs (+10%)



Reduced Core Pounder speed (0.9->0.75), increased Metal and Buildtime cost (+10%) and weapon Energy to fire (6K->7.2K)

Reduced Arm Empyrrean armored bonus/overall health (-25%)



Increased Arm Vermin unit speed (1.4->1.55) and added cloaking when not moving 

Increased Arm Cerberus health (+4%) 

Increased Arm Gorgon Metal costs (10%) and Energy costs to fire (4K->4.8K), removed unit stealth   

Added stun Immunity to Arm Raptor and Core Krogoth

Adjusted weapon projectile animation for Core Krogoth



Modified Arm Illusion role to aerial LOS scout (no cloak)

Reduced Core Decimator Metal costs (-7.5%) to closer match Arm Aurora 

Lowered Arm Stratus and Core Vindicator overall costs (-20%), adjusted weapon DPS accordingly


Increased Arm Renegade and Core Nemesis unit health (+25) and LOS (448->512), lowered sonar coverage (448->256) 

Increased Arm and Core Hover Battleship Buildtimes (+10%)

Increased Core Hover Battleship armor (+15%) and laser reload times (2x)



Increased Arm Victory and Core Tyrant Energy cost to fire (1280->2560) 



Increased Energy draw for Arm and Core Mantle Extractors (100->250) 

Reduced Arm and Core Upgrade/Tech Center Metal costs (-20%)


Lowered Arm Armageddon weapon range (10752->8064) and Metal costs (-20%), improved weapon rate of fire (45->36), increased weapon EE (0.1->0.25) and Energy costs to build (+12.5%)

Lowered Core Dictator weapon range (10752->8064), and Metal costs (-20%), improved weapon rate of fire (40->32), increased weapon EE (0.1->0.25) and Energy costs to build (+12.5%)


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


TAESC RELEASE BETA 8.8.0
------------------------

NEW UNITS
---------

Arm Custodian - T3 - Hover Charger

Core Patron - T3 - Hover Charger

Arm Renegade - T3 - Hover Destroyer

Core Nemesis - T3 - Hover Destroyer

Arm Aeon - T3 - Hover Battleship

Core Hegamon - T3 - Hover Battleship

Arm Advanced Seaplane Plant - T2

Core Advanced Seaplane Plant - T2

Arm Experimental Seaplane Plant - T3

Core Experimental Seaplane Plant - T3

Arm Advanced Construction Seaplane - T2

Core Advanced Construction Seaplane - T2

Arm Experimental Construction Seaplane - T3

Core Experimental Construction Seaplane - T3




REMOVED UNITS
-------------

Arm Nomad - Reworking balance/unit menus for future use

Core Horizon - Does not work in multi-player games when HOTFIX and normal dll versions are both in use between players 




GENERAL
-------

Modified all depth charge usage to automated fire only  

All underwater mobile units are now select-able via CTRL+U only (ignores CTRL+N)

Level set Arm and Core Radar Jamming Hovercraft costs vs. land and sea variants

Modified in game HELP reference for improved select key descriptions




FIXED
-----

Added missing charge icons in unit build menus for various buildings (Charge Fields, Bastion, etc.)

Added missing greenmetal fix to prevent crashing for players without TA_Feature_2013

Fixed Arm Sky Crane slow unload speed vs. other transport units 

Fixed various T3 factory unit descriptions for consistency

Fixed Core Juggernaut not teleporting

Fixed Core T2 Fusion not shielding 

Fixed Arm and Core Anti-nuke silos not shielding, removed immunity to paralyzers

Fixed sidedata entries for missing factories and construction units 

Added random charge effect to all charging units

Fixed incorrect Arm and Core Underwater Power plant power and cost

Fixed incorrect Energy output description for Arm and Core Resource Generators

Fixed scripting bug with core Doomsday Machine that caused it to be armored when open immediately after Buildtime

Fixed guard+assist bug with Arm and Core Minelayer Vehicles

Fixed shading issues with the Arm T3 Vehicle Gantry

Fixed Core Decimator 'barely' offscreen exploit

Fixed target category preferences for multiple units

Improved Arm T3 construction Vehicle nano animation speed to better match core counterpart

Fixed incorrect Metal cost vales for Arm and Core Floating Missile Towers 




T1
--

Increased Arm and Core Construction Aircraft explosion damage (4x), improved airspeed (+5%) and acceleration/turning (+10%)

Increased Arm and Core Missile Tower Metal and Buildtime costs (+15%)

Modified Arm and Core Geothermal plants to no longer be charge-able 

Increased Arm Javelin aiming rate (+20%)

Increased Arm Stumpy and Core Raider armor (+7.5%/+5% respectively), adjusted LOS (256->288)

Reduce Core Leveler armor (-5%) and LOS (288->256)




T2
--

Lowered Arm and Core Adv. Construction Aircraft Metal cost (-6%)

Reduced Arm and Core Charging Tower build costs (-33%) and Energy use costs (250->50), Increased coverage area (+225) variable rate?

