///
Maximum Annihilation V1.1:
- fixed Arm Phoenix being in the wrong FBI category leading to being ignored by AA (thanks to [BLC]-Clan for reporting)
- Arm Advanced Construction Hover metal costs increased a bit
- fixed lots of corpse entries
- fixed additional Battleship MinWaterDepth entry
- Arm Disgorger & Core Fisher Sonar Dish doesn't rotate while being built anymore
- Arm Vanguard now really is "paralyzed" until mobile when "undeploying" from siege mode
- fixed Light Fusions' metal costs -> increased by 80% (thanks to Desinity for reporting)
- fixed Core Krogtaar having D-Gun button and removed empty weapon slot (thanks to Desinity for reporting)
- fixed Core Advanced Metal extractor sound category
- removed impulse from Decoy Commander explosion
- fixed / changed some unit descriptions
- Core Krow no longer uses energy when flying
- Arm & Core T1 Sam now fire their 2 missiles per burst (nearly) at once, damage increased by 25%
- T1 AA turrets' missiles now only do little damage to non-air units (in case they hit one)
- updated build cost widget fixing armed units not being guardable (thanks to Desinity for reporting)
- fixed Core Fortification wall buildpic colors
- Arm Merl & Core Diplomat damage per missile reduced by 20%
- Advanced Fusion Reactor health increased by 43%
- added Core Airmail to HGUNSHIPS Armor class
- Core Airmail explosion now only does 50 damage to Crawlingbombs and Heavy Gunships (they no longer kill each other immediately)
- Gunship explosions now only do 5 damage (+ way less AoE) on other gunships so they won't "chain explode" by killing one another off
- gave some gunships altered gunship explosion and made the Core Krow explosion weaker
- Core Airmail health increased by 200%
- T2 Vehicle Assisters now can build Adv. Solar instead of standard solar
- Core Mole now can build Vehicle Lab instead of KBot Lab
- moved Plane Minelayers into VTOL Armor class
- added mass tag to Core Monsta
- scaled down some textures
- increased All-Terrain-Transport speed to Sumo niveau (-> increased by 15%)
- Air Minelayers got a Minesweeper weapon and a doubled turnrate
- New Model: Arm Merl
- New Model: Arm Ranger
- New Model: Arm Jethro
- New Model: Core Croc
- updated buildpics
- T1 Antispam Turrets now only deal 50% damage against ships
- edited Krog0700 to Krog1200 textures
- added Arm Duck to subpen buildlist
- New Unit: Core Thud MK-II
- Arm Vanguard health decreased by 20%, now has 360° weapon-angle in Siege Mode (former: just 180° to the front)
- decreased Core Halberd range by 19%
- T3 Fighter damage vs. ground decreased by 50%
- T3 Constructors now can build the T3 Lab they came from plus all other T2 Labs (exception: T2 Hover Lab only available for T3 Con-Sub)
- Shield Generator health increased by 233%, shields now really are exterior, various changes on shield stats
- slightly upgraded Annihilator FX
- integrated some more reworked TA textures from CA
- stationary T2 Flak costs increased by 20%
- T3 Air & Mech Constructor costs increased by 25%
- Core Monsta max velocity increased by 12%
- fixed Core Buzzsaw firing FX
- added 2 loadscreens
- Annihilator beam no longer digs craters
- Minelayers now only fire one missile per attack order and don't repeat firing all their missiles, they don't auto-fire on mines though
- T1 Antispam towers now prefer more distant targets rather than closer ones
- added mass tags to Core T1 vehicles
- Arm Liche weapon velocity doubled, now only deals 100 damage to bombers (so multiple Liches don't kill each other)
- changed some textures on Core Gorgor
- integrated take reminder widget by Evil4Zerggin
- fixed wrong orientation after undeploying Arm Vanguard & Core Thud-MK II
- fixed bug with replacing units by using morphing now instead of replacing
- Thud-MK II only fires 3 projectiles per burst in siege mode now (former: 4)
- T3 Siege Artillery Cegtrail now always is visible
- T3 Siege Artillery weapons now only make one firing sound per burst rather than one for every burst projectile
- updated Defense Range widget to Version 3.6
- fixed Core Nano Tower maxwaterdepth
- SPYBOMBX explosion (e.g. Core Commando on death) range decreased by 50%, now has paralyzetime of 10
- T2 Missile Ship starburst rockets use dirtexplosion FX now too
- Arm Spider self-d countdown set to 0
- changed explosions for some buildings
