These changes were made after a lot of thought, but they are still being tested, and therefore may not be balanced. More changes to come...

-Twilight

***NOTE***: Previous values before changes are in ()'s. For example, "Arm Peewee armor increased to 500 (340)." would mean that the Arm Peewee's armor has been increased to 500, and it was previously 340.

For version changelogs prior to Twilight Beta 5.3, the following notations apply:
*B1*, *B2*, etc, at the beginning of a change represents a change to the unit or weapon as it was in Beta 1, Beta 2, etc, instead of the original 6.0.

In Twilight Beta 5.3 and later version changelogs, the *B1* type notation is no longer used.



***6.1 Twilight Beta 5.7***


February 13th, 2007

DONE:

Changed the Main Menu so that it displays "Twilight Annihilation Beta 5.7" instead of "6.1 Twilight Beta 5.6".

Shield parts of the Arm Orcone script and model (Which were unused) have been removed, so an Orcone no longer freezes up when a Core Firestorm fires on it (Thanks Corncobman!).

The following weapons have had their tolerances adjusted so as to help them spend less time tracking a target before actually firing. The new values are listed first, with the original values listed in parentheses:
[ARMAMPH_WEAPON1] 2000 (600)
[ARM_FATBOY_NOTALASER] 1000 (850)
[Armlatnk_weapon] 2000 (600)
[ARMMANNI_WEAPON] 2000 (400)
[ARM_PINCER_GAUSS] 2000 (600)
[ARMSH_WEAPON] 2000 (500)
[ARMSNIPE_WEAPON] 2000 (500)
[ARMST_GAUSS] 2000 (500)
[ARMTICK_PARALYZER] 2000 (800)
[ARMWAR_LASER] 2000 (1000)
[ARM_MEDIUMCANNON] 1500 (500)
[CORE_MEDIUMCANNON] 1500 (500)
[ARM_HAM] 1000 (500)
[ARM_ARTILLERY] 1000 (500)
[CORE_ARTILLERY] 1000 (500)
[ARMFIXED_GUN] 1000 (500)
[CORFIXED_GUN] 1000 (500)
[DCLAW] 2000 (1500)
[DMAW] 2000 (1200)
[CORBHMTH_WEAPON] 1000 (500)
[CORFHLT_LASER] 2000 (500)
[CORE_MORT] 1000 (500)
[CORE_PARROW] 1500 (500)
[CORSH_WEAPON] 2000 (500)
[CORWOLV_GUN] 1000 (500)
[JANUS_ROCKET] 1000 (500)
[ARMPT_LASER] 2000 (600)
[CORE_BATSLASER] 2000 (900)
[KBOT_ROCKET] 1000 (500)
[HYDRA_GUN] 2000 (1500)
[ARM_HLIGHTNING] 2000 (600)
[TAWF001_weapon] 2000 (500)
[TAWF113_weapon] 2000 (500)
[TREM1] 1000 (800)
[CORE_DOOMSDAY] 2000 (1000)
[LIGHTNING] 2000 (1000)
[ARMORCO_FIRE] 6000 (2400)
[JUGGER_FIRE] 6000 (2400)
[KROG_BEAM] 2000 (1000)
[ARMFLAKLASER] 2000 (1000)

Core Dragon's Maw weapon [DMAW] spray angle increased to 4096 (1200) and damage increased to 9 (6).

***NOTE*** This is to help the Dragon's Maw hit units that are moving instead of shooting flames that just keep missing the unit as it moves.

Arm Sharpshooter weapon [ARMSNIPE_WEAPON] area of effect increased to 64 (32).

***NOTE*** This is to help near misses still do damage, since the beam tends to hit off from the exact spot targeted sometimes when force firing on a piece of ground. This doesn't happen when targeting a unit/building directly. 

Core Krow LOS decreased to 625 (800).

***NOTE*** This should have been done when the Krow weapon ranges were reduced in version 5.6, but was missed.

Arm Hammer and Core Thud weapon [ARM_HAM] range decreased to 600 (630), damage increased to 56 (53), and area of effect increased to 64 (48).

Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] range increased to 630 (575) and damage decreased to 382 (418).

***NOTE*** These changes mean that the Level 1 KBot artillery (Arm Hammer and Core Thud) will no longer outrange the Arm Radical and Core Blocker, allowing the Radical and Blocker to be used defensively against KBot artillery, just as the Arm Guardian and Core Punisher outrange and can therefore be used against level 1 vehicle artillery (Arm Shellshocker and Core Wolverine).

Arm Beamer armor decreased to 733 (1290).

Core HLLT armor decreased to 858 (1364).

***NOTE*** These armor changes were listed as having been done in version 5.5, but they weren't, although the build time reductions listed for them in the same lines of the changelog were.

Core Fusion Reactor armor increased to 3410 (3200) and energy production decreased to 1000 (1100).

Core Cloakable Fusion Reactor armor increased to 3520 (3450) and energy production decreased to 1050 (1175).

Core Underwater Fusion Reactor armor increased to 3300 (3100) and energy production decreased to 1100 (1250).

Core Advanced Fusion Reactor metal cost decreased to 11000 (11648), armor increased to 9955 (9500), energy production decreased to 3000 (3500), and cloaking cost reduced to 500 (750).

***NOTE*** Core Fusion Reactors have been set to be the same energy output as Arm's. Giving different sides some advantages here and there economically might be done later, but in smaller amounts than, for instance, the old 350 vs 250 energy gap between the Arm and Core Geothermal Plant. For now, they'll be the same.

Arm PACKO metal cost decreased to 287 (423), energy cost decreased to 4543 (6696), build time reduced to 4928 (7263), and armor decreased to 1148 (1150).

Core SAM metal cost decreased to 307 (396), energy cost decreased to 4860 (7188), build time reduced to 5071 (6546), and armor decreased to 1314 (2275).

Arm PACKO and Core SAM weapon [GA2] area of effect increased to 80 (8), range increased to 1000 (840), burst of 2 removed and burst rate of 0.4 removed, damage decreased to 111 (143), and weapon velocity increased to 820 (520).

***NOTE*** The PACKO and SAM have been reworked so their relationship to the Defender/Pulverizer is somewhat similar to the HLT's relationship to the LLT. They have more range, hit harder, and a pretty decent area of effect. The cost was also reduced to make them easier to field without such a large metal investment. However, they will be a fairly easy target to bomb, so supporting them with lighter anti-air defenses just as you would supplement a Heavy Laser Tower with Light Laser Towers is recommended.

Core Pulverizer metal cost increased to 80 (76), energy cost increased to 847 (805), build time increased to 1841 (1749), and armor increased to 303 (300).

Arm Defender and Core Pulverizer weapon [ARMRL_MISSILE] damage decreased to 68 (85), reload decreased to 1.273 (1.7), and area of effect increased to 48 (8).

***NOTE*** The Defender and Pulverizer weapons have had their larger area of effect restored and the reload and damage have been reduced (Although the actual damage per second is slightly higher than in in 5.6), hopefully giving these lighter anti-air defenses the chance to fire more often and thus handle  while aircraft are still in range.

Arm Jethro armor reduced to 90 (106).

Core Crasher armor reduced to 104 (123).

Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] range increased to 650 (550).

Arm Samson metal cost increased to 104 (101), energy cost increased to 1225 (1190), and build time increased to 1390 (1350).

Core Slasher metal cost increased to 106 (103), energy cost increased to 1279 (1243), build time increased to 1461 (1420), and armor increased to 363 (361).

Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] damage decreased to 97 (106), reload increased to 2.0 (1.8), and range increased to 750 (580).

***NOTE*** The Level 1 anti-air kbots and vehicles have been given better range while keeping mostly the same cost and firepower. This should help them them to be more effective in their roles, especially since anti-air missiles don't continue to track once that have left their maximum range.

Arm Skeeter metal cost increased to 105 (95), energy cost increased to 643 (582), build time increased to 1641 (1485), and armor decreased to 408 (518).

Core Searcher metal cost increased to 108 (98), energy cost increased to 655 (594), build time increased to 1691 (1534), and armor decreased to 554 (600).

***NOTE*** The Skeeter and Searcher were using the same weapon as the Level 1 anti-air KBots, and when they had their weapon damage reduced in 5.6, it affected the Skeeter and Searcher. The Jethro and Crasher costs went down to compensate, but the Skeeter and Searcher didn't. However, upon checking them over, the Skeeter and Searcher had too much firepower (When including the AA missile) for their cost, so I increased the cost a bit, and decreased their armor somewhat to balance out their using the Jethro/Crasher missile.

Arm Pelican armor increased to 1258 (1100).

Arm Panther metal cost increased to 220 (209), energy cost increased to 2738 (2601), and build time increased to 3324 (3158).

Arm Panther weapon [Armlatnk_weapon] damage decreased to 87 (190) and reload reduced to 0.75 (1.42).

***NOTE*** Changes made to keep the costs balanced out with the [ARMAMPH_MISSILE] weapon which both the Arm Pelican and Panther use.

Arm Sentry metal cost decreased to 52 (71), energy cost decreased to 723 (987), build time decreased to 1584 (2163), and armor increased to 257 (252).

Core Stinger metal cost decreased to 53 (72), energy cost decreased to 776 (1054), build time decreased to 1735 (2357), and armor increased to 296 (290).

***NOTE*** Adjustments made to reflect that naval defenses use a greater baseline range than land defenses.

Arm and Core Shipyard and Advanced Shipyard energy, metal, build time, and armor values have been reversed, so that the Core factories are the ones costing slightly more. Also, the Core Shipyard armor was increased to 2552 (2490).

***NOTE*** This just keeps things consistent with the general rule of Core units usually costing a bit more than equivalent Arm ones.

Arm Freedom Fighter armor reduced to 123 (164).

Arm Hawk armor reduced to 291 (389).

Arm Tornado armor reduced to 309 (412).

Core Avenger armor reduced to 138 (189).

Core Vamp armor reduced to 331 (455).

Core Voodoo armor reduced to 362 (482).

***NOTE*** Fighters have had the same armor to metal ratio as gunships, since they are both aircraft, just as I use the same ratio as a baseline for all KBots, or for all vehicles, adjusting up or down from the baseline depending on the damage per second and range of the weapon(s), among other things. However, fighter weapons (Which, due to complexity, have thus far not been set to a specific ratio) end up getting fairly decent bonuses to damage against bombers, as well as very nice damage to other aircraft in general. This makes fighters somewhat of a special case. Because of this, I am going to assume that they have less armor than other aircraft, especially gunships, which are designed with taking fire in mind. So, I have reduced fighter armor to metal ratios to 75% of the normal aircraft armor ratios. In practice, I have left the cost the same, and removed 25% of their armor.

Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload increased to 3.5 seconds (1.2)

Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] default damage increased to 78 (60), damage to Arm Freedom Fighter and Core Avenger increased to 122 (87), and damage to Arm Thunder and Core Shadow increased to 293 (240).

***NOTE*** To help prevent the un-intended use of "hovering" your fighters to allow them to fire a constant stream of missiles at ground targets instead of making the usual "passes" to attack, the above changes were made. Previously, if an Arm Freedom Fighter or Core Avenger attacking a ground target by firing at it as it flew over it couldn't fire another missile at the target for another 3.5 to 4 seconds, since it took that long to fly far enough past the target that you could turn the fighter around and be able to fire another missile at it. In other words, doing the tightest passes you could and still being able to fire a missile each pass prevented firing a missile more often than about every 3.5 to 4 seconds. "Hovering" the fighter allowed you to fire a missile as often as the reload allowed, which was every 1.2 seconds, so that you were doing about triple the damage even the best normal use of the fighter allowed to ground targets, which made them much more dangerous than they were meant to be against ground.

Because of this, the missile that can attack ground targets has been set to a reload of 3.5 seconds, so that even hovering the fighter will not allow you to do more than just a little bit higher damage compared to normal attack passes. However, this also prevents that missile from firing as often at air targets, and so the damage that was "lost" by the increased reload was given to the other, air only, missile to compensate.

Core Behemoth weapon [CORBHMTH_WEAPON] damage decreased to 800 (975).

Arm Fortification Gate (Vertical and Horizontal) armor decreased to 1000 (2500).

Core Fortification Gate (Vertical and Horizontal) armor decreased to 1100 (2750).

***NOTE*** The reduction in Gate armor was to help prevent Gates from being too strong, since they draw fire like a normal unit (Since they are a unit, and not a feature, like Dragon's Teeth or normal walls).

Core Gimp weapon [CORAMPH_WEAPON1] had the following lines added to it so that it now tracks a small amount:
turnrate=750;
tracks=1;
guidance=1;

Arm Bee energy cost increased to 1945 (1662), build time increased to 3039 (2279), turn rate decreased to 700 (1100), and speed decreased to 5.5 (7.7).

Core Bladewing energy cost increased to 2063 (1763), turn rate decreased to 650 (1040), and speed decreased to 5.0 (7.0).

***NOTE*** This should cause these units to be a little harder to use so early/effectively.

Arm Chainsaw and Core Eradicator weapon [ARM_CIR] reload increased to 1.25 (0.5), damage to all aircraft increased to 625 (250), model changed to "Sabot" ("missile"), soundstart changed to "SabotFire" ("rocklit1"), soundhit changed to "SabotHit" ("xplosml2"), and explosionart changed to "Explode5" ("explode3").

***NOTE*** This places the Chainsaw/Eradicator more into the slower firing but heavier hitting category.

Arm Phalanx metal cost reduced to 415 (615), energy cost reduced to 9318 (13808), build time reduced to 8521 (12628), speed increased to 2.13 (1.5), and armor increased to 1557 (1242).

Core Copperhead metal cost reduced to 434 (643), energy cost reduced to 9713 (14390), build time reduced to 8940 (13986), speed increased to 1.94 (1.35), brake rate decreased to 0.01 (0.1), and armor increased to 1874 (1450).

Arm Flakker metal cost reduced to 519 (769), energy cost reduced to 11265 (17425), build time reduced to 10261 (15204), and armor increased to 1734 (1574).

Core Cobra metal cost reduced to 590 (792), energy cost reduced to 12969 (15196), build time reduced to 11986 (16090), and armor increased to 1902 (1655).

Arm Flakker NS metal cost reduced to 330 (884), energy cost reduced to 6245 (16728), build time reduced to 6006 (16724), and armor decreased to 1319 (1495).

Core Cobra NS metal cost reduced to 389 (910), energy cost reduced to 7795 (18235), build time reduced to 7565 (17698), and armor decreased to 1557 (1572).

***NOTE*** I hadn't checked AA defense ratios for a long time, and the Flakkers were too expensive for their power by about 25%. Rather than increase their firepower, I decreased their cost.

Arm Mercury metal cost decreased to 1450 (1572), energy cost reduced to 21612 (23430), build time reduced to 35828 (38843), and armor increased to 5800 (1500).

Core Screamer metal cost decreased to 1470 (1762), energy cost reduced to 21910 (28830), build time reduced to 36322 (37543), and armor increased to 5961 (1570).

Arm Mercury and Core Screamer weapon [ADVSAM] damage to all aircraft increased to 500 (250).

***NOTE*** Again, these two units had been overlooked for awhile, and so I adjusted them to their costs and firepower.

Arm Hermes armor decreased to 1384 (1610).

Arm Hermes weapon [HERMES] range increased to 1000 (850).

Arm Orcone weapon [ARMORCO_FIRE] special damage to Core Doomsday Machine changed to the default.

Core Krogoth weapon [CORKROG_FIRE] special damage to Core Doomsday Machine changed to the default.

Arm Orcone and Core Krogoth weapons [CORKROG_ROCKET] and [KROG_BEAM] special damage to Core Doomsday Machine changed to the default.

Arm Jeffy turn rate reduced to 445 (550), acceleration reduced to 0.025 (0.045), and brake rate reduced to 0.025 (0.045).

Arm Jeffy weapon [ARM_LASER] damage decreased to 15 (21). Special damages adjusted accordingly.

Core Weasel turn rate reduced to 405 (500), acceleration reduced to 0.0225 (0.041), and brake rate reduced to 0.0225 (0.041).

Core Weasel weapon [CORE_LASER] damage decreased to 20 (27). Special damages adjusted accordingly.

***NOTE*** Since Jeffies and Weasels have such a large speed advantage over Flashes and Instigators, compared to the more moderate speed advantage Flashes and Instigators have over Stumpies and Raiders, I have lowered their firepower somewhat in compensation.

Arm Flea metal cost decreased to 13 (19), energy cost reduced to 171 (250), build time reduced to 239 (350), and speed decreased to 2.8 (3.5).

Arm Flea weapon [FLEA_LASER] damage decreased to 10 (13).

***NOTE*** This puts Fleas at just under 1/3 of the cost of a Peewee, so they can be used to whittle away at unguarded things, but will die swiftly to any sort of resistance except in large numbers. Additionally, the speed was decreased to be more within the range of KBots.

Arm Penetrator Brake Rate decreased to 0.02 (0.1).

Core Banisher turn rate decreased to 154 (225), acceleration decreased to 0.0095 (0.09), and turret turn rate decreased to 50 (125).

Core Banisher weapon [TAWF_BANISHER] tolerance decreased to 1000 (9000), energy cost increased to 1500 (0), reload increased to 7 (5), default damage set to 3680 (2629), special damage to Arm and Core Commander set to 1533 (Previously default of 2629), and other special damages adjusted accordingly.

***NOTE*** This should give the Banisher most of the drawbacks that the Arm Penetrator has which is fitting, since it is in a very similar role.

Arm Banshee speed decreased to 7.5 (9). (The change from 7.5 to 9 in 5.6 didn't get put in, even though it was listed, so this change back here is just for completeness' sake.

Core Venom speed decreased to 6.82 (8.18).

Arm Peewee and Core A.K. torso turn rate increased to 360 (300).

***NOTE*** This is triple the turret turn rate of the Flash and Instigator, allowing KBots to much more quickly acquire a new target.

Arm Peewee "weapon drawing" animation increased to 800 (400).

Core A.K. "weapon drawing" animation increased to 400 (75).

Core Emissary wreckage metal and armor value adjusted.





***6.1 Twilight Beta 5.6***


January 13th, 2007

DONE:

Changed the Main Menu so that it displays "6.1 Twilight Beta 5.6" instead of "6.1 Twilight Beta 5.5a".

Arm Invader metal cost increased to 95 (61), armor increased to 744 (400) and speed increased to 1.837 (1.75).

Core Roach metal cost increased to 99 (65) and armor increased to 853 (560).

Core Skuttle armor increased to 1120 (320), and line of sight increased to 300 (200).

The level 1 ground and naval armored transports now allow carried units to fire upon enemies while still inside the transport. While inside the transport, any damage taken will be applied to the transport, and not to the units inside. However, if the transport is destroyed, all units inside are destroyed as well. Additionally, the unloading process has been sped up (The faster unloading applies to all of the transports (Arm and Core Hover Transports, and the Core Intruder) and not just the level 1 transports). This should allow transports to have a better chance of actually unloading their units before being blasted in anything more dangerous than the mildest of enemy numbers, as well as just being generally more useful than before.

Please note that when unloading units, clicking the unload icon on the ground in front of the transport will cause the units to be unloaded in a pattern in front of the transport, while clicking the unload icon on the transport itself or behind it will cause the units to be unloaded in a circular fashion around the transport.

Arm Courier and Core Emissary descriptions changed to "Armored Transport w/ Firing Ports" ("Armored Ground Transport") and IsAirBase=1; added.

Arm Courier metal cost increased to 295 (285), energy cost increased to 2247 (2171), build time increased to 4868 (4800), armor reduced to 4411 (4460), and brake rate decreased to 0.02 (0.07) and acceleration decreased to 0.016 (0.035).

Core Emissary brake rate decreased to 0.023 (0.06) and acceleration decreased to 0.0145 (0.04).

Arm Hulk and Core Envoy descriptions changed to "Naval Transport w/ Firing Ports" ("Armored Naval Transport") and IsAirBase=1; added.

Arm Hulk metal cost reduced to 405 (449), build time increased to 5822 (4538), and armor reduced to 6056 (11010).
Core Envoy armor reduced to 6859 (11420) and build time increased to 6000 (4163).

Arm Atlas and Core Valkyrie had IsAirBase=1; added (They now allow carried units to fire upon enemies while still being carried by the transport).

Arm and Core Nano Turrets (But not Fortification/Advanced Fortification Turrets) can now be transported (Cantbetransported set to 1 (0)).

Arm and Core Construction Hovercraft metal storage increased to 150 (50) and energy storage increased to 150 (80).

Arm and Core Construction Ship metal storage increased to 100 (50) and energy storage increased to 100 (50).

Arm and Core Advanced Construction Sub metal storage increased to 200 (100) and energy storage increased to 200 (100).

Arm and Core Wind Generator destroyed explosion [WIND_GEN] default damage reduced to 20 (40). Special damages to other Wind Generators are unchanged.

Arm and Core Wind Generator yard map changed to "oooo oooo oooo oooo" ("oooo oooo oooo").

Arm Wind Generator energy cost increased to 128 (62).

Core Wind Generator energy cost increased to 133 (73) and metal cost reduced to 36 (42).

Arm Metal Extractor metal cost increased to 100 (75) and energy cost increased to 651 (521).

Core Metal Extractor metal cost increased to 102 (76) and energy cost increased to 643 (514).

Arm Underwater Metal Extractor metal cost increased to 110 (55) and extraction rate increased to 0.0011 (0.001).

Core Underwater Metal Extractor metal cost increased to 112 (56), energy cost reduced to 2049 (2219), build time reduced to 4347 (4587), and extraction rate increased to 0.0011 (0.001).

Arm Twilight metal cost increased to 250 (159).

Core Exploiter metal cost increased to 255 (188), new model used (Thanks Boogie!), and damage modifier given of 0.5 when active (It now must activate before fighting, like the Moho Exploiter, and also like the Moho Exploiter, it does not extract metal while fighting).

Core Moho Exploiter metal cost decreased to 1600 (1719), build time decreased to 26291 (32500), and candgun=1 added (So the DGun button can be used to manually target the Rocket weapon on the Exploiter).
Core Moho Exploiter weapon [CORMEXP_ROCKET] moved to weapon slot 3 (2).

Arm Metal Generator metal cost increased to 424 (212), energy cost increased to 16956 (8478), build time increased to 15876 (7938), and metal production decreased to 1.0 (1.5).

Core Metal Generator metal cost increased to 440 (220), energy cost increased to 17290 (8645), build time increased to 16252 (8126), and metal production decreased to 1.0 (1.5).

Core Moho Mine metal cost decreased to 640 (797), energy cost decreased to 7935 (8903), and build time decreased to 16432 (18125), armor increased to 3500 (2000), and damage modifier increased to 0.5 (0.45).

Core Underwater Moho Mine metal cost decreased to 661 (846), energy cost increased to 10080 (10076), and build time increased to 38907 (34783), and armor increased to 2395 (2072).

Arm Metal Maker energy use increased to 200 (80).
Arm Floating Metal Maker energy use increased to 190 (70).
Arm Moho Metal Maker energy use increased to 900 (720) and metal production decreased to 5 (12).
Arm Underwater Moho Metal Maker energy use increased to 850 (600) and metal production decreased to 5 (12).

Core Metal Maker energy use increased to 210 (90).
Core Floating Metal Maker energy use increased to 200 (80).
Core Moho Metal Maker energy use increased to 950 (770) and metal production decreased to 5 (11).
Core Underwater Moho Metal Maker energy use increased to 900 (660) and metal production decreased to 5 (11).

Arm and Core Underwater Fusion Plant renamed to Underwater Fusion Reactor.

Arm Fusion Reactor energy production increased to 1000 (750).

Arm Cloakable Fusion Reactor energy production increased to 1050 (850).

Arm Underwater Fusion Reactor energy production increased to 1100 (800).

Arm Advanced Fusion Reactor metal cost decreased to 10739 (14319) and energy cost decreased to 68775 (91700).

Core Fusion Reactor energy production increased to 1100 (850).

Core Cloakable Fusion Reactor energy production increased to 1175 (900).

Core Underwater Fusion Reactor energy production increased to 1250 (900).

Core Advanced Fusion Reactor metal cost decreased to 11648 (15074), energy cost decreased to 77242 (99960), and cloaking cost decreased to 750 (1000).

Arm Geothermal Powerplant energy production decreased to 250 (350).

Core Geothermal Powerplant metal cost increased to 572 (505), energy cost increased to 13825 (12375), build time increased to 14386 (12875), and armor increased to 2000 (1850).

Arm Moho Geothermal Powerplant energy production decreased to 1000 (1500).

Core Moho Geothermal Powerplant metal cost increased to 1122 (920), energy cost increased to 20737 (18568), and build time increased to 36467 (32078).

Core Behemoth weapon [CORBHMTH_WEAPON] damage increased to 975 (650).

Arm Freedom Fighter metal cost decreased to 40 (50), energy cost decreased to 1399 (1749), build time decreased to 2174 (2718), armor decreased to 164 (185), and speed increased to 9.5 (9.25).

Core Avenger energy cost increased to 1434 (1228), build time decreased to 2228 (2408), armor increased to 189 (155), energy make increased to 0.8 (0.08), speed decreased to 8.64 (9.5), acceleration increased to 0.3 (0.21), and brake rate increased to 4.7 (2).

Core Avenger weapons [CORVTOL_MISSILE] and [CORVTOL_MISSILE_A2A] replaced with [ARMVTOL_MISSILE] and [ARMVTOL_MISSILE_A2A].

Arm Hawk metal cost decreased to 95 (114), energy cost decreased to 3062 (3674), build time decreased to 5407 (6489), armor decreased to 389 (450), speed increased to 11.4 (10.4), energy use decreased to 2 (20), and energy make decreased to 2 (20).

Arm Tornado metal cost decreased to 90 (102), energy cost decreased to 3562 (4274), build time decreased to 6066 (7279), armor decreased to 412 (477), speed increased to 11.97 (10.75), turn rate increased to 902 (820), acceleration increased to 0.44 (0.4), brake rate increased to 10 (8), energy use decreased to 2 (20), and energy make decreased to 2 (20).

Arm Hawk and Tornado weapon [ARMVTOL_ADVMISSILE] range increased to 650 (562), damage to all non-bomber/torpedo aircraft increased to 220 (110), and damage to level 1 bombers increased to 450, the same as all other bombers/torpedo aircraft (350).
Arm Hawk and Tornado weapon [ARMVTOL_ADVMISSILE2] range decreased to 500 (659) and reload increased to 30 (7).

Core Vamp energy cost increased to 3159 (2758), build time decreased to 5578 (5731), armor increased to 455 (390), speed decreased to 10.36 (11), acceleration decreased to 0.36 (0.41), turn rate increased to 710 (620), energy use decreased to 1.5 (15) and energy make decreased to 1.5 (15).

Core Voodoo metal cost increased to 93 (90), energy cost increased to 3675 (3558), build time decreased to 6258 (6915), armor increased to 482 (377), speed decreased to 10.9 (11.5), acceleration increased to 0.4 (0.38), turn rate increased to 781 (578), brake rate increased to 8.75 (6) energy use decreased to 1.5 (15) and energy make decreased to 1.5 (15).

Core Vamp and Voodoo weapons [CORVTOL_ADVMISSILE] and [CORVTOL_ADVMISSILE2] replaced with [ARMVTOL_ADVMISSILE] and [ARMVTOL_ADVMISSILE2].

I'm trying these somewhat off-the-cuff changes to the Arm Vanguard in hopes of making it better in its role as level 3 Artillery:
Arm Vanguard metal cost increased to 4664 (2703), energy cost increased to 33642 (22231), build time increased to 53508 (35195), armor reduced to 4125 (8250), and turret turn rate decreased to 20 (40).
Arm Vanguard weapon [SHOCKER] replaced with Arm Ambusher weapon [ARMAMB_GUN].

Arm Bantha has had candgun=1 added (So the DGun button can be used to manually target the backpack Rocket weapon on the Bantha).
Arm Bantha weapon [ARMBANTHA_FIRE] range increased to 565 (465) and tolerance reduced to 6000 (10000).
The Bantha weapon [ARMBANTHA_FIRE] was missing the ; on the end of the burnblow line, so tolerance was being set to 0, instead of the 10000 I had set it at to fix its terrible aiming. This bug that caused the 0 tolerance was the real cause. (MUCH thanks, Corncobman! I was checking, and this has apparently been broken at *least* as far back as *Caydr's* AA 4.5, which was back in 2004 or so, I think.)
The Bantha should be *substantially* more effective than before because of this.

These weapons:
[HailBomb] [VTOL_ROCKET2] [ARMORCO_FIRE]
also had missing semi-colons, which have now been fixed.

Arm Zipper armor increased to 623 (550) and speed decreased to 2.65 (3.85)
Arm Zipper weapon [ARM_FAST] reload decreased to 0.638 (0.75) and range increased to 270 (220).

Core Pyro armor increased to 846 (605) and speed decreased to 1.6 (1.8).
Core Pyro weapon [FLAMETHROWER] damage decreased to 8 (9), reload increased to 0.827 (0.8), area of effect increased to 72 (32), edge effectiveness increased to 0.99 (0), and tolerance increased to 5000 (2500).

Core Reaper armor increased to 3311 (3125).
Core Reaper weapon [CORE_REAP] damage decreased to 14 (15).

Some of the following changes to torpedo area of effect and edge effectiveness should help to prevent "dud" torpedoes (Torpedoes that appear to hit the ship/sub/etc, but still do no damage), as well as torpedoes that detonate prematurely:

Arm Lurker metal cost decreased to 445 (451), energy cost decreased to 3674 (3724), build time reduced to 6538 (6626), and armor decreased to 756 (800).

Core Snake metal cost decreased to 450 (499), energy cost decreased to 3719 (3902), and build time increased to 6595 (6515).

Arm Lurker and Core Snake weapon [ARM_TORPEDO] damage increased to 772 (720), special damages adjusted accordingly, area of effect increased to 64 (16) and edge effectiveness increased to 0.99 (0), start velocity increased to 110 (80), and weapon timer increased to 4.5 (3).

Arm Piranha armor increased to 1905 (1450) and LOS increased to 670 (575).

Core Shark metal cost increased to 1065 (956), energy cost increased to 10299 (9245), build time increased to 18029 (17529), armor increased to 2164 (1575) and LOS increased to 650 (575).

Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO]  range increased to 650 (500), damage increased to 1502 (1400), special damages adjusted accordingly, area of effect increased to 96 (16) and edge effectiveness increased to 0.99 (0), start velocity increased to 135 (120), and weapon timer increased to 5.2 (3).

Arm Serpent name changed to Sea Serpent.

Arm Sea Serpent armor increased to 7265 (4250) and LOS increased to 780 (700).

Arm Serpent weapon [TAWF009_WEAPON] range increased to 760 (575), damage increased to 4791 (2880), special damages adjusted accordingly, edge effectiveness increased to 0.99 (0), weapon timer increased to 5.5 (3), and start velocity increased to 150 (135).

Core Leviathan energy cost increased to 20496 (19940), build time decreased to 51064 (55007), armor increased to 8314 (4985) and LOS increased to 810 (700).

Core Leviathan weapon [CORSSUB_WEAPON] range increased to 800 (600), damage increased to 5261 (3600), special damages adjusted accordingly, edge effectiveness increased to 0.99 (0), weapon timer increased to 5.5 (4), and start velocity increased to 160 (120).

Arm Anemone armor increased to 1080 (1015) and energy cost decreased to 3558 (4658).

Core Jellyfish armor increased to 1161 (1075) and energy cost decreased to 3690 (4640).

Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] damage increased to 543 (200), special damages removed, area of effect reduced to 64 (192), area of effect increased to 0.99 (0.4), turn rate decreased to 8000 (18000), and weapon and start velocity decreased to 150 (200).

Core Gimp weapon [CORAMPH_WEAPON1] area of effect increased to 64 (16), edge effectiveness increased to 0.99 (0), and weapon velocity and start velocity increased to 120 (100).

Arm Harpoon armor decreased to 1608 (2377).

Core Urchin armor decreased to 1722 (2546).

Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] range increased to 640 (525), damage increased to 1484 (650), area of effect increased to 64 (16), edge effectiveness increased to 0.99 (0), and weapon timer increased to 3.7 (3).

Arm Moray energy cost increased to 33884 (16942), build time increased to 38524 (19262), and armor increased to 4762 (3400).

Arm Moray weapon [ARMATL_TORPEDO] range increased to 1280 (650), damage increased to 3042 (1600), weapon timer increasd to 6.5 (5), and start velocity increased to 200 (160).