Increased Arm and Core Advanced Air plant Metal costs (+20%)

Modified Core Bruiser model and added new unit pic

Increased Core Doomsday Machine overall costs (+25%) 

Increased Arm Maverick weapon DPS  (+10%)

Increased Arm Shooter weapon range (750->768)

Lowered Arm Penetrator weapon range (1050->900)

Decreased Core Sumo laser weapon range (825->800)

Adjusted Arm Vulcan weapon ROF vs Bertha (5x->3.75x)

Adjusted Core Buzzsaw weapon ROF vs Intimidator (5x->4x) 




T3
--

Lowered Arm and Core Exp. Construction Aircraft Metal cost (-6%)

Increased all Arm and Core T3 factory overall costs (~+80%)

Increased Arm and Core T3 Scout vehicle speeds (2/2.1->2.7/2.8 respectively), turn rate (+25%), and armor (+33%)  

Improved Arm and Core T3 AA Truck weapon ROF (.8->.5)

Decreased Arm Nova weapon reload time (-25%), increased weapon accuracy (+50%) and armor (+4%) 

Increased Core Arbitrator weapon damage (2000->3200), decreased weapon range (3072->2688)

Increased Arm Chimera armor (+7%), lowered TurnRate (192->176)

Increased Core Mammoth armor (+20%)

Reduced Arm Demolisher overall costs back to v8.5 values (-12.5%), armor (-66%), and weapon Energy cost to fire (9.6K->7.2K), increased weapon range (1344->1792)

Reduced Core Juggernaut overall costs (-33%), armor (-50%), modified main weapons to no-explode with lower AOE and ability to fire through terrain  

Increased Arm Cerberus overall costs (+24%) and armor (+10%), removed energy cost to fire weapon (ala Talos)

Increased Core Talos overall costs (+27%) and armor (+12.5%) 

Modified Arm Aurora to a classical Carpet Bomber, reduced speed (-33%)

Increased Arm Illusion spy plane cloak cost (800->2300) and de-cloak radius (+100%), reduced armor (-50%) 

Reduced Arm Aegis Shield Generator overall costs (-33%), added upgrade option for 225% more coverage for %50 added cost

Increased Core Corona Shield Generator coverage area 77% for no additional cost

Increased reload time for Arm Armageddon and Core Dictator (+66%)

Increased Core Pounder overall costs back to v8.5 values (+17%), restored armor to always on, increased blast radius (+25%) and lowered TurnRate (160->96)

Reduced Arm Gorgon weapon cost to fire (-50%), Increased stun time per shot (1->1.5 seconds)

Increased Arm Empyrrean overall costs (+37%) and armor (+80%), reduced weapon range (2016->1344)

Increased Core Overlord armor (+15)

Added Energy cost to fire for Arm Raptor and Core Krogoth, increased overall costs (+25%) and armor (+33/25% respectively) 

Increased Core Vindicator armor (+8%), BLOD weapon ROF (+50%), and cannon weapon DPS (2x)

Increased Arm Stratus armor (+10%), Gauss weapon DPS (2x)


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


TAESC RELEASE BETA 8.7.0 (FIXED 8.6.0 / 1)

GENERAL
-------

Restored new .exe and .dll changes from 8.6.0 confirmed crashing problem was the Arm Stratus)


FIXED
-----

Corrected issue with Arm Stratus that caused intermittent crashing

Fixed Core Mammoth secondary turret locking up

Fixed issue with Arm Empyrrean and T3 Battleship rockets flying across map - note rockets now have less ability to fly over high mountains/cliffs 

Fixed low MetalMake value on Arm Hard AI cheating mex


T3
--
Modified Arm Nova to support Low (off) and High (on) Trajectory weapon fire, improved weapon reload time in HT mode(2x LT)

Lowered Core Arbitrator armor (-1000), weapon AOE (288->224), weapon DPS (3200->2000) and reload time (60->36)

Decreased Core Juggernaut armor (-10%)

Increased Arm Empyrrean unit speed (0.65->7.25), adjusted rocket weapon mechanics (see fix above) and added SFX effects when launching, lowered cannon DPS (512->384)   

Modified Core Overlord to support Low (off) and High (on) Trajectory weapon fire - note LT mode is 1/2 ROF of HT,  Increased armor (+15%)

Decreased Core Krogoth armor (-10%) 

Modified Arm Atlantis main weapon to full (2x) Bertha Cannons

Adjusted Core Rancor main weapon to full (1.5x) Intimidator Cannons

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


TAESC RELEASE BETA 8.6.0


NEW/RESTORED UNITS
------------------

Arm Experimental Hovercraft Plant

Arm Experimental Floating Hovercraft Plant

Arm Experimental Construction Hovercraft

Arm 'Paladin' Hovercraft Cruiser

Core Experimental Hovercraft Plant

Core Experimental Floating Hovercraft Plant

Core Experimental Construction Hovercraft

Core 'Berserker' Hovercraft Cruiser



GENERAL
-------

Added 8.6.0 tags in Translate, Exe, Viewer, and Bitmaps

Updated all unit heights and weights

Re-Compiled all teleporter/transport scripts

All Armored/Shield and Energy boost upgrades now cost 25% less Energy, Metal, and Buildtime than source unit (note lower Arm Geo and Arm/Core T2 Fusion Upgrade costs and higher Arm/Core T3 Fusion Upgrade costs)

Large VTOLs will no longer land on repair pads and must be repaired directly (this prevents, for example, the Core Vindicator landing on the Refuge)  

Resource adjacency rates adjusted to +100% for T1, +50% for T2, and +25% for T3 

Increased all Construction Kbot costs (+10%) 



T1
--

Reduced Arm and Core Underwater Powerplant overall costs by 25%, Energy output from (100->50)

Lowered Arm and Core Underwater Metal Extractor Energy cost to build (-20%)

Reduced Arm Bulwark weapon damage (196->180) and LOS (672->576)

Reduced cost of Arm Invader and Core Roach (-13%)

Increased Arm Stumpy and Core Raider weapon DPS (75->80)

Reduced Core Hoverplant (and floating variant) health value (-200)

Improved Arm and Core T1 Sub weapon velocity (100->135) and TurnRate (1024->1536)



T2
--

Reduced Arm and Core Fusion upgrade costs (-25%), removed Energy bonus for upgrade (adjacency bonus still applies)

Reduced Arm and Core Charge Field Emitter Energy and Metal costs (-25%)