- added some missing labs to Construction Seaplane and Advanced Hovercraft constructors' buildlists
- T3 Air Bombers / Bombs (nearly) don't damage underwater stuff anymore
- Core Monsta flamethrower damage increased by 20%
- New Unit: Arm Weaver
- new movement class for All-Terrain Mechs with correct footprint & more crushstrength
- fixed some weapons piercing a shield which should not
///
Maximum Annihilation RC1 -> V1.0
///
///
Maximum Annihilation 1.0 RC1:
- added new Nuke FX
- added hardstop tag to (EX)VHLT weapons
- increased Nuclear Cannon damage by 30%
- final Extreme Construction KBot stats adjustments
- removed Arm & Core AARD remnants
- decreased Extreme Construction Mech size
- gave Arm All-Terrain Transport Spider Core version legs
- final buildlist changes
- T2 K-Bot Assister now can build Adv. Metal Extractors
- new buildpics for Core Doomsday Machine, Silencer & Overseer
- repair speed now is 50% of workertime
- Decoy Combat Commanders now have extended Advanced Hovercraft buildlist
- lots of corpses / corpse entries added / fixed
- Cruise Torpedos now just use 4000e
- added Mech radar icon to Mech Constructors
- Crawling Bombs no longer are amphibic
- new turret model for Arm Disgorger
- updated buildpics for Arm All-Terrain Transport Spider & Disgorger
- Blade costs reduced by 50%, health increased by 39%, got stealthy, minor weapon adjustments
- Blackdawn costs reduced by 50%, health increased by 16%, minor weapon adjustments
- Core Crow costs reduced by 10%
- removed Dragon's Eye from Arm & Core Construction Ship buildist
///
Maximum Annihilation 1.0 Pre RC1:
- Arm Detonator & Core Catalyst now explode with ATOMIC_BLAST explosion (even on Self-D)
- added sound categories to T3 Air Transports
- updated Defense Range widget
- added Arm Fubar & Core Gorgor to Armor.txt
- changed Arm Saber's laser color to orange
- removed weapon entries from All-Terrain-Transports' FBIs
- new explosion FX for Arm Orion & reworked weapon stats
- Arm Orion costs reduced by 60%, health decreased by 33%
- redid Core Raider & Striker buildpics
- fixed higher brightness / saturation in Arm Adv. Construction Vehicle / Gremlin buildpics
- fixed Arm Hysteric & Core Precipitator yardmaps
- fixed Arm & Core VHLTs' yardmaps
- fixed Arm & Core T2 Antispams' yardmaps
- fixed Arm Advanced Metal Maker yardmap
- fixed Arm & Core Advanced Floating Radars' yardmaps
- fixed Core Enforcer firing FX
- decreased Carrier energy storage to 250
- sorted all FBI files in an alphanumeric way
- FBI category number decreased to 7 tags: MOBILE COMMANDER LEVELx NOTAIR VTOL MINE ALL
- added corpses for Arm Cracker, Smasher, All-Terrain-Construction KBot & Core Rocketeer
- added corpses for Adv. Windmills & Tidals and Arm Light Fusion
- New model: Arm Advanced Underwater Metal Maker
- removed "remnants" of Armjanus, Amgeo, Armraven, Cormexp
- some tweaks on Arm Advanced Construction Kbot & Rector buildpic colors
- fixed Core Informer buildpic problem
- Minelayers now can reclaim
- New Units: Arm & Core Extreme Construction Mech
- redid Constructors' workertimes and builddistances
- New Models: Arm & Core Extreme Air Lab
- fixed model sizes of T3 Ground and Air Constructors
- fixed some T3 bombers creating a nice amount of energy
- Removed old T3 Air Lab files
- new temporary Models: Arm & Core Light Underwater Fusions
- removed some unused AA (?) remnant models and unused walls
- added some missing corpse entries
- added Siege-Mode to Arm Vanguard
- Zeus EMP damage is now 133% of regular damage (former: 266%)
- Arm Liche can loopback now, health adapted
- Arm Orion health decreased by 10%
///
RENAMING:
Extended Annihilation now becomes Maximum Annihilation
///
///
Extended Annihilation PoC V10:
- reduced Arm Panther & Boa EMP damage by 20%
- fixed Arm Gremlin script
- fixed Arm Bantha & Core Firebat Ship EMP damage
- Juno now stuns mines and radars for 60 seconds instead of destroying them
- fixed Arm Rebel wake FX generation & made new buildpic
- updated Arm Marauder buildpic
- Crawling Bombs now can deploy to static mines (-> new units)
- increased Skuttle damage on Coms by 150%
- fixed Arm Swatter, Core Slinger (+ new buildpic) & Construction Hovercraft scripts
- changed Flagships' and Arm Millenium's MinWaterDepth to 15
- increased All-Terrain-Transports' max velocity by 30%
- integrated DefenseRange V3.5 (by very_bad_soldier)
