***** Changelog for Total Mayhem 7.05 *****

*** MAJOR GUI UPGRADE
- new button arrangement means that for builder units (mobiles and factories), you no longer need to switch to "orders" menu to click reclaim, repair, capture, or change standing move/fire/cloak orders.

*** Fixes to early-game economy
- Solars make 25 energy (up from 20)
- Pop-up solars make 75 energy (up from 60) - also get tougher and less armour increase when closed
- L1 Metal makers all now make 2 metal per sec for 120 energy - double the OTA 1M for 60E. They cost a bit more energy and take nearly twice as long to build but cost less metal than previous version
- Most factories slowed build speed to somewhere between OTA speed and original speed.
	Revised factory build rate table:
	Factory				Build rate - ie metal drain per second
	-------				----------
	L1 Air Plant			4.5 (no change)
	L1 Ground (kbot/vehicle)	7.5 (down from 9)
	L2 Air Plant			9 (no change)
	L1 Shipyard			9 (down from 12)
	L2 ground and hover		15 (down from 18)
	L2 Shipyard, L3 Air		18 (no change)
	L3 ground and hover		30 (down from 36)
	L3 Shipyard			33 (down from 36)

	Note: Aircraft plants are unchanged. 
	"L2 ground/hover" includes Spider and Tortoise factories. 
	For reference, mobile builders:

	Builder				Build rate
	-------				----------
	L1 Aircraft			3
	L1 Kbot				4.5
	L1 Vehicle, L2 Aircraft		6
	L1 Ship				7.5
	L2 Kbot, Hover, C Spider	9
	L2 Vehicle, Fark, C Tortoise	10.5
	L2 Sub, Decoy Com, L3 Air	12
	L3 Hover			13.5
	L3 Kbot, Vehicle 		15
	Commander			18

	3 exceptions to mobile builder build rates:
	- metal drain is doubled when building factories.
	- build rate and metal consumption is halved when assisting aircraft.
	- when building metal makers, metal drain is negligible (5% or less).

The result of the above changes should be an easier faster start to the game with less need for running around building resources before commencing combat unit production.

*** Added units 
- New advanced storages
- New jammer towers
- 3 Tortoises added: Core Scanner, Radar/Sonar Tortoise. Core Redfoot, Jammer Tortoise. Core Detonator, Kamikaze Tortoise.
- Arm Kestrel Rocket Strike Fighter (L1), Bandit Stealth Gunship (L2)
- Core Mosquito Laser Gunship/Fighter (L1), Cloudburst Stealth Bomber (L2)
- add back in the Capital Subs with new models
- Dragon's Eye sight towers (built by Minelayer vehicles)
- the Centurion and Volcano guided rocket batteries to spice up L1 defense a little
- Core Behemoth Geothermal Plasma Battery, and Arm Caldera Geothermal Rocket Battery
- Advanced Tidal generators (armed with lasers).
- Core Saturn: L2 Heavy Laser tank. The Gargoyle is moved to L3, increased in power, and renamed War Machine (mobile version of Doomsday Machine), with added open/close animation.
- Arm Impala: L3 Stealth disruptor gauss tank.
- Shield generator buildings for Arm and Core.
Total units added: 25