Added repair functionality to Arm and Core Light (2 Pad) Carriers 

Reduced Core Doomsday armor (-25%)

Increased Core Bastion weapon range (1796->2016)

Improved Arm Big Bertha and Core Intimidator weapon accuracy (500->250)

Increased all Arm and Core Advanced Factory health values (~+32%)

Increased Arm and Core Fast Attack Kbot health slightly (to ensure 1 extra shot required from LLT and HLT to kill) 

Increased Arm Panther weapon range (180->225) and aiming speed (240->360)

Increased Core Manticore weapon AA damage to proper level (240->320/4X)

Reduced Core Dominator weapon ROF (3->3.2), Increased weapon AOE (64->80)

Lowered Arm Shooter weapon DPS (480->450) and Energy to fire (320->300) 

Increased Arm Pelican Metal and Energy costs (+25%) and weapon DPS (120->210), modified weapon from EMG to gauss 

Increased Core Gimp armor (+50%), Metal costs (+33%), Energy and Buildtime (+20%), adjusted weapon DPS (240->270) and range (240->225)

Reduced Core Croc unit speed (-0.075)

Increased Arm Bulldog and Core Goliath weapon DPS (+4%) and overall acceleration

Increased Core Can armor (+4%)

Increased Arm Luger and Core Pillager unit speeds (+0.075)

Increased Arm Merl and Core Diplomat unit speeds (+0.075)

Increased Arm Partisan and Core Mantis unit speeds (+0.075)

Increased Core Sumo weapon range to 825 (600), reduced speed (0.9->0.825)



T3
--

Increased overall costs and health of all Arm and Core T3 Factories (Energy ~+225%, Metal +/-10%, Buildtime ~+25%, Health ~+50%)   

Decreased Arm Vulcan and Core Buzzsaw (and upgrade variant) weapon rate of fire (-20%)

Increased Arm Armageddon reload time (2.4x longer) and weapon damage (10k->10.8k), set charged mode to gain full veteran benefits, reduced Metal cost (-17%)

Modified Core Dictator weapon to single fire with longer average reload time (2x), set charged mode to gain full veteran benefits, reduced Metal cost (-10%)

Increased Arm Recon and Core Blaze aiming rate (+266%), health (+25%), and speed (+0.15)  

Increased Arm Scorpion T3 AA truck speed (0.8->0.875), added radar jamming radius (672)

Increased Core Thrasher T3 AA truck speed (0.75->0.825), added radar jamming radius (672)

Increased Arm Vermin overall costs (+50%, Metal +26%), reduced unit speed (1.55->1.4) and can now be partially stunned and reduced weapon damage (9600->8100) and AOE (960->810)

Adjusted Arm Nova weapon to normal trajectory 

Adjusted Core Arbitrator weapon to guided, non-stockpiled and non-intercept-able missile, lowered weapon AOE (640->320), damage (3600->3200), and unit speed (1.05->0.75), Adjusted reload time to 60 seconds per shot

Increased Arm Chimera unit speed (0.8->0.875) and weapon velocity (+10%), lowered primary weapon range (750->720)

Increased Core Mammoth unit speed (0.75->0.825) and armor (+5%), lowered primary weapon range (825->768)  

Swapped Core Talos direct-fire weapon allocation to primary and increased DPS (+375%), reduced vlaunch rocket weapon DPS and range (-50%) and removed burst effect, Increased overall costs (+16%) and armor (+80%)

Lowered Arm Cerberus armor (-4%)

Increased Arm Demolisher overall costs (+14%), unit speed (0.725->0.8) and armor (15k->31.4K), lowered weapon range (1536->1344) and added Stealth

Decreased overall Core Pounder costs (-19%) and removed secondary 'outer ring' weapon, Increased armor when shielded (+6%)

Added secondary damaging weapon to Arm Gorgon, lowered overall costs (-3%)

Increased Core Juggernaut overall costs (+55%), armor (21.4K->76K), reduced weapon range (1536->1344)

Decreased Arm Empyrrean overall costs (-67%) (note: -20% Metal), weapon range (2688->2016), and accuracy (2x), Increased armor (+10%) and updated unit buildpic

Increased Core Overlord armor (38.25K->64K)

Increased Arm Raptor overall costs (+49%) (note: +20% Metal) and armor (+20%)

Reduced Core Krogoth health (-10%)  

Increased Arm Vertigo groundfire damage (+7%), modified laser color

Increased Aurora health (+10%), lowered Metal cost (-20%)

Lowered Core Decimator Metal cost (-25%)

Increased Arm Stratus and Core Vindicator overall health (+6.25%), fixed aiming issues on Stratus



FIXED
-----

Restored removed Sidedata information required for proper AI building sequence 

Fixed incorrect Core Manticore weapon AA value

Adjusted Arm and Core LRPC and RFLRPC aiming for improved accuracy

Adjusted Arm and Core T1 Scout Hover debris size to match unit sizes

Fixed 'J' hotkey with T2 Core sub con that built a T3 Shippyard instead of the Adv. Metal Maker

Fixed 'Z' hotkey with T2 Core sub con that built the Adv. Metal Maker instead of a Adv. Torpedo Launcher 

Fixed rare crash bug after Core Rapier returning offscreen and firing

Removed ability for Arm and Core Galactic Gates to teleport allied units (this function is essentially broken) 

Fixed Arm Angler leaving wrong corpse when killed

Adjusted Arm and Core T3 Experimental Vehicle Factories with more flexible yardmap placement

Restored ability to toggle unit sounds in game - no idea why this feature was blacked out

Fixed incorrect value settings for Arm and Core Underwater Powerplants as well as wrong adjacency bonus value for Arm

Fixed missing pitch tolerance settings for Arm Stratus weapons

Adjusted all VTOLs to ensure they can be built from either seaplane platforms or land factories

