Almost 3 months into the new year (and already 3 months from our last official Beta), TA:ESC Beta 4.1 has finally arrived! While it certainly has been a while since Beta 4.0, it has not been due to any lack of activity as there have been countless multiplayer games, 2 tournaments, and 5 test releases aimed at improving game-play and refining balance. There is still much to do, but our latest release is our best yet and one step closer to our goal of wrapping up Arm and Core development and finally moving on to bring you the new Talon 3rd race add-on.
Beta 4.1 is by no means a minor release as is usual for the .x releases. Unlike earlier 'bug fix' releases, you'll not only get the usual quality improvements and changes (see below), but you'll also find a number of cool new features normally reserved for major updates. Among these are the all new explosion effects - nuclear missiles and powerful unit deaths will now yield tremendous blasts that will fill your screen as well as your appetite for destruction. We've also thrown in some new units too, including the powerful Arm Forge and Core Shaper Level 3 Moho Metal Makers. These units produce seemingly limitless quantities of Metal, but also considerable risks should they succumb to enemy fire. Arm also has a new submarine transport at its disposal which is capable of delivering a host of units across the seas while avoiding detection from most surface threats.
There are many other enhancements which can be read below or in the change log updates included with the download.
New Units/Features
- Arm Forge – Level 3 Metal Maker
- Arm Whale – Transport Submarine
- Core Shaper - Level 3 Metal Maker
- 15 all new explosions - sub-atomic to nuclear classes included
Bugs/Issues
- Fixed upgrade bug with Geothermal Plants that removed upgraded Energy bonus
- Fixed temporary Energy boost when starting a Fusion upgrade
- Fixed incorrect/missing faces on the Core Emmissary
- Fixed position of the Arm Fido's barrel
- Fixed missing Hoverplant in Core Decoy Commander build menu
- Fixed improper corpse values for Arm and Core Mine Layer Vehicles
- Fixed incorrect LOS value for Core Pulverizer
- Fixed crash bug with Arm and Core Sonar Seaplanes
- Fixed improper BPs on multiple units and upgrades
- Fixed unreclaimable Arm Big Bertha corpse
- Fixed missing barrel detail on Arm Empyreaan
- Fixed moving upgrade issue
- Fixed incorrect wreckage names for Core B.F.G.
- Fixed improper flare coloring on Core Gimp
- Fixed the unused Fire Orders on the Arm Flea
- Fixed builddistance value on construction aircrafts to be able to assist large upgrades
Corrections
Changes
- Modified link method between Teleporting Gates - Gates are now connected by pressing link and clicking on the teleporter gate you wish to link to.
- Teleporting Gates now buildable by all Level 2 construction units (no longer buildable by Commanders or Decoys)
- Increased Arm Stumpy and Core Raider weapon range
- Increased Arm Triton and Core Croc weapon range
- Decreased Arm Rocko and Core Storm weapon velocity and area of effect
- Reduced Arm Warrior EMG and Cannon weapon range
- Increased build time for all Arm and Core Level 1 construction units
- Decreased Core Can weapon range and damage
- Increased max damage on Arm and Core Level 1 and Level 2 Construction Vehicles
- Increased movement rate, Energy and Metal ouput on all Level 1 and 2 Construction Vehicles, lowered Metal costs
- Decreased movement rate, Energy and Metal ouput on all Level 1 and 2 Construction Kbots
- Increased Arm and Core Minelayer Vehicle movement rate
- Increased Core Dominator weapon reload time, lowered area of effect, and damage
- Modified all Level 3 mobile units and above to be immune to paralyzer
- Increased Energy capacity for all Energy Storage units
- Increased Metal capacity and costs for Arm and Core Advanced Metal Storage units
- Lowered Energy build costs for Arm and Core Fusion Reactors
- Lowered Energy build costs for Arm and Core Resource Generators, increased Metal output
- Reduced Energy output on all Level 1 Metal Extractors
- Lowered build costs for all Level 1 Underwater Metal Extractors
- Lowered Energy use for all Level 1 Metal Makers, increased Energy build costs
- Increased max damage for all Level 1 Floating Metal Makers
- Increased Metal output for all Moho Metal Makers along with overall build costs
- Increased max damage for all Moho and Mantle Extractors, lowered Metal output
- Increased max damage on Core Manticore
- Removed stealth from Arm Peewee and Core AK, improved aiming speeds.