Core Lamprey energy cost increased to 34778 (17389), metal cost decreased to 2506 (2579), build time increased to 41750 (20875), and armor increased to 5012 (3450).

Core Lamprey weapon [CORATL_TORPEDO] range increased to 1300 (650), damage increased to 3503 (2000), weapon timer increasd to 7.5 (5), and start velocity increased to 185 (150).

Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO]range increased to 700 (400), start and weapon velocity increased to 200 (150), and area of effect increased to 96 (64).

Arm Stingray metal cost decreased to 378 (524), energy costs decreased to 4014 (5796), build time decreased to 5516 (6736), and armor decreased to 1512 (2020).

Core Thunderbolt metal cost decreased to 391 (538), energy costs decreased to 3866 (5812), build time decreased to 5613 (6854), and armor decreased to 1618 (2129).

Arm Stingray weapon [CORFHLT_LASER] damage increased to 458 (350).

This should let Shark's Teeth block direct fire weapons like their ground based counterparts do:
Arm Shark's Teeth waterline set to 1 (12).
Core Shark's Teeth waterline set to 1 (3).

Arm Conqueror line of sight increased to 800 (700).

Core Executioner line of sight increased to 750 (650).
Core Executioner weapon [COR_CRUS] damage increased to 701 (622).

Arm Millennium weapon [ARM_BATSAFT] damage increased to 785 (502).

Core Warlord weapon [COR_BATS] damage increased to 946 (605) and area of effect decreased to 210 (280). The area of effect decreased was supposed to be in 5.5 but got left out accidentally.

These changes to the Destroyers means they won't hit quite as hard with their main cannon as they used to, but they will now destroy level 1 subs with two depthcharges instead of four, making them much more effective in an anti-submarine role:

Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] damage increased to 430 (220) and area of effect increased to 64 (32).

Arm Crusader weapon [ARM_ROY] damage decreased to 231 (300).

Core Enforcer weapon [CORE_ROY] damage decreased to 288 (390).

Arm Archer armor increased to 3039 (2360).

Core Shredder armor increased to 3570 (2450).

Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] area of effect increased to 96 (48), turn rate increased to 10000 (6500), weapon timer increased to 3.5 (3), and weapon and start velocity increased to 200 (110).

Arm Liche weapon [Arm_pidr] range increased to 1000 (500).

The Bombers have had their speed reduced by about 25%. This should help fighters to have a better chance of intercepting them once they are spotted on radar:

Arm Thunder speed reduced to 5.48 (7.3).
Core Shadow speed reduced to 5.25 (7).
Arm Phoenix speed reduced to 6.11 (8.15).
Core Hurricane speed reduced to 5.89 (7.85).

ai_weight and ai_limit set to 0 for Arm Bee and Arm and Core Naval Mines to keep the AI from building them.

Arm Jeffy metal cost increased to 49 (31), armor increased to 312 (197), turn rate lowered to 550 (860), acceleration decreased to 0.045 (0.06), and brake rate decreased to 0.045 (0.06).

Arm Jeffy weapon [ARM_LASER] damage increased to 21 (15) and reload decreased to 0.61 (0.715). Special damages adjusted accordingly.

Core Weasel metal cost increased to 52 (35), armor increased to 364 (245) turn rate lowered to 500 (990), acceleration decreased to 0.041 (0.053), and brake rate decreased to 0.041 (0.053).

Core Weasel weapon [CORE_LASER] damage increased to 27 (18). Special damages adjusted accordingly.

Arm Flash turn rate lowered to 371 (445).

Core Instigator turn rate lowered to 338 (400), acceleration increased to 0.018 (0.015), and brake rate increased to 0.018 (0.015).

Arm Stumpy turn rate lowered to 320 (400).

Core Raider turn rate lowered to 291 (380), acceleration increased to 0.0127 (0.011), and brake rate increased to 0.0127 (0.011).

Arm Beaver and Core Muskrat descriptions changed to "Amphibious Construction Vehicle" ("Amphib Con-Vehicle").

Arm Construction Vehicle turn rate increased to 350 (250) and speed increased to 2.475 (2.35).

Arm Beaver turn rate increased to 350 (250) and speed increased to 2.475 (2.35).

Arm Advanced Construction Vehicle turn rate increased to 280 (200) and speed increased to 2.2 (1.9).

Core Construction Vehicle turn rate increased to 320 (220).

Core Muskrat turn rate increased to 320 (220).

Core Advanced Construction Vehicle turn rate increased to 255 (180) and speed increased to 2.0 (1.82).

Core Sumo build time decreased to 11662 (17713).

Core Krow acceleration decreased to 0.025 (0.16) and turn rate decreased to 125 (300).

Core Krow weapon [KROWLASER] range decreased to 600 (775) and damage increased to 363 (281).

Core Krow weapon [KROWLASER2] range decreased to 550 (725) and damage increased to 783 (594).

Arm Banshee speed increased to 9 (7.5), brake rate increased to 8 (4), acceleration increased to 0.5 (0.16), and turn rate increased to 1200 (700).

Core Venom speed increased to 8.18 (6.82), brake rate increased to 8.5 (4.05), acceleration increased to 0.45 (0.14), and turn rate increased to 1100 (650).

Arm Brawler speed increased to 7.5 (6.5).

Core Rapier speed increased to 6.81 (5.91), brake rate increased to 7 (3), acceleration increased to 0.225 (0.14), and turn rate increased to 730 (600).

Arm Saber speed increased to 9 (7.5), brake rate decreased to 5 (7), acceleration decreased to 0.2 (0.3), and turn rate decreased to 650 (940).

Core Cutlass speed increased to 9 (7.5), brake rate increased to 6 (3), acceleration increased to 0.18 (0.13), and turn rate decreased to 580 (600).

Arm Blade speed decreased to 4.7 (5.5), acceleration decreased to 0.06 (0.1976), and turn rate decreased to 280 (640).

Core Blackdawn speed decreased to 4.27 (5), acceleration decreased to 0.05 (0.1121), and turn rate decreased to 250 (590).

Arm Pompom and Core Aries Anti-Air KBots added to their respective Advanced KBot Lab build menus. Thanks Corncobman! (Straight from his mod.)

In order to try and keep lasers somewhat consistant (And also to help some very slow ones to hit better), all of the following laser weapons have had their weapon velocities increased to 1000. The original values are in parentheses next to the weapon names:

[ARMAMPH_WEAPON1] (500) [VENOM_LASER] (800) [ARMSH_WEAPON] (450) [COR_CRUS] (900) [CORAMPH_WEAPON2] (700) [CORFHLT_LASER] (800) [CORSH_WEAPON] (440) [CORSUMO_WEAPON] (800) [CORE_TERMITE_LASER] (700) [KROWLASER] (800) [KROWLASER2] (800) [ARM_LIGHTLASER] (800) [CORE_LIGHTLASER] (800) [ARM_LASER] (800) [GATOR_LASER] (1000) [AK_LASER] (1000) [CORE_LASER] (800) [ARMPT_LASER] (750) [ARM_LASERH1] (900) [CORE_LASERH1] (900) [CORE_BATSLASER] (800) [CORE_CANLASER] (700) [CORFAST_WEAPON] (800) [ADV_DECKLASER] (800) [HYDRA_GUN] (900) [TAWF001_weapon] (1000) [TAWF003_weapon] (950) [VTOL_EMG2] (800) [ARMCOMLASER] (900) [FLEA_LASER] (800)

Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] weapon velocity increased to 725 (625) and area of effect increased to 24 (8).

Arm Decade and Core Supporter descriptions changed to "Corvette Gunboat" ("Corvette") and turret turn rates increased to 180 (90).

Arm Skeeter energy cost reduced to 582 (917) and build time reduced to 1485 (1877).

Arm Decade energy cost increased to 3146 (1946).

Arm Crusader energy cost increased to 7337 (4537).

Arm Searcher energy cost reduced to 594 (985) and build time reduced to 1534 (1926).

Arm Supporter energy cost increased to 3335 (1935).

Arm Enforcer energy cost increased to 7718 (4718).

Arm Lemming weapon [ARMLEMM_KILLED] special damages added for Arm Bee, Core Venom and Core Bladewing.

Core Banisher armor increased to 3287 (2550), acceleration decreased to 0.09 (0.016), and turn rate decreased to 225 (251).

Core Banisher weapon [TAWF_BANISHER] reload decreased to 5 (7.5), damage increased to 2629 (1125) and special damages adjusted accordingly.

Core Nautilus can now cloak.

Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] and Core Cobra and Cobra NS weapon [CORFLAK_GUN] and Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] and Arm Epoch weapon [SEADRAGONFLAK] all set to do 0 damage to non-aircraft units as the default damage (Like the Arm Mercury and Core Screamer are), and accuracy reduced to 250 (1000). Remember that lower number for "accuracy" increase the weapon's actual accuracy. The "accuracy" setting should be named "inaccuracy".

Arm Chainsaw and Core Eradicator weapon [ARM_CIR] set to do 0 damage to non-aircraft units as the default damage (Like the Arm Mercury and Core Screamer are). 

Core SAM energy use decreased to 0 (5).

Arm Jethro metal cost decreased to 40 (60) and armor decreased to 106 (108).

Core Crasher metal cost decreased to 41 (61).

Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] reload decreased to 1.6 (2), range decreased to 550 (760) and damage decreased to 50 (100).

Arm Samson metal cost decreased to 101 (125), energy cost reduced to 1190 (1341), armor increased to 318 (275), and speed increased to 2.5 (2.1).

Core Slasher metal cost decreased to 103 (131), energy cost reduced to 1243 (1397), armor increased to 361 (332), and speed increased to 2.28 (1.91).

Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] reload decreased to 1.8 (2.5), range decreased to 580 (800) and damage decreased to 106 (190).

Arm PACKO and Core SAM weapon [GA2] area of effect decreased to 8 (64).

Arm Defender and Core Pulverizer weapon [ARMRL_MISSILE] damage reduced to 85 (115) and area of effect reduced to 8 (48).

Arm Defender and Core Pulverizer descriptions changed to "Anti-air Missile Tower" ("Anti-air Tower").

Arm Bee and Core Bladewing armor reduced to 50 (100).

Arm Dragon's Claw metal cost increased to 225 (201), build time reduced to 2925 (4388), and armor increased to 2078 (1658).

Core Dragon's Maw metal cost increased to 229 (205), build time reduced to 3039 (4559), and armor increased to 2148 (1739).




***6.1 Twilight Beta 5.5a***



November 3rd, 2006

DONE:

Changed the Main Menu so that it displays "6.1 Twilight Beta 5.5a" instead of "6.1 Twilight Beta 5.5".

Arm Hammer metal cost decreased to 55 (110), and armor decreased to 183 (541). This and a few other changes were supposed to have been changed in 5.5, and it's listed in the changelog, but only the buildtime, energy, and description were changed.

Arm Marauder movementclass reverted back to TANKDH3 (AMECH). The AMECH movementclass gives a 4x4 footprint to the Marauder, which means that the Arm Advanced KBot Lab can no longer build the Marauder, since it's too big to fit. Now it will be buildable again.

Arm and Core Wind Generator models and footprints restored to Original TA size (About 50% bigger), yardmap changed to oooo oooo oooo (ooo ooo ooo), and footprint changed to 4x4 (3x3). Winds are still cheaper and more cost-effective than Solars, but they won't be as space efficient.

Arm and Core Wind Generator destroyed explosion (WIND_GEN) special damage to Arm and Core Wind Generators increased to 110 (80).

Arm Saber energy cost increased to 9504 (9374), build time decreased to 8603 (10507), metal cost increased to 356 (386), and armor decreased to 1456 (1540).
Arm Saber weapon (VTOL_EMG2) damage decreased to 89 (125), reload decreased to 0.5 (0.8), range increased to 540 (530), and energy per shot decreased to 25 (35).

Core Cutlass energy cost increased to 10704 (8725), metal cost decreased to 381 (359), armor increased to 1716 (1631), and speed decreased to 5.91 (7.0).
Core Cutlass weapon (VTOL_ROCKET2) damage increased to 305 (215), reload decreased to 1.6 (2.0), area of effect increased to 128 (110), edge effectiveness decreased to 0.2 (0.5), and range decreased to 540 (550).

Arm Retaliator description changed to "Strategic Nuclear Missile Silo" ("Nuclear Missile Launcher").
Core Silencer description changed to "Strategic Nuclear Missile Silo" ("Nuclear Missile Launcher").

Arm Tornado description changed to "Stealth Seaplane Fighter" ("Seaplane Swarmer").
Core Voodoo description changed to "Stealth Seaplane Fighter" ("Seaplane Swarmer").

Arm Hawk and Tornado weapon (ARMVTOL_ADVMISSILE) damage to the Arm Freedom Fighter and Core Avenger increased to 220 (160), the damage to all other aircraft except bombers (Level 1, advanced, and seaplane) and torpedo bombers and seaplane torpedo bombers increased to 110 (default of 55), and damage to torpedo bombers and seaplane torpedo bombers set to the same as advanced and seaplane bombers which is 450 (55).

Core Vamp and Voodoo weapon (CORVTOL_ADVMISSILE) damage to the Arm Freedom Fighter and Core Avenger increased to 190 (116) and the damage to all other aircraft except bombers (Level 1, advanced, and seaplane) and torpedo bombers and seaplane torpedo bombers increased to 86 (default of 43), and damage to torpedo bombers and seaplane torpedo bombers set to the same as advanced and seaplane bombers which is 265 (43).

Arm Solar Collector armor increased to 765 (306), damage modifier increased to 0.5 (0.2), and energy storage increased to 100 (0).
Core Solar Collector armor increased to 800 (320), damage modifier increased to 0.5 (0.2), and energy storage increased to 100 (0).

Let me explain the above damage and armor changes to Solar Collectors. Before, they had around 300ish armor while unfolded, and when folded up, the damage modifier would apply, and they would only take 20% of all damage, giving them essentially about 1550-1600 armor. The above changes will make them have about 2.5 times as much armor while unfolded, but still only the 1550-1600 armor when folded. Essentially, they are tougher than before while unfolded, but just as tough as before while folded up.

Arm Advanced Solar Collector energy storage increased to 250 (0).
Core Advanced Solar Collector energy storage increased to 250 (0).




***6.1 Twilight Beta 5.5***



November 1st, 2006

DONE:

Changed the Main Menu so that it displays "6.1 Twilight Beta 5.5" instead of "6.1 Twilight Beta 5.4".

Arm Requiter and Core Precluder radar ranges increased to 2000 (1400). This is the same as their range (Which quite a few versions back used to be 1400), so if you were using their radar circle to guage their range before, it was misleading you heavily. Now they should match up.

Arm Hyper Radar radar range increased to 8500 (8000), energy use increased to 220 (36), and energy make decreased to 0 (36).

Core Hyper Radar radar range decreased to 8000 (8500), energy use increased to 250 (36), and energy make decreased to 0 (36).

Core Weasel speed decreased to 4.2 (4.3).

Arm Light Laser Tower armor decreased to 324 (560) and build time decreased to 1762 (2662).
Arm Light Laser Tower and Core HLLT weapon (ARM_LIGHTLASER) special reduced damages to aircraft removed.

Core Light Laser Tower armor decreased to 336 (585) and build time decreased to 1824 (2724).
Core Light Laser Tower, Shodan, and HLLT weapon (CORE_LIGHTLASER) special reduced damages to aircraft removed.

Arm Beamer build time decreased to 2925 (4419) and armor decreased to 733 (1290).

Core HLLT build time decreased to 3039 (4538) and armor decreased to 845 (1364).

Arm Dragon's Claw build time decreased to 4388 (6493), armor decreased to 1658 (2879).

Core Dragon's Maw build time decreased to 4559 (6592), armor decreased to 1739 (2950).
Core Dragon's Maw weapon (DMAW) damage decreased to 6 (8), burst increased to 11 (4), reload time increased to 0.49 (0.24), area of effect increased to 72 (32), edge effectiveness increased to 0.99 (0), weapon velocity increased to 350 (275), weapon timer decreased to 1.1 (1.4), and sprayangle decreased to 1200 (1800).

Arm Sentinel metal cost decreased to 294 (414), energy cost decreased to 3123 (4398), armor decreased to 1176 (1650), and build time decreased to 4292 (6485).
Arm Sentinel and Hardened HLT Emplacement weapon (ARM_LASERH1) special reduced damages to aircraft removed.

Core Gaat Gun metal cost decreased to 304 (449), energy cost decreased to 3008 (4443), armor decreased to 1216 (1750), and build time decreased to 4367 (6522).
Core Gaat Gun and Hardened HLT Emplacement weapon (CORE_LASERH1) special reduced damages to aircraft removed.

Arm Pit Bull metal cost reduced to 603 (725), energy cost reduced to 7070 (8500), buildtime decreased to 7179 (10846), and armor increased to 2413 (1945).
Arm Pit Bull weapon (ARMPB_WEAPON) special reduced damages to gunships removed.

Core Viper metal cost decreased to 642 (772), energy cost reduced to 6892 (8287), buildtime decreased to 7973 (11528), and armor increased to 2568 (2288).
Core Viper weapon (CORVIPE_LASER) damage increased to 532 (450) and special reduced damages to gunships removed.

Arm Hardened HLT Emplacement metal cost decreased to 750 (805), energy cost reduced to 10413 (11177), armor increased to 7643 (4000), build time reduced to 10769 (18842), and shootme set to 1 (0).

Core Hardened HLT Emplacement metal cost decreased to 769 (825), energy cost reduced to 10679 (11457), armor increased to 7785 (4125), build time reduced to 11960 (18972), and shootme set to 1 (0).

TINY_BUILDINGEX weapon special damage to Arm Flea decreased to 10 (15).

(This is to allow Destroyers to shell targets without trying to close to short enough range that all of the weapons can fire, which is what happens when you force fire on a spot.
Arm Crusader LOS increased to 750 (525).

Core Enforcer LOS increased to 730 (500).

Arm Skeeter, Decade, and Valiant and Core Searcher, Supporter, and Limiter movement class reverted back to BOATS4 (BOATS3).
I created the BOATS3 movement class as 3x3, since having the Corvettes and PT boats as 4x4 seemed ridiculous. However, with the newer footprint the ships seem to path terribly and jam up on each other in close quarters much too easily. Therefore, they have been reverted back to their original footprint.

Arm Thunder and Core Shadow weapon (ARMBOMB) edge effectiveness increased to 0.5 (0.0).

Unused weapon (CORTRUCK_MISSILE) replaced with weapon (WIND_GEN).

Arm and Core Wind Generator ExplodeAs explosion set to WIND_GEN (SMALL_BUILDINGEX).

Arm Radical and Core Blocker weapon (MEDIUMFIXED_GUN) damage increased to 447 (325), reload increased to 1.6 (1.45), and edge effectiveness reduced to 0 (0.4).

Core Blocker armor increased to 3159 (3072).

Core Blocker sound category changed to TOAST (COR_KBOT).

Arm Bear and Crusader and Core Turtle and Enforcer weapon (CORFAST_WEAPON) range increased to 450 (400), reload decreased to 0.4 (0.8), special reduced damages to aircraft removed, and energy per shot increased to 20 (10).

Core Exploiter weapon changed to CORFAST_WEAPON (ADV_DECKLASER).

Arm Peewee metal cost decreased to 40 (45), energy cost decreased to 531 (597), build time decreased to 607 (950), armor decreased to 212 (306), and speed increased to 1.94 (1.825).
Arm Peewee weapon (PEEWEE_EMG) damage decreased to 4 (6), range decreased to 180 (190), and damage reductions the Arm Warrior and Core Leveler removed.

Core Leveler weapon (CORLEVLR_WEAPON) edge effectiveness reduced to 0.1 (0.4).

Core A.K. metal cost increased to 43 (34), energy cost increased to 571 (451), armor increased to 251 (204), and speed decreased to 1.76 (2.1).
Core A.K. weapon (AK_LASER) damage increased to 26 (25), range decreased to 180 (190), and damage reductions to gunships and the Arm Warrior and Core Leveler removed.

The Plasma Cannons were not reaching their full range, since the velocity of their shells was low enough to prevent them from hitting at the full extent of their range. They were probably hitting about 10-20% short. This increase in the weapon velocity fixes that, so they will now reach their full range.

Arm Ambusher metal cost increased to 2332 (2002) and build time increased to 26754 (17072).
Arm Ambusher weapon (ARMAMB_GUN) reload increased to 5.6 (4.25), damage increased to 1565 (1188), edge effectiveness set to 0 (0.4), and special damages removed.

Core Toaster metal cost increased to 2454 (2086), energy cost increased to 17701 (12687), build time increased to 26536 (17587), weapon velocity increased to 440 (400), and damage modifier increased to 0.2 (The Arm Ambusher was already at 0.2).
Core Toaster weapon (CORTOAST_GUN) reload increased to 6.0 (4.75), damage increased to 1659 (1313), edge effectiveness set to 0 (0.4), weapon velocity increased to 440 (410), and special damages removed.

Arm Guardian weapon (ARMFIXED_GUN) edge effectiveness decreased to 0 (0.4), special damages to gunships removed, and weapon velocity increased to 400 (350).
Core Punisher weapon (CORFIXED_GUN) edge effectiveness decreased to 0 (0.35), special damages to gunships removed, and weapon velocity increased to 400 (350).

Arm Shellshocker metal cost increased to 100 (71), energy cost increased to 846 (672), and speed increased to 2.33 (1.9).
Arm Shellshocker weapon (TAWF113_weapon) reload decreased to 2.8 (3.8), damage increased to 132 (130), weapon velocity increased to 350 (280), and range increased to 840 (625).

Core Wolverine metal cost increased to 103 (79), energy cost increased to 864 (739), and speed increased to 2.09 (1.8).
Core Wolverine weapon (CORWOLV_GUN) damage increased to 150 (115), weapon velocity increased to 350 (280), and range increased to 840 (655).

Arm Hammer metal cost decreased to 55 (110), energy cost decreased to 560 (1119), build time decreased to 754 (1507), armor decreased to 183 (541), and description changed to "Plasma Artillery KBot" ("Light Plasma KBot").

Core Thud metal cost decreased to 59 (117), energy cost decreased to 585 (1161), build time decreased to 821 (1628), and armor decreased to 232 (632), and description changed to "Plasma Artillery KBot" ("Light Plasma KBot").

Arm Hammer and Core Thud weapon (ARM_HAM) damage decreased to 53 (173), range increased to 630 (390), and weapon velocity increased to  (260).

Arm MERL metal cost reduced to 527 (562), energy cost increased to 4905 (3146), build time decreased to 10051 (10447), armor increased to 1653 (1240), and speed increased to 1.86 (1.4).
Arm MERL weapon (ARMTRUCK_ROCKET) reload increased to 7.5 (5.0), damage increased to 1650 (1100), edge effectiveness decreased to 0.2 (0.6), and range increased to 1225 (980).

Core Diplomat metal cost increased to 562 (527), energy cost increased to 4719 (3270), build time increased to 10447 (10051), armor increased to 2019 (1302), and speed increased to 1.67 (1.3).
Core Diplomat weapon (CORTRUCK_ROCKET) reload increased to 7.5 (5.0), damage increased to 1725 (1150), edge effectiveness decreased to 0.2 (0.6), and range increased to 1200 (960).

Arm Luger speed increased to 1.86 (1.4).
Arm Luger weapon (ARM_ARTILLERY) damage increased to 419 (310), range increased to 1225 (890), weapon velocity increased to 400 (330), and special damages to gunships and plasma cannons removed.

Core Pillager metal cost decreased to 298 (324), energy cost decreased to 3532 (3840), build time reduced to 5086 (5530), and speed increased to 1.67 (1.3).
Core Pillager weapon (CORE_ARTILLERY) damage increased to 515 (370), range increased to 1200 (890), weapon velocity increased to 400 (300), and special damages to gunships and plasma cannons removed.

Core Dominator weapon (CORHRK_ROCKET) damage increased to 1158 (730), range increased to 900 (700), edge effectiveness decreased to 0.2 (0.5), and reload increased to 4.75 (3.5).

Core Morty weapon (CORE_MORT) damage increased to 206 (133), range increased to 900 (830), and area of effect decreased to 48 (80).

Core Termite metal cost decreased to 694 (805), energy cost reduced to 6418 (7445), and build time decreased to 8190 (9500).
Core Termite weapon (CORE_TERMITE_LASER) reload decreased to 0.98 (1.0), range increased to 360 (340), and damage decreased to 476 (490).

Arm Rocko metal cost decreased to 88 (93), energy cost decreased to 832 (879), build time decreased to 1275 (1347), and armor increased to 467 (465).

Core Storm metal cost decreased to 90 (97), energy cost decreased to 876 (944), build time decreased to 1313 (1415), armor increased to 538 (534), and speed decreased to 1.22 (1.3).

Arm Flea energy cost reduced to 250 (283).
Arm Flea weapon (FLEA_LASER) range increased to 180 (140), damage decreased to 13 (16), damage reductions to gunships and the Arm Warrior and Core Leveler removed, and weapon velocity increased to 800 (600).

Arm Dragonfly description changed to "Heavy Paralyzing Transport" ("Stealthy Armed Transport"). It wasn't stealth.

Arm Liche description changed to "Stealth Atomic Bomber" ("Atomic Bomber"). It already was stealth.
Arm Liche weapon (Arm_pidr) reload decreased to 5 (10), damage increased to 6000 (4500), and special damages adjusted accordingly.

Arm and Core Commander weapon (ARMCOMLASER) special reduced damages removed.

Arm Marauder energy cost increased to 7524 (4501), LOS increased to 415 (300), immunity to paralysis removed, and ExplodeAs explosion set to ARMESTOR_BUILDINGEX (CRAWL_BLASTSML) and SelfDestructAs explosion set to CRAWL_BLASTSML (CRAWL_BLAST).
Arm Marauder movementclass changed to AMECH (TANKDH3). This will help it climb shorelines a bit better. The Shiva already had this.
Arm Marauder weapon (armMech_CANNON) damage decreased to 363 (520), range increased to 450 (320), and area of effect increased to 80 (24).

The Arm Invader and Core Roach destroyed explosion (And the destroyed or self-destruct explosions of various other units) CRAWL_BLASTSML area of effect increased to 430 (280) and the edge effectiveness changed to 0 (0.35).
The Arm Invader and Core Roach self-destruct explosion (And the destroyed or self-destruct explosions of various other units) CRAWL_BLAST area of effect increased to 600 (360) and the edge effectiveness changed to 0 (0.40).

Core Shodan armor decreased to 356 (800) and speed increased to 1.5 (1.0).

Arm Janus metal cost reduced to 185 (226), energy cost reduced to 1933 (2361), build time decreased to 2329 (2845), armor reduced to 700 (1150), and speed increased to 1.9 (1.8).
Arm Janus weapon (JANUS_ROCKET) range increased to 620 (500), damage decreased to 422 (500), and special damages against Arm Bulldog and Core Goliath removed.

Core Tremor speed increased to 1.67 (1.25) and turret turn rate increased to 35 (20).
Core Tremor weapon (TREM1) damage increased to 254 (150), area of effect lowered to 140 (176), edge effectiveness decreased to 0 (0.25), and special damages to gunships removed.

Arm Fatboy turret turn rate decreased to 50 (100).
Arm Fatboy weapon (ARM_FATBOY_NOTALASER) area of effect lowered to 176 (240) and edge effectiveness decreased to 0 (0.7).

The Arm Consul was accidentally set to build the Core Nanoplatform. It now builds the Arm Nanoplatform as it should.

Arm Fido weapon (GAUSS) damage reduced to 244 (310).
Arm Fido weapon (BFIDO) damage reduced to 264 (336).

Arm Maverick weapon (ARMMAV_WEAPON) damage decreased to 728 (830).

Arm Spider armor reduced to 226 (570).
Arm Spider now uses the Bladewing weapon (BLADEWING_LYZER) (Previously the ARM_PARALYZER weapon).

Arm Zeus weapon (LIGHTNING) damage reduced to 548 (580).

Arm Pelican weapon (ARMAMPH_WEAPON1) damage increased to 155 (133). (This is the laser, in case you were wondering)

Core Gimp armor increased to 2013 (1725).
Core Gimp weapon (CORAMPH_WEAPON2) damage decreased to 230 (418) and reload decreased to 0.7 (1.0).

Core Shiva armor decreased to 1502 (4229), energy cost increased to 7942 (5489), immunity to paralysis removed, and ExplodeAs explosion set to ARMESTOR_BUILDINGEX (CRAWL_BLASTSML) and SelfDestructAs explosion set to CRAWL_BLASTSML (CRAWL_BLAST).

Arm Panther weapon (Armlatnk_weapon) damage increased to 190 (145), range increased to 360 (330), and weapon velocity increased to 600 (400).

Arm Podger speed increased to 3.41 (3.2).

Core Spoiler armor increased to 229 (200).

Core Scorpion metal cost decreased to 36 (128), energy cost reduced to 878 (1446), build time reduced to 977 (1403), armor decreased to 65 (750), speed increased to 2.06 (1.4), and worker time increased to 180 (90).
Core Scorpion now takes the same reduced damage from mines that mine layer vehicles do.

Arm Jeffy weapon (ARM_LASER) range increased to 240 (180).

Core Weasel weapon (CORE_LASER) range increased to 240 (180).

Core Weasel line of sight increased to 418 (380).

Arm Skeeter metal cost decreased to 95 (100), energy cost reduced to 917 (985), build time reduced to 1877 (2062), armor decreased 518 (560), line of sight increased to 600 (500), and description changed to "Scout/Anti-Air Boat" ("Scout Boat").

Core Searcher metal cost decreased to 98 (95), energy cost increased to 985 (917), build time reduced to 1926 (1877), and armor increased to 600 (570), speed decreased to 4.18 (4.4), line of sight increased to 550 (450), and description changed to "Scout/Anti-Air Boat" ("Scout Boat").

Arm Skeeter and Core Searcher weapon (ARMPT_LASER) range increased to 350 (220), reload decreased to 0.7 (0.9), default damage decreased to 39 (34), damage to Core Exploiters and Moho Exploiters increased to 8 (7), and special reduced damages to aircraft removed.

Arm Decade metal cost decreased to 320 (338), energy cost decreased to 1946 (2055), build time reduced to 4467 (4718), and armor reduced to 1748 (2028).

Core Supporter metal cost increased to 331 (327), energy cost increased to 1935 (1912), build time increased to 4874 (4815), armor reduced to 2058 (2120), and speed decreased to 3.41 (3.65).

Arm Crusader armor increased to 3684 (3680) and speed increased to 3.75 (3.4).

Core Enforcer metal cost increased to 752 (718), energy cost increased to 4718 (4505), build time increased to 9000 (8703), armor increased to 4046 (3950), and speed increased to 3.41 (3.3).

Arm Valiant speed increased to 3.75 (3.6).

Core Limiter speed increased to 3.41 (3.4).

Arm Hulk speed increased to 3.75 (2.8).

Core Envoy speed increased to 3.41 (2.7).

Arm Harpoon armor increased to 2377 (1450).

Core Urchin armor increased to 2546 (1520).

Arm Stingray armor decreased to 2020 (2325) and build time decreased to 6736 (10178).

Core Thunderbolt metal cost decreased to 538 (558), armor decreased to 2129 (2385) and build time decreased to 6854 (12651).

Arm Conqueror armor increased to 7195 (5606) and speed increased to 2.97 (2.93).

Arm Conqueror and Core Executioner and Intruder weapon (ADV_DECKLASER) range increased to 525 (450), damage increased to 240 (60), special reduced damages to aircraft removed, and reload increased to 0.75 (0.4).

Arm Conqueror weapon (ARM_CRUS) damage increased to 572 (320), reload increased to 1.25 (1.2), range decreased to 800 (900), and special reduced damages to aircraft removed.

Core Executioner armor increased to 8364 (5885).

Core Executioner weapon (COR_CRUS) damage increased to 622 (348), special reduced damages to aircraft removed, and reload increased to 1.5 (1.1).

Arm Viking energy cost decreased to 3699 (3939), build time decreased to 7453 (7936) and speed increased to 2.97 (2.5).

Core Cronus armor increased to 1919 (1517) and speed increased to 2.7 (2.3).

Arm Viking and Core Cronus weapon (TREMSHIP) damage increased to 164 (150), range increased to 1250 (955), special damages to gunships removed, and weapon velocity increased to 400 (350).

