2.1 --> 2.11

 Many weapon tolerance values increased, this should result in better
  targeting
 Fido now defaults to gauss mode
 Maverick jitteryness when firing at close targets fixed or at least
  greatly improved
 Goliath weapon impact blast (visual) fixed
 SMALL_UNITEX, BIG_UNITEX weapon type explosion (visual) fixed; this
  bug resulted in an unusually large explosion being common for
  many small or medium explosions such as Peewees and AKs
 Viper/Pitbull AoE reduced to 16 (24), Damage reduction when closed
  reduced to 80% (90%)
 HLT AoE reduced to 14 (16)
 42 new death messages added, some typos in existing ones fixed
 L1 fighter handling reverted, they now perform as they did in early
  versions
 Nano towers no longer instantly self-destruct, now they have the
  normal 5-second timer before doing so
 EMP missile explosion looks better
 Gantry HP doubled, metal cost reduced 25%
 A lone depth charge launcher can no longer instagib virtually any
  attempted amphibious landing
 Razorback no longer misses constantly
 Shield generator now displays its effective range as a turret would,
  energy consumption when charging fixed (is now 500, as intended)
 All L3 units rebalanced from scratch based on time to completion in
  gantry and cost per tick rather than total costs and buildtime;
  some units have also been modified in other ways.
 Advanced fusion costs and output decreased to be more practical
 Morty buffed very slightly (+/-5% on several stats)
 Minelayer energy cost doubled, metal cost halved, can now build
  Dragon's Teeth and Dragon's Eye, description changed to minelayer/
  construction asssist, workertime increased by 10 (30->40), can no
  longer build nuke mines, so land-based nuke mines are effectively
  removed from the mod
 URL line removed from mod descriptor files to prevent possible
  obscure bugs
 New ground decal textures from Mr.D added
 Factory slope tolerance increased
 Warrior metal cost reduced, energy cost increased
 Jethro, Crasher HP increased 100
 (A)-Solars and Tidal Generators removed, Geothermals remain
 Total unit count is 377

2.0 --> 2.1

 Custom team death messages fixed
 Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
  (2.01->1.9), energy cost increased 1500 (5349->6849), range reduced
  by 15 (595->580), damage per second reduced to 94.4 (100)
 Minor shield "weapon" typo fixed (will have no effect at all ingame)
 Firestorm HP fixed
 Shield generator wreckage metal value reduced to sensible levels
 Ground decals are now only 1 footprint unit larger in X/Y instead of
  3 (means they're smaller now but still larger than the building),
  also improved their appearance using transparency
 Claw/Maw accuracy vs aircraft fixed
 Flash, Peewee rate of fire increased to 0.31 (0.325), an effective
  DPS boost of 5 units (101->106)
 Sumo range boosted 10% (500->550)
 Slope tolerance adjusted again so maps made with AA's old unit slope
  tolerance values in mind should work better
 Amphibious units now have the same slope tolerance as kbots
 Vanguard HP reduced by 1000 (8250->7250), accuracy versus fast units
  reduced, sight range reduced to 220 (370)
 Razorback buildtime decreased 6%, metal cost reduced 5%, energy cost
  reduced 5%
 Combat regen is now as follows:
  -LLT: 2 HP per second
  -Beamer, HLLT: 4 HP per second
  -Commander: 5 HP per second
  -Bulldog: autorepair removed
  -Sumo: autorepair removed
  -Goliath: 25 HP per second (was 20)
  -Maverick: 50 HP per second (was 35)
 Advanced Fusion HP doubled, output increased to 5000 and 5500 (A/C),
  costs made to be more fair when compared with regular fusions
 Marauder speed increased to 3 (2.53)
 (F)-Tech Forges now have the appropriate ground decal
 Rocko, Hammer speed set to 1.54 (Hammer was 1.5)
 Storm, Thud speed set to 1.5 (Thud was 1.41)
 Torpedo bomber metal cost reduced by 25%, HP increased 10%
 Buzzsaw damage increased to 1900 (1750) since it was significantly
  weaker than a Vulcan prior to this and that's never how it was
  intended
 Shields are now on-offable but block all plasma weapon fire,
  including owned and allied units, are more transparent when weak and
  more visible when strong
 Shields are now much stronger but require the same amount of time to
  fully charge (3 minutes); Hold-out time versus Bertha is 54 minutes,
  versus Intimidator 51 minutes, versus Vulcan/Buzzsaw is 7 seconds
 Shield metal cost reduced by 3000 (~6500->~3500), buildtime reduced
  by 20000 (~95000->~75000), HP reduced by 1000 (~4000->~3000)
 Construction kbot (L1+L2) speed reduced by 0.1
 Construction vehicle (L1+L2) speed increased by 0.15
 Amphibious construction vehicle handling improved, model sizes
  decreased
 Construction vehicle (L1+L2+Amphib) costs and buildtime reduced
 Beaver, Muskrat corpses reshaped and retextured
 Unit death/selfd explosions are now brighter
 Anti-Air hovers have now been given depth charges which will only
  target subs, also a short range sonar
 Explosions generally improved
 Juggernaut weapon damage increased 25%
 Beaver ground track decals fixed
 Arm Advanced Vehicle Plant footprint widened so they won't collide
  if built right next to each other
 Mod file structure altered for easy patching in the future
 Vulcan/Buzzsaw stats redone based on a crazy formula for relative
  firepower (the biggest change you'll see here is the HP boost)
 Torpedo launcher metal cost reduced by 100
 Shipyard HP increased by 500