Fixed Arm and Core Charge Field Emitters not animating when Geothermal is within coverage

Fixed Warlord Laser Weapon jamming up


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

TAESC RELEASE BETA 8.5.0 (see 8.3 and 8.4 logs below for additional changes)


GENERAL
-------

Modified game file format, ESC no longer relies on Rev31.gp3 or conflicts with any OTA or 3rd party content - note: OTA and CC source files are still required for ESC to run

Restored ability for Arm and Core T1 Air Transports to carry Crawling Bombs 

Increased Arm Invader and Core Roach armor (+20%), improved Invader unit speed (1.85->2.0)

Lowered Arm Chimera unit acceleration (-50%). and weapon DPS (-10%)

Lowered Core Magnetron unit acceleration (-50%), overall weapon DPS (-25%)

Reduced weapon damage on Arm and Core Amphibious tanks (200->180) - note: armor increase in 8.4

Reduced Core Bastion Energy requirement to fire per shot (2.5K -> 1.5K)

Added small radar coverage to Arm Illusion

Reduced Arm Anaconda and Core Snapper weapon damage (200->180)

Lowered all heavy laser weapon damage (-12.5%)

Increased overall Arm and Core AA Kbot costs (+10%), improved armor (+25%)

Reduced Core Vault armor (-10%)

Increased Arm and Core T2 AA transport overall speed, breaking, and turning (+25%)

Increased Arm Nomad unit speed (+20%)

Increased Arm Rector and Core Necro unit speeds (1.55->1.7 and 1.5->1.65 respectively) 

Reduced Arm Aurora weapon reload time (20->15 seconds)




FIXED
-----

Fixed Arm and Core AA Kbot walking animations and added missing guard command

Fixed Core AA Kbot excessive dead heap Metal value 

Fixed Arm Zapper not firing

Fixed Arm and Core T3 construction VTOL not taking damage from AA fire

Fixed number of bombs dropped from T2 Bombers due to timing bug

Added missing nano sounds to Arm Flea and ***Core Mite***

Fixed Demo Recorder version control issue (requires viewer.exe in ESC folder)

Adjusted Arm Shooter sound on hit

Fixed T3 AA trucks accidently damaging surface units  


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

TAESC RELEASE BETA 8.4.0


QUICK FIXES / UPDATES (see 8.3.0 changes below for main changes)
---------------------

Restored previous stable version of edraw.dll due to reported issues with fonts jumping and screen freezes

Arm T1 Lightning Hover 'Spark' back to 'Zapper'

Reduced Core Bastion weapon range (2688->1792) and armor (10160->7620)

Fixed Arm and Core Experimental Construction Aircraft hotkeys not working

Fixed missing CTRL keys for Arm Gorgon, adjusted stun effects to ensure full stun on T2 units

Removed errant 'special' attack function on Arm Cerberus

KNOWN BUGS
----------

!!! When allied galactic gates link, teleporting units may get jammed

!!! Drawlines and markers don't appear properly on very large maps


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

TAESC RELEASE BETA 8.3.0


REMOVED
--------

Arm 'Paladin' and Core 'Berserker' for overhaul and pending release of new T3 Hover Gantries

All Arm and Core T4 labs and units for overhaul and pending release of new T4 units

All Arm and Core Seaplane labs and units for overhaul and pending release of new T2 and T3 platforms 

Arm 'Custodian' and Core 'Patron' - note new charge towers and pending overhaul of mobile charging units

Arm 'Stalker' and Core 'Inferno' for overhaul

Arm 'Moby' for possible overhaul

Arm 'Hercules' and Core 'Dragonfly' for overhaul and possible move to T4



NEW UNITS
---------

Arm Experimental Construction Kbot - T3

Core Experimental Construction Kbot - T3


Core Heavy Mortar Defense - T2 - 'Bastion' - T2

Arm Charging Tower - T2 - 'Obelisk'

Core Charging Tower - T2 - 'Monolith' 

Arm AA KBot - T2 - 'Partisan' 

Core AA KBot - T2 - 'Mantis'


Arm Experimental Spy Plane - T3 - 'Illusion'

Core Experimental Radar Jamming VTOL - T3 - 'Eclipse'

Arm Fast Vehicle Scout - T3 - 'Recon'

Core Fast Vehicle Scout - T3 - 'Hellion'

Arm Heavy AA Vehicle - T3 - 'Scorpion'

Core Heavy AA Vehicle - T3 - 'Thrasher'

Arm Heavy Lightning Tank - T3 - 'Chimera'

Core Heavy Laser Tank - T3 - 'Magnetron'

Arm Experimental Stun Kbot - T3 - 'Gorgon'

Core Missile Kbot - T3 - 'Talos'




REPLACED UNITS
--------------

Arm Experimental VTOL Plant - T3

Core Experimental VTOL Plant - T3

Arm Experimental Vehicle Plant - T3


Arm Vspam Battery - T1 - 'Bulwark' - T1


Core Advanced Metal Storage - T2

Core Armored Assist Truck - T2 - 'Mechanic'

Core Riot Assault Hovertank - T2 -'Bruiser'


Arm Hybrid Assault VTOL - T3 - 'Vertigo' (was Sfoil)

Core Teleporter VTOL - T3 - 'Horizon' (was Ambassador)

Arm Experimental Assault Kbot - T3 - 'Cerberus Mk2' 

Arm Experimental Assault Kbot - T3 - 'Raptor' 

Arm Experimental Mobile Fortress - T3 - 'Empyrrean'




RENAMED UNITS
-------------

Arm T1 Lightning Hover 'Zapper' to 'Spark'


Arm T2 Hover Flakker 'Partisan' to 'Sidewinder'	

Arm T2 Hover Stun 'Zealot' to 'Medusa'

Arm T2 Hover Artillery 'Bombard' to 'Shockwave'

Core T2 Hover Flakker 'Riptide' to 'Broadhead'

Core T2 Hover Rocket Tank 'Renegade' to 'Ambassador'


Core T3 Mobile Teleporter 'Ambassador' to 'Horizon'



GENERAL
-------

Increased Arm and Core overall T3, and heavy T2 surface unit speeds (10-15%)

Restored CTRL_F selecting idle factories (xpoy)

Using randomizer script for all killed mobile land and hover units similar to current used for Bulldog, Reaper, etc. (This reduces the number of blocking corpses that impact pathfinding while also lowering the value of wrecks in place of debris and will also make true corpses more valuable).