- new unit: Arm Orion (replaces Arm Lightning)
- made Arm Orion non-stealthy
- gave Arm Orion new weapon
- changed Arm Liche explosion FX, now also hurts aircrafts, made Liche stealthy
- Arm Liche AoE increased by 88%
- Tactical Nukes now have BA EMP missile range
- Tactical Nuke Missile buildtime reduced by 10%, costs per missile reduced by 23%
- completed DefenseRange unit list
- ported LuaCob Windmill script to LuaRules
- reduced damage on other mines of deployed Crawling Bombs (they survive when another (i.e. one) mine next to them explodes)
- Core Behemoth range decreased by 15%, got more accurate
- New Model: Core Advanced Underwater Metal Maker
- fixed Extreme Shipyards' Yardmap
- added missing Arm Underwater Moho Mine buildpic & fixed wrong applied Underwater Moho Metal Maker buildpic
- MAJOR: fixed Spring crash when Arm All-Terrain Construction K-Bot gets killed (with severity low enough to leave corpse)
- Seaplane Platforms no longer make metal
- set Panther & Boa EMP damage to 75% of normal damage (about 55% less again)
- Torpedo Metal Extractor reload time increased by 30%
- Adv. Tidal Generator LUA script introduced - they now produce energy defined by the map's tidal strength
- Fixed Arm Trident & Core Kraken unit description
- Minelayer Vehicles no longer produce / use energy and got a new minesweeper weapon
- added firing FX to Arm Zipper, Maverick, Fido, Fatboy & Core Morty
- removed Arm Fido On/Offable option
- fixed muendungsfeuer firing FX position on many units & removed standard firing FX
- Arm Triton & Core Croc leave wrecks now
- added firing FX to Core Cutlass
- added firing FX to Core Poison Arrow
- Amphibic units now move faster underwater
- New Model: Core Extreme Construction Aircraft
- fixed Extreme Construction Aircraft radar symbol (now has VTOL symbol)
- changed Core Airmail explosion FX
- New Model: Arm Extreme Construction Aircraft
- Air Minelayer model sizes reduced by 25%
- doubled Combat Commanders' mass
- reduced Arm Razorback, Marauder & Core Karganeth, Shiva mass (now only 20000 instead of 200000) to make them transportable
- New Unit: Core Vindicator
- New Unit: Arm Ornith
- Core Krow no longer needs energy to fire
- fixed some plasma turrets (now no longer) firing at air
- big increase on Blackdawn missiles' weaponvelocity and acceleration
- set Arm Dragonfly & Core Seahook max transportmass to 19000 (so they cannot lift Mechs)
- smaller crawling bombs leave a corpse now
- Core Skuttle cloaking costs decreased by 75%, HP increased by 56%
///
Extended Annihilation PoC V9.1:
- complete set of new buildpics (except for 3 units which probably will get another model)
- added firing FX to Arm Vanguard
- added firing FX to Arm Triton & Core Croc
- reverted Arm Flash & Core Instigator HP values to BA default (~ +5%)
- decreased Arm Stumpy & Core Raider max speed by 10%
- added firing FX to Arm Marauder
- set Commander Self-D countdown to 15 seconds
- Ships (& Subs) now only take 50% of normal EMP damage
- moved Advanced Hover Labs model a bit up to prevent sorting issues, fixed buildpics
- fixed Bladewing buildpic
- rearranged Adv. Vehicle Plants' buildlist
- changed some textures on Arm Marauder
- doubled Nuclear Cannon shot cost
- added firing FX to Arm Fubar & Core Gorgor
///
Extended Annihilation PoC V9:
- new EMG FX
- integrated Arm Flash model from CA
- new firing FX for Arm Peewee, Hammer, Flash, Pincer, Stumpy, Shellshocker & Core Thud, Raider, Garpike, Leveler, Wolverine
- new firing FX for Arm Brawler & Banshee
- Arm & Core Torpedo Metal Extractor reload time increased by 16%
- new firing FX for Arm Crusader, Anaconda & Core Enforcer, Snapper
- New Model: Arm & Core Extreme Shipyard
- new LRPC projectile FX
- added firing FX to Core Tremor
- Core Tremor now can fire on Low Traj. too
- new Starburst Missile explosion
- fixed Arm Merl & Core Diplomat missiles, decreased reload time by ~30%
- Core Tremor dps decreased by 12%
- Core Doomsday Machine's 3rd weapon now is Spider paralyzer
- made Arm Vulcan & Core Buzzsaw fire in bursts
- Arm Vulcan energy consumption per shot reduced by 25%
- Core Buzzsaw energy consumption per shot reduced by 33%
- Arm Vulcan & Core Buzzsaw got a bit more accurate
- integrated new Core Can model from CA
- stopped Core Can barrel movement & fixed weapon emit point
- switched / fixed T1 KBot Artillery position in buildlist