1.50 --> 2.0

 Shield system implemented to replace deflectors
 Fido On/Off bug fixed (they default to ON, which is ballistic mode,
  but their shots move faster and have a better DPS if set to gauss by
  setting them to "off"), HP reduced 50 units, buildtime increased 5%
 Janus no longer targets aircraft
 Nuclear missile maximum speed reduced 20% (2000->1600)
 Cruiser depth charge launcher and sonar removed, metal cost reduced
  500
 Anti-Air ships now move, accelerate, and brake more quickly, come
  loaded with a medium range depth charge launcher; description changed
  to "Support Ship"; medium-range radar and sonar added
 Level 1 Artillery vehicle accuracy improved, impulsefactor to 1 (0.001)
 Anti-nuke missile acceleration increased to 35 (25)
 L3 sub range reduced to more reasonable levels (~1000), turning rate
  quartered (3000->750), movment speed reduced
 Sub descriptions fixed
 Maverick HP increased 50 (1250->1300), metal cost reduced 5% (689->655),
  rate of fire increased 10% (1.05->0.945)
 L2 construction sub can now build amphibious complex
 Plasma gun high-arc firing rate reduced 10%, damage increased 15%
 All plasma guns when set on high arc will have a firing rate of 5.5,
  this should generally allow the first shot to hit (and possibly
  destroy) its target before the next shot is fired; this will have the
  effect of making it not waste shots as often as it normally would,
  increasing its damage potential.  All damage values increased in
  proportion with this change, but not to the same extent: since shots
  won't be wasted anymore in normal conditions, their effective
  firepower is increased greatly anyway; shot velocity fine-tuned to
  ensure shots are fired as close to 45 degrees as possible while not
  limiting their range potential even on a variety of different terrains
 Toaster costs reduced by 0.9322; this is its DPS compared to Ambusher
 Freaker radar removed (50->0)
 Nuke Silo 10-second pause action added to script to slow down fire rate
 Firestorm turret rotation speed increased 50%
 (H) Mutator: Commander costs set to AA defaults, decoy commanders now
  have the proper buildpic
 Reaper buildpic updated to reflect model changes
 Fatboy firing sound fixed
 Anti-Air ships now 
 HLLT guns now aim up/down properly rather than just aiming left/right,
  upper turret moved higher
 Graphical "DECOY" text removed from unit buildpics where applicable,
  since it is no longer necessary with the improved commander functions
 Goliath footprint size increased, turning rate reduced 1/3, damage per
  shot increased 10% (300->330), HP increased (5850->6000)
 Dragon's Maw/Claw fixed so they more closely resembles ordinary
  Dragon's Teeth
 Minelayer ship converted into Naval Engineer, a relative of the land-
  based Combat Engineer; these units are equipped with a long build
  range, a wide variety of construction options, and the ability to
  build amphibious/shoreline units
 Team death messages fixed (there are 99 of them!  enjoy!)
 Limiter renamed Pathfinder
 Rapier rocket movement speed and tracking increased a little, general
  accuracy vs. fast units improved
 Several of the least-interesting groundscars and loading screens
  removed to save filesize
 AASpringxxxS.sdz file eliminated, it is now included in the main SDZ,
  appropriate changes made for dependencies
 Pitbull cloaking added back in so it's consistent with Ambusher