Set 'Green Laser' Energy to Damage ratio at 1:4 and 1:3 (for heavier variants), reducing Energy costs overall for Arm and Core Heavy Laser Towers, and Core Warlord / Tyrant 

Arm Nomad and Core Horizon now lose armor bonus while offscreen penalty is in effect. In addition, both units require a 30 second cooldown before activating in landed mode




FIXED
-----

Fixed wreck reclaim bug

Fixed Core Leveler weapon timer bug

Increased Core Flame Hover CTRL-D AOE (110->128)

Fixed missing drawlines and markers on larger maps (xpoy) 

Added display of F10 overlay data when in Megamap (xpoy)

Fixed/updated display error message with edraw.dll

Fixed Core Doomsday Machine not closing and weapons jamming 

Doubled animation speeds for Arm and Core Anti-Nuke Silos and Mobiles




KNOWN BUGS
----------

!!! Colors for Allied Resource Boxes and Allied Mini Map Screens are wrong for a few colors - requires ddraw update 

!!! When allied galactic gates link, teleporting units may get jammed




T0 COMPLETED
------------

Increased load area of the Arm and Core Galactic Gates and allowed teleportation of all land units through Level 3
 


 
T1 COMPLETED
------------

Defenses/Resources
------------------

Increased overall costs of Arm Stun Mine (+300%)

Lowered operating Energy cost of Arm and Core T1 Mine Jammers (50->25)

Lowered Arm and Core Tidal Generator Metal costs (-10), increased unit size and footprint to match Core 




Tanks and Kbots
---------------

Moved Arm Invader and Core roach to T1, reduced explosion size and increased unit speeds (15%)

Lowered Core Leveler armor (1080->1025) and weapon damage (336->324)

Lowered Core MAK weapon range (270->255), increased weapon damage (200->225)

Reduced Core Crasher unit speed (1.5->1.35)

Increased Arm Warrior unit speed (1.25->1.4) and improved cannon reload time (1.25->1.2)




Air
---

Added radar (768 coverage) to Arm Peeper and Core Fink for 5 Energy, lowered LOS (448->384)

Lowered Arm Freedom Fighter LOS (384->352) Note: Core has LOS advantage, Arm has turning advantage 




Naval
-----

No Changes




Hover
-----

Reduced unit speeds for Arm and Core AA and Missile Hovers to match Anaconda and Snapper (1.55/1.5)




T2 COMPLETED
------------

Defenses/Resources
------------------

Increased Arm LRPC / RFLRPC and upgrade variant weapon accuracy (600->500), weapon damage (+11%) (note: faster rate of fire over Core)

Increased Core LRPC / RFLRPC and upgrade variant weapon accuracy (600->500), weapon damage (+25%), and Energy to fire (+25%) 

Increased Arm Vulcan (and upgrade variant) weapon rate of fire (3x->6.25x) and overall costs (+50%)

Increased Core Buzzsaw (and upgrade variant) weapon rate of fire (3x->6x) and overall costs (+50%)




Tanks and Kbots
---------------

Lowered Arm Shooter armor (1920->1825), weapon range (825->750), AOE (16->8), and Energy to fire (480->320)  

Lowered Core Pyro armor (2500->2450)

Increased Arm Zeus unit speed (1.1->1.25) 

Increased Arm Penetrator unit speed (0.725->0.8)

Increased Core Heavy T2 (Can, Goliath) unit speeds to 1.05 (0.9), lowered Can armor (8400->7200) and Goliath acceleration (-50%)

Increased Core Sumo unit speed (0.75->0.9), added revised laser weapon and reduced energy to fire requirements by 50%, reduced acceleration (-50%)

Lowered Core Morty speed (1.2->1.05)

Increased Core Gimp armor (2070->2300)

Reduced Core Mechanic death explosion size and removed air pad, changed unit model

Reduced cloaking costs for Arm and Core Spies when moving (750->500) and stopped (100->50)  

Increased Arm Triton armor (3690->4060), lowered aiming and turning speeds (-15%) and weapon shot velocity (240->230)

Increased Core Croc armor (3345->3945), lowered aiming and turning speeds (-15%) and weapon shot velocity (240->230)




Air
---

Lowered Arm and Core T2 Bomber Weapon AOE (96->80) 

Removed sonar from Arm Eagle and Core Vulture, added radar jamming coverage (448), reduced radar coverage (2688->1792) and LOS (672->448)   



Naval
-----

Reduced Arm and Core Escort Carrier radar coverage (3584->2688) 




Hover
-----

Lowered overall unit speeds for Arm and Core T2 Hovers (1.55/1.5 ->1.4/1.35 respectively)


 
 
T3 COMPLETED
------------	

Defenses/Resources
------------------

Increased Arm Armageddon weapon damage (+66%), accuracy (900->750), and Energy requirements to fire (50K->125K)

Increased Core Dictator weapon damage (+60%), accuracy (900->750), and Energy requirements to fire (50K->120K)




Tanks/Kbots
-----------

Increased Arm Centurion unit speed (0.8->0.95)

Increased Core Behemoth unit speed (0.75->0.9)

Lowered Arm Arm Nova overall cost (-13%) and improved weapon accuracy (1000->750) 

Converted Arm Cerberus from tank to kbot, increased unit speed (0.725->1.1), reduced weapon range (750->625) and armor (-15%)

Lowered Arm Demolisher weapon range (1796->1536), increased overall costs (+14%) ****armor and DPS reductions!!!***

Increased Core Juggernaut unit speed (0.675->0.75), overall costs (+16%), and added 2nd weapon usage at all times 

Increased Core Pounder unit speed (0.7125->0.9), armor only when firing (+25%), and overall costs (+53%)

Increased Arm Raptor armor (+15%), Metal cost (+11%), Energy cost (+7%), modified unit model and rocket weapons, and added amphibious movement.