- changed All-Terrain KBot builders' name & description
- tidied up Core Gantry & T2 Assister buildlist
- Combat Commanders have upgraded D-Gun
- fixed Decoy Fusions' footprint, yardmap and description
- fixed all Fusions' description
- New Model: Arm Extreme Construction Sub
- Hover Minelayers got a decent turnrate
- Core Black Lilly velocity reduced
- fixed Core Bulldozer & Toppler wake FX generation
- Core Bulldozer paralyzer now only has a 240° turn range
- fixed Core Commando firepoint & gave it another firing FX
- fixed T2 Hover Labs being assistable
- removed some unused Core Extreme Construction Sub models, scripts and FBIs
- new Model: Core Extreme Construction Sub
- tidied up Arm Gantry & T2 Assister buildlist
- Minelayers now also can build Medium Mine
- new Tactical Nuke & Core Skuttle explosion FX
- fixed Advanced Hover Labs appearing as T3 labs
- added firing FX to Core Shiva & Krogtaar
- gave Core Hurricane Arm Phoenix bomb explosion FX
- rearranged Air Lab buildlists
Changes taken over from BA 6.1:
- integrated Arm & Core sidepics
///
Extended Annihilation PoC V8:
- fixed Core Pyro air shooting behaviour
- fixed Geothermal Plant missing in a lot of buidlists
- removed possibility to build units from Arm & Core Naval Engineers' buildlists
- Arm Maverick now is stealthy
- T1 K-Bot Artillery got collidefriendly=0 to avoid friendly fire
- fixed error in Core Repas script
- fixed Floating HLT laser color
- fixed Arm & Core T2 Spy Tank guarding behaviour
- New Models: replaced Arm Bertha & Core Intimidator with Arm Armagedon & Core Carmagedon models
- Arm Bertha barrel length shortened
- fixed Arm Bertha corpse metal
- reintegrated Core Behemoth, fixed script to get a non-scripted burst weapon, added firing FX
- reduced Fighters' and Bombers' sight distance for more performance
- fixed Arm Lightning footprint
- New Units: Arm Fubar & Core Gorgor
- removed ejected gunshell when Arm Trident fires
- added firing FX to Arm Trident & Core Kraken
- added firing FX to Arm Guardian & Core Punisher
- added firing FX to Arm Ambusher & Core Toaster
Changes taken over from BA 6.1:
- fixed mobile Jammers' and Radars' guarding behaviour
- fixed Intimidator's energy costs per shot
- intergrated new shield
- fixed size of Core Tidal Generator
///
Extended Annihilation PoC V7.1:
- integrated updated Area Attack gadget (by KDR_11k)
- updated Custom Formations widget to V2.2 (by jk)
///
Extended Annihilation PoC V7:
- Nuclear Cannon shots no longer get reflected by shields
- Minelayer Plane cannot assist/repair/reclaim etc. anymore
- Reworked Model: Arm Disgorger
- decreased Arm Disgorger sightdistance, increased sonar distance
- Reworked Model: Arm Otter
- Hover Artillery range increased by 11%
- Arm Liberty model size decreased by 20%
- Core Firebat firing distance decreased by 25%
- New Unit: Core Extreme Construction Sub
- Decoy Combat Commanders now have fake explosion too
- T3 Bomber AoE reduced by 25%
- Firebat EMP-Bomb AoE reduced by 20%
- Arm Zipper costs reduced by 38%
- removed Construction Units from Arm Fark & Core Freaker buildlist
- New Unit: Core Fisher
- new weapon for Depthcharge Hovercrafts -> 22% less range
- some new buildpics
- fixed Arm Chainsaw & Core Eradicator unit description
- reduced Arm Vulcan & Core Buzzsaw costs by 10% and fixed buildtime
- Commander morphing costs doubled, time consumption increased by 33%
- Decoy Commander morphing now only takes 50% of normal Coms morphing time, costs doubled too
- fixed Nuclear Cannon firing FX
- Combat Commanders now have T3 buildoptions too
- changed Razorback Laser color
- decreased Air Mine Layer workertime by 75%
- fixed Arm Chainsaw & Core Eradicator script (now they really fire bursts from different spots)
- doubled Targeting Facility energy consumption
- reduced T1 Metal Storage capacity by 50%
- reduced T1 Energy Storage capacity by 60%
- fixed Arm T2 Metal Storage energy costs
- T2 Energy Storage capacity reduced by 75%
- T2 Metal Storage capacity reduced by 85%
- Arm Marauder now has additional missile weapon
- increased Arm Lightning model size by 25%
- Arm Vulcan doesn't spawn empty gunshells when firing anymore
- physically removed Arm & Core Metal Generators, Arm Pelican & Dragon's Claw, Core Gimp & Dragon's Maw
- Hovercraft Minelayer workertime decreased by 50%, they no longer can assist/repair/reclaim etc.