 Ambusher and Pitbull now have the same damagemodifier when closed as
  Toaster and Viper (0.25->0.1)
 Some custom explosions implemented; thanks to Noize for helping me
  figure this out
 RGBCOLOR tag implemented to show proper colors for paralyzer weapons
 Ground decals added beneath factories
 L1 construction vehicle costs reduced 20%, HP reduced 10%, acceleration
  improved slightly
 Freaker buildtime halved
 Guardian, Punisher, Ambusher, Toaster HP reduced 20%
 Guardian, Punisher now do 2x damage vs. ships (was 3x before) Ambusher,
  Toaster still do 3x damage
 Catalyst tactical nuke AoE boosted to 512 (480)
 CORAP, CORAAP, CORAVP, CORSILO, ARMSILO, ARMAP, ARMAAP footprint sizes
  increased to match the structure's actual size (purely visual)
 Goliath movement speed reduced 0.08 (1.38->1.3), metal cost reduced 200
  (1207->1007)
 General slope tolerance relaxed, especially for amphibious tanks
 Kbots and vehicles (non-amphibious) now both have the same maximum
  water depth (20)
 Intruder added to Core Amphibious Complex, handling improved, HP
  boosted 6000 (6500->12500), capacity increased to 20 (8)
 Transport ships' handling improved
 "Non-reclaimable" removed from fortification walls' description for the
  time being, since Spring does not currently support this tag
 Amphibious construction vehicles can now build all the same things as
  construction hovercraft
 Shipyard, Advanced Kbot Lab, Advanced Vehicle Plant, Amphibious Complex
  build menus reorganized in standard version and (A)
 Halberd movement speed increased 0.1 (1.38->1.48)
 Abel, Caine, Leejen (a joke unit) removed
 Advanced Kbot Lab, Advanced Vehicle Plant HP reduced 1000 units
 Seaplane gunships and Rapier rebalanced very slightly
 Added new mutator: A, for Action.  In Action Absolute Annihilation,
  the resourcing process has been greatly simplified - the only resource
  buildings you can build are metal extractors, solars, geothermals;
  however, your Commander produces a fixed income of +25 metal and +750
  energy and storage building capacities have been tripled.  All units
  which produce a small amount of energy which is used up when the unit
  is mobile (there's a lot of these) have both their energy production
  and energy use removed.  Structures which use energy, such as radars,
  still use energy but do not produce any.  Finally, many defense
  buildings have been removed to prohibit "porcing".
 Total unit count is now 380
 

1.49 --> 1.50

 Implemented small change which might correct occasional reported issues
  with anti-nukes not firing
 Fixed an exploit and a bug with heavy air transports
 Pitbull/Viper/HLT multiplication errors corrected, they are no longer
  insanely powerful
 Viper, Core HLT yardmap errors corrected
 Fighter unguided heavy rockets removed
 Cruise missile ship firing rates halved, damage reduced by 1/4
 Cruiser weapons adjusted; Crusader now has shorter range (900->720),
  Executioner; both ships' HP reduced by 1000 (5xxx->4xxx)
 Destroyer damage vs. submarines reduced (275->200)
 Aegis description fixed to reflect its change to EMP missile
 Viking, Cronus bombardment ships removed
 Annihilator HP reduced 500 units (3500->3000)
 Fido gauss/ballistic on/off switch added back in; in ballistic mode it
  now fires 50% slower by has 50% greater damage and has 6x the AoE of
  gauss mode
 Total unit count is now 383