Arm Ranger metal cost reduced to 1264 (2348), energy cost reduced to 7628 (7804), build time reduced to 22126 (22317), armor increased to 6895 (2200) and speed increased to 2.97 (2.5).

Core Messenger metal cost reduced to 1300 (2283), energy cost increased to 7804 (7628), build time increased to 22317 (22126), armor increased to 7800 (2250) and speed increased to 2.7 (2.3).

Arm Ranger weapon (ARMMSHIP_ROCKET) damage increased to 3218 (1900), edge effectiveness reduced to 0.2 (0.6), and special damages against Arm and Core Commander removed.

Core Messenger weapon (CORMSHIP_ROCKET) damage increased to 4026 (2100), edge effectiveness reduced to 0.2 (0.6), and special damages against Arm and Core Commander removed.

Arm Archer metal cost reduced to 1314 (1358), build time reduced to 17722 (38628), and line of sight increased to 650 (600).

Core Shredder metal cost increased to 1358 (1314) and build time reduced to 18315 (41791).

Arm Archer and Core Shredder weapon (ADVDEPTHCHARGE) range increased to 600 (450) and default damage increased to 875 (175). Previously, only subs and amphibious units took 875 damage from it and all other units took 175. Now they all take 875.

Arm Abel metal cost decreased to 3000 (5243), energy cost decreased to 13480 (23558), build time decreased to 46820 (81825), armor increased to 16364 (4300), and description changed to "Long-Range Bombardment Platform" ("Medium-Range Heavy Bombardment Ship").

Core Caine metal cost decreased to 3171 (6212), energy cost decreased to 14316 (25793), build time decreased to 49723 (84600), armor increased to 19026 (4900), and description changed to "Long-Range Bombardment Platform" ("Medium-Range Heavy Bombardment Ship").

(Remember that a lower accuracy number actually means it is more accurate.)
Arm Abel and Core Caine weapon (RFLB) range increased to 2950 (2300), damage decreased to 206 (276), reload time decreased to 1.0 (1.5), accuracy decreased to 1850 (2800), and weapon velocity increased to 750 (500).

Arm Abel weapon (Abel) range increased to 3000 (2350), damage decreased to 243 (300), reload time decreased to 1.2 (1.8), accuracy decreased to 1850 (2800), and weapon velocity increased to 750 (500).

Core Caine weapon (Caine) range increased to 3000 (2500), damage decreased to 305 (350), reload time decreased to 1.35 (1.8), accuracy decreased to 2200 (3300), and weapon velocity increased to 750 (530).

Arm Millennium armor increased to 21987 (19958) and line of sight increased to 1000 (800), speed increased to 2.97 (2.93), and now immune to paralysis.
Arm Millennium weapon (ARM_BATSAFT) damage increased to 502 (467), area of effect reduced to 172 (230), special damages to gunships removed, explosiongaf set to "towers" ("mineboom"), and explosionart set to "smallboom" ("mineboom").

Core Warlord armor increased to 25224 (21020), line of sight increased to 950 (750), and now immune to paralysis.
Core Warlord weapon (COR_BATS) damage increased to 605 (525), area of effect reduced to 210 (280), special damages to gunships removed, explosiongaf set to "towers" ("mineboom"), and explosionart set to "smallboom" ("mineboom").

Core Warlord and Doomsday Machine weapon (CORE_BATSLASER) damage increased to 856 (700), special damages to gunships removed, and energy per shot increased to 569 (465).

Arm Epoch acceleration increased to 0.01 (0.007).

Arm Epoch weapon (SEADRAGPRIME) reload increased to 2.0 (0.25), damage increased to 1800 (225), and special damages to gunships removed.

Core Black Hydra acceleration increased to 0.008 (0.005).

Core Black Hydra (HYDRA_GUN) special damages to gunships removed.

Core Lamprey weapon (CORATL_TORPEDO) range increased to 650 (600).

Arm Colossus line of sight increased to 1350 (1000) and speed increased to 2.97 (2.93).

Core Hive line of sight increased to 1300 (950).

I left out the Arm and Core AI construction aircraft when adding in damages for all aircraft for the Mercury and Screamer, so:
Arm Mercury and Core Screamer weapon (ADVSAM) special damage increased to 250 (0) against the following units:
AAICA (Arm AI Construction Aircraft - Only the AI can build or use these)
CAICA (Core AI Construction Aircraft - Only the AI can build or use these)

Core Helios is now stealth.

Core Bladewing armor reduced to 100 (155).

Arm Bee, a level 1 repair, reclaim, and assist drone, is now available in the level 1 Arm Airplant.

Core Venom, a level 1 gunship, is now available in the level 1 Core Airplant.

Arm Fortress Walls metal cost reduced to 568 (1135).

Core Fortress Walls metal cost reduced to 579 (1158).

Arm Bulldog metal cost increased to 1037 (964), energy cost increased to 12917 (11117), build time increased to 12922 (12012), acceleration decreased to 0.007 (0.025), turn rate reduced to 170 (190), and speed increased to 1.98 (1.8).
Arm Bulldog weapon (ARM_BULL) reload increased to 1.27 (1.22) and damage increased to 696 (660).

Core Goliath speed increased to 1.8 (1.6) and acceleration decreased to 0.006 (0.02).
Core Goliath and Shiva weapon (COR_GOL) damage reduced to 728 (826).

Arm Mumbo armor increased to 2717 (2647), speed increased to 2.475 (2.2), acceleration decreased to 0.014 (0.035), and line of sight increased to 360 (320).
Arm Mumbo weapon (TAWF003_weapon) damage decreased to 56 (68) and range increased to 385 (350).

Core Reaper speed increased to 2.25 (2.0) and acceleration decreased to 0.012 (0.03), line of sight increased to 330 (290), and turn rate increased to 210 (198).
Core Reaper weapon (CORE_REAP) damage increased to 15 (11), burst decreased to 12 (20), range increased to 360 (320), weapontimer increased to 1.0 (0.85), area of effect increased to 72 (40), edge effectiveness increased to 0.99 (0), and special damages adjusted accordingly.

Arm Penetrator armor increased to 2690 (2500) and speed increased to 1.86 (1.4).
Arm Penetrator weapon (ARMMANNI_WEAPON) range increased to 1000 (870), damage increased to 4000 (2500) and special damages adjusted accordingly, and energy per shot increased to 1839 (1000).

Arm Gremlin description changed to "Cloakable Stealth Tank" ("Stealth Tank") and cloaking costs increased to 50 and 100 for stationary and moving, respectively (25 and 50, respectively).

Core Banisher build time increased to 18945 (13496) and speed increased to 1.67 (1.3).
Core Banisher weapon (TAWF_BANISHER) reload increased to 7.5 (4.0), damage increased to 1125 (600) and special damages adjusted accordingly, and edge effectiveness decreased to 0 (0.4).

Arm Sharpshooter build time decreased to 10794 (19222) and movement class set to TANKDS2 (KBOTSS2) which makes it amphibious.

Core Skuttle movement class set to TANKDS2 (KBOTSS2) which makes it amphibious.

Arm Annihilator metal cost increased to 3005 (2785), energy cost increased to 32397 (30025), build time increased to 56184 (52071), armor increased to 7265 (4500), line of sight increased to 750 (600), destroyed explosion set to ATOMIC_BLAST (CRAWL_BLASTSML), and self-destruct explosion set to CRAWL_BLAST (ATOMIC_BLAST).
Arm Annihilator weapon (ARM_TOTAL_ANNIHILATOR) range increased to 1500 (1450), damage increased to 8000 (5000) and special damages adjusted accordingly, and energy per shot increased to 6641 (4000).

Core Doomsday Machine energy cost increased to 34835 (32285), build time increased to 59643 (55276), armor increased to 14716 (12000), and line of sight increased to 700 (600), destroyed explosion set to ATOMIC_BLAST (CRAWL_BLASTSML), and self-destruct explosion set to CRAWL_BLAST (ATOMIC_BLAST).

Arm Demolisher speed increased to 1.86 (1.2).
Arm Demolisher weapon (ARM_HLIGHTNING) damage increased to 484 (425), special damages removed, and energy per shot increased to 171 (150).

Arm Banshee energy cost decreased to 2910 (2975), build time decreased to 2634 (2968), metal cost increased to 109 (95), armor decreased to 446 (500), and speed increased to 7.5 (7).
Arm Banshee weapon (MED_EMG) range increased to 360 (350), reload decreased to 0.44 (0.475), and added
turnrate=4000;
guidance=1;
tracks=1;
selfprop=1;
This will help the Banshee's weapon hit more often, even on moving targets.

Arm Brawler energy cost increased to 6327 (6249), build time decreased to 5727 (6958), metal cost decreased to 237 (254), armor increased to 970 (1020), and speed increased to 6.5 (6.0).
Arm Brawler weapon (VTOL_EMG) damage increased to 21 (17) and added
turnrate=4000;
guidance=1;
tracks=1;
selfprop=1;
This will help the Brawler's weapon hit more often, even on moving targets.

Core Rapier energy cost increased to 7464 (5778), build time decreased to 6307 (6430), metal cost increased to 254 (237), armor increased to 1143 (1080), and speed increased to 5.91 (6.5).
Core Rapier weapon (VTOL_ROCKET) damage increased to 165 (105), reload decreased to 1.2 (1.5), area of effect increased to 128 (96), and edge effectiveness decreased to 0.2 (0.5).

Arm Blade energy cost increased to 28940 (16252), build time decreased to 17462 (22823), armor increased to 4435 (3275), and speed increased to 5.5 (4.55).

Core Blackdawn energy cost increased to 28940 (19776), build time decreased to 19183 (26657), armor increased to 5574 (3975), and speed increased to 5.0 (4.2).

Arm Blade and Core Blackdawn weapon (Vtol_Sabot) range increased to 540 (515), reload increased to 1.8 (1.6), damage increased to 976 (560) and special damages removed.

Core Krow energy cost increased to 133932 (68088), armor increased to 20511 (11725), speed increased to 4.38 (4.05), and line of sight increased to 800 (450).
Core Krow weapon (KROWLASER) range increased to 775 (575), damage increased to 281 (182), and energy per shot increased to 116 (75).
Core Krow weapon (KROWLASER2) range increased to 725 (525), damage increased to 594 (365), and energy per shot increased to 245 (75).

Arm Flash weapon (EMG) range increased to 240 (230) and damage decreased to 6 (7).

Core Instigator speed increased to 2.64 (2.6).
Core Instigator weapon (GATOR_LASER) range increased to 240 (230) damage decreased to 51 (55), and damage reductions to gunships and the Arm Warrior and Core Leveler removed.

Arm Stiletto armor decreased to 515 (1300).

Arm Protector, Scarab, and Colossus and Core Fortitude, Hedgehog, and Hive are now immune to paralysis. These are all of the units capable of building anti-nuclear missiles.

Core Pyro energy cost decreased to 2100 (2933), armor decreased to 605 (800), damage from the CORPYRO_BLAST explosion reduced to 65 (150), and damage from the MEDIUM_BUILDING explosion reduced to 140 (325).
Core Pyro weapon (FLAMETHROWER) decreased to 9 (12) and special damages reduced accordingly.

Arm Pincer armor increased to 681 (618), energy cost increased to 1996 (1940), speed increased to 2.9 (2.55), line of sight increased to 230 (185), brake rate increased to 0.015 (0.008), acceleration increased to 0.015 (0.008), and turret turn rate increased to 120 (75).

Core Garpike armor increased to 791 (700), energy cost increased to 2256 (2194), speed increased to 2.64 (2.3), line of sight increased to 210 (180), brake rate increased to 0.011 (0.006), acceleration increased to 0.011 (0.006), and turret turn rate increased to 120 (90).

Arm Pincer and Core Garpike weapon (ARM_PINCER_GAUSS) range decreased to 240 (305), reload decreased to 1.0 (1.2), and damage increased to 75 (72).

Core Croc metal cost decreased to 229 (295), energy cost increased to 5416 (2310), build time decreased to 3183 (4100), armor increased to 1603 (1144), turn rate increased to 350 (211), speed increased to 2.25 (2.2), and turret turn rate increased to 90 (75).
Core Croc weapon (CORE_MEDIUMCANNON) weapon velocity increased to 260 (210), reload decreased to 1.15 (1.275), damage increased to 214 (130), and special damages to gunships removed.

Arm Triton energy cost increased to 10676 (4918), armor increased to 2870 (2030), speed increased to 2.475 (2.0), and turret turn rate increased to 90 (75).
Arm Triton weapon (ARM_MEDIUMCANNON) range increased to 360 (310), reload decreased to 1.25 (1.275), damage increased to 395 (135), and special damages to gunships removed.

Core Poison Arrow energy cost increased to 17088 (6305), build time decreased to 9981 (11651), armor increased to 4788 (3731), line of sight increased to 400 (250), acceleration increased to 0.01 (0.006), and speed increased to 1.8 (1.7).
Core Poison Arrow weapon (CORE_PARROW) range decreased to 480 (530) and damage increased to 467 (356).

Core Firestorm metal cost decreased to 850 (1515), build time decreased to 11688 (20832), armor increased to 4227 (2200).

Arm Construction Aircraft energy cost reduced to 3323 (4320), build time decreased to 4558 (5925), and worker time increased to 90 (60).

Core Construction Aircraft energy cost reduced to 3523 (4580), build time decreased to 4786 (6222), and worker time increased to 90 (60).

Arm Advanced Construction Aircraft energy cost reduced to 6997 (9096), build time decreased to 10931 (14210), and worker time increased to 180 (120).

Core Advanced Construction Aircraft energy cost reduced to 7418 (8824), build time decreased to 11078 (14401), and worker time increased to 180 (120).

All other damage reductions on various unit weapons to the Arm Warrior and Core Leveler removed.

All other damage reductions on various unit weapons to gunships removed.

Arm Seer line of sight increased to 900 (800).

Core Informant line of sight increased to 850 (750).

Arm Marky line of sight increased to 800 (700).

Core Voyeur line of sight increased to 750 (650).

Arm Lancet metal cost reduced to 235 (408).

Core Titan metal cost reduced to 247 (424).

Arm Lancet and Core Titan weapon area of effect increased to 64 (16) and edge effectiveness increased to 0.99 (0).

Arm Albatross metal cost reduced to 231 (387).

Core Typhoon metal cost reduced to 248 (395).

Arm Albatross and Core Typhoon weapon area of effect increased to 64 (16) and edge effectiveness increased to 0.99 (0).

Arm Moho Metal Extractor metal extraction rate reduced to 0.003 (0.005).

Core Moho Metal Extractor metal extraction rate reduced to 0.003 (0.005).

Core Moho Exploiter metal extraction rate reduced to 0.00225 (0.00375).

Arm Underwater Moho Metal Extractor metal extraction rate reduced to 0.0033 (0.0055).

Core Underwater Moho Metal Extractor metal extraction rate reduced to 0.0033 (0.0055).

Arm Metal Extractor metal cost increased to 75 (50).

Core Metal Extractor metal cost increased to 76 (51).

Arm Radical and Core Blocker weapon (MEDIUMFIXED_GUN) reload increased to 1.5 (1.45), damage increased to 418 (325), and edge effectiveness decreased to 0 (0.4).

Arm Tornado and Core Voodoo are now stealth like their non-water counterparts, the Arm Hawk and Core Vamp.

Arm Recluse weapon (ADV_ROCKET) damage increased to 172 (130) and turn rate decreased to 2500 (5000).

Arm Juno energy cost reduced to 31800 (65324).

Core Juno energy cost reduced to 32662 (63600).

Arm and Core Juno weapon (Juno_Pulse) reload decreased to 90 (120).

Arm Requiter and Core Precluder weapon (MOBILE_TACNUKE) damage increased to 6000 (2500), edge effectiveness reduced to 0 (0.2), and special damages adjusted accordingly.

Arm Detonator and Core Catalyst weapon (ARMEMP_WEAPON) damage increased to 6000 (3750), edge effectiveness reduced to 0 (0.2), and special damages adjusted accordingly.

Arm Retaliator weapon (NUCLEAR_MISSILE) damage increased to 15000 (3750), area of effect increased to 1280 (768), edge effectiveness reduced to 0 (0.2), and special damages adjusted accordingly.

Core Silencer weapon (CRBLMSSL) damage increased to 15000 (3750), area of effect increased to 1280 (768), edge effectiveness reduced to 0 (0.2), and special damages adjusted accordingly.

AI Arm Retaliator and AI Core Silencer weapon (AINUKE) damage increased to 15000 (3750), area of effect increased to 1280 (768), edge effectiveness reduced to 0 (0.2), and special damages adjusted accordingly.

Arm Advanced Fusion Reactor destroyed explosion set to MINE_NUKE (NUCLEAR_MISSILE) and self-destruct explosion set to NUCLEAR_MISSILE (COMMANDER_BLAST).

Core Advanced Fusion Reactor destroyed explosion set to MINE_NUKE (NUCLEAR_MISSILE) and self-destruct explosion set to NUCLEAR_MISSILE (COMMANDER_BLAST).

Arm Bantha destroyed explosion set to ARMEMP_WEAPON (CRAWL_BLAST) and self-destruct explosion set to MINE_NUKE (NUCLEAR_MISSILE).

Arm Detonator self-destruct explosion set to ARMEMP_WEAPON (NUCLEAR_MISSILE).

Core Catalyst self-destruct explosion set to ARMEMP_WEAPON (NUCLEAR_MISSILE).

Arm Requiter destroyed explosion set to crawl_blast (crawl_blastsml) and self-destruct explosion set to MOBILE_TACNUKE (crawl_blast).

Core Precluder destroyed explosion set to crawl_blast (crawl_blastsml) and self-destruct explosion set to MOBILE_TACNUKE (crawl_blast).

Arm Orcone destroyed explosion set to MINE_NUKE (NUCLEAR_MISSILE).

Core Krogoth destroyed explosion set to MINE_NUKE (NUCLEAR_MISSILE).

Arm Vanguard weapon (SHOCKER) range increased to 1620 (1400).

Arm Radar Tower energy make set to 0 (4).

Core Radar Tower energy make set to 0 (4).

Arm Advanced Radar Tower energy make set to 0 (18).

Core Advanced Radar Tower energy make set to 0 (17).

Arm Dragon's Eye line of sight increased to 630 (530).

Core Dragon's Eye line of sight increased to 600 (500).

Arm and Core Fortification Turret build range increased to 800 (650).

Arm Stumpy metal cost decreased to 225 (234), energy cost reduced to 1679 (1746), build time decreased to 2792 (2904), and armor increased to 1450 (1380).
Core Raider metal cost decreased to 231 (257), energy cost reduced to 1895 (2219), build time decreased to 2997 (3446), armor increased to 1678 (1450), and speed increased to 2.32 (2.3).
Arm Stumpy and Core Raider weapon (ARM_LIGHTCANNON) damage increased to 111 (100) and edge effectiveness reduced to 0 (0.75).

Core Lamprey minimum water depth increased to 32 (12). This is to prevent it from being built in water so shallow that it cannot fire. (Thanks Nickelplate!)

Core Searcher maneuverleashlength set to 640 (1280).

Arm Lurker and Core Snake weapon (ARM_TORPEDO) turn rate decreased to 1500 (3000).

Arm Piranha and Serpent removed from the Arm Amphibious Complex build menu.

Core Shark and Leviathan removed from the Core Amphibious Complex build menu.

Arm Jethro metal cost reduced to 60 (128), energy cost reduced to 571 (1219), build time decreased to 758 (1616), and armor decreased to 108 (470).

Core Crasher metal cost reduced to 61 (129), energy cost reduced to 579 (1224), build time decreased to 793 (1677), armor decreased to 123 (480), and speed increased to 1.27 (1.25).

Arm Samson metal cost reduced to 125 (189), energy cost reduced to 1341 (2027), build time decreased to 1350 (2041), and armor decreased to 275 (950).

Core Slasher metal cost reduced to 131 (206), energy cost reduced to 1397 (2047), build time decreased to 1420 (2120), armor decreased to 332 (1045), and speed decreased to 1.91 (2.0).

Arm PACKO and Core SAM weapon (GA2) damage increased to 143 (100).

Arm Chainsaw armor increased to 2618 (1500).

Core Eradicator armor increased to 2892 (2600).

Arm Hermes weapon (HERMES) damage increased to 113 (45).




***6.1 Twilight Beta 5.4***
July 26th, 2006

Done:

Changed the Main Menu so that it displays "6.1 Twilight Beta 5.4" instead of "6.1 Twilight Beta 5.3".

Arm Banshee metal cost decreased to 95 (115), energy cost increased to 2975 (2113), and armor increased to 500 (425).
Arm Banshee weapon (MED_EMG) burst increased to 3 (2), burstrate decreased to 0.1 (0.2), weapon velocity increased to 450 (350), and damage decreased to 8 (11) (Special damages decreased accordingly).

Arm and Core Nanolathe Platforms and Fortification Turrets had stealth removed and replaced with "RadarDistanceJam=40;". This means that they will now be detectable by sonar underwater.

Arm Dragon's Claws and Core Dragon's Maws have been lowered to just a little above the Beamer/HLLT price range (Though they take about 50% longer to build). However, they now provide a strategic choice, since Beamers/HLLTs do almost twice as much damage per second and build more quickly. Claws and Maws, on the other hand, have about twice the armor. This means that HLLTs and Beamers are faster to put up and do more much more damage for their cost, but are able to be taken down more easily also. Claws and Maws don't put out nearly as much damage for their cost, but are "hardened" defenses, allowing them to last longer and potentially survive a heavy artillery barrage or aerial bombardment that more fragile defenses would not, and thus still be around to make things difficult for the next wave of ground units.

Arm Dragon's Claw metal cost decreased to 201 (270), buildtime increased to 6493 (4638), armor decreased to 2879 (2968), and given immunity to paralysis.
Arm Dragon's Claw weapon (DCLAW) damage decreased to 89 (160) and reload decreased to 0.7 (0.8). Special damages to Arm Brawler and Saber, and Core Rapier and Cutlass removed.

Core Dragon's Maw metal cost decreased to 205 (275), buildtime increased to 6592 (4419), armor decreased to 2950 (3041), and given immunity to paralysis.
Core Dragon's Maw weapon (DMAW) damage decreased to 8 (12) and reload increased to 0.24 (0.23). Special damages to Arm Brawler and Saber, and Core Rapier and Cutlass removed.

Arm Beamer buildtime decreased to 4419 (6493).
Arm Beamer weapon (TAWF001_weapon) range decreased to 340 (370), default damage increased to 24 (21) (special damages increased accordingly), and special damage to Arm Lemmings removed and replaced with the default damage of 24 (12).

Core HLLT buildtime decreased to 4538 (6592).

Arm Sentinel buildtime decreased to 6485 (9575).
Core Gaat Gun buildtime decreased to 6522 (9622).

Arm Radical buildtime increased to 9575 (6285).
Core Blocker buildtime increased to 9622 (6522).

Arm Radical and Core Blocker weapon (MEDIUMFIXED_GUN) changed to line of sight weapon instead of ballistic to fix problems with hitting anything closer than 50% of its range.

Arm and Core Fortification HLT Posts made "Hardened". Essentially they have a similar trade-off between them and the Viper/Pit Bull as Dragon's Claws and Maws have compared to the Beamer or HLLT. The Fortification HLT posts are about the same price, but do less damage and less range, and require energy to fire, but have about twice the armor. Vipers and Pit Bulls have half the armor, but do roughly 50% more damage, have more range, and don't require energy to fire.

Arm Fortification HLT Post description changed to "Hardened HLT Emplacement" ("HLT Post").

Arm Hardened HLT Emplacement weapon (CORFHLT_LASER) replaced with weapon (ARM_LASERH1).

Arm Hardened HLT Emplacement metal cost reduced to 805 (1658), and given immunity to paralysis.

Core Fortification HLT Post description changed to "Hardened HLT Emplacement" ("HLT Post").

Core Hardened HLT Emplacement weapon (CORFHLT_LASER) replaced with weapon (CORE_LASERH1).

Core Hardened HLT Emplacement metal cost reduced to 825 (1678) and armor increased to 4125 (4000), and given immunity to paralysis.

Core Warlord and Doomsday Machine weapon (CORE_BATSLASER) weapon velocity increased to 800 (700).

Arm Lurker and Core Snake weapon (ARM_TORPEDO) given "guidance=1;" so it will now track as it is supposed to.

Arm Piranha and Core Shark weapon (ARMSMART_TORPEDO) given "guidance=1;" so it will now track as it is supposed to.

Arm Shellshocker metal cost reduced to 71 (142), energy cost reduced to 672 (2016), and armor reduced to 270 (540).
Core Wolverine metal cost reduced to 79 (159), energy cost reduced to 739 (2219), and armor reduced to 298 (600).

Core Krogoth had "candgun=1;" added so that the D-Gun button can be used to specifically attack with its backpack rockets, as the Arm Orcone can already do.

Arm Construction Ship speed increased to 2.93 (2.2).
Core Construction Ship speed increased to 2.7 (2.0).

Arm Advanced Construction Sub speed increased to 3.3 (2.0).
Core Advanced Construction Sub speed increased to 3.0 (1.8).

Arm Epoch weapon (SEADRAGPRIME) weapon velocity increased to 750 (400) so as to match the weapon velocity of its other main cannon.

Core Emissary unit number changed to 607 (606) to avoid conflict with the Arm Valiant which is also 606.

For some reason, having a higher weapon velocity than the start velocity was causing the torpedoes of torpedo bombers to detonate prematurely. Now that the two velocities are set to the same number, they should work fine in almost all situations:

Arm Lancet and Core Titan weapon (ARMAIR_TORPEDO) Area of Effect increased to 64 (16), EE to 0.99 (0), start velocity increased to 150 (100) and model changed to "advtorpedo" ("torpedo").
Arm Albatross and Core Typhoon weapon (ARMSEAP_WEAPON1) start velocity increased to 150 (100).

MECH_RAPIDLASER weapon (Unused) changed to CORVETTE_GAUSS weapon.
This gives corvettes a direct fire gauss weapon. This makes them more effective, but also helps Shark's Teeth come into play more, and makes Destroyers more valuable in attacking fortified naval defenses.
Arm Decade and Core Supporter weapon (ARMANAC_WEAPON) changed to (CORVETTE_GAUSS).

Arm Warrior speed increased to 1.25 (1.05).

Arm Warrior script changed to increase torso turn rate to 300 (200). For reference, a Light Laser Tower has a turn rate of 300. Also removed an unnecessary while/sleep section that could cause the unit to lock up and not aim. Thanks Corncobman!

Arm Warrior weapon (ARMWAR_LASER) reload decreased to 0.4 (0.6), energypershot reduced to 0 (2), weaponvelocity decreased to 550 (950), "beamweapon=1;" removed, name changed to "Gauss" ("MediumLaser"), "color=232;" and "color2=234;" removed, soundstart set to "cannon1" ("lasrfir3"), soundhit set to "xplomed2" ("lasrhit2"), and rendertype set to 4 (0). This changes it from a laser weapon to a gauss weapon.

Core Leveler speed increased to 1.5 (1.0).

Core Leveler weapon (CORLEVLR_WEAPON) reload decreased to 1.2 (1.5), damage decreased to 160 (180), special damage to the Arm Lemming reduced to 320 (1000), and special damages adjusted accordingly to 320 (360).


Due to the following changes, Construction Kbots have roughly 50% more "building power" per metal spent than Construction Vehicles, but Construction Vehicles are faster and have more armor, and have more building power when comparing individual units, and not the unit costs. This means that, somewhat like the combat units, KBots will be more "powerful/efficient" for the metal spent, but Vehicles will be faster with more armor and have more "power" per individual unit.

Arm Construction KBot energy cost decreased to 1208 (1521), metal cost decreased to 81 (102), build time decreased to 2057 (2590), and armor decreased to 405 (600).

Core Construction KBot energy cost decreased to 1283 (1622), metal cost decreased to 86 (113), build time decreased to 2184 (2663), and armor decreased to 475 (710).

Arm Advanced Construction KBot energy cost decreased to 2416 (2736), metal cost decreased to 162 (290), and armor decreased to 736 (900).

Core Advanced Construction KBot energy cost decreased to 2566 (2909), metal cost decreased to 172 (319), and armor decreased to 860 (1000).

Arm Construction Vehicle energy cost decreased to 3042 (3502), metal cost increased to 204 (185), build time decreased to 5180 (5583), energy storage increased to 100 (50), metal storage increased to 100 (50), armor increased to 1225 (800), and speed increased to 2.35 (1.75).

Core Construction Vehicle energy cost decreased to 3244 (3599), metal cost increased to 217 (192), build time decreased to 5326 (5700), energy storage increased to 100 (50), metal storage increased to 100 (50), armor increased to 1435 (920), and speed increased to 2.25 (1.6).

Arm Advanced Construction Vehicle energy cost decreased to 6084 (8263), metal cost decreased to 408 (481), energy storage increased to 200 (100), metal storage increased to 200 (100), armor increased to 2225 (1200), speed increased to 1.9 (1.4), and worker time decreased to 300 (330).

Core Advanced Construction Vehicle energy cost decreased to 6488 (8712), metal cost decreased to 434 (552), energy storage increased to 200 (100), metal storage increased to 200 (100), armor increased to 2604 (1350), speed increased to 1.82 (1.3), and worker time decreased to 300 (330).

Amphibious Construction Vehicles now have about the same statistics as a normal construction vehicle, but cost about 50% more, as well as having about 33% less acceleration (Due to a heavier, waterproof design and consequently being harder to get up to speed.):

Arm Beaver energy cost increased to 4563 (4530), metal cost decreased to 306 (576), build time increased to 7770 (6170), energy storage increased to 100 (0), metal storage increased to 100 (0), energy use increased to 27 (0.1), energy make increased to 27 (7.5), metal make increased to 0.4 (0.2), armor increased to 1225 (825), acceleration increased to 0.0135 (0.01), and speed increased to 2.35 (1.75).

Core Muskrat energy cost increased to 4866 (4445), metal cost decreased to 325 (555), build time increased to 7989 (6846), energy storage increased to 100 (0), metal storage increased to 100 (0), energy use increased to 27 (0.3), energy make increased to 27 (6.2), metal make increased to 0.4 (0.35), armor increased to 1435 (825), acceleration decreased to 0.011 (0.012), brakerate decreased to 0.068 (0.085), and speed increased to 2.25 (1.6).

Core Freaker metal cost decreased to 128 (175), energy cost decreased to 1303 (1781), build time decreased to 2583 (3531), and armor decreased to 711 (900).

Arm Consul turn rate increased to 375 (347).


Some of the following changes were made to bring the relationship between Mumbos/Reapers and Bulldogs/Goliaths more in line with the balance between Flashes/Instigators and Stumpies/Raiders.

For example, the Raider does about 34% more damage than the Instigator, and costs twice as much. Giving the Goliath 34% more damage than the (new 440/second) Reaper, even though it costs 2.5 times more than the Reaper, instead of just 2 times as much, puts them at 826 per shot for 590 damage per second. Before, the Mumbo and Reaper were outdamaging the Bulldog and Goliath.

Arm Mumbo metal cost decreased to 427 (534), energy cost decreased to 5054 (6321), build time decreased to 6258 (7826), armor increased to 2647 (1700), acceleration decreased to 0.035 (0.04), turn rate decreased to 225 (250), and LOS decreased to 320 (340).

Arm Mumbo weapon (TAWF003_weapon) range decreased to 350 (378), default damage increased to 68 (60), special damages to gunships set to default of 68 (15 and 20 for Core Krow), and tolerance decreased to 2000 (8000).

Core Reaper armor increased to 3125 (2450), acceleration increased to 0.03 (0.011), and LOS increased to 290 (288).

Core Reaper weapon (CORE_REAP) default damage decreased to 11 (14) and special damages to gunships set to default of 11 (1).

Arm Bulldog acceleration decreased to 0.025 (0.03).

Arm Bulldog weapon (ARM_BULL) damage increased to 660 (340), special damages to gunships set to default of 660 (44), and tolerance increased to 1500 (500).

Core Goliath acceleration increased to 0.02 (0.015).

Core Goliath weapon (COR_GOL) damage increased to 826 (450), special damages to gunships set to default of 826 (63), and tolerance increased to 1500 (500).


Arm Jeffy energy cost reduced to 529 (829) and armor increased to 197 (185).

Arm Jeffy weapon (ARM_LASER) damage reduced to 15 (30), special damages to gunships set to default of 15 (8), and other special damages adjusted accordingly.