- Mobile Antinukes now can be built by T2 workers
- Mobile Antinukes no longer produce or store energy, buildtime adjusted to building measurement
- Mobile Antinukes now have twice as much buildtime per rocket than a static Anti-Nuke Launcher
- integrated Area-Attack gadget (by KDR_11k) and gave tags to T2 & T3 mobile artillery
- fixed missing EMP-Mines in Hover Minelayer buildlist
- reduced Mines' energy costs by 50%
- Arm & Core T2 Mobile (Hover-) Artilleries now have custom firing FX
///
Extended Annihilation PoC V6.1:
- Firebat EMP-Bomb AoE reduced by 22%
- T3 bomber AoE reduced by 17%
- fixed Arm Lightning buildtime
- removed Construction Vehicle from Arm Consul & Core Mole buildlist
- T3 fighters no longer attack ground with main rocket launcher
- integrated updated smoketrails & smoke bitmaps
///
Extended Annihilation PoC V6:
- Core T1 Shipyard & T3 Shipyards can no longer be assisted
- complete rewrite of Armor.txt and damage groups
- LRPCs don't deal damage to underwater buildings anymore (well nearly 0 ;) )
- Arm Bantha & Arm Annihilator now are immune to paralyzer
- Core Krogtaar, Core Juggernaut & Core Doomsday Machine now are immune to paralyzers
- Nuclear Cannons now deal enough damage to kill a Decoy Combat Commander in one shot
- fixed Core Advanced Hovercraft Platform plate spinning
- fixed Arm Trident & Core Kraken missing corpse
- integrated build costs & eta widget (taken from FunTA)
- removed Defense Range widget (as it crashes with new settings)
- Arm Trident & Core Kraken no longer have pop-up behaviour and now make "distortions" on the surface
- changed Arm Fark unit description
- KBots, Tanks, Mechs, Hovers & Ships don't target aircrafts anymore with non Anti-Air weapons
- Arm Fido now only has one weapon and scripted reload time was put in weapon definition
- Core Morty costs reduced by 20%
- Bombs don't hit friendly Bombers anymore
- New Unit: Core Firebat
- New Unit: Core Black Lily
- Bombers now auto-target enemies when on patrol
- Long Range Missile Defense now stuns enemy aircrafts
- reverted solar textures to OTA ones
- fixed Arm Stiletto description
- fixed High-Trajectory-Plasma-Turrets' impulse strength
- New Units: Arm Tiburon & Core Nereus
- replaced the cantdo sound with an empty one so you don't hear your units moaning when they can't reach something ;)
- metal makers don't make noize anymore when switching on/off
- increased Arm & Core Battleship sight distance by 21%
- New Unit: Arm Lightning (former Seagull)
///
Extended Annihiation PoC V5.1:
- New Unit: Arm Disgorger (no final model, given to Core too temporaliry)
- New Units: Arm & Core Capital Seayard (no final model)
- put in Arm Epoch & Core Black Hydra again
- New Units: Arm Atlantis & Core Zulu
- fixed all Hovercraft mass values
- New Units: Arm & Core Extreme Construction Sub (no final model)
- integrated T3 Underwater Fusion, Mex and Maker
- some tweaks on Arm Blade and Core Blackdawn weapons
- fixed Core Blackdawn sound category
- fixed some T2 Hovercraft costs
///
Extended Annihiation PoC V5:
- doubled Combat Commander autoheal
- Tactical Missile AoE reduced by 50%
- Arm Beamer dps decreased by 28%
- fixed storage amount in Arm & Core T1 Storage unit description
- adapted T1 Underwater Storages' capacities
- gave Commanders insanely high self-d countdown
- fixed Hover Artillery firing angle (-> can only fire forward now)
- slowed down Core Toppler aiming speed
- Core Striker missiles were given some trajectory height and they no longer collide with friendly units
- EXPERIMENTAL: Planes no longer have collision checks leading to higher performance
- fixed Core Krow wing flipping animation (doesn't fly with landing behaviour anymore)
- Nuclear Cannons now have firing FX and fire without inaccuracy
- Core Airmail now has auto-kamikaze (only works on units)
- Arm Seraphim finally works!