Increased Core Overlord unit speed (0.675->0.75) and Energy to fire (+20%), reduced weapon range (4408->2688), increased weapon ROF (+200%), modified unit model and weapon animations 

Increased Arm Empyrrean weapon and radar range (1344->2688) and Energy to fire requirements (500->1250), removed amphibious movement and changed unit model, lowered Energy costs to build (-12.5%) and LOS (896->768) 

Increased Core Krogoth armor (+15%), can now be teleported via Galactic Gates 




Air
---

Lowered Arm Aurora Energy (-13%) and Metal (-25%) costs to build

Lowered Core Decimator Energy (-19%) and Metal (-25%) costs to build, added glow effects when firing

Increased Arm Nomad overall costs (+60%), increased Workertime (480->720), and armor (+56%), decreased radar and jamming coverage, and added 30 second 'cooldown' period after deployment

Lowered Core 'Horizon' (was 'Ambassador') overall costs 37%, decreased armor (-25%) and added 30 second 'cooldown' period after deployment

Reduced Arm and Core Experimental Construction Aircraft armor (-25%)

Increased Arm Vertigo (was Sfoil) Energy cost to build (+15%), changed model

Lowered Core Vindicator Energy cost to build (-25%) and LOS (1024->768), increased BLOD weapon range (720->750)

Lowered Arm Stratus Energy cost to build (-20%), increased LOS (672->896)

Increased Arm Vermin Energy cost to build (+6%), lowered unit Buildtime (-12.5%) 




Naval
-----

Increased Arm Victory and Core Tyrant main weapon Energy requirement to fire (500->1250) and Energy cost to build (+19% and +15% respectively) ***on-offable?*** 50 radar

Decreased Arm Atlantis Energy (-7.5%) and Metal (-6%) costs to build, reduced radar coverage (7168->5376) and LOS (1792->1344), added automatic radar targeting option 

Decreased Core Sanctuary Energy (-2.5%) and Metal (-5%) costs to build, reduced radar coverage (7168->5376) and LOS (1792->1344), added automatic radar targeting option 

Decreased Core Rancor Energy to build cost (-19%)




Hover
-----

Removed Arm 'Paladin' and Core 'Berserker' for overhaul pending release of new T3 Hover Gantries




T4 COMPLETED
------------

Removed all Arm and Core T4 labs and units for overhaul and pending release of new T4 units



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

TAESC RELEASE BETA 8.2.0 FIXED


REMOVED
--------

None



NEW UNITS
---------

None


REPLACED UNITS
--------------





GENERAL
-------

Lowered Arm Peeper and Core Fink LOS (512->448)

Increased all Arm and Core Tactical Nuke weapons (not unit) overall costs and Buildtime (+50%)

Improved auto-unload speed for all transports - Note: not instant, but faster than previous 



FIXED
-----

Corrected T1 Arm and Core construction kbot ability to climb?

Improved Core Dominator vlaunch firing locking

Fixed incorrect (low) load capacity on Core Emissary

Added missing offscreen check to Arm Eagle and Core Vulture

Fixed offscreen edge abuse for Core Skynet and all VTOL transports

Fixed Guardian range ring



T0 COMPLETED
------------

Reduced Arm and Core Commander (and Decoys) nano build distance (150->120) 


 
T1 COMPLETED
------------

Defenses/Resources
------------------

No changes


Tanks and Kbots
---------------

Restored v818 unit turning rate to Arm Javelin

Increased Arm Hammer and Core Thud overall costs (+6%), reduced TurnRate (-25%) Note: level set Core to Arm cost

Decreased Core M.A.K weapon range (300->270)


Air
---

No changes


Naval
-----

No changes


Hover
-----

No changes



T2 COMPLETED
------------

Defenses/Resources
------------------

Increased Arm and Core Tactical Nuclear weapon production costs and Buildtime (+50%)



Tanks and Kbots
---------------

Removed Arm Shooter stealth, lowered weapon damage (500->480), and restored Energy to fire (480 per shot)

Increased Arm Triton and Core Croc weapon range (375->400) and unit acceleration (0.09->0.12 and 0.08->0.1 respectively)

Increased Core Gimp laser weapon damage (225->240)

Improved Arm Maverick armor (+5%) and unit acceleration (0.125->0.15)

Improved Arm Zeus weapon range (240->255) and unit acceleration (0.09->1.2) 

Increased Arm Invader and Core Roach overall health (+33%)

Reduced Arm Bombard range, improved weapon rate of fire (2.8->2.1)



Air
---


Naval
-----

No changes



Hover
-----

No changes

 
 
T3 COMPLETED
------------	

Defenses/Resources
------------------

No changes


Tanks/Kbots
-----------

Increased Core Arbitrator weapon production costs and Buildtime (+50%), reduced overall health (-25%) and overall unit costs (-12.5%)