Core Weasel metal cost increased to 35 (23), energy cost increased to 597 (564), buildtime decreased to 1030 (1104), and armor increased to 245 (125).

Core Weasel weapon (CORE_LASER) damage reduced to 18 (30), special damages to gunships set to default of 18 (8), and other special damages adjusted accordingly.

Core Instigator metal cost reduced to 107 (125).

Core Instigator weapon (GATOR_LASER) range increased to 230 (215).

Arm Flash metal cost reduced to 104 (109).

Arm Flash weapon (EMG) range increased to 230 (190).

Arm Peewee armor decreased to 306 (320).

Core A.K. armor decreased to 204 (250).

Core A.K. weapon (AK_LASER) range decreased to 190 (215).


Arm Hammer metal cost decreased to 110 (121), energy cost decreased to 1119 (1231), build time decreased 1507 (1658), armor decreased to 541 (840), and speed increased to 1.35 (1.3).

Core Thud metal cost decreased to 117 (147) and armor decreased to 632 (920).

Arm Hammer and Core Thud weapon (ARM_HAM) damage increased to 173 (90) and special damages to gunships set to default of 173 (21).

Arm Rocko metal cost decreased to 93 (97), energy cost decreased to 879 (944), build time decreased to 1347 (1415), and armor decreased to 465 (600).

Core Storm metal cost increased to 97 (85), energy cost increased to 944 (879), build time increased to 1415 (1347), and armor decreased to 534 (610).

Core Shiva metal cost reduced to 722 (1857), energy cost decreased to 5489 (14117), build time decreased to 8215 (21130), armor decreased to 4229 (7000), and speed decreased to 1.29 (1.5).

Core Dominator metal cost decreased to 239 (298), energy cost decreased to 2011 (2507), build time decreased to 5286 (6591), and armor decreased to 492 (550).

Core Dominator weapon (CORHRK_ROCKET) damage increased to 730 (550).

Core Morty armor decreased to 418 (850).

Core Morty weapon (CORE_MORT) damage increased to 133 (60), area of effect increased to 80 (64), and special damages to gunships set to default of 133 (14).

Core Pyro armor decreased to 800 (820).
Core Pyro explosion (CORPYRO_BLAST) special damage to Core Pyros reduced to 150 (250).
Core Pyro explosion (MEDIUM_BUILDING) special damage to Core Pyros reduced to 325 (450).

Core Pyro weapon (FLAMETHROWER) damage increased to 12 (11), burst increased to 18 (16), and range increased to 270 (255).

Core Termite armor increased to 4858.

Core Termite weapon (CORE_TERMITE_LASER) damage increased to 490 (420).

Core Gimp armor increased to 1725 (1200).

Core Gimp weapon (CORAMPH_WEAPON2) damage increased to 418 (180), special damages to gunships set to default of 418 (38), and reload decreased to 1.0 (1.15).
Core Gimp weapon (CORAMPH_WEAPON1) damage increased to 160 (150).

Core Can LOS increased to 255 (200).

Core Can weapon (CORE_CANLASER) damage increased to 443 (260), special damages to gunships set to default of 443 (55), reload decreased to 0.7 (0.9), and range increased to 285 (250).

Core Sumo metal cost decreased to 833 (1371), energy cost decreased to 12448 (20487), build time decreased to 17713 (29153), armor decreased to 7899 (13000), and speed increased to 0.675 (0.65).

Core Sumo weapon (CORSUMO_WEAPON) damage increased to 314 (275) and special damages to gunships set to default of 314 (62).


Arm Zeus metal cost increased to 435 (354), energy cost increased to 4667 (3798), build time increased to 6960 (5664), armor increased to 2175 (1700), LOS increased to 270 (255), and speed decreased to 1.25 (1.35).

Arm Zeus weapon (LIGHTNING) damage increased to 580 (200), special damages to gunships set to default of 580 (70), range increased to 300 (285), and reload decreased to 1.1 (1.42).

Arm Panther metal cost decreased to 209 (307), energy cost reduced to 2601 (3820), build time reduced to 3158 (4639).

Arm Panther weapon (ARMLATNK_WEAPON) range increased to 330 (285), and special damages to gunships set to default of 145 (60).
Arm Panther and Pelican weapon (ARMAMPH_MISSILE) damage increased to 132 (100).

Arm Gremlin energy cost increased to 5830 (2332), stationary cloak and moving cloak energy costs increased to 25 and 50 respectively (10 and 20 respectively).

Arm Gremlin weapon (ARMST_GAUSS) weapon range reduced to 250 (300) and special damages to gunships set to default of 70 (24).

Core Poison Arrow armor reduced to 3731 (4000).

Core Poison Arrow weapon (CORE_PARROW) damage increased to 356 (285) and reload reduced to 1.3 (1.5).

Arm Fido armor increased to 1265 (950) and speed decreased to 1.5 (1.75).

Arm Fido weapon (GAUSS) damage increased to 310 (150) and special damages to gunships set to default of 310 (35).
Arm Fido weapon (BFIDO) damage increased to 336 (160) and special damages to gunships set to default of 336 (35).

Arm Zipper weapon (ARM_FAST) damage increased to 18 (15) and other special damages adjusted accordingly.

Arm Maverick metal cost decreased to 331 (662), energy cost decreased to 4081 (8161), build time decreased to 6159 (12317), armor decreased to 700 (1400), and speed decreased to 1.4 (1.75).

Arm Maverick weapon (ARMMAV_WEAPON) damage increased to 830 (350), special damages to gunships set to default of 830 (80), and special damages to the Arm Orcone and Core Krogoth set to the default of 830 (450).

Arm Pelican armor increased to 1100 (710).

Arm Pelican weapon (ARMAMPH_WEAPON1) damage increased to 133 (60) and special damages to gunships set to default of 133 (15).

Arm Marauder metal cost decreased to 684 (1562), energy cost decreased to 4501 (10279), build time decreased to 8168 (18652), armor decreased to 3073 (5500), and speed decreased to 1.6 (2.2).

Arm Marauder weapon (ARMMECH_CANNON) damage increased to 520 (185).

Arm Valiant metal cost decreased to 142 (213), armor decreased to 657 (1314) and turn rate increased to 360 (167).

Core Limiter metal cost decreased to 148 (241), armor decreased to 719 (1438) and turn rate increased to 300 (139).

Core Enforcer metal cost decreased to 718 (725).

Arm Crusader weapon (ARM_ROY) damage increased to 300 (185) and special damages to gunships set to default of 300 (41).

Core Enforcer weapon (CORE_ROY) damage increased to 390 (195) and special damages to gunships set to default of 390 (45).

The Arm Viking metal cost reduced to 612 (918), energy cost reduced to 3939 (5909), build time reduced to 7936 (11904), and armor reduced to 1517 (2275).

The Core Cronus metal cost reduced to 657 (986), energy cost reduced to 3884 (5826), build time reduced to 7913 (11870), and armor reduced to 1557 (2335).

Core Commando and Nautilus given "Builder=0;" to prevent them from assisting with building, and "canguard=1;" to still allowing guarding of units so they will follow them.


All aircraft made immune to paralysis (Unless I missed some. The Arm Liche, Stiletto, and Core Krow were already immune to paralysis):

Arm:
Construction Aircraft
Freedom Fighter
Thunder
Banshee
Atlas
Peeper

Advanced Construction Aircraft
Hawk
Phoenix
Lancet
Brawler
Dragonfly
Eagle
Blade

Construction Seaplane
Tornado
Tsunami
Albatross
Sabre
Seahawk

Core:

Construction Aircraft
Avenger
Shadow
Bladewing
Valkyrie
Fink

Advanced Construction Aircraft
Vamp
Hurricane
Titan
Rapier
Seahook
Vulture
Helios
Blackdawn

Construction Seaplane
Voodoo
Maelstrom
Typhoon
Cutlass
Hunter

Arm Decade given the Core Supporter wreckage as a temporary fix (It previously had no wreckage at all).

Arm Tick build time increased to 17358 (8679) and energy cost increased to 9942 (4971).

Core Raider speed increased to 2.3 (2.2).

Arm Retaliator weapon (NUCLEAR_MISSILE) special damage to Arm and Core Commanders increased to 2500 (1900).
Core Silencer weapon (CRBLMSSL) special damage to Arm and Core Commanders increased to 2500 (1900).
(AINUKE) weapon special damage to Arm and Core Commanders increased to 2500 (1900).

Arm Detonator and Core Catalyst weapon (ARMEMP_WEAPON) special damage to Arm and Core Commanders increased to 1875 (default of 3750) and soundhit changed to Xplonuk5 (xplomed4).

Arm Requiter and Core Precluder weapon (MOBILE_TACNUKE) special damage to Arm and Core Commanders increased to 1667 (default of 2500). 

Arm Peewee and Hammer scripts changed to double the speed of the "draw your weapons" animation. (Thanks Corncobman!)

Arm Consul script changed to speed up the animation on the "mouthparts" that was unnecessarily slowing down the pause in between building new things. (Thanks Corncobman!)

Corncob sent redone scripts to fix the Arm Epoch and Core Black Hydra to fix the limited fire arcs which could cause them to stop firing. Also, the Epoch's weapons turned at about half the speed of the Black Hydra, and they have been increased so as to now turn at the same speed as the Black Hydra. Thanks Corncobman!

Scripts altered to make the following changes:
The Arm Thunder and Core Shadow now drop their bombs in a spread similar to the advanced bombers.
The Arm Phoenix and the Core Hurricane and Helios now drop their bombs in a wider spread than previously.
The Arm Tsunami and the Core Maelstrom now drop their bombs in a spread similar to the advanced bombers.
(Thanks Corncobman!)

The Arm Albatross and Core Typhoon weapon (ARMSEAP_WEAPON1) damage set to 1880 (1300) and special damages adjusted accordingly.

The Arm Lancet and Core Titan weapon (ARMAIR_TORPEDO) set to 3250 damage (2250) and special damages adjusted accordingly. (This is about twice the average damage from an advanced bomber attack on a ship. Thanks for testing this for me, Nuggenman and Dragoon!).

Core Krogoth damage modifer and armor modified to fix a self-destruction bug. (70 more armor total than before. Hardly noticeable.)

Arm Mercury and Core Screamer weapon (ADVSAM) set to damage aircraft only. It now does 0 damage to any unit other than aircraft. This is to prevent stray missiles from blowing up half of your base.

Arm Sentry and Defender and Core Stinger and Pulverizer weapon (ARMRL_MISSILE) startvelocity increased to 600 (400) to help them hit their targets more frequently.

Core Helios description changed to "Heavy Carpet Bomber" ("Carpet Bomber").
Core Helios attackrunlength increased to 300 (220) which is the same as the advanced bombers (Phoenix and Hurricane).
Core Helios weapon (INFERNOBOMB) damage increased to 750 (650) and special damages adjusted accordingly.

Nuclear weapons (AINUKE, NUCLEAR_MISSILE, CRBLMSSL) soundhit changed to "Xplonuk5" ("xplomed4").

AINUKE weapon set to same special damages as player nuclear weapons.

Arm Podger and Core Spoiler weapon (ANTIMINE_ROCKET) special damage to Arm and Core Fortification Turrets and Advanced Fortification Turrets increased to 800 (400) and edge effectiveness increased to 0.99 (0.3).

Arm Seahawk and Core Hunter weapon (ARMSEHAK_WEAPON) damage changed to paralysis damage, damage increased to 900 (0) and special damages removed, area of effect reduced to 250 (500), metalpershot increased to 30 (20), and energypershot increased to 3000 (500).

Core Behemoth weapon (CORBHMTH_WEAPON) range decreased to 1500 (1900), edge effectiveness reduced to 0.35 (0.7), and accuracy reduced to 390 (780).

Arm Micro and Micro NS and Core 0011 and 0011 NS buildtime increased to 600, which is the same as the Medium Mines (300).
This should help prevent the offensive mining of enemy bases with fortification turrets, as the mine will almost certainly be blasted by any defenses/units in the area while it is still building. This should also help with the similar problem of building mines underneat the feet/treads of enemy units as they attack a position with a fortification turret. Fortification Turrets are supposed to be used to quickly rebuild a minefield, not used as mine "throwers".

Arm Podger and Core Spoiler worker time increased to 180 (90). This will mean that minelayers will not be slowed down by the increase in build times for light and medium mines.

Arm Valiant and Core Limiter worker time increased to 240 (120). This will mean that naval minelayers will not be slowed down by the increase in build times for light and medium mines.

Arm Nuclear and Underwater Nuclear Mines and Core Nuclear and Underwater Nuclear Mines buildtime increased to 18000 (6000).

Arm Rector build time increased to 12664 (8664), energy cost increased to 22551 (7517), speed increased to 3.0 (2.05), and worker time decreased to 210 (240).

Core Necro build time increased to 11180 (7649), energy cost increased to 20430 (6810), speed increased to 3.3 (2.15), and worker time decreased to 210 (240).

Arm Grim Reaper energy cost increased to 27644 (6911), armor decreased to 600 (670), and worker time decreased to 330 (360).

Core Death Cavalry metal cost decreased to 570 (595), energy cost increased to 26272 (6568), armor decreased to 600 (621), and worker time decreased to 330 (360).

Arm Horizontal and Vertical Gates armor reduced to 25000 (61000).

Core Horizontal and Vertical Gates armor reduced to 27500 (65000).

Arm Pincer metal cost decreased to 107 (116), energy cost decreased to 1940 (2343), buildtime increased to 1932 (1903), armor decreased to 618 (756), turn rate increased to 356 (329), and speed increased to 2.55 (1.87)

Core Garpike metal cost decreased to 110 (165), energy cost decreased to 2194 (2401), buildtime increased to 2039 (2345), armor decreased to 700 (719), brake rate decreased to 0.006 (0.008), acceleration decreased to 0.006 (0.008), and speed increased to 2.3 

Arm Pincer and Core Garpike weapon (ARM_PINCER_GAUSS) damage decreased to 72 (80) and reload decreased to 1.2 (1.5).

Arm Recluse metal cost decreased to 324 (375), energy cost decreased to 2431 (2814), build time decreased to 5079 (5879), armor increased to 1778 (1100) and speed increased to 1.9 (1.5).
Arm Recluse weapon (ADV_ROCKET) given slight guidance.

Arm Epoch weapon (SEADRAGONFLAK) range increased to 850 (600), reload decreased to 0.4 (0.5). Special damages removed.

Core Cobra and Cobra - NS weapon (CORFLAK_GUN) reload increased to 0.495 (0.33).

Arm Flakker and Flakker NS weapon (ARMFLAK_GUN) reload increased to 0.45 (0.3).

Arm Phalanx and Core Copperhead weapon (ARMYORK_GUN) reload increased to 0.6 (0.4).

Core Bladewing armor reduced to 155 (310).
Core Bladewing weapon (BLADEWING_LYZER) reload increased to 1.2 (0.9), damage reduced to 200 (400), and special damage to gunships removed.

Arm Gantry corpse set to "armshltx_dead;" ("armshlt_dead;"). This was causing it to come back as the AI Arm Gantry when resurrected by a Rector or Necro. (Thanks for spotting this, Nickelplate!)

Core Shodan turret turn rate increased to 300 (200) which is the same as a Light Laser Tower.

Arm Flash turret turn rate increased to 120 (90) which is the same as the Core Instigator.

Arm Peewee torso turn rate increased to 300 (180).

Core A.K. torso turn rate increased to 300 (150).

Arm Bantha torso turn rate increased to 200 (100).

Core Krogtaar weapon (COR_TAAR_RC) damage decreased to 300 (400).

Corncobman redid most of the vehicle and hovercraft scripts to prevent them from locking up and not firing when being hit by many shots quickly, such as 10 Peewees firing on a Leveler causing it to just sit there and not fire, even when told to force fire on a spot on the ground. Please test this.

The Arm Ambusher and Core Toaster have been altered to fire more powerful shells more slowly, and to have a much slower turning radius. This will help them to be a solid defense against advanced naval units and other large and relatively slow units, but like most heavy guns, they may not do as well as faster and more evasive enemy units.

Arm Ambusher metal cost increased to 2002 (1602) and turret turn rate decreased to 20 (100).

Core Toaster metal cost increased to 2086 (1686) and turret turn rate decreased to 20 (100).

Arm Ambusher weapon (ARMAMB_GUN) reload increased to 4.25 (1.7), damage increased to 1188 (475), range increased to 1480 (1280), explosiongaf changed to "mineboom" ("fx"), explosionart changed to "mineboom" ("explode2"), soundstart changed to "xplomas42" ("cannhvy5"), and soundhit changed to "bertha6" ("xplomed2").

Core Toaster weapon (CORTOAST_GUN) reload increased to 4.75 (1.9), damage increased to 1313 (525), range increased to 1495 (1295), explosiongaf changed to "mineboom" ("fx"), explosionart changed to "mineboom" ("explode2"), soundstart changed to "xplomas42" ("cannhvy5"), and soundhit changed to "bertha6" ("xplomed2").

Arm Fatboy weapon (ARM_FATBOY_NOTALASER) weaponvelocity increased to 360 (330) to enable it to fire at its maximum range of 1000.

"gamedata" directory containing "SIDEDATA.TDF" added to the rev31.gp3 file. This thickens the metal and energy resource bars making them easier to see at a glance.

Additionally, the following units have all had their wreck and heap features set to the correct metal and armor values due to metal and/or armor changes in this release (80% of the unit's armor for both and 80% of the unit's metal value for the wreck and 50% for the heap.):

Arm Shellshocker
Core Wolverine

Arm Construction Kbot
Core Construction Kbot

Arm Advanced Construction Kbot
Core Advanced Construction Kbot

Arm Construction Vehicle
Core Construction Vehicle

Arm Advanced Construction Vehicle
Core Advanced Construction Vehicle

Arm Beaver
Core Muskrat

Core Freaker

Arm Mumbo
Core Reaper

Arm Jeffy
Core Weasel

Arm Flash
Core Instigator

Arm Peewee
Core A.K.

Arm Hammer
Core Thud

Arm Rocko
Core Storm

Arm Marauder
Core Shiva

Core Dominator

Core Sumo

Arm Zeus

Arm Panther

Arm Maverick (Corpse Only, No Heap.)

Arm Valiant
Core Limiter

Core Enforcer

Arm Viking (Most ships have a wreck only, and no heap, but this has a heap also.)
Core Cronus (Wreck only, as is usual.)

Arm Grim Reaper (No wreck or heap at all.)
Core Death Cavalry (No wreck or heap at all.)

Arm Pincer
Core Garpike

Arm Recluse

Arm Ambusher (Two wrecks and one heap.)
Core Toaster (Two wrecks and one heap.)

Core Morty

Core Pyro

Core Termite

Core Gimp

Core Poison Arrow

Arm Fido

Arm Pelican




***6.1 Twilight Beta 5.3***
May 13th, 2006

Done:

Changed the Main Menu so that it displays "6.1 Twilight Beta 5.3" instead of "6.1 Twilight Beta 5.2".

I am no longer keeping track of changes with the *B5.2*/*B5.1*/etc notation (See notes at the beginning of the changelog). It takes a fair amount of time trying to keep track of it, so from Beta 5.3 on, the changes shown will not distinguish between changes that modified one of the previous Beta values, and values that had still remained unchanged from AA 6.0. Essentially, you'll still see all of the changes made each version, but you won't know if the number in parentheses, which is the original value before the current version modified it, was the same as AA 6.0, or if it had been subsequently been changed in one of the Twilight Beta versions before being changed in the current versions. In short, you won't see the *B5.2*, etc notations in front of changes anymore.

Core North, East, and West facing Advanced Shipyard's wreckage metal values and armor values adjusted to be correct. I thought I had already done them, but I missed these somehow.

Additionally, the following units have all had their wreck and heap features set to the correct metal and armor values (80% of the unit's armor for both and 80% of the unit's metal value for the wreck and 50% for the heap. I'm not done, but this covers a lot of the bigger/more expensive units where the metal value would matter more):

Arm Vanguard
Arm Razorback
Arm Bantha
Arm Orcone

Core Karganeth (Only one thing listed. Seems to be the wreck. I set whichever it is to the wreck values).
Core Krogtaar
Core Juggernaut
Core Krogoth

Arm Hermes

Arm Chainsaw
Core Eradicator

Arm Phalanx
Core Copperhead

Arm Twilight

Arm Radical
Core Blocker

Arm Guardian
Core Punisher

Arm Ambusher
Core Toaster (This has a wreck, then a sub-wreck, then a heap)

Core Sumo

Arm Demolisher

Arm Hulk
Core Envoy

Arm Lurker
Core Snake

Arm Beamer
Core HLLT

Arm Sharpshooter

Arm Fatboy
Core Tremor

Arm Bulldog
Core Goliath

Arm Penetrator
Core Banisher

Arm Mumbo
Core Reaper

Arm Crusader
Core Enforcer

Arm Conqueror
Core Executioner

Arm Piranha
Core Shark

Arm Millennium
Core Warlord

Arm Sentinel
Core Gaat Gun

Arm Maverick (Only one thing listed. Seems to be the heap, but no wreck listed. I set whichever it is to the wreck values).

Arm Merl
Core Diplomat

Enabled Arm Nanotowers in the Single Player Missions (They were disabled due to a unit name change).

Arm Razorback description changed to "All-Terrain Battle Mech" (Adv. Battle Mech).
Arm Razorback movementclass changed to ATMECH (MECH), which is the same as the Core Karganeth.

Changed Arm Piranha line "SonarDistance=1100" to "SonarDistance=1100;". It was missing a semi-colon.

Changed Core Caine "wter_badTargetCategory=SUB" to "wter_badTargetCategory=SUB;". It was missing a semi-colon.

Arm Freedom Fighter weapon (ARMVTOL_MISSILE_A2A) damage reductions to gunships (Arm Banshee, Brawler, Saber, and Blade, and Core Rapier, Cutlass, and Blackdawn) increased back to the default of 60 (35).

Arm Freedom Fighter weapon (ARMVTOL_MISSILE) damage reductions to the Arm PACKO and Core SAM increased back to the default of 42 (20).

Core Avenger weapon (CORVTOL_MISSILE_A2A) damage reductions to gunships (Arm Banshee, Brawler, Saber, and Blade, and Core Rapier, Cutlass, and Blackdawn) increased back to the default of 49 (30).

Core Avenger weapon (CORVTOL_MISSILE) damage reductions to the Arm PACKO and Core SAM increased back to the default of 38 (19).

Arm Hawk and Tornado weapon (ARMVTOL_ADVMISSILE) damage reductions to the Arm PACKO and Core SAM increased back to the default of 55 (26).

Arm Hawk and Tornado weapon (ARMVTOL_ADVMISSILE2) damage reductions to the Arm PACKO and Core SAM increased back to the default of 270 (60).

Core Vamp and Voodo weapon (CORVTOL_ADVMISSILE) damage reductions to the Arm PACKO and Core SAM increased back to the default of 43 (22).

Core Vamp and Voodo weapon (CORVTOL_ADVMISSILE2) damage reductions to the Arm PACKO and Core SAM increased back to the default of 220 (50).

Arm Blade and Core Blackdawn weapon (Vtol_Sabot) given special reduced damage to Arm and Core Commanders of 400 (default of 560).

Arm Sonar Station LOS increased to 700 (500).

Arm Advanced Sonar Station LOS increased to 1000 (675).

Core Sonar Station LOS increased to 650 (450).

Core Advanced Sonar Station LOS increased to 950 (625).

Arm Dragon's Teeth metal cost reduced to 10 (15) to match wreckage value of 8. (They used to be 10, and got increased for some reason awhile back).

Core Dragon's Teeth metal cost reduced to 11 (15) to match wreckage value of 8. (They used to be 11, and got increased for some reason awhile back).

Arm Annihilator weapon (ARM_TOTAL_ANNIHILATOR) damage to Arm and Core Commanders increased to 1666 (1499) to match Arm Penetrator and Arm Sharpshooter damage to Commanders.

Core Instigator weapon (GATOR_LASER) special damage to Core Exploiters, Core Levelers, and Arm Warriors reduced to 18 (25, 33.75, 33.75 respectively). This adjusts the damages so that Instigators are getting roughly the same precentage of damage reduction when fighting those units as Arm Flashes and Peewees are.

Core A.K. weapon (AK_LASER) special damage to Core Exploiters, Core Levelers, and Arm Warriors reduced to 8 (11, 15, 15, respectively). This adjusts the damages so that A.K.s are getting roughly the same precentage of damage reduction when fighting those units as Arm Flashes and Peewees are.

Arm Brawler weapon (VTOL_EMG) special damage to Core Exploiters, Core Moho Exploiters, Core Levelers, Arm Warriors, and Arm and Core Commanders increased back to the default damage of 17 (3, 8, 8, 8, 11, 11 respectively). Exploiters and other such units are resistant to light raiding units, and since Rapiers don't qualify and have no damage reductions, neither should Brawlers, which have the same role as Rapiers.

Arm Demolisher speed reduced to 1.2 (1.45) and buildtime increased to 23300 (13300).

Core Sumo speed reduced to 0.65 (0.8).

Core Commando energy cost increased to 12397 (7397).
Core Commando build time increased to 12829 (8829).
Core Commando canreclamate set to 1 (0).

Core Commando weapon (COMMANDOLAS) damage increased to 4000 (600) and reload increased to 20 (6).

Arm and Core Heavy Mines and Naval Heavy Mines build time increased to 900 (500).

Previously, the Core Fortification Horizontal Wall section had two featurereclamate entries. I removed one.
Previously, the Core Fortification Vertical Wall section was reclaimable, but the Horizontal one was not. The Vertical section is now unreclaimable, just like the Horizontal one, and the Arm Vertical and Horizontal ones.

Core Banisher speed reduced to 1.3 (1.7).
Core Banisher weapon (TAWF_BANISHER) tracking reduced to 13000 (33000).

Core Behemoth weapon (CORBHMTH_WEAPON) range reduced to 1900 (2200).

The Core Silencer weapon (CRBLMSSL) damages set to be the same as the Arm Retaliator weapon (NUCLEAR_MISSILE). I changed one in Beta 5.2 and forgot to change the other.

Arm and Core Juno weapon (Juno_Pulse) special damage to the Arm Annihilator, Targeting Facility, and Core Targeting Facility set to the default of 0 (80, 180, and 175, respectively). This is a hopefully temporary measure, until I can figure out why the Juno weapon is doing 10 times its normal damage to Annihilators and some of the other units. Junos are not supposed to be used to destroy Annihilators. They are supposed to take out radar and jamming based units.

Arm Razorback energy cost reduced to 25865 (30865) and build time reduced to 65280 (74280).

Arm Seahawk energy cost increased to 8624 (7624), metal cost increased to 189 (139), and build time increased to 13064 (10064).

Core Hunter energy cost increased to 8421 (7421), metal cost increased to 192 (142), and build time increased to 13512 (10512).

Arm N/S Fortress Wall and E/W Fortress Wall metal cost decreased to 1135 (2269) and build time reduced to 15000 (20000).

Core N/S Fortress Wall and E/W Fortress Wall metal cost decreased to 1158 (2315) and build time reduced to 15000 (20000).

Arm and Core Advanced Construction Kbot worker time increased to 180 (150).

Arm Recluse weapon (ADV_ROCKET) damage increased to 130 (95).

Core Krogtaar metal cost increased to 7652 (7152).

----------------------------------------------------------
Some of the anti-air defenses have had their roles altered somewhat, while others are virtually the same, but all air defenses have been improved at least a little, if nothing else by the removal of some special damage reductions. Below is a quick breakdown of roughly how they should operate and the role they should fit. These descriptions may not perfectly reflect how they'll operate, but it's the direction I'm trying to take the different anti-air defenses.

Defender/Pulverizer - Similar to the Light Laser Tower - Light air defense, cheap, easy to put up, easy to lose, good bang for your buck.

PACKO/SAM - Similar to the Heavy Laser Tower - Medium air defense, harder to kill, more damage done, but not as good against a large swarm as multiple Defenders/Pulverizers might be.

Chainsaw/Eradicator - Heavy single target air defense. Heavy damage, but low area of effect and tracking speed, and therefore not very good at faster or multiple targets.

Flakkers - Medium-heavy damage and good area of effect. Good against swarms but still decent against single heavy units also.

Mercuries/Screamers - Long range good area of effect, but only mediocre damage. Good for picking off bombers/swarms before they arrive, but not very good against heavily armored aircraft.
----------------------------------------------------------

Arm Hermes weapon (HERMES) default damage increased to 45 (31) and special damages removed for all gunships (22) except the Core Krow, which had no special damage, and turn rate reduced to 63000 (68000) since the maximum is 64000.

Arm Hermes metal cost increased to 510 (410) and energy cost increased to 8025 (4025).

Arm Pelican and Panther weapon (ARMAMPH_MISSILE) damage increased to 100 (65).

Arm Defender and Core Pulverizer weapon (ARMRL_MISSILE) damage reductions to gunships (Arm Banshee, Brawler, Saber, Blade, and Core Rapier, Cutlass, Blackdawn) increased back to default of 115 (75).

Arm PACKO and Core SAM weapon (GA2) default damage increased to 100 (60) and Arm and Core fighter, advanced fighter, and seaplane fighter special damage removed (Ranging from 77-118), and turn rate reduced to 63000 (68000) since the maximum is 64000.

Arm PACKO description changed to "Pop-Up Med. Anti-Air Battery" ("Pop-Up Anti-Swarm Battery").

Core SAM description changed to "Med. Anti-Air Battery" ("Anti-Swarm Battery").

Arm Chainsaw and Archer and Core Eradicator and Shredder weapon (ARM_CIR) default damage increased to 250 (125), special damage to Arm and Core bombers, advanced bombers, seaplane bombers, torpedo bombers, and seaplane torpedo bombers removed (250), area of effect decreased to 16 (48), energy cost per shot reduced to 0 (30), and turn rate decreased to 20000 (55000).

Arm Chainsaw and Core Eradicator description changed to "Heavy Anti-Air Turret" ("Anti-Bomber Turret").

Arm Chainsaw energy cost increased to 10145 (8145), and metal cost increased to 902 (702).

Core Eradicator energy cost increased to 10723 (8723), and metal cost increased to 948 (748).

Arm Phalanx and Core Copperhead weapon (ARMYORK_GUN) range increased to 800 (650), weapon velocity increased to 2500 (1500), reload decreased to 0.4 (0.6), and default damage increased to 133 (100). Special damages removed for Level 1 bombers (150), advanced bombers and seaplane bombers and seaplane torpedo bombers (200), and all gunships (75) except the Core Krow, which had no special damage.

Arm Phalanx metal cost increased to 615 (415), energy cost increased to 13808 (6808), and build time increased to 12628 (10628).

Core Copperhead metal cost increased to 643 (443), energy cost increased to 14390 (8390), and build time increased to 13986 (11986).

Arm Flakker and Flakker NS weapon (ARMFLAK_GUN) range increased to 900 (700), weapon velocity increased to 3550 (1550), reload decreased to 0.3 (0.6), and default damage increased to 150 (120). Special damages removed for Level 1 bombers (180), advanced bombers and seaplane bombers and seaplane torpedo bombers (240), and all gunships (85) except the Core Krow, which had no special damage.

Core Cobra - NS name changed to Cobra NS.

Core Cobra and Cobra - NS weapon (CORFLAK_GUN) range increased to 930 (730), weapon velocity increased to 3450 (1450), reload decreased to 0.33 (0.66) and default damage increased to 188 (150). Special damages removed for Level 1 bombers (225), advanced bombers and seaplane bombers and seaplane torpedo bombers (300), and all gunships (95) except the Core Krow, which had no special damage.

Arm Albatross energy cost reduced to 5619 (9619), metal cost reduced to 387 (557), build time decreased to 13825 (22825), and armor increased to 1246 (546).

Core Typhoon energy cost reduced to 5785 (9785), metal cost reduced to 395 (545), build time decreased to 13825 (23698), and armor increased to 1286 (560).

Arm Twilight armor increased to 1100 (550) and cloaking cost decreased to 5 (10).

Core Bladewing LOS increased to 400 (280).
Core Bladewing weapon (BLADEWING_LYZER) reload increased to 0.9 (0.6).

Arm Lemming ExplodeAs explosion set to ARMLEMM_KILLED (BIG_UNITEX). This means Lemmings blow up the same whether they are self-destructed or destroyed, like they used to several versions back.