- Commanders can no longer be lifted by T1 Air Transports
- corrected Arm Dragonfly unit description (as it's not stealthy)
- integrated Defense Range V3.4 widget (by verybadsoldier)
- integrated Custom Formations V2 widget (by jk)
- integrated Healthbars V7 widget (by jk)
- Core Krow sight distance increased a bit to stop losing sight on a target while hovering around it
- New Unit: Core Basilisk - replaces Core Frog
- fixed Level 1 Construction Planes' buildlist
- some buildpic fixes
- Arm Razorback range increased by 5%, dps increased by 6%, HP increased by 48%, speed reduced by 5%
- Core Karganeth is no longer All-Terrain, speed increased by 16%, HP increased by 11%
- Arm Bantha arm weapon dps increased by 17%, HP increased by 5%, costs decreased by 36%
- Core Krogtaar costs decreased by 35%
- Arm Bantha now has lightning arm weapon and new description
- set Arm Zeus paralyzetime to 2 (was 1)
- EXPERIMENTAL: put in BA Mex-Upgrader widget
- Arm Panther has EMP-effect
- Core Striker reload time decreased by 8%
- Arm Stiletto EMP-damage reduced by 75%
- Arm Boa has EMP-effect
- gave Advanced Construction Hovers a decent turnrate
- fixed Arm Boa wrong aiming animation
- fixed some buildlist mistakes with Core Exploiter and Adv. Solars
- Fusion Power Plants' health is no longer hidden
- fixed Core Viper & Arm Pitbull description
- fixed Core Spectre not being available
- fixed Advanced Construction Hovercraft buildlist
- improved EXVHLT FX
- New Units: Arm & Core Advanced Underwater Metal Maker (no final model)
- New Units: Arm & Core Underwater Light Fusion Plant (no final model)
- fixed typo in Advanced Wind Generator FBI
- EXPERIMENTAL: Core Juggernaut now has Krogoth movement class
- fixed Core Juggernaut primary weapon animation & premature query change
- fixed Core Monsta primary weapon premature query change and secondary weapon aiming animation
- Core Monsta now only fires after aiming, model has some teamcolor areas
- fixed Arm Bantha & Core Krogtaar corpse metal
Changes taken over from BA 6.0:
- increased Battle Subs turnrate, set energyuse and energymake to 0
- increased Battleship range
- increased Arm Fido range
- increased Core Pyro dps
- fixed Starburst Missiles
- removed Metal Generators
///
Extended Annihiation PoC V4.1:
- fixed SVN problem with "crawling" low altitude Tactical Missiles / Nukes
///
Extended Annihilation Poc V4:
- added Mech radar icon
- removed Core Maw from Pinchy buildlist
- added modinfo tags
- new (Adv)EXVHLT weapon FX
- decreased Annihilator damage modifier, fixed E-storage capacity, improved weapon
- all beam weapons have no more damage loss on distance
- Corvettes need no more E to fire
- New Unit: Core Arach
- Arm Ant & Core Arach HP decreased by 20%
- Core Repas buildpic entry fixed
- New Unit: Arm Otter
- Removed Arm Onager & Core Bypasser
- Arm & Core Battleship HP increased by ~50%
- New Units: Arm & Core Combat Commander
- New Units: Arm & Core Decoy Combat Commander
- New Units: Arm Tabitha & Core Influence
- put in T4 gameender weapons
- Core Airmail HP increased by 42%, stronger explosion
- New Units: Arm & Core EMP Mine
- fixed some Armor entries as 100% rewritten version doesn't work >:(
- fixed Minelayer Plane storage capacities
- reduced L1 Storage storing capacities to 1000m and 5000e
- New Model: Core Viper now is Popup Laser Turret
- Decoy Commanders now have standard Comlaser instead of even weaker fake version
- Hover Artillery range decreased by 10%
- some new buildpics
- fixed Arm Rebel storage capacities
- Arm Annihilator HP increased by 33%
- Core Doomsday HP doubled
///
Extended Annihilation PoC V3.1:
- reworked Arm Ant
- some new buildpics
- fixed Juggernaut E-costs
- fixed Toppler buildtime
///
Extended Annihilation PoC V3:
- put Core Exploiter back in buildlist / fixed faulty entries
- temporaliry gave T2 Construction Vehicles T3 Gantry build options
- reduced Penetrator range by 19%
- increased Penetrator's costs by 20%
- increased Maverick HP by 127%
- Arm Merl & Core Diplomat speed increased by 50%, costs reduced by 25%
- Core Instigator dps decreased by 10%
- Arm Flash dps decreased by 18%
- New Unit (experimental): Arm Ant (given to Core too temporaliry)
- New Units: Arm & Core Advanced Floating Radar
- Arm Construction Hover buidlist fixed
- New Units: Arm & Core Advanced Hover Platform
- New Units: Arm & Core Advanced Construction Hover
- New Unit: Arm Rebel (revamped into Hovercraft)
- New Unit: Core Bulldozer
- New Unit: Core Frog
- Spider Paralyser weapon range increased by 14%