*** Balance 
- Targeting facilities will move to L3 - but will get cheaper.
- Capital ships and mobile fortresses will get a big damage boost - and cost/buildtime increase.
- Height adjustments so that Chainsaw and Archgun can fire over fort walls.
- Shorten self-destruct countdown on metal extractors - so easier to level up
- Mobile artillery - slight reduction in range (5%) and damage (5%), small increase in inaccuracy (300 from 250).
- Mobile heavy artillery (Mammoth, Shocker) - small increase in range (<5%) and damage. Bit more distinction between artillery and heavy artillery. 
- Height adjustments so that Chainsaw and Archgun can fire over fort walls.
- Shorten self-destruct countdown on metal extractors - easier to replace with higher tech
- General (smallish) boost to radar ranges Larger boost to jammer ranges and to sight range of radar/jammer units 
- Arm Flea turnrate and acceleration increased so that they are significantly more mobile than Peewees and AKs - give some reason to build them.
- Peewee and AK top speed dropped slightly - they are now merely 10% faster than the Flash and Gator. Increased acceleration so they are more nimble. I just felt their top speed was too close to the Jeffy/Weasel and Flea.
- Arm Cipher nerf. Current reload is 1.25 seconds and clearly this is far too much firepower. Maverick has same weapon with 0.8 second reload. Compared to the Maverick, Cipher is cheaper, has about the same armour, is faster, and stealth. I've changed the reload to 2.1 seconds, nearly halving the damage output, increased metal cost by 10%, energy cost by 20%, reduced acceleration and turnrate so it's no longer turn-on-a-dime.
- Arm Zeus. In order to differentiate it from the Maverick somewhat, I've lowered speed a bit, increased armour. Also increased cost slightly.
- Slight increase to laser accuracy. 
- BLODs slower velocity and larger area of effect - this is to avoid them firing through fort walls and dragon's teeth.
- Small boost (5-10%) to Tortoise armour. My impression from recent online games recently is they aren't quite tough enough.
- Core Gorgon BLOD laser power increased, height increased also so it will fire over some wreckage. Increased cost and armour. Increased footprint to match scale of model
- Core Rattlesnake reduced body size (but not turret size), smaller footprint so it can get around better
- Arm Tiger top speed and turn rate reduced slightly
- Arm Samurai and Core Broadsword dreadnaught hovertanks increased armour and cost
- Some small tweaks to armour and cost of some other T3 units 
- Arm Jackhammer and Core Berzerker L3 rocket hovers boosted damage per second.
- Capital ships increased energy cost by another 20% or so
- Shorter reload for battleship cannons - this is more of an improvement for the Archgun and Chainsaw (and Core Smasher), the battleships are governed more by the delay between salvoes.
- Small increase in energy cost per shot for Bertha/Intimidator/Vulcan/Buzzsaw.
- Shorter reload for the Vulcan and Buzzsaw. They needed more devastating impact :evil:
- Arm Messenger - Annihilator ship. Overpowered. Shortened range from 1350 to 1200. Increased reload time from 4 to 6 seconds. Increased cost - now pretty close to battleship cost.


*** Fixes
- Updated Help file (F1 when mouse pointer is not over a unit)
- Fixed Nuke bombers... These are broken in 6.92 - a weapon conflict means they did not nuke. They now fire their missile.
- After changes to pitch aiming speeds to reduce units' tendency to fire on aircraft, some units (notably Peewees) are very slow to bring up their guns, taking several seconds - fixed
- Arm Rover walk script was accidentally slowed down in a previous version - fixed
- Animation bug with Arm Zephyr's flak cannon fixed
- Reduce or remove rock-when-hit scripts from most if not all units - causing lockups/paralysis when under fire, and removing this disadvantage for tanks, that are supposed to be tougher for the cost than Kbots.
- aim scripts on Arm Invincible battlecruiser - and Direwolf. Both still seem a little sticky
- Floating Advanced Hoverplants now buildable.
- Bug with some units (Nuke Cannons, Capital Ships) firing before aiming for the first time - fixed
- Allow the Command Cruisers to use their specialist bombs.
- guidance problems with T4 AA missile towers (Arm RAAMs and Core Screamer) fixed
- lots of other rockets and missiles fixed. AA missiles are generally very effective now.
- improved flakkers so they are also more useful
- All Tortoises now leave non-blocking corpses underwater (like ships, subs and other amphibious units) - also added in bubble effects while moving underwater
- fixed firing animation on the Core Berserker T3 Rocket hovercraft.
- updated unit pics for a bunch of units. "flagship" units in L3 factories get quad-sized buildpic.
- more fixes and adjustments to the AI. I fear it is not as strong as it used to be.


**** Changelog for Total Mayhem 6.92 ****

- fixed scripting errors for Core Temman, Core Damascus, Arm Experimental Construction Aircraft and Arm Direwolf
- fixed and added the Core Viking
- reduced cost of the Arm Vanguard and Core Viking a little
- increased Pelican speed by 22%, changed laser weapon to Zipper's EMG (less range, more damage)
- changed laser weapon on Tarantula to longer-ranged EMG burst weapon
- increased range of Arm Dora and Core Terminator Nuclear Cannons by 8%, increased damage by 30% (but reduced edge effectiveness by 40% so they do more damage at point of impact, less damage further from the epicentre), increased metal cost and buildtime by 30%.