Arm Moray weapon (ARMATL_TORPEDO) area of effect increased to 112 (16).

Core Lamprey weapon (CORATL_TORPEDO) area of effect increased to 128 (48).

Arm Serpent weapon (CORSSUB_WEAPON) area of effect increased to 84 (16).

Core Leviathan weapon (CORSSUB_WEAPON) area of effect increased to 96 (16).

Arm Podger and Core Spoiler weapon (ANTIMINE_ROCKET) given special damage to Arm and Core Fortification Turrets and Advanced Fortification Turrets of 400 (previously default of 0).

Arm Mumbo weapon (TAWF003_weapon) damage increased to 60 (40).

Core Reaper weapon (CORE_REAP) damage increased to 14 (9) and spray angle increased to 2048 (1024).

Arm Dragon's Claw metal cost decreased to 270 (315), energy cost increased to 2046 (1546), armor increased to 2968 (2200), damage modifier increased to 0.3 (0.23), and description changed to "Hardened Lightning Turret" ("Pop-up Lightning Turret").

Arm Dragon's Claw weapon (DCLAW) damage decreased to 160 (268) and reload decreased to 0.8 (1.35).

Core Dragon's Maw metal cost increased to 275 (273), energy cost increased to 2112 (1412), armor increased to 3041 (2000), damage modifier increased to 0.3 (0.2), and description changed to "Hardened Flamethrower Turret" ("Pop-up Flamethrower Turret").

Arm Dragon's Maw weapon (DMAW) damage increased to 12 (11).

Arm Sentinel weapon (ARM_LASERH1) damage increased to 250 (150) and energy per shot increased to 100 (75).

Core Gaat Gun weapon (CORE_LASERH1) damage increased to 280 (170) and energy per shot increased to 115 (75).

Arm Thunderbolt and Core Stingray, and Arm and Core Fortification Heavy Laser Post weapon (CORFHLT_LASER) damage increased to 350 (210) and energy per shot increased to 200 (75).

Arm Pit Bull weapon (ARMPB_WEAPON) damage increased to 350 (210).

Core Viper weapon (CORVIPE_LASER) damage increased to 450 (270).

Arm Radical and Core Blocker description changed to "Plasma Battery" ("Medium Plasma Battery").

Arm Radical armor increased to 2988 (1800).

Core Blocker armor increased to 3072 (1900).

Arm Radical and Core Blocker weapon (MEDIUMFIXED_GUN) reload time decreased to 1.45 (1.9), tolerance decreased to 1250 (2500), and damage increased to 325 (200).

Arm Guardian armor increased to 4664 (3100).
Arm Guardian weapon (ARMFIXED_GUN) damage increased to 560 (310) and reload decreased to 2.8 (3.25).

Core Punisher armor increased to 4908 (3300).
Core Punisher weapon (CORFIXED_GUN) damage increased to 600 (340) and reload decreased to 3.0 (3.55).

Arm Ambusher armor increased to 5652 (3800).
Arm Ambusher weapon (ARMAMB_GUN) damage increased to 475 (280).

Core Toaster armor increased to 5949 (4000).
Core Toaster weapon (CORTOAST_GUN) damage increased to 525 (305).

Arm Light Laser Tower weapon (ARM_LIGHTLASER) energy per shot cost reduced to 15 (20) and special damage to Arm Lemming reduced to the default of 60 (85).

Core Light Laser Tower weapon (CORE_LIGHTLASER) energy per shot cost reduced to 15 (20) and special damage to Arm Lemming reduced to the default of 60 (85).

Arm Beamer weapon (TAWF001_weapon) energy per shot cost reduced to 5.7 (7) and special damage to Arm Lemming increased to the default of 21 (12).

Arm Conqueror, Core Executioner, Intruder, and Exploiter weapon (ADV_DECKLASER) energy per shot increased to 20 (10).

Arm Annihilator energy storage increased to 5000 (2000).

Core Doomsday Machine energy storage increased to 5000 (2000).

Arm Annihilator weapon (ARM_TOTAL_ANNIHILATOR) energy cost per shot increased to 4000 (1500).

Arm Annihilator metal cost reduced to 2785 (3385).

Arm Bantha and Core Doomsday Machine weapon (CORE_DOOMSDAY) energy cost per shot increased to 3750 (1250).

Core Doomsday secondary weapon (CORSUMO_WEAPON) replaced with weapon (CORE_BATSLASER).
Core Doomsday tertiary weapon (ADV_DECKLASER) replaced with weapon (CORSUMO_WEAPON).

Core Doomsday Machine and Core Warlord weapon (CORE_BATSLASER) energy cost per shot increased to 465 (125).

Core Sumo and Doomsday Machine weapon (CORSUMO_WEAPON) energy cost per shot increased to 105 (75).





***6.1 Twilight Beta 5.2***
March 28th, 2006

In the Beta 5.1 changelog, the line:
"New build picture and wake script issue fixed by Corncobman. Thanks!" should have read:
"New build picture and wake script issue for the Core Black Hydra fixed by Corncobman. Thanks!"

*B5.1* Changed the Main Menu so that it displays "6.1 Twilight Beta 5.2" instead of "6.1 Twilight Beta 5.1".

Added the line "ActivateWhenBuilt=1;", and added a semicolon to the sonar range line on the Arm Archer and Core Shredder so that it looks like this "SonarDistance=1100;" (SonarDistance=1100). Previously, their sonar remained permanently inactive due to this omission. Thanks for noticing this, Dragoon!

Added a semicolon to the sonar range line on the Arm Archer and Core Shredder so that it looks like this "SonarDistance=1100;" (SonarDistance=1100)

Core Krogoth armor decreased to 28000 (29950) and damage modifier reduced to 0.289 (0.31), giving an effective armor of 96886 (96613).

Core Black Hydra armor decreased to 24000 (29900) and damage modifier reduced to 0.398 (0.5), giving an effective armor of 60302 (59800).

Arm Epoch armor decreased to 24000 (28500) and damage modifier reduced to 0.421 (0.5), giving an effective armor of 57007 (59800).

Core Juggernaut armor decreased to 24000 (29950) and damage modifier reduced to 0.398 (0.495), giving an effective armor of 60302 (60505).

Core Krogtaar armor decreased to 16000 (21500) and damage modifier reduced to 0.625 (none), giving an effective armor of 25600 (21500).

Arm Bantha armor decreased to 20000 (28000) and damage modifier reduced to 0.571 (0.8), giving an effective armor of 35026 (35000).

This was done because self-destructing a unit causes around 29000 damage to be done to the unit (and then a copy transferred to the other player, in the case of giving a unit to another player). In the case of the Black Hydra and Krogoth, since they had more than 29000 armor, self-destructing them wouldn't cause them to die, unless they were self-destructed a second time. Giving them to another player would result in the other player receiving the unit as normal, but with the "original" unit still in possesion of the player, with about 1000 armor left. By adjusting the armor down, and lowering the damage modifier, the effective armor is about the same, but without the problems listed above.

The Core Black Hydra and Juggernaut and Arm Epoch and Bantha had their armor lowered into the 24000-20000 range (with a corresponding change in their damage modifier) because repair time is based upon a unit's armor value, so that even though a Krogoth *effectively* has around 96000 armor, and the Juggernaut around 60000, they both repair at the same rate due to them both having almost the same *actual* armor value. I've lowered their actual armor value to allow the mechs and other large units smaller than Krogoths and Orcones to help alleviate this. This means that they'll repair faster than a Krogoth, because they have less armor overall. This was effectively true before, but ignored by the game engine as repair rate is based upon the actual armor number only.

I also adjusted the Bantha, since the Bantha with 28000 (actual armor) and a damage modifier of 0.8 works out to be 35000 effective armor in game, but still repairs just as slowly as the Orcone, since they both have 28000 (actual) armor, even though the Orcone's damage modifier of 0.32 gives it an effective armor of 87500. This means the smaller mechs repaired much more slowly than they ought to, at least compared to the Orcone and Krogoth.

Core Krogtaar speed increased to 1.95 speed (1.32).

Arm Tick "CanReclamate=1;" line added, so it should now be able to reclaim as intended.

Arm Grim Reaper and Core Death Cavalry worker times increased to 360 (210).

Core Poison Arrow turret turn rate increased to 70 in the script (35). It's turret turned as slow as level 2 artillery did (6 seconds to turn the turret 180 degrees) even though it's a tank.

Arm Luger and Mausser weapon (ARM_ARTILLERY) and Core Pillager and Navarone weapon (CORE_ARTILLERY) weaponvelocity increased to 330 (300) and tolerance increased to 500 (0). 

Core Tremor weapon (TREM1) area of effect increased to 176 (128).

Core Banisher weapon (TAWF_BANISHER) special damages to the Arm Razorback and Bantha and the Core Karganeth and Krogtaar increased to 2500 (1167), special damages to the Arm Orcone and Core Krogoth increased to 5700 (2667).

Arm Tick weapon (ARMTICK_PARALYZER) changed to rendertype 0 (4) and color=209; and color2=211; added (previously only color=255;). This makes the Tick weapon visible, where it was previously invisible, like the Arm Sharpshooter weapon. However, this conferred no real advantage, and made it confusing as to whether or not you had actually fired.

Arm Orcone and Core Krogoth weapon (KROG_BEAM) energy per shot increased to 2500 (1250).

Arm Orcone and Core Krogoth weapon (CORKROG_ROCKET) given special damage to the Core Doomsday of 586 (default of 1760).
Arm Orcone and Core Krogoth weapon (KROG_BEAM) given special damage to the Core Doomsday of 416 (default of 1250).
Arm Orcone weapon (ARMORCO_FIRE) given special damage to the Core Doomsday of 122 (default of 185).
Core Krogoth weapon (CORKROG_FIRE) given special damage to the Core Doomsday of 136 (default of 410).
Both heavy beam weapon emplacements should get to shoot several times before dying. The special damage reduction to DDMs from Mechs is so they live long enough to fire on them several times. Annihilators get to fire several times due to their range before dying. DDMS will get to do it due to toughness. However, they already have 12000 armor, which is plenty strong against normal units, so we don't want more armor. Thus, the solution was special reduced damage.

Core Doomsday Machine and Arm Bantha weapon (CORE_DOOMSDAY) range increased to 1000 (860).

Arm Big Bertha and Avatar weapon (ARM_BERTHACANNON) special damage to the Arm Vulcan and Core Buzzsaw removed and replaced with the default damage of 1600 (4000).
Arm Big Bertha and Avatar weapon (ARM_BERTHACANNON) special damage to the Core Juggernaut removed and replaced with the default damage of 1600 (2000).

Core Intimidator and Mauler weapon (CORE_INTIMIDATOR) special damage to the Arm Vulcan and Core Buzzsaw removed and replaced with the default damage of 2000 (4500).
Core Intimidator and Mauler weapon (CORE_INTIMIDATOR) special damage to the Core Juggernaut removed and replaced with the default damage of 2000 (2350).

Arm Vulcan armor increased to 15000 (9000).

Core Buzzsaw armor increased to 16000 (8000).

Arm Harpoon and Core Urchin weapon (COAX_TORPEDO) weaponvelocity and startvelocity increased to 150 (100).

TINY_BUILDINGEX explosiongaf changed to sexy (fx) and explosionart changed to explode4x (explode2).

Core Pyro (and other medium buildings) destroyed explosion (CORPYRO_BLAST) shakemagnitude changed to 10 (2).
Core Pyro (and other medium buildings) self-destruct explosion (MEDIUM_BUILDING) shakeduration changed to 0.5 (0) and shakemagnitude changed to 20 (0).

Arm Consul and Core Freaker are now amphibious:
Arm Consul movement class changed to TANKDH3 (TANKSH3).
Core Freaker movement class changed to TANKDS2 (KBOTSS2).

Arm Consul and Core Freaker descriptions changed to "Amphibious Combat Engineer" ("Combat Engineer").

Core Parasite and Freaker added to the Core Amphibious Complex build menu.

Arm Consul added to the Arm Amphibious Complex build menu.

Arm and Core light mine explosion (MINE_LIGHT) explosionart changed to explode3 (explode2).

Arm and Core light naval mine explosion (FMINE_LIGHT) explosionart changed to explode3 (explode2).

Core Intruder transportcapacity increased to 15 (8).

Arm Flash weapon (EMG) and Arm Peewee weapon (PEEWEE_EMG) weaponvelocity increased to 700 (500).



***6.1 Twilight Beta 5.1***
March 21st, 2006

*B5* Changed the Main Menu so that it displays "6.1 Twilight Beta 5.1" instead of "6.1 Twilight Beta 5".

Arm Courier, Hulk, and Bear and Core Emissary, Envoy, Turtle, and Intruder transports have all been rescripted to allow for much easier loading, and an "auto-unload all units" for unloading. All of the units still unload one at a time, but quickly, and with only one "unload" command issued. Thanks, Corncobman!

I put in the Beta 5 Epoch changes cost changes.  They were logged in Beta 5 but not actually changed:
Arm Epoch metal cost decreased to 19208 (32122), energy cost decreased to 145665 (238406), buildtime reduced to 276482 (299523), LOS increased to 950 (530), and NoAutoFire set to 1 (0). The LOS and noautofire changes were already in. The cost changes were not.

Arm Peeper energy cost reduced to 1180 (1475) and build time to 1723 (2585).
Core Fink energy cost reduced to 1095 (1369) and build time to 1437 (2156).

*B5* Core Vamp armor increased to 390 (350).
*B4* Arm Blade armor increased to 3275 (3252).
*B4* Core Blackdawn armor increased to 3975 (3600).
*B4* Arm Blade and Core Blackdawn weapon (VTOL_SABOT) reload decreased to 1.6 (2.0).

Core Krow metal cost reduced to 4558 (4758) and *B2b* armor increased to 11725 (11500).

*B2b* Core Krow weapon (KROWLASER) reload decreased to 0.53 (0.65).
*B2b* Core Krow weapon (KROWLASER2) reload decreased to 1.05 (1.3).

Arm Hawk and Tornado weapon (ARMVTOL_ADVMISSILE) special damage against the Arm Liche increased to 110 (previously default of 55). This is the same special damage done to other advanced fighters.

Core Vamp and Voodoo weapon (CORVTOL_ADVMISSILE) special damage against the Arm Liche increased to 86 (previously default of 43). This is the same special damage done to other advanced fighters.

Arm Zipper buildtime reduced to 2528 (3168).
Arm Zipper weapon (ARM_FAST) reload time decreased to 0.75 (1).

Core Pyro metal cost reduced to 145 (189), buildtime reduced to 2738 (3368), and energy cost increased to 2933 (1865).
Core Pyro weapon (FLAMETHROWER) range increased to 255 (220).
Core Pyro ExplodeAs changed to CORPYRO_BLAST (MEDIUM_UNIT).
Core Pyro SelfDestructAs changed to MEDIUM_BUILDING (CORPYRO_BLAST).

Core Pyro SelfDestructAs explosion MEDIUM_BUILDING special damage to Core Pyros reduced to 450 (default of 1400).
Core Pyro ExplodeAs explosion CORPYRO_BLAST damage reduced to 650 (850), and special damage to Core Pyros increased to 250 (15).

Arm Flea buildtime reduced to 350 (450).

Core Halberd metal cost increased to 806 (726) and energy cost increased to 9501 (9101).

Arm and Core Metal Generators (Self-Powered Metal Makers) description changed to "Cloaking Self-Powered Metal Maker" ("Self-Powered Metal Maker") and cloaking costs reduced to 20 (60).
Arm Metal Generator energy cost reduced to 8478 (12717) and build time reduced to 7938 (11907).
Core Metal Generator energy cost reduced to 8645 (12969) and build time reduced to 8126 (12190).

Arm Flea weapon (FLEA_LASER) tolerance increased to 4500 (600).

Arm Jeffy weapon (ARM_LASER) tolerance increased to 4500 (600).

Arm Spider weapon (ARM_PARALYZER) tolerance increased to 4500 (500).

Arm Zipper weapon (ARM_FAST) tolerance increased to 2000 (1000).

Core Weasel weapon (CORE_LASER) tolerance increased to 4500 (600).

Arm Maverick speed increased to 1.75 (1.49).

Arm Maverick weapon (ARMMAV_WEAPON) tolerance increased to 1500 (500).

Core Freaker radar range reduced to 0 (50).

Arm Lemming metal cost reduced to 27 (36).

Core Behemoth metal cost increased to 1825 (1500).

Core Behemoth weapon (CORBHMTH_WEAPON) range increased to 2200 (1650).

Arm Prude build time increased to 61347 (41347) and metal cost increased to 1801 (1176).

Arm Moho Geothermal Powerplant energy cost reduced to 18852 (24852) and metal cost reduced to 1020 (1520).

Core Moho Geothermal Powerplant energy cost reduced to 18568 (24568) and metal cost reduced to 920 (1420).

Arm and Core Fusions, Cloakable Fusions, and Underwater Fusions' descriptions changed to "Produces/Stores Energy" ("Produces Energy / Storage").

Arm Cloakable Fusion metal cost increased to 5269 (4769), energy cost increased to 36646 (33646), and build time increased to 90389 (84389).

Core Cloakable Fusion metal cost increased to 5201 (4681), energy cost increased to 40080 (36980), and build time increased to 95499 (89499).

Arm MRU metal cost increased to 5469 (4210), energy cost increased to 39917 (31917), build time increased to 93539 (83539), and metalmake increased to 5 (0).

Core MRU metal cost increased to 5401 (4305), energy cost increased to 43771 (34771), build time increased to 97654 (87654), and metalmake increased to 5 (0).

Arm Underwater Fusion metal cost decreased to 5068 (5668) and armor increased to 3000 (1231).

Core Underwater Fusion metal cost decreased to 5088 (5768) and armor increased to 3100 (1425).

Arm and Core Advanced Fusion Reactor's energy storage increased to 10000 (3000) and description changed to "Enhanced Energy Output/Storage" ("Enhanced Energy Output / Storage").

Arm Advanced Fusion Reactor energy cost decreased to 91700 (172735).

Core Advanced Fusion Reactor energy cost decreased to 99960 (181827).

Arm Moho Metal Maker energy cost decreased to 4947 (9350) and build time decreased to 18756 (34980).

Arm Underwater Moho Metal Maker energy cost decreased to 10149 (14077) and build time decreased to 20284 (48964).

Core Moho Metal Maker energy cost decreased to 4791 (10928) and build time decreased to 18357 (41253).

Core Underwater Moho Metal Maker energy cost decreased to 10098 (16551) and build time decreased to 17701 (54623).

Arm and Core Juno description changed to "Anti-Radar/Jammer Signal Weapon" ("Description=Anti-Signal Weapon").

Arm Infiltrator and Core Parasite cloaking costs increased to 50 and 150 for stationary and moving cloaking costs, respectively (25 and 100).

Arm Detonator and Core Catalyst descriptions changed to "Stealth Tactical Nuclear Silo" ("Radar-Invisible Cruise Missile Launcher").

Arm Retaliator metal cost reduced to 2401 (7625).
Core Silencer metal cost reduced to 2354 (7187).

This put the normal nuclear silos at only a little more metal than the tactical nuclear silos. However, the full fledged silos take close to twice as long to build and about three times as much energy to build. Most importantly, the nuclear missile itself, as compared to the tactical nuclear missile, takes twice as much metal to build, twice as much time to build, and *eight* times as much energy to build. Building tactical nuclear missiles drains about 260 energy per second. A normal nuclear missile takes over 1000 energy per second to build, which is much harder to sustain, as it drains more than a fusion reactor's output every second. In other words, the real penalty for building the larger silo is in trying to sustain the heavy price of the missiles. There's no need to make the silo itself so expensive. If you want a shorter ranged, cheaper nuke, the Tactical silo is much easier to afford to build missiles in. This change will hopefully shift the economic burden back to the building of the nukes themselves, instead of having to pay so much metal up front to build the silo in the first place, which often means people don't bother building it. Why spend over 7000 metal on a silo, just so you can spend *another* 2000 to build a missile, which might be useless anyway, depending on whether or not the enemy has missile defense?

Arm Twilight LOS increased to 500 (220) and radar range increased to 800 (0).

Core Exploiter LOS increased to 475 (350), ExplodeAs set to ESTOR_BUILDINGEX (MEDIUM_BUILDINGEX) and SelfDestructAs set to ESTOR_BUILDING (previously there was no SelfDestructAs line).
Core Exploiter weapon (CORE_LIGHTLASER) replaced with (ADV_DECKLASER).

All Arm and Core Advanced Factories (Including Hovercraft, Gantries, Seaplanes, Amphibious complex etc) wreckage and heap metal values and armor values set to the correct values. This originally applied to all units in OTA as follows:
Wreckage for a unit had a metal value of 80% of the unit itself, and armor equal to 80% of the unit's armor value. When that value was exceeded, the wreckage became a heap (Pile of metal shards and debris).
The heap for a unit had a metal value of 40% of the unit itself, and armor equal to 80% of the unit's armor value. When that value was exceeded, the heap disappears.
There are still many many units that need their values adjusted (hundreds), but these adjustments will give some of the best return since they're seen so often.

For the most part, this resulted in almost all of the advanced factories wreckages being worth quite a bit more metal, since multiple versions back, Caydr adjusted all of the advanced factories up about 70% in metal cost and 60% in armor, but didn't change the wreckage or heap values.


Arm Seaplane Platform metal cost increased to 3779 (2223) and armor increased to 2912 (1820).

Core Seaplane Platform metal cost increased to 3919 (2305) and armor increased to 3200 (2000).
These never got adjusted up in cost and armor along with the advanced air plants when they were done a long time back.

New build picture and wake script issue for the Core Black Hydra fixed by Corncobman. Thanks!

Arm Tick description changed to "Stealthy Capture/Reclaim Kbot (Stealthy Capture Kbot), worker time increased to 2150 (60), cloaking energy cost increased to 60 and 90 for stationary and moving, respectively (30 and 60).
This allows the Tick to rapidly reclaim friendly or enemy units *much* more quickly than a construction unit could, while not being able to assist in construction.

Core Commando worker time increased to 2150 (210).
This allows the Commando to rapidly reclaim friendly or enemy units *much* more quickly than a construction unit could, while not being able to assist in construction.

Core Firestorm turret turn rate increased to 100 in the script (45).

*B5* Arm Requiter and Core Precluder weapon (MOBILE_TACNUKE) range increased to 2000 (1750).

Arm Luger and Mausser weapon (ARM_ARTILLERY) explosionart set to explode2 (explode3).

Arm Orcone and Core Krogoth weapon (KROG_BEAM) damage reduced to 1250 (3750), and special damage to Commanders set to default (1499).

Core Bladewing speed decreased to 7 (9).
Core Bladewing weapon (BLADEWING_LYZER) range increased to 330 (220), reload reduced to 0.6 (1.2).

Bladewings work fine when micro-managed, but this is an attempt to allow them to be used automatically more effectively. Arm Spiders, for example, can be set to walk through an area and will paralyze most things automatically on the way. Bladewings, when set to patrol over an area, will fire sometimes, but not as often as they should, making them fairly ineffective unless micro-managed. This will likely need more work, but it's a start.

Arm and Core Sabotage mines are now buildable underwater (Maxwaterdepth set to 255. Previously 0).

Arm Orcone and Core Krogoth weapon (CORKROG_ROCKET) model changed to empmisl (crblmssl).

Core Sumo build time reduced to 29153 (34153), energy cost reduced to 20487 (22487), metal cost reduced to 1371 (1900), and armor increased to 13000 (12000). This gives a Sumo's metal cost in Cans approximately 50% more firepower, but approximately 40% more armor for the Sumo. The Sumo trades firepower for armor.

Arm Demolisher metal cost reduced to 879 (1179), build time reduced to 13300 (17300), and armor increased to 6153 (4500).
Arm Demolisher weapon (ARM_HLIGHTNING) reload decreased to 1.25 (1.5).

Arm Sharpshooter weapon (ARMSNIPE_WEAPON) energy per shot increased to 1200 (500) and weapon velocity decreased to 900 (1500).

Core Warlord weapon (CORE_BATSLASER) damage increased to 700 (495).

Arm Fido armor reduced to 950 (1250) and LOS increased to 350 (275).
Arm Fido weapon (GAUSS) reload time reduced to 1.75 (2.25) and weapon velocity increased to 625 (475).

Core Krogtaar weapon (COR_TAAR_RC) area of effect increased to 220 (128).

Core Karganeth weapon (ASSKICKER) damage increased to 6 (5).

Nuclear mine explosion (MINE_NUKE) shakemagnitude increased to 250 (0) and shakeduration increased to 3 (0) to match the magnitude and duration of the nuclear missile.
Nuclear missile explosions for Arm and Core (NUCLEAR_MISSILE and CRBLMSSL, respectively) shakemagnitude increased to 250 (50) and shakeduration increased to 3.5 (3).
Skuttle weapon (cormine6) shakemagnitude increase to 150 (0) and shakeduration increased to 1.75 (0).
Tactical nuclear missile explosion for Arm and Core (ARMEMP_WEAPON) shakemagnitude increased to 100 (32) and shakeduration increased to 2.5 (1.5).

NANOBOOM explosion now does special damage of 1250 to both the Arm and Core Advanced Fortification Turrets, the same as to the normal fortification turrets (Previously default damage of 0).

Arm and Core Advanced Fortification Turrets stealth was removed and replaced with RadarDistanceJam=40. This will still keep them stealth on the ground as it was before, but will allow it to be picked up by Sonar underwater.

Arm and Core Advanced Fortification Turrets energy cost increased to 30000 (20000) and metal cost increased to 2500 (1650).

Arm Consul build distance increased to 95 (75), build time decreased to 3590 (7179).

Core Freaker build distance increased to 95 (75), build time decreased to 3531 (7062).

Arm Fatboy weapon (ARM_FATBOY_NOTALASER) weapon velocity increased to 330 (280).

Core Termite weapon (CORE_TERMITE_LASER) reload decreased to 1 (1.2).
Core Termite turret turn rate increased to 270 (110) in the script. This is the same as the Core Can.

Core Krow turrets turn rate increased to 350 (200) in the script.

Core Skuttle buildtime decreased to 19430 (38861).

Arm Skeeter, Decade, and Valiant and Core Searcher, Supporter, and Limiter movement class changed to BOATS3 (BOATS4).
I created the BOATS3 movement class as 3x3, since having the Corvettes and PT boats as 4x4 seemed ridiculous.

ARMATL_TORPEDO damage increased to 1600 (1000).

CORATL_TORPEDO damage increased to 2000 (1250).

*B5* Arm Lancet and Core Titan weapon (ARMAIR_TORPEDO) damage increased to 2250 (1350) and half damage to the Arm Serpent and Core Leviathan.

*B5* Arm Albatross and Core Typhoon weapon (ARMSEAP_WEAPON1) damage increased to 1300 (775) and half damage to the Arm Serpent and Core Leviathan.

Arm Crusader and Core Enforcer sonar range increased to 700 (305).
Arm Crusader and Core Enforcer weapon (DEPTHCHARGE) reload time decreased to 3.0 (3.5).

Arm Archer and Core Shredder description changed to "Anti-Air/Anti-Sub Ship" ("Anti-air Ship").
Arm Archer and Core Shredder weapon (BOGUS_MISSILE) replaced with (ADVDEPTHCHARGE) weapon.
Arm Archer and Core Shredder weapon (ADVDEPTHCHARGE) reload decreased to 1.75 (3.0) and damage changed to 175 (320), with special damages of 875 to almost all mobile underwater units (subs, amphibious tanks, etc...).
Arm Archer and Core Shredder sonar range increased to 850 (0), LOS increased to 600 (350).
Arm Archer and Core Shredder wpri_badTargetCategory changed to "NOTSUB" ("ALL").
BadTargetCategory=ALL; removed from Arm Archer and Core Shredder (Why was this in there?).
Core Shredder speed increased to 2.6 (2.25).

All submarine torpedoes adjusted to do half damage to the Arm Archer and Core Shredder because of their new anti-sub role.

The weapon (ADVDEPTHCHARGE) and wspe_badTargetCategory=NOTSUB; removed from Arm Conqueror and Core Executioner.
Arm Conqueror and Core Executioner sonar range decreased to 0 (405 and 425 for the Conqueror and Executioner, respectively.)

Arm Lurker speed increased to 3.3 (2.23).
Core Snake speed increased to 3.0 (2.06).
*B5* Arm Lurker and Core Snake weapon (ARM_TORPEDO) damage increased to 720 (450). Special damages adjusted accordingly.
Arm Lurker and Core Snake LOS increased to 450 (280), sonar range increased to 700 (450).

Arm Piranha speed increased to 4.9 (2.75).
*B5* Arm Piranha armor increased to 1450 (1150).
Core Shark speed increased to 4.5 (2.4).
*B5* Core Shark armor increased to 1575 (1275).
*B5* Arm Piranha and Core Shark weapon (ARMSMART_TORPEDO) damage increased to 1400 (875). Special damages adjusted accordingly.
*B5* Arm Piranha and Core Shark LOS increased to 575 (330), sonar range increased to 1100 (575).

*B5* Arm Serpent armor increased to 4250 (2800).
Arm Serpent speed increased to 4.1 (2.2).
*B5* Arm Serpent weapon (TAWF009_WEAPON) damage increased to 2880 (1400), and reload increased to 2.25 (1.75). Special damages adjusted accordingly.

*B5* Core Leviathan armor increased to 4985 (3250).
Core Leviathan speed increased to 3.75 (2.05).
*B5* Core Leviathan weapon (CORSSUB_WEAPON) damage increased to 3600 (2250). Special damages adjusted accordingly.
*B5* Arm Serpent and Core Leviathan LOS increased to 700 (400), sonar range increased to 1350 (950 and 900 for the Serpent and Leviathan, respectively).

Arm Crusader and Core Enforcer weapon (DEPTHCHARGE) reload reduced to 3.0 (3.5).

Arm Decade acceleration decreased to 0.055 (0.475).
Core Supporter acceleration decreased to 0.05 (0.45).

Arm Lurker brake rate decreased to 0.018 (0.18).
Core Snake brake rate decreased to 0.02 (0.2).

Arm Piranha brake rate decreased to 0.03 (0.36).
Core Shark brake rate decreased to 0.03 (0.2).

Arm Serpent brake rate decreased to 0.015 (0.24).
Core Leviathan brake rate decreased to 0.018 (0.15).

Core Nautilus speed increased to 6.0 (3.8), canguard set to 0 (1), and worker time increased to 2150 (150).
Core Nautilus description changed to "Patterning/Reclaiming Sub" ("Patterning Sub").
The Nautilus can no longer assist in building, but can now reclaim enemy (or friendly) units with frightening speed, useful for picking off isolated units and getting a chunk of metal at the same time.

Arm Decade and Core Supporter (And Arm Anaconda and Core Snapper) weapon (ARMANAC_WEAPON) reload decreased to 1.2 (1.4).

Arm Viking energy cost reduced to 5909 (12909), metal cost reduced to 918 (1618), and build time reduced to 11904 (18904).

Core Cronus energy cost reduced to 5826 (12826), metal cost reduced to 986 (1686), and build time reduced to 11870 (18870).

Arm Viking and Core Cronus weapon (TREMSHIP) range increased to 955 (855) and edge effectiveness increased to 0.10 (0).


Arm Saber build time reduced to 10507 (20016), LOS increased to 600 (350), speed increased to 6.5 (6.2), and armor increased to 1540 (915).
Arm Saber weapon (VTOL_EMG2) range increased to 530 (420), reload time decreased to 0.8 (0.97) and damage increased to 125 (100).

Core Cutlass metal cost decreased to 359 (430), energy cost increased to 8725 (8667), build time decreased to 9709 (21270), LOS increased to 600 (350), speed increased to 7.0 (6.7), and armor increased to 1631 (980).
Core Cutlass weapon (VTOL_ROCKET2) range increased to 550 (400), reload time increased to 2 (1.45), damage increased to 215 (150), area of effect increased to 110 (64), and edge effectiveness increased to 0.5 (0).

Core Black Hydra weapon (HYDRAMISS) changed from ballistic to line of sight, and burnblow set to 0 (1).





***6.1 Twilight Beta 5***
February 16th, 2006



***General/Miscellaneous Changes***

*B4* Changed the Main Menu so that it displays "6.1 Twilight Beta 5" instead of "6.1 Twilight Beta 4".

Added Arm Beamer, Anemone, Twilight, Dragon's Eye, Nano Platform, and Sneaky Pete to the Arm Beaver build menu.