- Reintegrated Core Juggernaut
- ADVEXVHLT weapon fire rate increased by 17%, range increased by 5%, damage loss on distance fixed
- EXVHLT damage loss on distance fixed
- Flak damage vs. Bombers doubled
- stationary Flak accuracy increased by 25%
- New Unit: Core Sprinkler
- New Unit: Arm Onager (broken on water)
- New Unit: Core Bypasser (broken on water)
- New Unit: Arm Boa
- New Unit: Core Slashburner
- New Unit: Core Toppler
- New Unit: Arm Seraphim (broken weapons)
- some new buildpics
- New Unit: Arm Dropper
- New Unit: Core Mesher
///
Extended Annihilation PoC V2.2:
- Arm Liberty & Core Katana now have gunship behaviour & fixed explosion
- New units: Arm & Core Torpedo Mex
- Fixed typo in Armalab Sidedata
- (*REMOVED AGAIN*) New unit (placeholder): Arm & Core Nexus
- TKBOT3 crush strength increased
- removed Core Juggernaut (will get revamped in a future version)
- Replaced Advanced Fusion models by BA 5.9 ones (without FX though)
- Fixed Core Advanced Fusion costs (were too low due to typo)
- Fixed some corpse costs
- Fixed Seaplane & Advanced Amphibic Constructor buildlists
- Fixed Core HLLT buildlist entries
- Fixed some unit sounds
- Fixed Extreme Builder buildlists
- Fixed Core Striker buildpic
- Fixed some underwater building costs
///
Extended Annihilation PoC V2.1:
- Customformations (by jK), Defense Range (by verybadsoldier) and Healthbar widget (by jK) now come with EXTA
- Constructors no longer have storage capacities
- Hover Labs fixed
- Hover costs adapted
- Amphibious Complexes fixed
- Pelican and Gimp removed from Ship Assister buildlist
- Fixed Constr. Hovers, Planes and Amphib. Vehicles buildlist
- Core Krow costs reduced by 20%
- Arm Liche costs reduced by 10%
- Tactical Nuke "crater digging" decreased
- Seaborn Metal Maker's efficency adapted
- reverted Annihilator fire rate and damage value to BA niveau
- Tactical Nukes don't collide with friendly units
- T3 fighter weapon fixed
- Arm Liberty has experimental gunship behaviour again
- Targeting Facility costs doubled
- Fixed Advanced Geothermal Plants' energy production, storage, HP and costs
- Blackdawn weapon turnrate increased, wobble decreased
- Annihilator damage loss on distance fixed
- (Advanced) Radar sight distance decreased
Changes taken over from BA 5.9:
- Nukes don't collide with friendly units
- Radar Vehicles sight distance fixed
- Commando fires on its own & Commando weapon fixed
- Doomsday Machine damage modifier increased
- Seismic Detector range increased & costs adapted
- Arm Blade & Core Rapier weapon got increased turnrate
- Applied Seaplane fixes except for fighter and bomber
- Corpses fixed
- D-Gun fixed
- T2 Sea fixes integrated (most of em - e.g. cruisers got another 50% increase in costs)
- LRPC sea damage fixed
///
Extended Annihilation PoC V2:
- Tactical Nukes fly higher now
- Tactical Nukes buildtime increased by 11%
- Core Antinuke buildtime trimmed down to Arm's
- Arm Chainsaw & Core Eradicator now are T2 and worth building
- Arm Dragon's Claw & Core Dragon's Maw removed
- Core Immolator's effects fixed
- New Unit: Core Airmail
- Decoy Commanders got real fake explosion and are even more misleading now
- Arm & Core Underwater Adv. Metal Extractor put in buildlist replacing Underwater Moho Mines
- Arm Underwater Adv. Metal Extractor FX fixed
- Arm & Core Geothermal Plant energy costs reduced and storage capacity fixed
- New Unit: Arm Duck
- New Unit: Arm Wart Armed Metal Extractor
- New Unit: Arm Hysteric
- New Unit: Core Precipitator
- Arm & Core Advanced Tidal Generators fixed & integrated again (experimental)
- Arm Trident & Core Kraken fixed & integrated again (diving behaviour will probably be removed)
- Arm Liberty & Core Katana behaviour changed to fighter style and weapons fixed
- Level 2 Fighter costs nearly doubled
- Arm Phoenix costs increased by 22%, Anti-Air missile removed
- Arm Brawler & Core Rapier costs fixed (miscalculated costs)
- Seaplane costs adapted
- Arm Seahawk & Core Hunter HP cut by about 50% to match land based scouts
- Arm Tornado & Core Voodoo costs doubled
- Arm Sabre costs increased by 25%
- Core Cutlass costs increased by 12%
- Arm Tsunami & Core Maelstorm costs increased by 55%
- Shipyards fixed
- Ship costs adapted
- Arm Conqueror & Core Executioner costs doubled, Decklaser range decreased by 28%
- Arm Archer & Core Shredder HP increased by 27%
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Extended Annihilation PoC V1:
First release
General changes from BA:
1.)