- Increased Arm and Core Fast Attack Vehicle Line of Sight slightly
- Removed explosion animations from all Mines (except Nuke Mines)
- Lowered Shield Energy use costs
- Reduced number of Fusion and Energy Storage units required for proximity bonus from 3 to 2, reduced Energy bonus per unit
- Reduced Experimental Fusion Energy bonus per unit, lowered overall costs slightly
- Lowered Arm and Core Underwater Micro Fusion Reactor Energy costs and Energy proximity bonus
- Lowered all Fusion and Experimental Fusion Upgrade costs
- Lowered Arm Invader and Core Roach weapon damage, set weapon to always explode full force.
- Added missing corpse for Arm Raptor, lowered armor
- Lowered Core Krogoth Armor
- Lowered Arm Empryeaan Armor
- Reduced Core Immolator overall costs and lowered armor
- Lowered Arm Guardian and Core Punisher Metal costs (along with upgrades)
- Increased Arm and Core Commander speeds, decreased Arm Commander armor slightly
- Added laser weapon Energy costs to Core Can and Warlord
- Decreased Arm Penetrator weapon Energy cost to fire
- Decreased Core Sumo weapon Energy cost to fire
- Increased Arm and Core Level 2 factory costs
- Decreased Arm and Core Level 1 Air factory costs
- Lowered Maverick weapon range and LOS slightly
- Increased Arm Panther armor and weapon firepower, adjusted costs, removed AA, added stealth
- Lowered Arm Zapper and Core Igniter armor, reduced Zapper weapon range
- Increased reload time on Arm Shooter
- Modified all non-AA weapons to inflict 20% damage to planes that are inflight
- Lowered cost for all flak units, improved stationary and naval flak performance
- Improved Arm and Core Heavy Laser Tower aiming speed
- Lowered Arm Gorgon weapon Energy cost to fire
- Lowered Core Reaper weapon damage
- Increased all Tactical Nuclear weapon damage and area of effect
- Increased Arm Fido weapon damage
- Increased LOS on all AA only defenses
- Reduced Level 1 Arm and Core Fighter armor, reduced ground fire weapon rate of fire
- Removed 'ground attack' option for Core Skynet
- Reduced Arm Luger and Core Pillager weapon damage
four point what now?
It is beta 4.1. It has been like that ever since... (say, beta 1.1 i believe?)
So there is like a lot of other escalation stuff out there, although older.
It is good and it stretches the ta engine limits. Walking ships, extreme spider bots, mobile unit factories (ARM nomad), and what I think is the closest thing to true galactic gate transportation.
The only thing that I have a problem with is the ai. Needs to be a bit more difficult, and I think it should build the units it does not build, like in a lot of cases, T3 and the CORE and Olympus.
Needs to rebuild too. And I think the wieghts/limits in AI txt files should be a lot bigger based on unit importance/value.
You could play online with it too, the mod supports online play.
I tried to install 4.1.
When I start the game, the game crashes and Windows shows the next fault:
objects3d/hail1.3DO
Image: Img17.imageshack.us
Does anybody knows what the problem is?
Harmen
@ Harmen I had the same thing what you did :(
both of you and anyone with this error need to install the official Core Contingency expansion for Total Annihilation, and then 3.1 patch before trying to install this mod.
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Great stuff : ) can't wait to get a LAN match going!
TRO, really? Why not just release beta 4.2? I looked up beta 4.1 and got it, I had a feeling it was already out thre, and whalaa! Found it on Ta:Escalation Russian site.
If it's that easy to get, why not just release and fix/look into reported problems?
Is this where i'm supposed to report an error?
Why is the core Corona (shield generator) a lot, and I mean a LOT, less effective than the arm equivalent? The Aegis can easily stop a B.F.G. shell and taking minimum damage, but the Corona has problems with ordinary Bertha shells.
Is this something that should be or will this be fixed in the upcoming versions?
Thanx for the reply.