Added Core HLLT, Jellyfish, Exploiter, Dragon's Eye, Nano Platform, and Castro to the Core Muskrat build menu.

Core Moho Exploiter weapon (CORMEXP_ROCKET) model changed to shipmissile (missile).

Core Nautilus LOS increased to 450 (140).

Arm Maverick weapon (ARMMAV_WEAPON) reload decreased to 0.875 (1).

Arm Pelican armor increased to 980 (710).

Arm Pelican weapon (ARMAMPH_WEAPON1) damage increased to 85 (60).

Arm Skimmer metal cost increased to 96 (76) and armor increased to 365 (205).

Core Scrubber metal cost increased to 82 (62) and armor increased to 330 (180).

Arm Anaconda armor increased to 1350 (970), speed increased to 2.55 (2.2), LOS increased to 360 (280).

Core Snapper armor increased to 1420 (1050), speed increased to 2.2 (2), LOS increased to 350 (270).

Arm Concealer build time reduced to 9156 (13156).

Core Blotter build time reduced to 9456 (14456), armor increased to 720 (650).

Arm Spotter build time decreased to 6323 (10523).

Core Watcher metal cost reduced to 245 (270), armor increased to 780 (700), speed increased to 2.6 (2.4) and build time decreased to 6647 (9647).

Arm Wombat build time decreased to 11933 (17933).

Core Nixer build time decreased to 12124 (19124).

Arm Mausser and Core Navarone descriptions changed to "Artillery Hovercraft" ("Artillery Hover Tank").

Arm Mausser armor decreased to 300 (655), build time increased to 7607 (6607), and turn rate increased to 320 (220).

Core Navarone armor decreased to 375 (765), build time increased to 7636 (6636), and turn rate increased to 310 (210).

Core Halberd build time decreased to 12251 (15251), speed increased to 1.7 (1.2), and armor increased to 3000 (2800).

Arm Gremlin armor increased to 1000 (750).

Arm Gremlin weapon (ARMST_GAUSS) range increased to 300 (220), reload decreased to 0.7 (1).

Arm Janus buildtime decreased to 2845 (3545), armor increased to 1150 (880), and speed increased to 1.8 (1.55).

Arm Janus weapon (JANUS_ROCKET) range increased to 500 (440) and reload time decreased to 5 (7).

Core Termite armor increased to 3500 (2800) and energy cost reduced to 7445 (8445).

Core Termite weapon (CORE_TERMITE_LASER) damage increased to 420 (300).

Arm Rocko and Core Storm weapon (KBOT_ROCKET) weapon timer increased to 2.2 (2).

Arm Commander and Core Commander weapon (ARMCOMLASER) special damages removed.

Arm Bear speed increased to 2.4 (1.8).

Core Turtle speed increased to 2.5 (1.9). 

Core Intruder weapon changed to ADV_DECKLASER (CORFAST_WEAPON).

Added Arm Courier armored ground transport vehicle to the Arm Vehicle Plant.
Added Core Emissary armored ground transport vehicle to the Core Vehicle Plant.
These have heavy armor for their price, and are faster than the Stumpy and Raider respectively (Though slower than the Flash and Instigator), and are designed to move slower units to where you need them quickly, or to protect lighter units from damage while advancing under enemy fire. They can carry up to 8 units, but nothing with a footprint bigger than 3x3, which essentially means almost any unit except for mechs and Sumos.

Core A.K. speed decreased to 2.1 (2.35).

Core A.K. weapon (AK_LASER) damage increased as follows:
default=25 (20)
COREXP=11 (9)
CORMEXP=14 (11)
CORLEVLR=15 (12)
ARMWAR=15 (12)
armbrawl=7 (5.5)
corape=7 (5.5)
armsaber=7 (5.5)
corcut=7 (5.5)

Arm Hulk and Core Envoy descriptions changed to "Armored Naval Transport" ("Armored Transport").

Arm Hulk metal cost reduced to 449 (919), build time reduced to 4538 (14538), speed increased to 2.8 (1.9), and transportcapacity increased to 12 (10).

Core Envoy metal cost reduced to 417 (887), build time reduced to 4163 (13663), speed increased to 2.7 (1.8).

Arm Marky speed increased to 1.7 (1.35).

Core Voyeur speed increased to 1.65 (1.3).

Arm Seer speed increased to 2.6 (1.75) and metal cost decreased to 144 (185).

Core Informant speed increased to 2.5 (1.75) and metal cost decreased to 145 (186).

Arm Seahawk sonar range increased to 2000 (1600).

Core Hunter sonar range increased to 1900 (1400).

Arm Seahawk and Core Hunter weapon (ARMSEHAK_WEAPON) damage to Arm Fibber, Arm Escort, and Core Phantom increased to 600 (50).

Arm Sentinel weapon (ARM_LASERH1) tolerance decreased to 3500 (7000).

Core Gaat Gun weapon (CORE_LASERH1) tolerance decreased to 3500 (7000).

Arm Pitbull weapon (ARMPB_WEAPON) tolerance decreased to 3500 (8000).

Core Viper weapon (CORVIPE_LASER) tolerance decreased to 3500 (8000).

Arm Mumbo weapon (TAWF003_weapon) energy per shot increased to 8 (4).

Arm Ambusher weapon (ARMAMB_GUN) reload decreased to 1.7 (1.8) and area of effect increased to 162 (148).

Core Toaster weapon (CORTOAST_GUN) reload decreased to 1.9 (2.1) and area of effect increased to 170 (154).

Arm Grim Reaper and Core Death Cavalry descriptions changed to "Resurrection Sub" ("Ressurection Sub").

General cleaning up of anti-air damages to ensure that special damages apply to Seaplane Platform aircraft as well.

Arm Hawk armor increased to 450 (335).
Core Vamp armor increased to 350 (260).

Arm Tornado metal cost increased to 102 (72), armor increased to 477 (355), energy use set to 20 (0.7), and energy make set to 20 (0.7).

Core Voodoo metal cost increased to 90 (64), armor increased to 377 (281), armor increased to 477 (355), energy use set to 15 (0.7), and energy make set to 15 (0.7).

Arm Tornado weapon (ARMSFIG_WEAPON) replaced with Arm Hawk weapon (ARMVTOL_ADVMISSILE).
Core Voodoo weapon (CORSFIG_WEAPON) replaced with Core Vamp weapon (CORVTOL_ADVMISSILE).

Arm Hawk and Tornado weapon (ARMVTOL_ADVMISSILE2) reload decreased to 7 (14), explosionart changed to explode2 (explode3), soundstart changed to rockhvy3 (Rocklit3), soundhit changed to xplomed1 (xplosml2), and model changed to fmdmisl (missile).
Core Vamp and Voodoo weapon (CORVTOL_ADVMISSILE2) reload decreased to 6 (12), explosionart changed to explode2 (explode3), soundstart changed to rockhvy3 (Rocklit3), soundhit changed to xplomed1 (xplosml2), and model changed to fmdmisl (missile).

Arm Samson and Core Slasher description changed to "Anti-air Missile Truck" ("Missile Truck").

Arm Samson speed increased to 2.1 (1.5), buildtime reduced to 2041 (3241), armor reduced to 950 (990).

Core Slasher speed increased to 2.0 (1.45), buildtime reduced to 2120 (3320).

Core Slasher weapon (CORTRUCK_MISSILE) replaced with Arm Samson weapon (ARMTRUCK_MISSILE).

Arm Samson and Core Slasher weapon (ARMTRUCK_MISSILE) changed to air only, damage increased to 190 (55), damage changed to 135 for gunships, range increased to 800 (580), weaponvelocity changed to 800 (540), and startvelocity changed to 700 (450).

Core Skuttle speed increased to 1.67 (1.0), radar range increased to 700 (0), stationary cloaking cost reduced to 100 (150), and moving cloaking cost reduced to 300 (400). Hopefully this will allow Skuttles to see units approaching on radar, and try to avoid them before the get too close, thus allowing for a little less micro-management on the trip to the enemy base.

Core Firestorm metal cost increased to 1515 (1215), energy cost increased to 12023 (7023).

Core Doomsday weapon (CORE_DOOMSDAY) energy per shot increased to 1250 (500).

Core Viper weapon (CORVIPE_LASER) model changed to fmdmisl (shipmissile).

Arm Dragon's Claw weapon (DCLAW) damage increased to 268 (195) and other special damages increased proportionately and tolerance increased to 3000 (1500).

Core Dragon's Maw weapon (DMAW) damage increased to 11 (8) and other special damages increased proportionately, sprayangle increased to 1800 (1200), and tolerance increased to 3000 (1200).

Arm Requiter and Core Precluder weapon (MOBILE_TACNUKE) range increased to 1750 (1400), reload time decreased to 90 (150), weapon velocity increased to 1200 (600), energypershot decreased to 15500 (39062), and metalpershot decreased to 500 (1000).

Core Gimp armor increased to 1200 (950). 
Core Gimp weapon (CORAMPH_WEAPON1) damage increased to 150 (75), reload time decreased to 3.5 (4.5), and all special damages reverted back to the default of 150 (Previously pathetically bad against subs: 20).
Core Gimp weapon (CORAMPH_WEAPON2) damage increased to 180 (125) and tolerance increased to 3000 (500).

*B4* Arm Liche armor increased to 6050 (4100).

Arm Retaliator weapon (NUCLEAR_MISSILE) weaponvelocity increased to 500 (250).

Core Silencer weapon (crblmssl) weaponvelocity increased to 500 (250).

Core Behemoth armor increased to 6500 (5000).

Core Behemoth weapon (CORBHMTH_WEAPON) energypershot increased to 525 (150), area of effect increased to 192 (128), damage increased to 650 (450), explosiongaf changed to mineboom (fx), and explosionart changed to mineboom (explode2).

Core Bladewing weapon (BLADEWING_LYZER) now does 120 damage to the Arm Archer and the Core Shredder (400).

Core Shodan energy cost increased to 1260 (1060) and buildtime decreased to 1948 (5448).

Arm Jeffy energy cost decreased to 829 (1270).

Core Weasel energy cost decreased to 564 (864).

Arm Warrior metal cost increased to 352 (302) and energy cost increased to 4313 (3513), and build time decreased to 5509 (4809).

Arm Warrior weapon (ARMWAR_LASER) special damages changed as follows:
armpw=180 (120)
armflash=180 (120)
corak=180 (120)
corgator=180 (120)
armflea=180 (120)
armfav=180 (120)
corfav=180 (120)

Core Leveler metal cost increased to 362 (262), energy cost increased to 4497 (2497), and armor increased to 1500 (1100).

Core Leveler weapon (CORLEVLR_WEAPON) reload decreased to 1.5 (1.7) and special damages changed as follows:
armpw=360 (220)
armflash=360 (220)
corak=360 (220)
corgator=360 (220)
armflea=360 (220)
armfav=360 (220)
corfav=360 (220)

*B1b* Gaat and Sentinel weapon velocity increased to 900 (700).

Core Commando description changed to "Cloaking Covert Neutralizer KBot" ("Stealthy Capture Kbot").

Core Commando weapon (COMMANDOLAS) area of effect increased to 375 (192), *B4* edge effectiveness increased to 0.99 (0.2), and default damage reduced to 600 (2000).

Core Commando weapon (COMMANDOLAS) explosiongaf set to tronboom (Immboom), explosionart set to tronboom (Immboom), waterexplosiongaf set to tronboom (Ringboom2), and waterexplosionart set to tronboom (Ringboom2).

Arm Annihilator metal cost increased to 3385 (2985), energy cost increased to 30025 (25025), and armor increased to 4500 (3300).

Arm Annihilator weapon (ARM_TOTAL_ANNIHILATOR) reload time decreased to 5 (9).

Core Doomsday metal cost increased to 3640 (3540), armor increased to 12000 (6000), and damage modifier increased to 0.3 (0.15).

*B2b* Arm Sentinel weapon (ARM_LASERH1) edge effectiveness reduced to 0 (0.5).

*B2b* Core Gaat Gun weapon (CORE_LASERH1) edge effectiveness reduced to 0 (0.5).

Arm Mercury and Core Screamer weapon (ADVSAM) reload time decreased to 2.5 (10) and damage decreased to 250 (1000).

Core Krow LOS increased to 450 (380).

Core Doomsday NoAutoFire set to 0 (1). This should cause the tertiary weapon to fire also when you force fire the Doomsday, where previously it didn't.

Arm Phoenix energy cost reduced to 8499 (10624) and buildtime reduced to 14783 (22064).

Core Hurricane energy cost reduced to 8840 (11050) and buildtime reduced to 15255 (22769).

Arm Banshee armor reduced to 425 (650), energy cost reduced to 2113 (4226) and buildtime reduced to 2968 (5936).

Arm Fatboy metal cost decreased to 951 (2351), energy cost increased to 12713 (10713), buildtime reduced to 15437 (21437), armor reduced to 2650 (7000), speed increased to 0.94 (0.72), ExplodeAs changed to "BIG_UNIT" ("BIG_UNITEX"), and description changed to "Heavy Plasma Artillery Kbot" ("Heavy Plasma Kbot").

Core Tremor weapon (TREM1) edge effectiveness increased to 0.25 (0).

Arm Radical metal cost decreased to 498 (598), armor increased to 1800 (1200).
Core Blocker metal cost decreased to 512 (612), armor increased to 1900 (1300).

Arm and Core Decoy Commanders explosion (DECOY_COMMANDER_BLAST) shakemagnitude reduced to 600 (1200), shakeduration reduced to 5 (8), and area of effect increased to 960 (950). This allows the explosion shaking to exactly match a real Commander explosion, whereas before it was stronger.

Core Caine had "wter_badTargetCategory=SUB;" added.

Arm FARKs can now build Twilights (Replacing Metal Makers in their build menu). This gives Arm a speedy option for putting up Twilights in the later game.

Arm Luger and Core Pillager statistics swapped. Previously, the Arm Luger was more expensive, slower, more range, more armor, etc, all Core like characteristics, whereas the Core Pillager was cheaper, faster, had less range, less armor, etc. They just seemed out of place for their sides. Any other changes referenced to the Arm Luger or Core Pillager in this Beta (Beta 5) will be referring to them after they had their statistics swapped.

Core Pillager weapon (CORE_ARTILLERY) range increased to 840 (790).

Arm Luger armor increased to 800 (600).

Core Pillager armor increased to 950 (750).

Arm Shellshocker weapon (TAWF113_weapon) range increased to 625 (580).
Core Wolverine weapon (CORWOLV_GUN) range increased to 655 (610).

Arm Shellshocker buildtime decreased to 1493 (2998), acceleration increased to 0.0165 (0.0115), brake rate increased to 0.045 (0.011), and speed increased to 1.9 (1.55).
Core Wolverine buildtime decreased to 1576 (3254), acceleration increased to 0.015 (0.008), brake rate increased to 0.03 (0.007), and speed increased to 1.8 (1.48).

Arm and Core Metal Generators description changed to "Self-Powered Metal Maker" ("Produces Free Metal").

Arm Juno metal cost reduced to 1110 (1710), buildtime reduced to 51906 (103811), and armor reduced to 1060 (2120).
Core Juno metal cost reduced to 1200 (1890), buildtime reduced to 50995 (101990), and armor reduced to 1125 (2250).

Arm and Core Juno weapon (Juno_Pulse) reload (Time it takes to build the next "shot") reduced to 120 seconds (150), energy cost per shot reduced to 25000 (32000), and damage to the Arm Infiltrator and Core Parasite increased to 500 (Previously default of 1). 

Sneaky Pete jamming range decreased to 540 (720), energy cost reduced to 2945 (7945), energy use increased to 35 (30).

Castro jamming range increased to 540 (360), energy cost reduced to 2791 (4791), energy use increased to 35 (20).

Core Shroud energy use increased to 150 (75).

Arm Veil energy use increased to 120 (60).



***Mine and Minelayer Related Changes***

Added Advanced Fortification Turret to Arm and Core Nano Platforms build menu.
These are basically an advanced combination of both the nano-turret and the fortification turret. It has about 60% more range than the Fortification Turret, but can also repair and patrol like the nano-turret. Additionally, it's build menu is of a more advanced nature, allowing the building of all land and naval mines, including EMP and Nuclear, as well as all Fortification Walls, Gates, etc, and the Pit Bull/Viper and Chainsaw/Eradicator for Arm and Core respectively. This allows it, especially when guarded by other nano-turrets, to quickly build up or replace a defensive perimeter for your territory. Finally, the Advanced Fortification Turret is stealth and can cloak. When combined with the addition of cloaking to the nano platform that builds it (See below), this means a nano platform can be built, then cloaked, and then used to build an Advanced Fortification Turret which can then also cloak. This enables an Advanced Fortification Turret to be placed surreptitiously in a contested/neutral area or No-Mans-Land, and keep the area mined and off-limits for your opponent. It can put the mines up more quickly than a minelayer could, and due to its ability to cloak, it can remain unseen in the area and quickly replace mines after an enemy force has passed through the area, always a difficulty when using normal minelayers. Of course, it decloaks when it is building anything, and if an enemy unit stumbles too close it will also decloak.

Essentially, this gives the Advanced Fortification Turret two main uses: Extra heavy/Long range Fortification Turret for your base or outpost, and stealthy/cloaking advanced mine layer in a disputed area.

Despite being built in the nano platforms build menu, and thus theoretically accessible at level 1 tech, its cost (1650 metal and 20000 energy) and relatively quick build time for its cost (About 33 seconds) means that it will be fairly out of reach for a non advanced tech economy, resource wise. Even with the resources available, the drain rate is heavy enough due to its low build time to give someone pause before constructing it, lest they shut down their whole economy until it is finished building.

Arm and Core nano platforms are now cloakable for 25 energy.

Arm Podger, Core Spoiler, Core Scorpion, Arm Valiant and Core Limiter are now stealth.

Arm Light Mine LOS(This determines their trigger radius) increased to 100 (64).
Core Light Mine LOS(This determines their trigger radius) increased to 100 (64).
Arm Medium Mine LOS(This determines their trigger radius) increased to 82 (64).
Core Medium Mine LOS(This determines their trigger radius) increased to 82 (64).

Arm Light Mine/Core Light Mine weapon (MINE_LIGHT) area of effect increased to 450 (200), and edge effectiveness increased to 0.95 (0.3).
Arm Medium Mine/Core Medium Mine weapon (MINE_MEDIUM) damage increased to 950 (650), area of effect increased to 375 (250), and edge effectiveness increased to 0.95 (0.3).
Arm Heavy Mine/Core Heavy Mine weapon (MINE_HEAVY) damage increased to 1750 (1000) and edge effectiveness increased to 0.95 (0.3).

Re-added Medium mines and EMP mines and reshuffled both Arm and Core Mine Layer Vehicle's and the Core Scorpion's build menus to accomodate them.

EMP mine explosions do 1 paralysis damage to other mines? Remove.
Add in 0 damage for mines on the land based EMP mines.
Add in 1 damage for the ARMEMPM and CORETRONM mines on other mine explosions.

Core EMP mine weapon (CORTRONM_WEAPON) area of effect increased to 580 (512) and damage increased to 6400 (5800).

Arm and Core EMP Mines are now Stealth.

Naval EMP mines paralysis damage reduced to 0 against other mines (1).

Changed naval light mine explosion sprite to look smaller.

Arm and Core Light Naval Mine energy cost increased to 750 (525), LOS/trigger radius increased to 100 (55).

Arm and Core Light Naval Mine weapon (FMINE_LIGHT) area of effect increased to 450 (250).

Arm and Core Heavy Naval Mine weapon (FMINE_HEAVY) damage increased to 2625 (1750), area of effect decreased to 300 (350).

Arm and Core EMP mines and Naval EMP mines buildtime increased to 2250 (600).

Arm Nuclear mines and Naval Nuclear mines energy cost reduced to 15000 (20000), metal cost reduced to 400 (500), buildtime reduced to 6000 (25000), and cloak cost reduced to 35 (100 and 120 respectively).
Core Nuclear mines and Naval Nuclear mines energy cost reduced to 15000 (25000), metal cost reduced to 400 (750), buildtime reduced to 6000 (30000), and cloak cost reduced to 35 (50 and 60 respectively).

Arm Podger max velocity increased to 3.2 (1.6) and buildtime reduced to 2519 (3519).
Core Spoiler max velocity increased to 3.1 (1.55) and buildtime reduced to 2640 (3640).

Naval EMP mines and Shark's Teeth added to Arm Valiant and Core Limiter Build Menus.

Arm and Core Sabotage mines now cloak. This means that the Sabotage mine now functions as an EMP mine with about 1/3 the radius, but takes only 5 metal, 1000 energy, and builds instantly, making it much easier to place everywhere. Of course, only the Spy Kbots can build them.



***Mech Related Changes***
*B1* Arm Vanguard weapon (SHOCKER) reload decreased to 1.5 (12.5), accuracy increased to 1500 (100), weapon velocity increased to 550 (350), and range increased to 1400 (1250).

Core Karganeth metal cost increased to 3761 (2647), energy cost increased to 27475 (23758), buildtime increased to 72133 (62719), armor increased to 13500 (9500), *B1* speed increased to 1.5 (1.25), and *B4* LOS decreased to 495 (553).

Core Karganeth weapon (SUPER_MISSILE) replaced with the Core Firestorm weapon (ASSKICKER).

Core Firestorm and Karganeth weapon (ASSKICKER) burst decreased to 10 (20), reload decreased to 0.45 (0.9), tolerance increased to 4500 (1400), area of effect increased to 72 (32), edge effectiveness increased to 0.99 (0), and groundbounce set to 0 (1).

Arm Razorback armor increased to 12500 (11000), LOS decreased to 450 (510), speed increased to 1.55 (1.4), selfdestruct explosion set to CRAWL_BLAST (CRAWL_BLASTSML).

Arm Razorback weapon (MECH_BLAST) range decreased to 500 (600), weaponvelocity decreased to 580 (780), and weaponvelocity decreased to 0.95 (2).

*B4* Core Krogtaar description changed to Heavy Weapons Riot Mech ("Heavy Weapons Mech"), armor increased to 21500 (20000), speed increased to 1.32 (1.16) and LOS increased to 450 (400).
*B4* Core Krogtaar weapon (COR_TAAR_RC) reload decreased to 0.5 (1.0), damage decreased to 400 (525), and range increased to 500 (420).

Core Juggernaut metal cost decreased to 10795 (12795), build time decreased to 125668 (175668), LOS increased to 525 (500), normal explosion set to CRAWL_BLAST (ESTOR_BUILDINGEX), self-destruct explosion set to CRAWL_BLAST (ESTOR_BUILDING), and "SET ARMORED TO TRUE;" added to script and DamageModifier set to 0.495 (0) which increases the Juggernaut's armor to 60505 (29950).
Core Juggernaut's movement class changed to BIGASS (MECH). This means it can only be transported with the Advanced Air Transports, just like the Arm Orcone and the Core Krogoth. As a side effect, this also means it inherits their ability to move through water.

Core Juggernaut weapon (ARMORCO_FIRE) replaced with (JUGGER_FIRE). Damage increased to 360 (260), area of effect increased to 64 (40), edge effectiveness increased to 0.5 (0), and special damages to the Arm Annihilator and Core Doomsday set to default of 360 (190).

Since the Juggernaut's big advantage is its armor, I've removed the special damages against it, so that you have to kill it with raw firepower, the old-fashioned way. It's so slow that this should be fine.

Arm Sharpshooter energy cost increased to 13267 (9867) and build time increased to 19222 (12822).

Reduced Arm Sharpshooter weapon (ARMSNIPE_WEAPON) special damage to Core Juggernaut to default of 3500 default (6000).
Reduced Arm Penetrator weapon (ARMMANNI_WEAPON) special damage to Core Juggernaut to default of 2500 default (3500).

Arm Bantha speed increased to 1.4 (1.15), buildtime increased to 175034 (150034), and "SET ARMORED TO TRUE;" added to script and DamageModifier set to 0.8 (0) which increases the Bantha's armor to 35000 (28000)

Arm Bantha weapon (ARMBANTHA_FIRE) damage increased to 750 (350), area of effect increased to 64 (32) and edge effectiveness increased to 0.15 (0).
Arm Bantha weapon (CORKROG_ROCKET) replaced with the MERL weapon (ARMTRUCK_ROCKET).

Arm Orcone energy cost increased to 501957 (361957), build time decreased to 280801 (359801), DamageModifier set to 0.32 (0.41) which increases the Orcone's armor to 87500 (68292), and speed increased to 1.25 (1.075).

Arm Orcone weapon (ARMORCO_FIRE) damage decreased to 185 (260), special damage to Arm Orcone or Core Krogoth set to 55 and all other special damages set to default, edge effectiveness set to 0.99 (0), burst set to 3 and burstrate set to 0.04.

Core Krogoth energy cost increased to 550664 (407664), build time decreased to 300350 (404350), DamageModifier set to 0.31 (0.39) which increases the Krogoth's armor to 96613 (76794), and speed increased to 1.18 (0.975).

Core Krogoth weapon (CORKROG_FIRE) damage increased to 410 (325), special damages removed, area of effect increased to 168 (115). 

Arm Orcone and Core Krogoth weapon (CORE_DOOMSDAY) replaced with (KROG_BEAM). Reload decreased to 3 (6.5), damage decreased to 3750 (5000), duration set to 2 (not set previously), noexplode set to 1 (0), energy per shot increased to 1250 (500), weaponvelocity decreased to 1125 (1500), and edge effectiveness set to 0.99 (0). 

Arm Abel weapon (CORKROG_ROCKET) replaced with Arm MERL weapon (ARMTRUCK_ROCKET).
Core Caine weapon (CORKROG_ROCKET) replaced with Core Diplomat weapon (CORTRUCK_ROCKET).

Arm Orcone and Core Krogoth weapon (CORKROG_ROCKET) model changed to "crblmssl" ("fmdmisl"), damage increased to 1760 (180), special damages removed, area of effect increased to 140 (64), edge effectiveness increased to 0.6 (0), added shakemagnitude=7, shakeduration=1, soundstart changed to Rockhvy1 (rocklit1), soundhit changed to TAWF114b (xplosml2), explosiongaf changed to mineboom (fx), and explosionart changed to mineboom (explode3).

Core Banisher is now stealth, and can now cloak for 100 and 150 energy for non-moving and moving cloaking respectively.
Core Banisher weapon (TAWF_BANISHER) range increased to 900 (700) and the following special damages added (Previously all default damage of 600):
ARMBANTH=1167;
ARMRAZ=1167;
CORKARG=1167;
KROGTAAR=1167;
CORKROG=2667;
ARMORCO=2667;
This essentially gives the Banisher the same damage to those mechs in 3 shots (4 seconds reload for a total of 12 seconds) that the Arm Sharpshooter does to those mechs in 1 shot (14 seconds reload). The Banisher fires more rapidly which helps with missed/blocked shots, but the Sharpshooter gets all of it's damage in in one shot as soon as it decloaks, regardless of it's potential destruction 2 seconds later. Of course, the Banisher also costs about twice as much metal as the Sharpshooter.

Arm Retaliator weapon (NUCLEAR_MISSILE, Core Silencer weapon (crblmssl), and Arm and Core Nuclear Mines and Underwater Nuclear Mines explosion (MINE_NUKE) special damages to Arm Orcone and Epoch and Core Krogoth and Black Hydra increased to 25000 (12500) and special damages to all other Gantry mechs increased to 15000 (default of 7500).

Core Skuttle explosion (cormine6) special damages adjusted to mirror the NUCLEAR_MISSILE and crblmssl weapons.

Arm Detonator and Core Catalyst weapon (ARMEMP_WEAPON) special damages to Arm Orcone and Epoch and Core Krogoth and Black Hydra increased to 12500 (default of 3750) and special damages to all other Gantry mechs increased to 7500 (default of 3750).

Arm Requiter and Core Precluder weapon (MOBILE_TACNUKE) special damages to Arm Orcone and Epoch and Core Krogoth and Black Hydra increased to 8333 (default of 2500) and special damages to all other Gantry mechs increased to 5000 (default of 2500).

Arm Requiter metal cost decreased to 1426 (2901), energy cost decreased to 20375 (43467), and build time decreased to 74435 (138945).

Core Precluder metal cost decreased to 1391 (3081), energy cost decreased to 19550 (41707), and build time decreased to 74195 (133551).



***Naval Related Changes***

Arm Atlantis NoAutoFire set to 1 (0). This should prevent the Atlantis from moving towards its target to try and get in range of its other weapon when you force fire it. 

The Arm Skeeter and Core Searcher weapon (ARMPT_LASER) damage adjusted as follows:
default=34 (25)
COREXP=7 (5)
CORMEXP=7 (5)
CORLEVLR=11 (8)
ARMWAR=11 (8)
armbrawl=11 (8)
corape=11 (8)
armsaber=11 (8)
corcut=11 (8)
armlance=11 (8)
cortitan=11 (8)
armseap=11 (8)
corseap=11 (8)

Arm Decade metal cost reduced to 338 (378), buildtime reduced to 4718 (6525), armor increased to 2028 (1650), speed increased to 3.75 (2.7), acceleration decreased to 0.475 (0.7), LOS increased to 425 (330), and turn rate increased to 290 (190).

Core Supporter metal cost reduced to 327 (367), buildtime reduced to 4815 (6660), armor increased to 2120 (1700), speed increased to 3.65 (2.65), acceleration decreased to 0.45 (0.6), LOS increased to 400 (330), and turn rate increased to 280 (180).

Arm Decade and Core Supporter weapon (Also the Arm Anaconda and Core Snapper hovertank weapon) (ARMANAC_WEAPON) range increased to 450 (320), area of effect increased to 64 (32), tolerance increased to 3000 (600), and edge effectiveness increased to 0.50 (0). The edge effectiveness is to allow it to damage things behind Dragon's Teeth, since despite it being ballistic, it usually doesn't clear them.

Arm Crusader metal cost reduced to 736 (898), armor increased to 3680 (2870), LOS increased to 525 (330), buildtime reduced to 8688 (13391), and speed increased to 3.4 (2.9).
Arm Crusader weapon (ARM_ROY) reload time decreased to 1.7 (2.0), tolerance increased to 3000 (500), and area of effect increased to 72 (48).

Core Enforcer metal cost reduced to 725 (887), armor increased to 3950 (3150), LOS increased to 500 (330), buildtime reduced to 8703 (13368), and speed increased to 3.3 (2.8).
Core Enforcer weapon (CORE_ROY) reload time decreased to 2.0 (2.4), damage increased to 220 (195), tolerance increased to 3000 (500), and area of effect increased to 72 (48).

Arm Conqueror metal cost reduced to 1319 (1719), armor increased to 5606 (4550), LOS increased to 700 (440), and speed increased to 2.93 (2.5).

Arm Conqueror weapon (ARM_CRUS) tolerance increased to 5000 (2000), weaponvelocity increased to 750 (550), damage increased to 320 (160).

Core Executioner metal cost reduced to 1394 (1794), armor increased to 5855 (4670), LOS increased to 650 (410), and speed increased to 2.7 (2.3).

Core Executioner weapon (COR_CRUS) tolerance increased to 5000 (500), weaponvelocity increased to 900 (700), damage increased to 348 (174). 

Arm Conqueror and Core Executioner weapon (ADVDEPTHCHARGE) range increased to 450 (300).

Arm Millennium metal cost reduced to 4031 (5181), energy cost increased to 30731 (20731), armor increased to 19958 (9400), buildtime increased to 78730 (58730), LOS increased to 800 (350), and speed increased to 2.93 (2.5).

Core Warlord metal cost reduced to 4204 (5404), energy cost increased to 31941 (21941), armor increased to 21020 (9900), buildtime increased to 80640 (60640), LOS increased to 750 (350), and speed increased to 2.7 (2.3).

Arm Millennium weapon (ARM_BATSAFT) damage increased as follows:
default=467 (300)
armbrawl=101 (65)
corape=101 (65)
armsaber=101 (65)
corcut=101 (65)
and area of effect increased to 230 (96), and edge effectiveness increased to 0.25 (0), and weaponvelocity increased to 750 (450), and tolerance increased to 3000 (500), and explosiongaf and explosionart set to mineboom (fx and explode2 respectively).