New Eco-System without buildtime being a ressource.
Labs now build on their own and cannot be assisted (leading to way higher gamespeed in lategame).
Metal Makers are more inefficent: 100e per m on T1, 80e per m on T2, 60e per m on T3.
All Labs now use a certain amount of metal per second - no matter which unit they build:
T1 Ground Labs: -5m per second
T2 Ground Labs: -10m per second
T3 Ground Labs: -25m per second
T1 Air Labs: -2.5m per second
T2 Air Labs: -5m per second
T3 Air Labs: -12.5m per second
2.)
Power Plants & Metal Extractors only have a tiny storage capacity.
For serious backup ressources you need storages.
3.)
K-Bots now have All-Terrain specialism, Vehicles have Amphibic specialism.
Each tree now has a special All-Terrain / Amphibic worker.
Amphibic K-Bots were removed.
4.)
K-Bots now have a conquer&hold role as they all have a decent autoheal which turns in when not being attacked.
Vehicles still are for brute force.
T1 heal: 10HP per second
T2 heal: 20HP per second
5.)
The recent T3 level will be extended to a whole Tech Level (only rudimentary in this version).
Tech Level 2 got totally revamped building wise.
6.)
Both sides now have a T2 Tactical Nuke Launcher which works just like a Nuke Silo with less damage per missile.
7.)
Lots of new units, buildings and FX added.
8.)
While the damage units deal can be pretty much seen on the explosion, you also can guess the damage a beam laser deals:
Red Laser: Low Damage
Orange Laser: Medium Damage
Green Laser: High Damage
Turqoise Laser: Very High Damage
Blue Laser: OMFG!!!
9.)
Reminder: Sea stayed pretty much untouched yet - you may encounter (still) screwed up gameplay here
Changes from BA (5.8):
- Both sides now have a T2 K-Bot and Vehicle Assister
- Arm Liche, Core Krow, Arm Epoch and Core Black Hydra now are T3 units
- Arm Fusion Decoy removed
- both sides now have an Advanced Fusion Decoy
- Antinukes build a bit faster
- Tactical nukes build a bit slower & have 18% higher costs
- Core Sumo HP, dps and range decreased
- Arm Fatboy HP and dps increased, range minimally decreased
- Annihilator HP increased by 100%, 66% higher fire rate, nearly doubled dps, has AoE
- Decoy Commanders are more real fakes now
- Core Can range increased, dps decreased
- Resurrection K-Bots are T2 and more expensive
- Crawling Bombs are T1
- Crawling Bombs have small explosion on death (big only on Self-D), got increased speed and stealth
- Big Advanced Torpedo Launcher upgrade
- Arm Peewee dps decreased
- Arm Zipper upgraded
- Arm Zeus dps and range increased a bit, has EMP effect now
- Arm Maverick HP increased, has common autoheal now
- Arm Spider now has EMP-bomb explosion on Self-D
- Arm Panther now can use rocket launcher against ground too
- Arm Gremlin now is a no weapon amphibic spy tank
- Solar Collector gives +25e now
- Removed Arm Janus
- Arm got Intruder Amphibic Transport (placeholder for own model)
- Jeffy / Flea class got non-armed stealthy scout with high view range
- Arm Samson & Core Slasher are anti-air only now
- Core Catapult removed
- both sides have just a safe T2 Geothermal Plant
- Arm Sneaky Pete no longer cloakable
- and some more I cannot think of now... :)