1.48 --> 1.49

 Bulldog, Reaper, Goliath completely rebalanced
 Bulldog, Reaper, Goliath tracks (ground) adjusted for new model sizes
 Reaper buildpic redone to reflect model changes, script grabbed from OTA
 Proper decoy commanders added to the Hover-Commanders mutator
 Shield system unfortunately could not be implemented yet, will have to
  wait for Spring 0.72's release
 Repulsor metal cost reduced 2000 (9xxx->7xxx)
 Shiva HP increased 500 units, model height (Y axis) increased 22% so it
  doesn't look so flat anymore
 Abel, Caine wreckage no longer floats
 Pyro HP increased by 100
 Maverick shotvelocity increased; this is mostly a visual thing, I thought
  the shots looked too slow compared to OTA (350->500)
 HLT/Pitbull/Viper weapons completely redone mathematically and for
  realism (ie, Core HLT has 3 barrels, Arm HLT has 2.  Why does the Arm
  one fire significantly faster with less DPS?  Shouldn't it be the other
  way around?  etc)
 Pitbulls and Vipers adjusted in cost and firepower to be more useful and
  balanced compared with HLTs, both now have 3x3 footprints (Viper used to
  have 2x2)
 Annihilator HP increased 300 units
 Doomsday Machine HP increased 1000 units
 Commander laser aiming rate (script) increased 25%
 Pitbull model size reduced 25%, footprint size reduced to same as Viper
 Viper set to a sabot-style rocket, model size increased 5%
 All special damage values versus swarm and anti-swarm units eliminated
  (this may be reverted later - it has extremely dangerous implications
  in many cases)
 Hurricane anti-air missile removed and turret geometry hidden
 Warrior, Leveler, Samson, Slasher, Fido HP boosted by 75 units
 Twilight EMP explosion radius increased 50%
 Commander cloaking cost when stationary is now 100e, when moving 500e,
  minimum cloaking distance increased to 50 (40)
 Snipers no longer target aircraft
 Penetrator firing cone size increased by 45 degrees (90->135)
 Moho Exploiter HP reduced by 500 (the effect will be much larger when
  armoured)
 Exploiter turret height increased 25% , buildtime increased 500 units, HP
  boosted by 200 units
 Twilight HP increased 500 units
 HLT HP increased 350 units
 L3 sub torpedo range doubled, firing rate halved, turnrate quartered
 Submarine depth reverted to original values
 Reaper reverted to pre-uberhack role and appearance***SCRIPT***
 Demolisher removed
 Commander experience gaining set to a more reasonable rate and normalized
  so that both sides' Commanders gain XP at the same speed
 Commander laser firing rate increased 50%, damage reduced 40%
 D-gun range restored
 Fido range boosted 25 units, damage per hit increased 30 units (150->180),
  rate of fire increased by 0.2 (2.2->2)
 Fido ballistic mode elminated
 For sh*ts and giggles, Bertha/Intimidator/Vulcan/Buzzsaw weapons now
  have an impulsefactor of 3 (1)
 Bulldog and Reaper now have a smaller movementclass, allowing them to be
  spaced less widely during pathfinding, but crushstrength is the same
 Atlantis anti-air missile replaced with Chainsaw missile
 Zulu metal cost increased 1500 units
 Leejen HP reduced 400 units
 Marauder weapon switched to standard plasma shot appearance (guass)
 Zeus damage increased 10%, metal cost reduced 25 units, range reduced
  5 units (285->280)
 Maverick range boosted 5% (347->365)
 Pitbull cloaking and stealth removed, it was redundant with ghosted
  buildings
 Laser beam width reduced slightly to make them more closely resemble OTA
  ones (2->1.25)
 Liche costs reduced 15%, buildtime reduced 12%, damage increased 25%
 Krow HP increased 25%
 Bomber flying altituded normalized
 Krogoth, Orcone can now walk through virtually any wreckage or barricade
 Krogoth wreckage value and HP increased to a more consistent value
 Nonexistent unit "corbuild" removed from armor tree
 Obsolete ARMSCRAM data removed
 Core Searcher (CORPT) added to armor tree
 Claw/Maw issues resolved
 Firestorm damage increased 25%, HP increased 25%, energy/metal costs
  reduced 12%, buildtime reduced 15%
 Fixed inaccurate Detonator, Catalyst, Aegis, Bertha, Intimidator,
  Vulcan, Buzzsaw range rings
 Fixed Core "Voyeur" build menu position bug
 Missing wreckage for advanced storage buildings fixed
 Missing semicolon in ADVSAM, ARMSMART_TORPEDO weapons fixed
 Mercury/Screamer missiles now fire on an angle to help them clear other
  structures and/or landscape features
 Total unit count is now 385