Core Warlord weapon (COR_BATS) damage increased as follows:
default=525 (315)
armbrawl=105 (63)
corape=105 (63)
armsaber=105 (63)
corcut=105 (63)
corcrw=105 (63)
and area of effect increased to 280 (96), and edge effectiveness increased to 0.25 (0), and weaponvelocity increased to 700 (400), and tolerance increased to 3000 (500), and explosiongaf and explosionart set to mineboom (fx and explode2 respectively).

Core Warlord weapon (CORE_BATSLASER) damage increased as follows:
default=495 (270)
armbrawl=119 (65)
corape=119 (65)
armsaber=119 (65)
corcut=119 (65)
armlance=119 (65)
cortitan=119 (65)
armseap=119 (65)
corseap=119 (65)

Core Black Hydra metal cost decreased to 20033 (34585), energy cost decreased to 151164 (252321), buildtime reduced to 283189 (309264), speed increased to 1.85 (1.7), LOS increased to 900 (500), and NoAutoFire set to 1 (0).
Core Black Hydra weapon (HYDRA_GUN) default damage increased to 500 (370), and non-aircraft special damages removed.
Core Black Hydra weapon (HYDRAMISS) reload decreased to 0.2 (0.325).

Arm Epoch metal cost decreased to 19208 (32122), energy cost decreased to 145665 (238406), buildtime reduced to 276482 (299523), LOS increased to 950 (530), and NoAutoFire set to 1 (0).
Arm Epoch weapon (SEADRAGPRIME) damage increased to 225 (210), all non-aircraft special damages removed, area of effect increased to 250 (64), and edge effectiveness increased to 0.25 (0), and explosiongaf and explosionart set to mineboom (fx and explode2 respectively).
Arm Epoch weapon (SEADRAGONFLAK) reload decreased to 0.5 (0.6) and tolerance increased to 1500 (1000).

Arm Viking and Core Cronus descriptions changed to "Artillery Bombardment Ship" ("Short-Range Bombardment Ship")

Arm Viking acceleration increased to 0.03 (0.003).
Core Cronus acceleration increased to 0.026 (0.0026).

Arm Abel armor decreased to 4300 (6300) and buildtime increased to 81825 (61825).
Core Caine metal cost reduced to 5312 (6212), armor decreased to 4900 (6900), and buildtime increased to 84600 (64600).

Abel weapon [Abel] range increased to 2350 (1200), damage increased to 300 (200), removed special damages against gunships, and reload increased to 1.8 (0.5)

Abel/Caine weapon [RFLB] range increased to 2300 (1200), damage increased to 276 (200), removed special damages against gunships, and reload increased to 1.5 (0.6)

Caine weapon [Caine] range increased to 2500 (1400), damage increased to 350 (260), removed special damages against gunships, and reload increased to 1.8 (0.75)

Arm Lurker metal cost decreased to 451 (651), armor increased to 800 (610), buildtime reduced to 6626 (9894), and speed increased to 2.23 (1.9).

Core Snake metal cost decreased to 499 (699), armor increased to 850 (590), buildtime reduced to 6515 (9729), and speed increased to 2.06 (1.75).

Arm Lurker and Core Snake weapon (ARM_TORPEDO) set to tracks=1 (tracks=0), turnrate increased to 3000 (1500), and damage changed as follows:
default=450 (300)
armsubk=default of 450 (70)
corshark=default of 450 (70)
TAWF009=default of 450 (70)
corssub=default of 450 (70)
armtl=225 (150)
cortl=225 (150)
armatl=225 (150)
coratl=225 (150)
coramph=default of 450 (550)
armpincer=default of 450 (550)
corgarp=default of 450 (550)

Arm Harpoon and Core Urchin weapon (COAX_TORPEDO) turnrate increased to 4500 (1350), damage increased to 650 (400) and all special damages removed.

Arm Piranha and Core Shark description changed to "Hunter-Killer Sub" ("Sub Killer").

Arm Piranha metal cost decreased to 1048 (1448), energy cost increased to 9481 (5481), armor increased to 1150 (390), LOS increased to 330 (300), and speed increased to 2.75 (2.4).

Core Shark metal cost decreased to 956 (1356), energy cost increased to 9245 (5245), armor increased to 1275 (350), LOS increased to 330 (300), and speed increased to 2.4 (2.05).

Arm Piranha and Core Shark weapon (ARMSMART_TORPEDO) set to tracks=1 (tracks=0), and damage changed as follows:
default=875 (700)
armtl=438 (150)
cortl=438 (150)
armatl=438 (150)
coratl=438 (150)

Arm Serpent description changed to "Assault Submarine" ("Advanced Submarine").
Core Leviathan description changed to "Battle Submarine" ("Assault Submarine").

Arm Serpent metal cost increased to 3996 (3896), energy cost increased to 19702 (13702), armor increased to 2800 (2000), sonar range increased to 950 (500), and LOS increased to 400 (360).

Core Leviathan metal cost decreased to 4157 (4357), energy cost increased to 19940 (15940), and armor increased to 3250 (2300).

Arm Serpent weapon (TAWF009_WEAPON) reload increased to 1.75 (1.5), range increased to 575 (520), and damage changed as follows:
default=1400 (350)
armcom=700 (225)
corcom=700 (225)
armtl=700 (175)
cortl=700 (175)
armatl=700 (175)
coratl=700 (175)
armsubk=default of 1400 (750)
corshark=default of 1400 (750)
TAWF009=700 (750)
corssub=700 (750)
coramph=default of 1400 (750)
intruder=default of 1400 (750)

Core Leviathan weapon (CORSSUB_WEAPON) damage changed as follows:
default=2250 (1000)
armcom=1125 (250)
corcom=1125 (250)
armtl=1125 (250)
cortl=1125 (250)
armatl=1125 (250)
coratl=1125 (250)

Arm Moray armor increased to 3400 (520).

Core Lamprey armor increased to 3450 (562).

Arm Moray weapon (ARMATL_TORPEDO) reload reduced to 1.8 (4.5), weaponvelocity increased to 200 (90), startvelocity increased to 160 (60), weapontimer increased to 5 (3), area of effect increased to 48 (16), edge effectiveness increased to 0.99 (0), damage increased to 1000 (999) and all special damages removed.

Core Lamprey weapon (CORATL_TORPEDO) reload reduced to 2 (4.4), weaponvelocity increased to 185 (85), startvelocity increased to 150 (50), weapontimer increased to 5 (3), area of effect increased to 48 (16), edge effectiveness increased to 0.99 (0), damage increased to 1250 (1000) and all special damages removed.

The following are now also buildable on land by the Advanced Construction Vehicle, KBot, or Aircraft, as well as underwater by the Advanced Construction Submarine as before:
Arm Adv. Underwater Energy Storage
Arm Adv. Underwater Metal Storage

Core Adv. Underwater Energy Storage
Core Adv. Underwater Metal Storage

MinWaterDepth=30; removed from Arm Adv. Underwater Energy Storage
MinWaterDepth=35; removed from Arm Adv. Underwater Metal Storage

MinWaterDepth=30; removed from Core Adv. Underwater Energy Storage
MinWaterDepth=40; removed from Core Adv Underwater Metal Storage

Arm Adv. Underwater Energy Storage name changed to "Adv. Submersible Energy Storage" ("Adv. Underwater Energy Storage").
Arm Adv. Underwater Energy Storage description changed to "High Capacity Energy Storage" ("Increases Energy Storage").

Arm Adv. Underwater Metal Storage name changed to "Adv. Submersible Metal Storage" ("Adv Underwater Metal Storage").
Arm Adv. Underwater Metal Storage description changed to "High Capacity Metal Storage" ("Increases Metal Storage").

Core Adv. Underwater Energy Storage name changed to "Adv. Submersible Energy Storage" ("Adv. Underwater Energy Storage").
Core Adv. Underwater Energy Storage description changed to "High Capacity Energy Storage" ("Increases Energy Storage").

Core Adv Underwater Metal Storage name changed to "Adv. Submersible Metal Storage" ("Adv Underwater Metal Storage").
Core Adv Underwater Metal Storage description changed to "High Capacity Metal Storage" ("Increases Metal Storage").

Arm Adv. Amphibious Energy Storage ExplodeAs changed to ESTOR_BUILDING (ESTOR_BUILDINGEX), and SelfDestructAs changed to CRAWL_BLAST (ESTOR_BUILDING).

Core Adv. Amphibious Energy Storage ExplodeAs changed to ESTOR_BUILDING (ESTOR_BUILDINGEX), and SelfDestructAs changed to CRAWL_BLAST (ESTOR_BUILDING).

Arm and Core Nanolathe Platforms and Turrets are now buildable on land or underwater, and as a side effect nanotowers (even land-based ones) can now directly assist in building an underwater building or unit, instead of needing to Guard a the unit/factory that is already producing them.

Arm Nanolathe Platform added to the Arm Construction Ship Build Menu.
Core Nanolathe Platform added to the Core Construction Ship Build Menu.

Arm Nanolathe Platform name changed to "Submersible Nanolathe Platform" ("Nanolathe Platform").
Arm Nanolathe Platform had MaxWaterDepth=255; added to it (MaxWaterDepth=0;).
Arm Nano Turret MovementClass is now TINY2 (TINY)
Arm Fortification Turret MovementClass is now TINY2 (TINY)

Core Nanolathe Platform name changed to "Submersible Nanolathe Platform" ("Nanolathe Platform").
Core Nanolathe Platform had MaxWaterDepth=255; added to it (MaxWaterDepth=0;).
Core Nano Turret MovementClass is now TINY2 (TINY)
Core Fortification Turret MovementClass is now TINY2 (TINY)

Since Arm and Core Fortification Turrets are now submersible, the following have been added to their build menus:
Shark's Teeth
Light and Heavy Naval Mines
Floating Defenders/Pulverizers
Naval Heavy Laser Towers

Moved Arm Valiant (Naval Mine Layer) from the Advanced Shipyard Build Menu to the Level 1 Shipyard Build Menu.
Moved Core Limiter (Naval Mine Layer) from the Advanced Shipyard Build Menu to the Level 1 Shipyard Build Menu.

Arm Construction Ship acceleration increased to 0.04 (0.01).
Core Construction Ship acceleration increased to 0.035 (0.008).

Arm Valiant speed increased to 3.6 (1.7), and acceleration increased to 0.06 (0.0096).
Core Limiter speed increased to 3.4 (1.54), and acceleration increased to 0.045 (0.0073).

Arm Ranger weapon (ARMMSHIP_ROCKET) range increased to 1750 (1550).
Core Messenger weapon (CORMSHIP_ROCKET) range increased to 1700 (1500).

Arm Hulk and Core Envoy acceleration increased to 0.018 (0.009).

Arm Colossus description changed to "Carrier/Naval Command Center" ("Aircraft Carrier").
Core Hive description changed to "Carrier/Naval Command Center" ("Aircraft Carrier").

Arm Colossus metal cost increased to 3072 (1572), armor increased to 15280 (7640), metal storage increased to 3000 (0), energy storage increased to 5000 (1500), MetalMake increased to 5 (0), sonar range increased to 1350 (500), LOS increased to 1000 (850), and speed increased to 2.93 (2.4).

Core Hive metal cost increased to 3079 (1579), armor increased to 15900 (7950), metal storage increased to 3000 (0), energy storage increased to 5000 (1500), MetalMake increased to 5 (0), sonar range increased to 1250 (450), LOS increased to 950 (800), and speed increased to 2.7 (2.3).

Arm Abel and Core Caine noautofire set to 1 (0). (This should prevent them from trying to move into their Rocket weapon's range when ordered to attack a spot.)

Arm Archer and Core Shredder weapon (GA2) replaced with the Arm Chainsaw and Core Eradicator weapon (ARM_CIR).

Arm Ranger weapon (ARMMSHIP_ROCKET) area of effect increased to 170 (96) and edge effectiveness increased to 0.60 (0) and added shakemagnitude=7; shakeduration=2;  and set explosiongaf=towers (fx) and explosionart=smallboom (explode3).

Core Messenger weapon (CORMSHIP_ROCKET) area of effect increased to 180 (96) and edge effectiveness increased to 0.60 (0) and added shakemagnitude=7; shakeduration=2;  and set explosiongaf=towers (fx) and explosionart=smallboom (explode3).

Arm Lancet and Core Titan weapon (ARMAIR_TORPEDO) damage increased to 1350 (750) and weapon velocity increased to 150 (100).

Arm Albatross and Core Typhoon weapon (ARMSEAP_WEAPON1) damage increased to 775 (400), weapon velocity increased to 150 (100), and range increased to 400 (300).






***6.1 Twilight Beta 4***
January 3rd, 2006

*B3* Changed the Main Menu so that it displays "6.1 Twilight Beta 4" instead of "6.1 Twilight Beta 3".

Changed the Arm Lemming destroyed explosion to BIG_UNITEX (ARMLEMM_KILLED).
Added special damage to BIG_UNITEX weapon of 14 damage to Lemmings, which is the same damage done to Lemmings by the self-destruct explosion of Lemmings (Was previously the default BIG_UNITEX damage of 50).

Arm Lemming selfdestructcountdown changed to 0 (1). Also removed extra selfdestructcountdown line.

Removed the Arm Lemming self-destruct explosion ARMLEMM_KILLED special damage to various units as follows:

Core Shodan now takes default damage of 180 (50).
Arm Beamer now takes default damage of 180 (30).
Core HLLT now takes default damage of 180 (30).
Arm LLT now takes default damage of 180 (25).
Core LLT now takes default damage of 180 (25).

The following changes will help MERLs/Diplomats/etc be more useful. Now they will do substantially more damage than before, and thus be wonderful at assaulting entrenched defenses, but be fairly useless at hitting incoming units unless they are very slow. Artillery, on the other hand, will continue to be pretty good at hitting defenses, and pretty good at shelling incoming attacking forces. MERLs/etc will be more specialized for assaulting base defenses, and not too good at anything else.

Arm MERL weapon ARMTRUCK_ROCKET reload time reduced to 5 seconds (16) and damage increased to 1100 (800) added shakemagnitude=5;
shakeduration=1; and set explosiongaf=towers (fx) and explosionart=smallboom (explode3).

Core Diplomat weapon CORTRUCK_ROCKET reload time reduced to 5 seconds (16) and damage increased to 1150 (850) and added shakemagnitude=5;
shakeduration=1; and set explosiongaf=towers (fx) and explosionart=smallboom (explode3).

Arm Wombat weapon ARMMH_WEAPON reload time reduced to 5 seconds (9) and area of effect decreased to 60 (80) and edge effectiveness increased to 0.50 (0).

Core Nixer weapon CORMH_WEAPON reload time reduced to 5 seconds (9) and area of effect decreased to 60 (80) and edge effectiveness increased to 0.50 (0).

Core Dominator weapon CORHRK_ROCKET reload time reduced to 3.5 seconds (10.5).

Core Commando weapon (COMMANDOLAS) edge effectiveness increased to 0.2 (0).

Core Helios armor now 2740 (1400).

*B2b* Arm Liche armor increased to 4100 (3050).

Arm Thunder armor decreased to 350 (580), energy cost decreased to 2248 (4496), and build time decreased to 4758 (9517).
The build time is not correct: Core Shadow armor decreased to 380 (625), energy cost decreased to 2845 (5691), and build time decreased to 4971 (9942).
(This means both level 1 bombers will be dropped by four Defender/Pulverizer missiles instead of six as before.)

Reduced build time for Construction Aircraft about 33% and Advanced Construction Aircraft 20%:
Arm Construction Aircraft 5925 (8844).
Core Construction Aircraft 6222 (9286).
Arm Advanced Construction Aircraft 14210 (17763).
Core Advanced Construction Aircraft 14401 (18001).

Reduced Arm and Core fighters energy cost 20% and build time 33%.

Arm Freedom Fighter energy cost reduced to 1749 (2187) and build time to 2718 (4077).
Core Avenger energy cost reduced to 1228 (1536) and build time to 2408 (3612).

Arm Hawk energy cost reduced to 3674 (4593) and build time to 6489 (9685).
Core Vamp energy cost reduced to 2758 (3448) and build time to 5731 (8554).

Arm Blade armor reduced to 3252 (3523).
Core Blackdawn armor reduced to 3600 (3900).

Arm Blade and Core Blackdawn weapon (Vtol_Sabot) reload time increased to 2.0 (1.75).

Core Bladewing weapon (BLADEWING_LYZER) paralyzer damage to Arm Blade and Core Blackdawn reduced to 120 (400). Also previously it did reduced damage to the Arm Carrier, but not the Core Carrier. Now it is reduced for both.

Arm Liche and Core Krow are now immune to paralysis.

Arm Mumbo's weapon TAWF003 now does reduced damage of 15 to the Arm Blade and Core Blackdawn just like it does to the Arm Brawler and Core Rapier. Previously it did the full damage of 40.

I removed the reduced damages against gunships for the Advanced Fighters as follows:

Arm Hawk ARMVTOL_ADVMISSILE weapon now does default damage of 55 (30) to the following:
Arm Banshee
Arm Brawler
Core Rapier
Arm Blade
Core Blackdawn

Core Vamp CORVTOL_ADVMISSILE weapon now does default damage of 43 (25) to the following:
Arm Banshee
Arm Brawler
Core Rapier
Arm Blade
Core Blackdawn

Arm Mumbo LOS decreased to 340 (380).
Core Reaper LOS increased to 288 (240).

Arm Bulldog weapon (ARM_BULL) damage increased to 340 (210).
Arm Bulldog armor increased to 6625 (5000).
Arm Bulldog metal cost increased to 964 (824).

Core Goliath weapon (COR_GOL) damage increased to 450 (280).
Core Goliath armor increased to 7500 (5500).
Core Goliath metal cost increased to 1067 (967).
Core Goliath LOS increased to 400 (350).

Arm Marauder LOS increased to 300 (255).

Core Shiva LOS increased to 475 (230).

Core Karganeth LOS increased to 553 (450).

Arm Razorback LOS increased to 510 (325).

Core Krogtaar LOS increased to 400 (300).
Core Krogtaar (COR_TAAR_RC) tolerance increased to 3500 (1750), *B3* area of effect increased to 128 (96), and reload decreased to 1.0 (1.3).

Arm Demolisher LOS increased to 420 (370).
Arm Demolisher armor increased to 4500 (4200), metal costs decreased to 1179 (1379), and Demolisher weapon (ARM_HLIGHTNING) reload time reduced to 1.5 (1.7).

Core Poison Arrow weapon (CORE_PARROW) damage increased to 285 (200) and reload time reduced to 1.5 (1.8).

*B2* Arm Marky Radar KBot LOS increased to 700 (690).

Changed LOS on radars as follows:
Arm Advanced Radar increased to 1000 (800)
Arm Hyper Radar increased to 1250 (980)
Core Advanced Radar increased to 950 (750)
Core Hyper Radar increased to 1200 (900)

Arm Advanced Construction Vehicle only took 42 seconds to build, but Core's took 62 seconds. Build time increased to 12767 (8976).

Core Sumo LOS increased to 404 (345).

Pyro weapon burstrate is now 0.03 (0.04), reload changed to 0.8 (1.1), burst changed to 16 (22), weaponvelocity 300 (250).

Core AK build time changed to 675 (1218) and energy cost to 451 (826).

Arm Peewee build time changed to 950 (1420) and energy cost to 597 (897).

Arm Flash energy cost increased to 970 (870).

Arm Flea build time changed to 450 (*B3* 789) and energy cost to 283 (622).

Most Arm and Core level 1 KBots buildtime reduced 25%:
Arm Construction KBot 2590 (3453).
Arm Jethro 1616 (2155).
Arm Rocko 1415 (1887).
Arm Hammer 1658 (2210).

Core Construction KBot 2663 (3551).
Core Crasher 1677 (2236).
Core Storm 1347 (1796).
Core Thud 1628 (2171).
Core Scorpion 1403 (1870).

*B3* Peewee weapon (PEEWEE_EMG) default damage changed to 6.0 (5.6), and special damages to:
Core Leveler
Arm Warrior
Core Exploiter
all changed to 2.0 (1.6).

Reduced most advanced units buildtime and energy cost by 33%. This is to help repair the energy and buildtime inflation that has accumulated for awhile. In short, the buildtime to metal and energy to metal ratios of level 1 units used to be close to level 2 units in OTA. In AA 6.0, advanced units had double or triple the ratios of energy to metal or buildtime to metal. Units don't have to produce instantly, but often you would find that advanced units needed multiple units assisting them to produce at a decent rate.

Arm Advanced Construction KBot energy cost reduced to 2736 (4084) and buildtime reduced to 6319 (9432).
Arm Pelican energy cost reduced to 1654 (2468) and buildtime reduced to 3472 (5182).
Arm Eraser unchanged.
Arm Decoy Commander energy cost reduced to 7746 (11561) and buildtime reduced to 16112 (24048).
Arm FARK unchanged.
Arm Zipper unchanged.
Arm Fatboy energy cost reduced to 10713 (15990) and buildtime reduced to 21437 (31995).
Arm Fido energy cost reduced to 3584 (5349) and buildtime reduced to 4909 (7327).
Arm Marky unchanged.
Arm Maverick energy cost reduced to 8161 (12180) and buildtime reduced to 12317 (18384).
Arm Rector energy cost reduced to 7517 (11219) and buildtime reduced to 8664 (12931).
Arm Sharpshooter energy cost reduced to 9867 (14727) and buildtime reduced to 12822 (19137).
Arm Spider unchanged.
Arm Infiltrator energy cost reduced to 5507 (8219) and buildtime reduced to 11813 (17631).
Arm Tick energy cost reduced to 4971 (7419) and buildtime reduced to 8679 (12954).
Arm Invader unchanged.
Arm Zeus energy cost reduced to 3798 (5668) and buildtime reduced to 5664 (8454).
Arm Marauder energy cost reduced to 10279 (15342) and buildtime reduced to 18652 (27839).

Core Advanced Construction KBot energy cost reduced to 2909 (4342) and buildtime reduced to 6505 (9709).
Core Commando energy cost reduced to 7397 (11040) and buildtime reduced to 8829 (13178).
Core Gimp energy cost unchanged and buildtime reduced to 4569 (6820).
Core Can energy cost reduced to 5844 (8722) and buildtime reduced to 7862 (11734).
Core Decoy Commander energy cost reduced to 8097 (12085) and buildtime reduced to 18050 (26941).
Core Freaker energy cost reduced to 1781 (2658) and buildtime reduced to 7062 (10541).
Core Dominator unchanged.
Core Morty energy cost unchanged and buildtime reduced to 4373 (6527).
Core Necro energy cost reduced to 6810 (10164) and buildtime reduced to 7649 (11416).
Core Pyro energy cost reduced to 1865 (2783) and buildtime reduced to 3368 (5027).
Core Roach unchanged.
Core Skuttle unchanged.
Core Spectre unchanged.
Core Parasite energy cost reduced to 7673 (11452) and buildtime reduced to 14905 (22247).
Core Sumo energy cost reduced to 22487 (33562) and buildtime reduced to 34153 (50975).
Core Voyeur unchanged.
Core Shiva energy cost reduced to 14117 (21070) and buildtime reduced to 21130 (40130).

Arm Advanced Construction Vehicle unchanged here, but see above.
Arm Hermes energy cost reduced to 4025 (6008) and buildtime reduced to 7407 (11055).
Arm Bulldog energy cost reduced to 11117 (16593) and buildtime reduced to 12012 (17928).
Arm Triton energy cost reduced to 4918 (7340) and buildtime reduced to 6976 (10412).
Arm Jammer unchanged.
Arm Panther energy cost reduced to 3820 (5702) and buildtime reduced to 4639 (6924).
Arm Penetrator energy cost reduced to 10370 (15477) and buildtime reduced to 17223 (25706).
Arm Luger unchanged.
Arm MERL energy cost unchanged and buildtime reduced to 10447 (15592).
Arm Scarab unchanged.
Arm Seer unchanged.
Arm Recluse energy cost reduced to 2814 (4200) and buildtime reduced to 5879 (8775).
Arm Gremlin energy cost reduced to 2332 (3480) and buildtime reduced to 4492 (6704).
Arm MRU unchanged.
Arm Phalanx unchanged.
Arm Consul energy cost reduced to 1999 (2984) and buildtime reduced to 7179 (10715).
Arm Demolisher energy cost reduced to 13221 (19733) and buildtime reduced to 17300 (25821).
Arm Mumbo energy cost reduced to 6321 (9435) and buildtime reduced to 7826 (11680).

Core Advanced Construction Vehicle unchanged.
Core Deleter unchanged.
Core Goliath energy cost reduced to 13328 (19892) and buildtime reduced to 14154 (21125).
Core Hedgehog unchanged.
Core Pillager unchanged.
Core Poison Arrow energy cost reduced to 6305 (9410) and buildtime reduced to 11651 (17390).
Core Reaper energy cost reduced to 5593 (8348) and buildtime reduced to 6519 (9730).
Core Croc energy cost unchanged and buildtime reduced to 4100 (6119).
Core Copperhead unchanged.
Core MRU unchanged.
Core Termite energy cost reduced to 8445 (12605) and buildtime reduced to 9500 (18834).
Core Informant unchanged.
Core Diplomat energy cost unchanged and buildtime reduced to 10051 (15002).
Core Intruder unchanged.
Core Banisher energy cost reduced to 12007 (20701) and buildtime reduced to 13496 (23129).
Core Tremor energy cost reduced to 13531 (17069) and buildtime reduced to 16064 (20264).

*B3 *Core Rapier buildtime decreased to 6430 (9597).
*B3 Arm Brawler buildtime decreased to 6958 (10385).
*B3 Core Rapier weapon (VTOL_ROCKET) range increased to 500 (400), area of effect increased to 96 (64), and edge effectiveness increased to 0.5 (0).
*B3 Arm Brawler weapon (VTOL_EMG) range increased to 480 (380), area of effect increased to 12 (8), and weapon velocity increased to 650 (450)

Arm Air Repair Pad buildtime reduced to 13636 (27272).
Core Air Repair Pad buildtime reduced to 13083 (26165).

Core Skuttle self-destruct explosion (cormine6) special damages altered as follows:
Arm Anemone default of 7500 (250).
Core Jellyfish default of 7500 (250).
Arm Orcone 16000 (default of 7500).
Core Krogoth 16000 (default of 7500).
Core Juggernaut 16000 (default of 7500).
(The special damages for the Orcone, Krogoth, and Juggernaut are double the amounts that an Arm Sharpshooter does against those units, respectively. This is because the Skuttle costs about twice as much energy and takes about twice as long to build as a Sharpshooter. Additionally, a Sharpshooter can potentially be used more than once, can do its damage from a good range, doesn't have to worry about the reduced damage a less than point-blank Skuttle explosion would cause, and is stealth and thus cannot be foiled by a Targeting Facility. These may be adjusted later, but I'm giving this a try as the Core version of Arm's Sharpshooter counter to Mechs.)

Replaced the Arm Radical and Core Blocker models with their models from AA version 4.1, so the turrets sit higher up and they can shoot over Dragon's Teeth now, whereas before they almost never did unless you built them several spaces back from the Dragon's Teeth.

Arm Pit Bull energy cost increased to 8500 (5880), metal cost increased to 725 (675), and armor increased to 1945 (1745).
Arm Pit Bull weapon (ARMPB_WEAPON) reload decreased to 0.8 (1.05), range increased to 665 (580), and weaponvelocity increased to 725 (500).
Core Viper energy cost increased to 8287 (6687), metal cost increased to 772 (642), and armor increased to 2288 (2088).
Core Viper weapon (CORVIPE_LASER) range increased to 700 (610) and startvelocity and weaponvelocity both increased to 650 (both previously 550).
The CORFHLT_LASER weapon (The weapon used by the Floating Naval HLTs and the Fortification Wall HLTs by both sides) weaponvelocity decreased to 800 (900) to reduce inaccuracy (Yes, too high a velocity does start making shots miss by a fair margin for some reason.)

Arm Dragon's Claw and Core Dragon's Maw LOS increased to 500 and 490, respectively (was 290 and 280, respectively).
Arm Dragon's Claw weapon (DCLAW) range reduced to 370 (400).
Arm Dragon's Claw damage modifier increased to 0.23 (0.125).
Core Dragon's Maw damage modifier increased to 0.2 (0.11).
Core Dragon's Maw weapon (DMAW) weapon timer increased to 1.4 (1.3).



***6.1 Twilight Beta 3***
November 23rd, 2005

*B2b* Changed the Main Menu so that it displays "6.1 Twilight Beta 3" instead of "6.1 Twilight Beta 2b" and centered it a bit better.

Turn rates cut about 33% on most Advanced Vehicles. Some were cut more, and a few were left alone. 

Arm Hermes turn rate reduced to 320 (485).

Arm Triton turn rate reduced to 231 (350).

Arm Jammer turn rate reduced to 333 (505).

Arm Panther turn rate reduced to 300 (455).

Arm Penetrator turn rate reduced to 165 (250).

Arm Luger turn rate reduced to 165 (250).

Arm MERL turn rate reduced to 284 (430).

Arm Scarab turn rate reduced to 284 (430).

Arm Seer turn rate reduced to 330 (500).

Arm Gremlin turn rate reduced to 383 (580).

Arm MRU turn rate reduced to 185 (280).

Arm Phalanx turn rate reduced to 337 (511).

Arm Consul turn rate reduced to 347 (525).

Arm Demolisher turn rate reduced to 178 (270).

Arm Mumbo turn rate reduced to 250 (511).

Arm Bulldog turn rate reduced to 190 (395).


Core Deleter turn rate reduced to 338 (512).

Core Goliath turn rate reduced to 159 (240).

Core Hedgehog turn rate reduced to 284 (430).

Core Pillager turn rate reduced to 185 (280).

Core Poison Arrow turn rate reduced to 238 (360).

Core Reaper turn rate reduced to 198 (299).

Core Croc turn rate reduced to 211 (320).

Core Copperhead turn rate reduced to 323 (489).

Core MRU turn rate reduced to 185 (280).

Core Informant turn rate increased to 335 (210).

Core Diplomat turn rate reduced to 284 (430).

Core Banisher turn rate reduced to 251 (380).

Changed Arm Flea movementclass to KBOTSS2 (TINY) which alters their footprint to 2x2 (1x1).

Changed Arm Invader, Core Roach, and Arm Spider movementclass to TANKDS2 (TINY2) which alters their footprint to 2x2 (1x1). (Please test and see if this makes them any easier to hit.)

Increased Core Morty's shot velocity to 310 (250) so that it can shoot farther than 50% of it's listed range. Also increased the area of effect to 64 (36).

Decreased Core Commando's reloadtime to 6.0 seconds (8.5) and increased its range to 520 (400).

Added ActivateWhenBuilt=1; to the Arm Concealer and Spotter and the Core Blotter and Watcher (The Hover Jammers and Radar units, respectively. This should fix them. Thanks for the tip, Caydr!).

The changes below are part of rebalancing level 1 tanks (Flash and Stumpy/Instigator and Raider) so as to not get slaughtered by their equivalent cost in infantry KBots (Peewee/A.K.). They will still lose, but take out more KBots before doing so. Previously, for example, three A.K.s could drop an Instigator and not lose one AK, although it was close. Now it should be closer to 2 A.K.s down and the remaining one damaged, but victorious (Bear in mind that you can buy 3.6 A.K.s for the metal of 1 Instigator). This lets KBots retain their advantage of having more firepower per resources spent, but not so dramatically that vehicles are a foolish option to use against them.

In the same vein, I altered the Stumpy/Raider weapon so that they fare better against skirmish units, and Instigators and Flashes in particular, since they should be outclassing them. Previously two Instigators (Which cost about the same amount of metal as one Raider) would kill a Raider without losing an Instigator (Although it would be heavily damaged). Now the Raider should destroy one Instigator and heavily damage the other one before being destroyed. They also now outrange Light Laser Towers, since Stumpies/Raiders are the top tier of level 1 tech, and LLTs are the most basic defensive unit. This should help Stumpies and Raiders to be an "upgrade" to tank technology when you can afford it that is generally better over all, instead of just having more armor and otherwise showing up rather poorly compared to the lighter tanks in firepower, fighting ability, etc.

Added AK_LASER weapon (ID 130) which replaces the GATOR_LASER weapon the AK. It does 20 damage per shot, and fires every 0.5 seconds (44 damage every 0.7 seconds). Other unit specific damages were adjusted down by the same percentage.

Increased GATOR_LASER weapon to 55 damage per shot (44 damage per shot). Other unit specific damages were adjusted down by the same percentage.