***** Changelog for Total Mayhem 6.9 *****

Units Added:
- Extra-long range cloaking radar towers
- L3 anti-air kbots
- L3 aircraft: New airplants, updated construction aircraft
- L3 fighters, gunships, skycruisers, nuclear bombers
- L3 hovers (largely unchanged since 6.4 apart from some minor tweaks and refinements): L3 hoverplants, L3 floating hoverplants (much improved models), construction, long-range artillery, rocket hovers, battle hovertanks, long-range beam weapon hovertanks, dreadnaught hovertanks
- the Core Beetle L1 vlaunch kbot
- the Arm Boa Amphibious mobile artillery
- the Core Scanner radar/sonar tortoise
Total units added: 35

Units removed:
- the Core Jar L1 armoured kbot. Replaced with the Beetle as above

Fixes: 
- script lockups for various factories fixed (if ordered to build and stopped repeatedly in quick succession)
- inconsistent workertimes for some factories fixed (especially Core)
- numerous other script fixes, and other typos in unit data
- buildpics now updated for the floating hoverplants
- build menu stuff-up meant the Core popup solar wasn't buildable - fixed
- general build menu fixes removed extra build pages from advanced units: all get one less page. 

Balance:
- wind generators get 10% drop in metal/time and energy cost
- solars get 10% drop in metal/time cost, 25% drop in energy cost
- all L1 plants get 10% drop in metal cost and buildtime
- 5% boost in metal extractor production
The result of the above 4 changes should be much faster start with early economy.
- metal extractor upgrades are much cheaper
- Immolators now do the same damage to everything, no more special damages to small/emg units. They are now simply a riot tower
- Reduced speed of Maverick and increased armour slightly, increased damage of weapon
- increased accuracy of L3 AA
- increased accuracy of laser towers
- increased area of effect for Avalanche rockets, reduced area of effect for L1 rockets
- Core Shodan now raises turret much higher before it fires
- Reduced armour and acceleration of Janus slightly, increased max speed

Other changes:
- Fleas and Jeffies now have non-laser weapon, eliminating laser weapons from all of Arm's L1 mobiles.

***** Changes for 6.8  release *****

- Underwater metal extractors get torpedo upgrades just like the land ones do.
- New Extra-long range T3 radar towers.
- The Arm Direwolf giant walking Annihilator fido, and the Moose artillery hovercraft.
- The Core Mammoth Artillery tank, Viceroy Artillery hovertank and the Core Replenisher, an air repair Tortoise (as a counterpart to the Arm MARS Mobile Air Repair Spider).
- A few bugs fixed, including a bunch of minor script SNAFUs and the Ambusher super-short buildtime (thanks Psycros for spotting that).
- Aircraft are now much safer from non-air units - they have been doubled in armour and AA weapons now do double damage vs aircraft - meaning non-AA weapons are halved in effectiveness. 
- Also all non-air weapon turret aim scripts have had their vertical aiming speed reduced by half or more, meaning responsiveness in aiming up at aircraft is much slower. 
- On the flip side... Line bombing has been reduced in effectiveness. After their initial payload of 6-10 bombs, bombs will be dropped at increased intervals of up to half a second. That means you can still linebomb, but it wont be the same endless line of destruction.
- T2 radar and sonar aircraft have had a big upgrade: extra armour, visibility, speed and manueverability. Massive visibility. Still much slower than Peepers and Finks, but they should actually be useful as spy planes now.
- Rapiers now fire rockets in bursts of 3, with a higher damage output. Better vs larger targets, but tend to miss smaller targets a bit - such as the Commander.
- The L2 units which have AA missiles as secondary weapon have had their AA weapon nerfed a bit.
The Capital Ships have been nerfed a bit - 20% less armour and 10% more cost. They are still waaaaay scary, don't you worry. The concern I had was they are more or less vulcan/buzzsaw ships (albeit with a bit over half the range and less than half the damage output) with super-armour and super-close range weapons. This doesn't change that... but they should be a bit easier to kill and take a smidgin longer to build now. Their big vulnerability remains: subs.

**** Total Mayhem V 6.62 **** --bugfix update

1. Fixed crash-when-built Arm Energy Storage
2. Fix Core Uber Fusion animation
3. Fix Core Voyeur corrupt leg texture

- 2 added units: 
1. Arm Moose, rapid-fire artillery hovercraft
2. Core Viceroy, artillery/laser hovertank

**** Total Mayhem V 6.61 **** --bugfix update

1. Diplomat fixed, doesn't crash the game when built! New custom reload animation is working.
2. Shellshocker is now buildable (in Spider Lab and Vehicle plant)
3. Buildpics fixed for: Core Metal Extractor upgrade, Arm Cipher, Core Ketzer
4. Ketzer main weapon now fires
5. Annihilator closes up after firing (after about 30 seconds)
6. Tweaks to several weapons: Warrior, Gorgon, Anniliator, Doomsday Machine, Mofo's rockets and missiles, Krogoth's rockets and blue laser. Gorgon now has a much weaker blue laser weapon but a bit more armour.