Air
---

No changes


Naval
-----

No changes


Hover
-----

No changes



T4 COMPLETED
------------

No changes



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

TAESC RELEASE BETA 8.1.9


REMOVED
--------

None




NEW UNITS
---------

None



GENERAL
-------

Increased braking rate for all air transport for improved drop and load accuracy from air (4->6) and general capacity for lower level units (+50%)

Reduced build costs of all dedicated Arm and Core Anti-Nuke units (-10%)

Increased all Arm and Core T2-T4 Lab Energy costs (+50%) and Buildtime (+25%) 

Increased death explosion on Arm and Core T2 and T3 construction aircraft to curtail 'stacking' abuse 

Increased Arm and Core T1 Missile Tower and T1 mobile AA weapon range (+10%), tolerance (+25%), and acceleration (+50%)



FIXED
-----

Fixed incorrect resource storage values on Arm's Construction Vehicle

Fixed Arm and Core Missile Tower corpse values

Fixed improper weight value for Arm Panther when loaded on to transports

Adjusted script for Core Defiler to try and prevent walking lockup

Fixed multiple unit LOS inconsistencies between Arm and Core counters

Fixed Core Experimental Aircraft accidently building the B.F.G.

Fixed improper low Workertime value for Arm Experimental Aircraft

Fixed Arm Tempest missing range ring

Fixed Core Rancor range ring coverage

Fixed improper low Workertime value for Arm Experimental Aircraft

Altered Arm and Core anti-nuke scripts to reduce 'nuke flooding' effects (big thanks to Bugfix and Switech!)

Removed AA targeting engine code changes to determine if unit target by category and outside of LOS is improved

Modified VTOL offscreen mechanics to reduce chance of in-game crashes

Fixed incorrect Arm Armageddon weapon reload time 



T0 COMPLETED
------------

Restored 360 Workertime to Arm and Core Commanders

 
T1 COMPLETED
------------

Defenses/Resources
------------------

Lowered Arm and Core HLT / FHLT weapon DPS (360->320)

Lowered Arm and Core LLT / FLLT DPS (80-72)

Lowered Core Geothermal upgrade weapon range (825->500) and LOS (768->640), increased armor (2.5x->4x)



Tanks and Kbots
---------------

Improved Core Gator weapon reload (1->0.5) and aiming speed (180->240), reduced weapon damage per shot accordingly (-50%)

Lowered Arm Hammer and Core Thud acceleration (-50%) accuracy, weapon aiming (-33%), weapon range (720->700), increased Energy costs (+25%) and removed climbing

Increased Arm Rocko and Core Storm Energy costs (+20 and +25% respectively), Metal (+5%)

Increased Leveler speed (1.65->1.8) weapon DPS (240->288), and LOS (256->288), lowered armor (1360->1080), range (240->160) and AOE (32->16)

Increased Core M.A.K. weapon aiming (480->540), range (240->300), and unit TurnRate (880->900), lowered armor (-10%), unit speed (1.5->1.35), LOS (288->256), and weapon DPS (225->200)

Reduced Arm Javelin turning rate (480->420), increased LOS (256->288)

Increased Arm Warrior cannon weapon damage (90->108)



Hover
-----

Decreased Arm Zapper and Core Igniter unit speeds (2.25->2 and 2.1->1.8 respectively)

Decreased Arm Anaconda and Core Snapper Metal costs and health (-10%), reduced units speeds (1.7->1.55 and 1.65->1.5 respectively) 

Lowered Core Igniter weapon AOE (32->16)


Air
---

Increased Arm and Core T1 Fighter VTOL speed (10.5->11.25)

Reduced Arm Peeper and Core Fink TurnRate (-50%), and footprint (hitbox) size (2x2->3x3)


Naval
-----

Lowered Arm and Core Destroyer Metal costs (-10%)

Lowered Arm and Core submarine Metal costs (-10%)
 
Increased Arm and Core Frigate TurnRates (+32)



T2 COMPLETED
------------

Defenses/Resources
------------------

Lowered Arm and Core Fusion / Underwater Fusion Energy adjacency bonus (500->250)

Increased Arm Bertha/Vulcan (and upgrade variants) weapon accuracy (750->600), lowered Metal costs (-10%)


Tanks and Kbots
---------------

Lowered Arm Maverick weapon range (360->320) and aiming (240->200), increased movement rate (1.1->1.4), lowered Buildtime (-20%)

Increased Core Pyro weapon aiming speed (200->320), lowered weapon AOE (32->16), increased Energy and Buildtime costs (+10%), lowered armor (-10%)

Lowered Arm Zeus weapon range (270->240), increased Energy and Buildtime costs (+10%), lowered armor (-10%) 

Increased Arm Shooter weapon DPS (360->500), Armor (+50%) and Metal costs (+50%), removed energy requirement to fire and lowered LOS (512->480) 

Increased Core Golaith Energy build costs (+25%)

Lowered Core Sumo weapon DPS (400->375)

Extended Arm MERL and Core Diplomat weapon range (1200->1350), increased unit death explosion size and damage, added weapon range ring

Increased Arm Pelican unit speed (2.25->2.4)

Increased Arm Triton and Core Croc LOS (320->352)

Increased Arm Zipper and Core Freaker LOS (288->448)


Air
---

Changed Arm 'Condor' unit name to 'Sky Crane', lowered overall costs and armor (-20%)

Lowered Core Emissary overall costs and armor (-20%) 


Hover
-----

No changes


Naval
-----

Extended Arm Ranger and Core Hydra weapon range (1536->1792), increased unit death and self-destruct explosion size and damage, removed radar and added range ring)

Increased Core Leviathan weapon range (3584->4480)

Increased Arm Millennium and Core Warlord primary cannon range (1350->1536)

Reduced Metal costs to Arm and Core Cruisers (-20%)