Added PEEWEE_EMG weapon (ID 131) which replaces the EMG weapon on the Peewee. It does 5.6 damage per shot (7). Other unit specific damages were adjusted down by the same percentage.

Arm Stumpy and Core Raider weapon (ARM_LIGHTCANNON) range increased to 320 (300) and weaponvelocity increased to 260 (170), and damage 100 (75). Other unit specific damages were adjusted up by the same percentage. Also changed the explosiongaf to "fx" (sexy) and explosionart to explode3 (explode4x) to reflect its "heaviest tank at level 1" firepower.

Altered worker times on almost all units that have a worker time. The TA engine rounds all worker times down to the nearest number divisible by 30. This means that a unit that has a worker time of 145, one that has a worker time of 125, and one that has a worker time of 120 all round down to 120. Because of this, some units were not building at the rate we previously thought they were. On some of the more powerful nanolathing units, this wasn't too noticable, but look at the Construction Aircraft, for instance: The Arm Construction Aircraft has a worker time of 55 and the Core one a worker time of 45. Well, not only does the rounding down to 30 for each mean that the Arm one doesn't have an advantage over the Core one, it also means that in the case of the Arm one, it goes from "55" on the unit file to "30" in game, which is almost a 50% decrease in the building power you would expect to get from it.

This means that a metal extractor that "should" take 32.7 seconds to build, actually build in 60 seconds. That's a big difference, and one of the reasons Construction Aircraft were so painful to use. Sure, they're supposed to build slowly, but not *that* slowly. When adjusted to the nearest 30 up or down by me, I found that pretty much all of the Construction Units on Arm equaled Core, except for the level 1 Construction Vehicles, which would have 180 and 150, for Arm and Core respectively. Since none of the others were different (One rounded up or down to the nearest 30 by me), I took the liberty of adjusting the Arm Construction Vehicle to 150, like it's Core counterpart. In anycase, here is the listing (And if I missed any nanolathing units, let me know):

The first number is the original worker time, parenthesis indicated rounded down by the engine to the nearest 30 figure (What it's actually been building at), and asterisks indicate the adjusted number.

Arm Construction KBot 80 (60) *90*
Core Construction KBot 75 (60) *90*

Arm Construction Vehicle 170 (150) *150*
Core Construction Vehicle 155 (150) *150*

Arm Amphibious Construction Vehicle 80 (60) *150* - This is to bring them up to par with normal Construction Vehicles. Their cost will be adjusted to be pricier also. See further down.
Core Amphibious Construction Vehicle 80 (60) *150* - This is to bring them up to par with normal Construction Vehicles. Their cost will be adjusted to be pricier also. See further down.

Arm Construction Aircraft 55 (30) *60*
Core Construction Aircraft 45 (30) *60*

Arm Construction Ship 250 (240) *240*
Core Construction Ship 225 (210) *240*

Arm Construction Hovercraft 120 (120) *120*
Core Construction Hovercraft 110 (90) *120*

Arm Advanced Construction KBot 140 (120) *150*
Core Advanced Construction KBot 140 (120) *150*

Arm Advanced Construction Vehicle 320 (300) *330*
Core Advanced Construction Vehicle 340 (330) *330*

Arm Advanced Construction Aircraft 100 (90) *120*
Core Advanced Construction Aircraft 110 (90) *120*

Arm Construction Seaplane 200 (180) *210*
Core Construction Seaplane 215 (210) *210*

Arm Advanced Construction Submarine 260 (240) *270*
Core Advanced Construction Submarine 275 (270) *270*

Arm Consul 200 (180) *210*
Core Freaker 190 (180) *210*

Arm FARK 170 (150) *180*

Arm Nano platform 100 (no change) nano turret 150 (no change) fortification turret 150 (no change)
Core Nano platform 100 (no change) nano turret 150 (no change) fortification turret 150 (no change)

Arm Decoy Commander 40 (30) *60*
Core Decoy Commander 40 (30) *60*

Arm MineLayer Vehicle 100 (90) *90*
Core MineLayer Vehicle 100 (90) *90*
Core MineLayer KBot 100 (90) *90*

Arm MineShip 110 (90) *120*
Core MineShip 115 (90) *120*

Arm Kbot Lab 100 (90) *90*
Core Kbot Lab 100 (90) *90*

Arm Vehicle Plant 100 (90) *90*
Core Vehicle Plant 100 (90) *90*

Arm Air Plant 100 (90) *90*
Core Air Plant 100 (90) *90*

Arm Hover Platform 200 (180) *210*
Core Hover Platform 200 (180) *210*

Arm Floating Hover Platform 200 (180) *210*
Core Floating Hover Platform 200 (180) *210*

Arm Shipyard 100 (90) *90*
Core Shipyard 100 (90) *90*

Arm Advanced KBot Lab 200 (180) *210*
Core Advanced KBot Lab 200 (180) *210*

Arm Advanced Vehicle Plant 200 (180) *210*
Core Advanced Vehicle Plant 200 (180) *210*

Arm Advanced Aircraft Plant 200 (180) *210*
Core Advanced Aircraft Plant 200 (180) *210*

Arm Advanced Shipyard 200 (180) *210*
Core Advanced Shipyard 200 (180) *210*

Arm Gantry 450 (450) *450*
Core Gantry 450 (450) *450*

Arm Infiltrator (Spy KBot) 100 (90) *90*
Core Parasite (Spy KBot) 100 (90) *90*

Arm Tick 50 (30) *60*
Core Commando 219 (210) *210*

Arm Grim Reaper (Resurrection Sub) 200 (180) *210*
Core Death Cavalry (Resurrection Sub) 200 (180) *210*

Core Nautilus 150 (150) *150*

Arm Necro (Resurrection Kbot) 250 (240) *240*
Core Rector (Resurrection Kbot) 250 (240) *240*

Arm SeaPlane Platform 200 (180) *210*
Core SeaPlane Platform 215 (210) *210*

Arm Amphibious Complex 150 (150) *150*
Core Amphibious Complex 150 (150) *150*

I did a search for any line not ending with a ";" to find any error causing mistakes in the unit files, and found two:
Added semicolons to the "downloadable=1" entry on both the Arm Precluder and the Core Requiter Mobile Tactical Nuke Launchers.

Arm Beaver energy cost increased to 4530 (3430) and Core Muskrat energy cost increased to 4445 (3345) to make them more energy expensive than the normal Construction Vehicles as they used to be before all of the Construction Units (except the Amphibious Construction Vehicles) were revamped in 6.0.

Arm Construction Vehicle and Arm Beaver speed increased to 1.75 (1.3 and 1.1 respectively) and Core Construction Vehicle and Core Muskrat speed increased to 1.6 (1.25 and 1.3 respectively) to keep Construction Vehicles consistent with the general rule that vehicles are faster than KBots, but maneuver more poorly.

Arm Advanced Construction Vehicle speed increased to 1.4 (1.1) and Core Advanced Construction Vehicle speed increased to 1.3 (1.06) to keep Advanced Construction Vehicles consistent with the general rule that vehicles are faster than KBots, but maneuver more poorly.

Core Muskrat turn rate increased to 220 (207) which makes it the same as the Core Construction Vehicle, since the Arm Beaver had the same turn rate as the Arm Construction Vehicle.

Reduced Arm and Core Light Laser Tower weapon velocity to 800 (1000) to help in hitting units (Yes, too fast makes them miss).

Removed randomdecay from Core Pyro weapon, Core Dragon's Maw weapon, Core Firestorm weapon, and Core Reaper weapon.

Dragon's Maw weapontimer increased to 1.3 (1.0), and Reaper's weapontimer increased to 0.85 (0.5).

Core Reaper brake rate increased to 0.015 (0.0076).

Arm Razorback MECH_LASER weapon removed, and its head weapon, MECH_BLAST, was put in its place as the main (And now only) weapon. The MECH_BLAST weapon reload time was decreased to 0.5 (5.0) and its damage decreased to 95 (250). Bear in mind that it is noexplode, so it "rolls" through units, giving it a somewhat similar effect to the Agamemnon (Thanks for the suggestions on this Dragoon!).

Arm Mumbo turret turn rate reduced to 180 (600). For reference, the Reaper's turret turn rate is 150. (Thanks again for the script work on this, Dragoon!)


***6.1 Twilight Beta 2b***
November 12th, 2005

Changed the Main Menu so that it displays "6.1 Twilight Beta 2b" instead of just "6.0".

Reduced the Core Leveler's weapon damage to Arm Banshees to 9 (180), and against other Levelers to 30 (90).

Arm Sentinel and Core Gaat Gun weapon edge effectiveness increased to allow very near misses on crawling bombs to still do appreciable damage:

ARM_LASERH1 and CORE_LASERH1 edge effectiveness increased to 0.5 (0.0). (In a LAN game, CoflRopter and I tested these, and a Sentinel was able to blow away a couple of Roachs before they got in range. They miss sometimes, but usually hit. However, this may just be on a LAN. Test these out. Also watch for Fleas being hard to hit as well. Let me know how they play...)

Advanced Air needed a big overhaul. About the only things really worth building most of the time were Advanced Fighters and Advanced Bombers. Coincidentally, that's usually the only advanced aircraft you would see in games. Sometimes you would see some Brawlers or Rapiers, but not often. I can only think of Blades or Blackdawns (Sabot Gunships) appearing in one game over the past several months. Liches get used, but very infrequently, and I haven't seen a Krow in a long time (Not counting people just messing around when they have their opponent outresourced 10 to 1).

In any case Brawlers and Rapiers mostly just seemed to take a long time to build for what you get out of them, so I dropped the build time about 28%. I also dropped the metal cost, but not too much, so they're a little more affordable overall (And so the Banshee doesn't come out as quite so superior to the Brawler on armor for metal).

Arm Brawler metal cost reduced to 254 (314), build time reduced to 10385 (14385).

Core Rapier metal cost reduced to 237 (294), build time reduced to 9597 (13294).

The Blade and Blackdawn had terrible armor to metal ratios, and their damage wasn't very good either. When you compared them to their cost in Brawlers or Rapiers (before this version), the Brawlers or Rapiers had about triple the armor, and close to double the firepower. I adjusted them so that you still get less armor than the equivalent number of Brawlers or Rapiers, but it's substantially closer. This allows for more of the traditional trade-off between weaker and stronger units of having more total armor for your metal with weaker units, but with the stronger units having all of the armor in one chunk and thus much more possibility of bringing it back to simply repair it instead of replacing it.

I did the same thing with the firepower, so that you have more firepower for your metal with several Brawlers or Rapiers instead of one Blade or Blackdawn, but close enough to still be worth your while to build the Blades or Blackdawns. Plus, with a stronger unit like the Blade or Blackdawn, you get pretty much your full firepower until you are destroyed, whereas when you have several weaker units, you lose chunks of firepower as each is destroyed. This makes Blades and Blackdawns the heavy upgrade to normal gunships.

Arm Blade armor increased to 3523 (1750).

Core Blackdawn armor increased to 3900 (2000).

Blade and Blackdawn VTOL_SABOT weapon damage increased to 560 (280).

Finally, the Krow had an even worse armor to metal ratio than the Blade or Blackdawn, and even substantially worse than the Krogoth! I applied the same adjustment to the Krow as I did to the Blade and Blackdawn, making it have less armor than the equivalent metal cost of Blackdawns, but still an appreciable portion. The same thing was adjusted on the firepower, with the Krow given a good percentage of the firepower of that many Blackdawns, but still a fair amount less. I adjusted the reduced damages against other units so that they are all reduced by the same percentage as before.

This means that as you gain the advantages of having more and more armor and firepower in one unit, you become less and less metal efficient in doing so. This was already the case, but the drop-off in efficiency was so steep that it was almost *never* worth building the more powerful aircraft, and even the normal Brawler and Rapier gunships generally seemed mediocre. I've attempted to make the decline in efficiency of armor and firepower more gradual. Also bear in mind that while these changes seem large, and they are, the Krow and Sabot gunships were so underpowered for what you were spending on them as to require a drastic change. Krows are still very vulnerable to anti-air and are slow enough to have a hard time getting away. Additionally, they are large enough to often take fire from ground based defenses like Heavy Laser Towers and Annihilators. Hopefully, though, they will now be able to survive long enough to do enough damage to be worth having. Anything you spend 4758 metal on needs to at least have a pretty good chance of being useful.

Core Krow armor increased to 11500 (4750).

Core Krow rear weapons, KROWLASER2, damage increased to 182 (90), damage against gunships increased to 91 (45), damage against Commanders increased to 131 (65), damage against all fighters increased to 30 (15). (Arm Banshees were not previously set to take reduced damage from the KROWLASER2 weapon. I have adjusted the KROWLASER2 to do the same reduced damage to Banshees as it does to all of the other gunships.)

Core Krow front weapon, KROWLASER, damage increased to 365 (170), damage against gunships increased to 96 (45), damage against Commanders increased to 247 (115), damage against all fighters increased to 32 (15). (Arm Banshees were not previously set to take reduced damage from the KROWLASER weapon. I have adjusted the KROWLASER to do the same reduced damage to Banshees as it does to all of the other gunships.)

The Liche seems decent, but usually ends up being a one use unit if used against an area protected by even moderate anti-air defenses. I have increased the armor in the hopes that it will still be in danger of not coming back, but that it will stand a better chance of returning to fight again if not used against a heavily defended area. The stealth, which was removed quite a while back for reasons I cannot recall, will help it to avoid being intercepted on the way in, and also to avoid Mercury and Screamer missiles. This armor increase was less numbers based and more of a good guess, since it's hard to calculate how much anti-air would be in an area, and how much would hit or miss. Therefore, please try out the Liche and get a feel for how well it does. The idea is that you can often, but not certainly not always, bring it back if you aren't sending it to an area too heavily defended, or if they don't have moderate fighter cover. This enables you to, with careful and judicious tactical use, get multiple strikes out of the Liche, but still always be running the risk of losing your expensive investment.

Arm Liche is now stealth and armor increased to 3050 (2050).

Try to give these changes a chance, since they may seem too drastic at first. This often happens after stronger balancing efforts, since units that you were used to mostly ignoring, or that you never even saw built in the past will suddenly be useful and even dangerous. The trick is to determine if their sudden power is just them simply being worth building, or if they truly are too powerful. I ran a lot of numbers on these before deciding on these (barring the Liche, as mentioned above), so there was a lot of thought put into them. They may still be too powerful, but let's test and honestly find that out, and not assume that I just thought about it for 30 seconds and pulled numbers out of the air. In short don't judge the changes too quickly without giving them a chance to sink in and for you and others to adapt to previously almost unseen units now being useful.




***6.1 Twilight Beta 2***
November 10th, 2005

Changed name on Spider to "EMP KBot" ("EMP Bot").

Since the Behemoth is not as safe as the Prude, I changed the (non-self-destruct) explosion to ESTOR_BUILDING (LARGE_BUILDINGEX).

Changed the movementclass from "MECH" to "TANKSH3" on the following units, thus allowing them to be carried by normal air-transports (Bear in mind that transporting these and other units reduces them to 350 or 365 armor while in the air, when carried by the Arm Atlas or Core Valkyrie respectively, making it potentially very worthwhile, but also very risky.):
Arm Bulldog
Arm Mumbo
Core Goliath
Core Banisher
Core Tremor
Note: The Core Reaper (Counterpart to the Arm Mumbo) and the Arm Penetrator (Quasi-counterpart to the Core Tremor) were already set to "TANKSH3".

Changed the movementclass from "TANKSH2" to "KBOTSS2" on the following Advanced KBots, thus allowing them to traverse hilly terrain, as their non-advanced brethren already do (after all, they have legs for a reason):
Arm Advanced Construction KBot
Arm Eraser
Arm FARK
Arm Zipper
Arm Fido
Arm Marky
Arm Maverick
Arm Rector (Changed to TANKDS2 instead to allow amphibious travel in addition to the same movement as the others: This means you don't *have* to go up the naval tech tree to raise underwater wrecks.)
Arm Zeus

Core Advanced Construction KBot
Core Can
Core Freaker
Core Dominator
Core Necro (Changed to TANKDS2 instead to allow amphibious travel in addition to the same movement as the others: This means you don't *have* to go up the naval tech tree to raise underwater wrecks.)
Core Pyro
Core Skuttle
Core Spectre
Core Voyeur

Since the Core Freaker (Core Combat Engineer) now has the ability to travel over very hilly terrain which the Arm Consul does not, the Consul should have superior speed owing to it's vehicular nature. Therefore:
*B1b* Consul speed increased to 2.6 (2.2).

Note: Some of the Advanced KBots already had their movementclass set to "KBOTSS2", such as the Arm Sharpshooter and the Core Morty.

Changed the Arm Pincer and Core Garpike (Light amphibious tanks) from movementclass "TANKDH3" (3x3 footprint) to "TANKBH3" (2x2 footprint).

20% reduction in energy cost and buildtime for the following Flak units:
Arm Phalanx 		Energy: 6808 (8510) Buildtime: 10628 (13285)
Core Copperhead 	Energy: 8390 (10487) Buildtime: 11986 (14982)
Arm Flakker 		Energy: 13940 (17425) Buildtime: 15204 (19005)
Core Cobra 		Energy: 15196 (18995) Buildtime: 16090 (20112)
Arm Flakker - NS 	Energy: 16728 (20910) Buildtime: 16724 (20905)
Core Cobra - NS 	Energy: 18235 (22794) Buildtime: 17698 (22123)

The Arm Phoenix had a brake rate of 4, whereas the Core Hurricane has a brake rate of 0.5, giving the Phoenix eight times the braking power of the Hurricane. Combined with it's superior turn rate, this allowed the Phoenix to do "Doughnuts" when making sharp turns. Regardless of the value or lack thereof of this characteristic, when compared to the Hurricane's brake rate I can only assume that the Phoenix's brakerate was a typo:
Arm Phoenix brakerate decreased to 0.4 (4.0).

The light amphibious tanks did not get the speed increase that the rest of the level 1 vehicles did. I increased their speed proportionally, giving them the same speed ratio to the current Flash and Instigator, respectively, that they had to the pre-speed change Flash and Instigator. I also adjusted the armor and price somewhat, since the Core Garpike had less armor, cost more metal, and was substantially slower than the Arm Pincer. It's still slower, and still costs more, but now it more armor than before, and a somewhat better metal to armor ratio (To help compensate for it's substantially slower speed). This will mean that Pincers move faster, but Garpikes will live a bit longer. I based this roughly on a comparison between the Flash and the Instigator.

Arm Pincer speed increased to 2.47 (1.87) and armor decreased to 650 (756).
Core Garpike speed increased to 1.93 (1.45) and armor increased to 784 (719) and metal cost decreased to 135 (165).

Increased LOS on the Arm and Core Radar KBots and Vehicles as follows:
Arm Marky 690 (500)
Core Voyeur 650 (460)
Arm Seer 800 (650)
Core Informant 750 (600)

Air to ground missiles on level 1 and level 2 fighters had an area of effect of 8. That's the same area of effect as a laser!
Arm Level 1 fighter air to ground weapon ARMVTOL_MISSILE area of effect increased to 32 (8).
Core Level 1 fighter air to ground weapon CORVTOL_MISSILE area of effect increased to 32 (8).
Arm advanced fighter air to ground weapon ARMVTOL_ADVMISSILE area of effect increased to 48 (8).
Core advanced fighter air to ground weapon CORVTOL_ADVMISSILE area of effect increased to 48 (8).
Arm advanced fighter air to ground weapon ARMVTOL_ADVMISSILE2 area of effect increased to 48 (24).
Core advanced fighter air to ground weapon CORVTOL_ADVMISSILE2 area of effect increased to 48 (24).

Arm and Core Fortification HLT Posts metal and buildtime reduced, armor increased, and their weapon replaced with the floating HLT (Stingray/Thunderbolt) weapon:
Arm Fortification Wall HLT Post Buildtime: 18842 (24842) Metal: 858 (1658) Armor: 4000 (3900) Weapon: CORFHLT_LASER (ARM_LASERH1).
Core Fortification Wall HLT Post Buildtime: 18972 (24972) Metal: 878 (1678) Armor: 4000 (3900) Weapon: CORFHLT_LASER (CORE_LASERH1).

Arm Penetrator energy costs increased to 15477 (12477), metal costs decreased to 979 (1129). Penetrator weapon velocity decreased to 900 (1500) so it doesn't miss so much.

The Consul previously only stored 100 energy, so I evened out the metal and energy storage between these two units.
Arm Consul metal storage increased to 100 (0).
Core Freaker metal storage increased to 100 (75).and energy storage increased to 100 (75).

Mercury and Screamer missiles tended to move so fast that they often missed even clean shots on targets moving only slightly. This reduction in speed still lets them move quickly, but gives a little more time for targeting and course adjustment, especially at close range.
Arm Mercury and Core Screamer missiles weapon velocity decreased to 1200 (1600).

Medium mines on both sides (Buildable by the Consul and Freaker) have had their metal costs reduced 17 (100), energy costs reduced to 950 (4000). Additionally, the Core medium mine cloaking cost was reduced to 2 (3). The Arm medium mine was already at 2.

The BOMBER_MISSILE that the Arm Phoenix and Core Hurricane have has had its damage increased to 100 (50) and 50 against the different gunships (25).

Stumpies and Raiders, despite being the heavy tanks of level 1 tech, are lousy at hitting other mobile units, especially the light Flash and Instigator tanks, mostly due to their slow moving projectiles. Having heavy tanks get clobbered by light tanks seemed wrong, but I didn't want to just increase the damage, which is sufficient, or area of effect, which is already decent. Instead I raised the edge effectiveness so that even near misses from their cannons will do a good percentage of the full damage. This will also mean they do well against tightly packed groups of units. They are still not as effective skirmishing units as the light tanks, nor should they be, but they didn't need to be getting thrashed by them either.
The Stumpy/Raider weapon, ARM_LIGHTCANNON, had its edgeeffectiveness increased to 0.75 (0).

Arm Warriors seem decent, but not used too often, and their costs were substantially higher than the Core Leveler, even though they were only somewhat better in armor and damage output. The Core Leveler is almost never seen. It has a large area of effect, but its reload time is so slow and its range is so short that it usually only fires once before getting surrounded by light units and picked apart. Levelers should be more effective in groups, but a single Leveler shouldn't perform terribly.
The Arm Warrior's metal cost has been reduced to 302 (322), energy cost reduced to 3513 (5113), and buildtime reduced to 5509 (7009).
The Core Leveler's LOS has been increased to 292 (220) and its metal cost reduced to 262 (292).
The Core Leveler's weapon reload time has been reduced to 1.7 (2.0), and range increased to 350 (290).

Previously, the explosion from a destroyed Core Nano Turret or Fortification Turret would destroy the Core Nano Platform also (Making it more like one "structure" instead of two when being attacked), but did not affect the Arm Nano Platform (Leading to Arm Nano Turrets/Fortification Turrets and Platforms having to be destroyed separately, one at a time). Also, the explosion from a destroyed Core Nano Platform would destroy the Core Nano Turret or Fortification Turret, but did not affect the Arm Nano Turret or Fortification Turret (leading to non-functioning Arm Turrets floating in air without a platform). Also self-destructing a Core Fortification 
TINY_BUILDINGEX explosion now does 0 damage to Arm Nano Platforms as well as Core Nano Platforms (10).
NANOBOOM explosion now does 250 damage to Arm Nano Turrets as well as Core Nano Turrets (10).
NANOBOOM explosion now does 1250 damage to Arm Fortification Turrets as well as Core Fortification Turrets (10).
NANOBOOM2 explosion now does 850 damage to Arm Nano Platforms as well as Core Nano Platforms (10).
(Thanks for figuring this out, Dragoon!)




***6.1 Twilight Beta 1b***
November 7th, 2005

*B1* HLT weapon on both sides (Arm Sentinel and Core Gaat Gun)have had their shot velocity reduced to 700 (1500) (They should hit crawling bombs much better now) (No, really, this time for sure... :) ).

Arm Consul and Core Freaker are now stealth.

Arm Beamer energypershot increased to 7 (1). The Beamer used to take 10 energy per second to fire, compared to a LLT that took 40, or the Core HLLT that took 80. It now takes 70 energy per second.

Arm Pitbull weapon area of effect increased to 12 (8).

Core Viper weapon area of effect increased to 64 (32). Previously, the Rocko/Storm rocket had a 50% bigger area of effect (48), despite doing just a little over half the damage of the Viper rocket.

Zeus weapon reload time reduced to 1.42 (1.7) and Zeus speed increased to 1.35 (1.2).

Flea weapon damage increased to 16 (12) and build time reduced to 789 (989).




***6.1 Twilight Beta 1***
November 6th, 2005

Bladewing tolerance increased to 65000 (35000).

Reaper speed increased to 2.0 (1.2)
Reaper weapon (CORE_REAP) range increased to 320 (220) and randomdecay to 0.8 (0.4).

Goliath speed increased to 1.6 (0.98).

Banisher speed increased to 1.7 (1.1).
Banisher weapon reload decreased to 4.0 seconds (7.8).

Dragon's Maw weapon randomdecay increased to 0.8 (0.3).

Sumo speed increased to 0.8 (0.55) and metal cost decreased to 1900 (2120).
Sumo turn rate increased to 400 (200).

Karganeth speed increased to 1.25 (1.15) and weapon (SUPER_MISSILE) range increased to 650 (500).

Krogtaar weapon (COR_TAAR_RC) area of effect increased to 96 (64).

Shiva speed increased to 1.5 (1.25).

Juggernaut speed increased to 0.65 (0.35) and turn rate increased to 200 (90).

Vanguard does 160 damage per second. Put it up to a salvo of 5 shells, doing the same 400 damage each, but keeping the damage per second the same, so it has a reload of 12.5.

Behemoth metal reduced to 1500 (3950).



Shodan speed increased to 1.0 (0.5).

Core Can speed increased to 0.95 (0.8).

Bulldog speed increased to 1.8 (1.22).

Mumbo speed increased to 2.2 (1.3).

Reaper speed increased to 2.0 (1.2).

Panther speed increased to 2.7 (1.97).

Recluse speed increased to 1.9 (1.5).

Demolisher speed increased to 1.45 (0.925).

Penetrator speed increased to 1.4 (1.15).

Tremor speed increased to 1.25 (1.0).

Triton speed increased to 2.0 (1.55).

Phalanx speed increased to 1.5 (1.21).

Copperhead speed increased to 1.5 (1.01).

Gremlin speed increased to 2.4 (1.8).

Hermes speed increased to 1.5 (1.1).

Luger speed increased to 1.3 (1.0).

Pillager speed increased to 1.4 (1.12).

Consul speed increased to 2.2 (1.9).

Seer speed increased to 1.75 (1.15).

Informant speed increased to 1.75 (1.07).

Jammer speed increased to 1.8 (1.2).

Deleter speed increased to 1.8 (1.15).

MERL speed increased to 1.4 (1.2).

Diplomat speed increased to 1.3 (1.1).

Scarab speed increased to 1.4 (1.2).

Hedgehog speed increased to 1.4 (1.2).

Intruder speed increased to 2.2 (1.45).

Termite speed increased to 1.8 (1.4).

Poison Arrow speed increased to 1.7 (1.025).

Croc speed increased to 2.2 (1.75).

Arm MRU speed increased to 1.05 (0.585).

Core MRU speed increased to 1.0 (0.54).


Behemoth has the same "special Geothermal unit" role as the Prude. The Prude gives you a lot more armor than the normal Geo, and much more energy. It's worth upgrading to from the normal Geo. The Behemoth gives somewhat more armor, and somewhat more energy, but also good firepower, also worth upgrading to. The Prude is more defense and economy based. The Behemoth is only somewhat economy based, and more offensively based, but that's fine. They're fairly balanaced, except that the Prude costs about 1100 metal, and the Behemoth costs almost 4000. Putting the Behemoth down to 1500 metal (3950).

Sumo speed was increased to Can speed, and the turn rate increased somewhat, and this seemed to do the job, although more testing is needed. It's still slow, but not uselessly slow. I also decreased the cost a bit (to 1900 from 2120), so it's closer to the metal to armor ratio of a Can, even though a Sumo's cost in Cans will destroy a Sumo.

At this point, however, I realized that the Karganeth felt very similar to the Sumo. It did 400 damage per second, and the Sumo did 500. Ranges were almost the same. The Karganeth was a bit faster, but substantially worse on the metal to armor ratio. I increased the Karganeth's speed slightly, and have increased it's range a bit, allowing it to be more nimble and hit things at longer range (Compared to the lumbering Sumo, anyway), but not be as cheap and as armored as the Sumo, so there's a good trade-off both ways.

The Juggernaut got similar treatment to the Sumo: Speed increased from 0.35 to 0.65, and turn rate increased to the Sumo's old rate of 200 (was 90). Still very slow, but again, as with the Sumo, now at least not uselessly slow.

Krogtaar I didn't want to adjust too much at once, so I just increased it's area of effect to 96 from 64. I think the Krogtaar doesn't realize it's full potential when fighting other mechs. It does a decent job at it, but it's more designed for slaughtering lighter units, like level 1 and level 2 units. The area of effect and high edge effectiveness make it extremely efficient at taking on swarms of flashes, A.K.s, even Zeuses and so forth. Levelers don't do especially well against Raiders for the same reason: that's not their role. Speed might need increasing, and/or range, but I'll test it a bit more before trying that.

Also, the Marauder is very fast at 2.2, with almost as much damage per second as the Shiva. The Shiva has ballistic weapons, allowing it to assault better, but 1.25 compared to 2.2 seemed pretty sad, especially when the Marauder is also more metal efficient for its armor. I put the Shiva up to 1.5 speed, so that it's decently fast for assaulting, but still substantially slower than the Marauder (It would still probably lose to one, also, but I'll wait and see how things play out).

The Vanguard has potential (A mobile Ambusher, in essence), but seemed to have a very similar role and feel to the Fatboy. The Vanguard fires faster, and has a smaller area of effect, but they both have good armor, and the range advantage of the Vanguard doesn't really make much difference, as everything outranged at 1000 (Fatboy's range) is outranged at 1250 (Vanguard's range). Plus, the Fatboy is cheaper, even without factoring in the Gantry cost of the Vanguard.

I'm trying it with a salvo fire, so it still does 400 damage per shot, but fires off a burst of five shells in quick succession. To keep the damage per second (160) the same, I've increased the reload time to 12.5 seconds. This gives more of a "lots of damage up front with a longer reload time" feel like other Arm units like the Annihilator, or Sharpshooter. I'm not sure if it will work well, but I was trying to differentiate it from the Fatboy.

Also, the Behemoth cost was reduced dramatically. It's had its costs increased in proportion to it's weapon power, but that is wrong, in my opinion. It now costs more than the Doomsday. Here's the issue, though. Both sides get a special "Geothermal unit". Arm has the Prude, and Core has the Behemoth.  People wanted the cost put up high on the Behemoth because otherwise it's "too powerful!". However, look at the Prude. It costs about 1100 metal, and gives you the energy output of a Fusion, but with more armor. So for 25% of the metal cost of a Fusion, you get just as much energy, and close to triple the armor. Sounds potentially unbalancing. However, it isn't, and that's because you can only build it on a Geothermal vent.

The Behemoth produces much less energy and has less armor than a Prude, but has good firepower. It's a tradeoff, the kind you often see with Arm versus Core, but still balanced. The Behemoth is easier to cry foul over because a big gun is an easier advantage to see, but a 25% cost Fusion is just as powerful, just economically. In some situations, the Behemoth is more useful. In others, the Prude would be. However, they're both useful, and both limited to geothermal vents.

In consequence of this, I'm trying it at 1500 metal (Down from almost 4000). Again, people facing off against a Core player on a map with geothermal vents will need to worry, and rightfully so, about Core putting up a powerful weapon on a geo vent, which will also give them more energy than they'd get out of a normal geothermal plant. However, people in the same situation playing against an Arm player will need to worry, also rightfully so, about Arm being able to power their industrial complex with a Fusion's worth of energy, for about 1/4 the metal cost, and that will be much more resistant to bombing than a Fusion.

Both sides have a powerful option for geothermal vents. Arm's is more economy and defense based. Core's is more attack based. There is no need for the Core option to cost more than triple the amount just because of their slant. Exploiters don't cost triple what Twilights do, nor should they. In some situations, Exploiters are better, in others, Twilights are better, but both are very useful in most situations, despite their different emphasis.

I will also be implementing the Advanced Vehicle speed changes on the Arm side, similar to how I've adjusted Core so far.

As always, this is a work in progress, and more testing is still needed.
