http://www.taescalation.com/public_html ... _0_PRE.zipThis is not our official release because we are still awaiting the much anticipated TA 4.0 along with some additional units that are already in progress. Enough time has passed, however, that it was important that we get something out sooner than later
The new path finding fixes, T2 Hovers, and Gargant updates will be included with the official update to come hopefully soon, but there are plenty of new goodies to enjoy now...
Below is the latest changelog - I am sure there will be debate and more dialogue, so don't be shy about posting you thoughts.
Anyway, get the game and have fun. More to come
New Units
Core Sonar/Radar Jamming Station
Arm S.P.O.T - Support Patrol & Observation Tank
Arm/Core Area Stun Mine
Removed Units
Arm 'Escort' Radar Jamming Ship (Merged with Arm Fibber Radar Jamming Sub)
Core 'Phantom' Radar Jamming Ship (Replaced with stationary Sonar/Radar Jammer)
Arm/Core Medium Mine
Fixed
Fixed Energy bonus value on Arm and Core Underwater Micro Fusion Plants
Fixed Arm and Core Flagships crashing on death issues
Fixed Core Vindicator unit description and wrong damagemodifier tag value
Fixed Inferno and Rancor inability to walk up steep shorelines (i.e. Red River North)
Fixed Arm Gargant crashing on death on certain maps, fixed postion of rear cannons
Fixed Core Decimator casuing lag on Urban maps
Fixed Arm Shooter weapon overfire (partially)
Fixed general weapon incompatability with most maps
Fixed clipping and landing animation issues with Core Classified Construction VTOL
Fixed bogus Energy Storage value for Core Copperhead (100->0)
Fixed acceleration bug with Core Manticore (0.8->0.04)
Fixed buggy cursors for non English versions
Completed
Increased Aurora Armor back to 5.1.9.1 level (10080->12600)
Restored Arm and Core Advanced Bomber weapon damage (+6%)
Reduced Arm Armageddon and Core Dictator weapon ranges back to 10240 (from 12288)
Decreased Core C.O.R.E. Metal and Energy build costs (-20%), reduced laser weapon damage (-33%)
Increased Arm Olympus ROF (30s->15s), lowered weapon damage (19.2k->14.1k), reduced Metal and Energy build costs (-20%)
Increased Arm and Core MRPC (and MRPC upgrade) Metal costs (+12.5%)
Increased Arm Merl and Core Diplomat Metal costs (+20%)
Lowered Arm Maverick movement rate (1.4->1.25)
Increased Core Goliath DPS (+6%)
Reduced Arm Penetrator Armor (-10%)
Reduced Arm and Core weapon reload rates for Flak defense and Flak ships (0.2->0.25)
Increased Core Skynet Flak weapon ROF (0.3->0.25)
Reduced overall cost of Arm and Core Mobile Flak Vehicles (-20%), weapon range (825->750), weapon ROF (0.3->0.5)
Increased Arm and Core Shield/Overcharge Generator Metal costs (+25%), reduced max damage (-25%)
Decreased all Arm and Core shield, armor upgrade bonuses by 25%
Replaced Arm Stratus Bombs with gauss and rocket cannons, lowered LOS (-50%), increased arm (+25%) and Energy build costs (1500->2250)
Increased Core Vindicator Energy build costs (1600->2000), weapon DPS (5000->9000), armor (+25%)
Increased Arm Shooter accuracy (reduced weapon velocity from 1500 to 1200
Swapped overall costs between Arm Jethro/Samson and Core Crasher/Slasher
Increased Arm Hammer and Core Thud weapon DPS (+20%), overall costs (+10%)
Decreased Arm and Core Destroyer DPS (135->120)
Reduced Sonar distance on Arm and Core Spies (1080->360)
Reduced Arm Tempest and Core Sanctuary weapon ranges back to 10240 (from 12288)
Lowered Core Inferno Metal costs (6090->5075)
Added sonar to Arm Piranha, greatly reduced LOS (384->192)
Removed Sonar Jamming from Arm Fibber, added Radar Jamming and ability to jam while moving
Relocated Core Patron to Level 2, removed amphibious movement, lowered armor (8203) and Metal costs (1963)
Modified Arm Classified Unit Fabricator to allow units to exit North or South
Increased Core Decimator weapon reload time (1->4 seconds), DPS (+25%), unit speed (2.4->3.2), and overall costs (+50%)
Increased overall Metal costs of Arm Forge and Core Shaper (300%), improved Energy to Metal ratio (55.5->50), decreased Metal output (135/125->100)
Reduced Energy output on Arm and Core T2 Carriers (250->100)
Reduced Arm Defender/Sentry and Core Pulverizer/Stinger LOS (640->512)
Increased Arm and Core Underwater (Mini Fusion) Powerplant Metal Costs (+33%), increased adjacency output (25->50)
Increased Arm and Core Underwater Fusion adjacency output (250->500)
Increased Arm and Core Tidal Generator Metal costs (81/82->100/105)
Decreased Arm T1 Underwater Metal Extractor Energy costs (-66% to match already lowered Core counter value)
Increased Arm and Core Experimental Construction Ship Workertimes (330->360)
Improved Arm Millenium and Core Warlord Ballistic Cannon Accuracy (750->375)
Reduced LOS on Arm and Core Radar Vehicles (768->640) and Radar Kbots (640->512)
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 Transports (Sky Crane and Emissary) (+100%)