 
 
T3 COMPLETED
------------	

Defenses/Resources
------------------

Increased Arm Vulcan and Core Buzzsaw weapon reload time (-60%) and accuracy (750->600), lowered Metal costs (-10%)  

Reduced Arm and Core Shield Generator Metal costs (-20%)

Improved Arm Armageddon weapon rate of fire (22.5->11.25) and accuracy (1200->900), decreased damage per shot (9k->6k)

Increased Core Dictator weapon damage (6000->6400) and accuracy (1200->900)


Tanks/Kbots
-----------

Changed Arm Nova weapon to high trajectory fire, increased Energy build costs (+11%), reduced unit speed  (1.25->0.8) and armor (-33%)

Increased Core Arbitrator Energy costs (+7%), lowered armor (-33%) and unit speed (1.35->1.2)

Lowered Core Overlord Energy build costs (-10%) and armor (-20%)

Lowered Core Pounder overall build costs (Metal -20%, Energy -45%, and WT - 36%) and Health (-33%), modified shield effect to appear when firing

Lower Arm Demolisher overall cost and armor (-15%), and weapon range (1800->1792)

Changed Arm Cerberus weapon back to LOS fire (to break DTs/wrecks as opposed to firing over them), lowered overall cost (-25%) and armor (-40%)

Reduced Core Krogoth Energy build costs (-20%)

Lowered overall Arm Vermin costs (-15%)

Increased Core Defiler health (+10%), lowered unit speed (2.4->2.25)

Lowered Core Juggernaut overall costs (-10%), armor (-15%), damage per shot (3000->2400), weapon range (1600->1536), BLOD weapon  reload (3->6 seconds)
Increased Arm Empyrrean weapon range and radar coverage (1200->1344), decreased rocket rate of fire (0.625->1.25)


Air
---

Lowered Arm Aurora and Core Decimator Metal costs (-10%)

Increased Core Skynet overall build costs (+30%), reduced radar and sonar coverage (-20%) 

Increased Arm Nomad overall costs (+20%) and unit speed (4.6->6)

Reduced Arm Sfoil overall costs (-3%)

Lowered Arm Hercules Energy costs (-5%)

Increased Core Ambassador unit speed (4.8->6)

Lowered unit speed for Arm and Core Experimental Aircraft (6.6->5 and 6->4.8 respectively)


Naval
-----

No changes



T4 COMPLETED
------------

No changes



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

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

Modified 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-launch 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 permanent shield for less lag 

Fixed Arm Hammer and Core Thud closing inside max range

Fixed Arm Ambusher and Core Toaster receiving 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 Annihilator 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 Resurrection 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 stealth 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 Empyrrean 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) 


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

TAESC RELEASE BETA 8.1.7


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

None




New Units
---------

None




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

Modified 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 Javelin unit speed to 1.55 (1.7) and LOS (288->256)

Lowered Arm and Core T1 Air plant 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 Depth charge 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 receive 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 separation 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 overall 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 Empyrrean 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 depth charge 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 and 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 coverage)

Increased Core Gimp aiming rate (+80%)

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

Reduced Arm Phoenix 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 transporting 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 Ambassador 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 multiple underwater mobile unit corpses 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 Effectivdness (0.25)

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

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'


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

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 submerged 

Fixed missing corpse for Arm Maelstrom

Fixed Arm Pelican torpedo targeting bug 

Fixed depth charge 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 labeled 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 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 Anaconda 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 depth charge (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 Annihilator 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 Millennium and Core Warlord

Increased Arm Millennium 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 Experimental 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 corpses 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 adjacency 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', added 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 targeting options 

Adding auto targeting 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 Paladin 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 Inquisitor 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 animations

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 can 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/charging 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 prioritize 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 Empyrrean 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 Air plants

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 Harvester 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 overall 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 amphibious 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 Emissary

Lowered Core Skynet Energy costs (-25%)

Increased Arm Nomad overall costs and armor (+50%), added Arm Vermin and T2 Hovercraft, removed Infiltrator (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 Emissary moved to T2 with reduced capacity, cost)

Core Beholder - Level 3 Experimental 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 Assault 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 and 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%)

Decreased 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 ballistic 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 targeting 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 Empyrrean 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 Empyrrean 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 position of rear cannons


Fixed Core Decimator causing lag on Urban maps


Fixed Arm Shooter weapon over fire (partially)


Fixed general weapon incompatibility 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 Millennium and Core Warlord Ballistic Cannon Accuracy (750->375)


Reduced LOS on Arm and Core Radar Vehicles (768->640) and Radar Kbots (640->512)


Modified 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 too 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 pivot 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 Destroyer 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 Destroyer 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 Millennium 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 Spider bot


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 depth charges 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 Commanders 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 Power plants (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


Modified 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/Amphibious 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 underwater
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 tolerance (+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 Resurrection 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 aiming rate


Increased Arm Peewee movement rate

 
Increased Arm Empyrrean 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 Atlantis, 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, increased 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 Infantry 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 torpedoes 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 Phoenix 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, armor, 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 Air plant 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 permanent 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 Empyrrean crash bug on maps with identical sea level and default land heights
 

Fixed multiple improper 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 Goliath 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 permanently 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 Experimental 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 Empyrrean emitting wakes when lifted over water


Fixed missing Energy requirements to fire in Arm Olympus description


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 Core 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 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 Energy 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 classified (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 Experimental 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 torpedoes, increased 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 Parameter Beacons


Increased Arm and Core Construction Kbot speeds


Moved Arm and Core Mine Layer Vehicles back to Level 1,  


Reduced overall 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 Advanced Bombers (this may or may not return)


Removed upgrade 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 Millennium 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 under fire 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 battlefield 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 under fire 


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 firepower 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