**** Total Mayhem V 6.601 ****

Tweaked a lot of costs
Boosted T2 lab build speed, to exactly twice T1 lab build speed as it should be
Script and bug fixes
Added units:
T1 Land Mobiles: 
- Arm Terrier fast attack vehicle
- Core MAK Medium Infantry laser/missile kbot
- Arm Janus Rocket tank
- Core Shodan heavy laser tank
- Arm HellDiver Amphibious infantry
- Core Garpike Amphibious laser tank
T1 Structures:
- Arm Radical and Core Blocker short-range plasma batteries
- Arm Fury and Core Scythe AA laser towers
- Arm Sunspot EMG tower (counter of sorts to the Immolator)
Hovercraft:
- Oasis and Haven mobile air-repair
T2 Land Mobiles:
- Arm Cipher Stealth Striker tank
- Core Penguin floating amphibious tank
- Core Cremator heavy flamethrower tank
T2 Air:
- Arm Thornado water bomber
- Core Sontor Torpedo Gunship
T2 Structures:
- Arm Archgun and Core Chainsaw Rapid-fire plasma batteries
- Arm Artic Pop-up Gauss Cannon
T3 Land Mobiles
- Heavy Vehicle plants
- Arm Tiger and Core Rattlesnake heavy assault tanks
- Arm Orca and Core Proteus Heavy Amphibious tanks
- Arm G2 and Core Smasher rapid artillery/siege tanks
- Arm Scudd and Core Precluder mobile nuke launchers
- Arm Mofo and Core Harbinger mobile fortresses
- Core Gorgon - heavy armoured kbot
T3 Ships
- Capital Shipyards
- Arm Aeon and Core Retribution Dreadnaughts
- Arm Longreach and Core Fulcrum heavy antinuke carriers
- Arm Invincible and Core Excelsior battlecruisers
- Arm Prophet and Core Omen Capital Ships
T3 Structures
- Uber Fusions! I plan a big update for these but for now they are the Total Mayhem "classics". ;)
- Arm RAAM and Core Screamer uber AA
- Arm Dora and Core Terminator nuclear cannons


***** Total Mayhem V 6.6 aka The Andromeda Project *****

===== Clean slate reboot of Total Mayhem =====

Base TA (OTA - TA + CC + 3.1 + last 6 Cavedog units ) plus 50 units, and rebalance and bugfix from Total Mayhem.
- All buildtimes, along with a lot of costs, adjusted so that all units have a predicable metal drain rate: build times are always exactly 20 times their metal cost. The exceptions being: factories (10 times, or double the metal drain), aircraft (40 times, or half the metal drain) and metal converter units (200 times, or a tenth of the metal drain).
- This means that all builders have a predictable metal usage rate (listed in their unit description). It also means you will know how long a unit will take to build: a 90-metal unit built by the Vehicle plant or kbot lab, which drain 9 metal per second, will take 10 seconds to build the unit. The Krogoth is 30k metal, and the Gantry builds at 36 metal per second, so the Krogoth will take 833 seconds to be built, or just under 14 minutes.
- see the file labelled "Constant Metal TA" for more info.

Units added to OTA:

- Underwater Moho Mines and Moho makers, to make sea battles MUCH more interesting
 - a T2 ship for each side: the Messenger Annihilator ship and the Core Omni Rocket ship that M1G remodeled 
 - the bob-up floating plasma cannons Trident and Kraken - again to make sea battles more interesting.
 - The floating hovercraft plants for the same reason.
 - the Arm Spider Pack and Core Tortoise Pack!
 - The Core Jar Armoured L1 Kbot
 - The Core Gargoyle mobile Doomsday Machine (range of blue laser weapon will be toned down from Total Mayhem version)
 - The Core Reaver L2 Riot kbot
 - The Arm Rover L2 Artillery Kbot
 - The Arm L3 shelter and Drake
 - Arm Admiral, and Core General L2 Construction Kbots - these will build the Vulcan and Buzzsaw respectively, nothing else
 - L3 Kbots: Arm Shiva and Razorback, Core Defiler and Ketzer
 - The Pop-up solar panels (makes 60E, a nice resource unit that fits beween solar/wind/tidal and geos)
 - The Decoy Fusions (100E generation, another in-beween unit that also serves as a decoy to make your opponent freak and think you're way further on than you are)
 - The Dragonfly and Falcon L2 heavy lifter air transports
 - The 4-pad air repair stations at L2 (L1 can build the single-pad versions)
 - The Recon construction hovers (L1 constructors with radar, to fill the hole left by Cons Hovers and Seaplanes being L2 constructors).

... Previous versions changelog omitted since 6.6 (the Andromeda project) 

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