1.46 --> 1.48

 Reduced Banisher firing rate 10% (6.5->7.15, increased damage 10%
  (700->770), reducing tracking 25% (32000->24750)
 Reduced Catalyst range by 200 (3200->3000)
 Firing rate of all high-arc plasma guns increased by 20%
 Core corvette wreck removed
 L2 jamming tower jamming radius reduced 15%
 Dragon's Claw and Dragon's Maw added back in as stationary units with
  stealth, no movement capabilities, and hidden health information
 Minor texture enhancement for Valkrie air transport
 New model for Core heavy air transport
 Hovercraft transports can now only grab owned/allied units, carrying
  capacity increased to 20 (8)
 Transport boats' carrying capacity increased to 40 (12)
 Heavy air transports generally buffed quite a lot
 Level 2 jamming structures' area of effect reduced by 1/3, operating
  costs increased to 125
 Arm "Eraser", Core "Deleter" mobile radar jammer running costs increased
  to 75 (10), radii of jamming reduced 33%
 Commanders no longer gain experience very fast
 Removed extra audio, reducing filesize
 Removed Valkrie (not the core transport)
 Renamed armor category "ALLUNITS" to be, much more accurately, "ELSE"
 Removed units which no longer exist from armor categories (armrb,
  armtanker, cortanker, commando, armmine4, armempm, cormine4, cortronm,
  armmedpc, cormpgun, armmark, spotter, watcher, armjam, corspec, blotter,
  concealer, ahermes, armbeac, armfmine4, armnanob, armscorp, armtick,
  cahudhri, corbeac, corbuild, corfmine4, cornanob, corscorp, corsquid,
  cortruck, prec, tawf003, armscram)
 Commander HP reduced to OTA stats (4000->3000), movement speed reduced by
  0.13 (1.38->1.25), explosion size reduced by 1/3 (xxx->xxx), edge
  effectiveness reduced to 0.25 (0.6), cloaking cost when stationary
  reduced to 200 (600), cloaking cost while moving reduced to 1000 (1200)
 Disintegrator and Decoy Disintegrator range reduced by 6% (250->235), shot
  velocity increased by 33% (225->300)
 Disintegrator damage increased to 99999 (50000)
 Fixed Arm Epoch and Core Black Hydra flaghips' firing arcs, they should
  all work properly now
 Fusion reactor explosion size increased
 Special reduced damage vs. commanders for certain extremely powerful
  weapons adjusted to retain the standard minimum number of hits to kill
 Razorback range reduced 25 units (500->475), damage increased 5%
 Level 1 artillery weapon area of effect increased to 112 (80), weapon
  range increased by 10 units
 "Castro" operating cost reduced by 5 (30->25), hit points increased by
  800% (120->960)
 Merl, Diplomat movement speeds reduced by 30%, health increased 50%
 Gantry energy/metal costs doubled, buildtime increased 50%
 Hammer/Thud range reduced 10 units (390->380), weapon velocity increased
  10% (260->286)
 Rocko/Storm range increased 5 units (470->475), weapon velocity reduced
  5% (200->190), weapon damage increased 5% (140->147)
 Plasma weapons' high trajectory mode damage increased 10%, impulsefactor
  increased to 2 (1)
 Targeting Facility energy/metal cost reduced 60%, buildtime reduced 55%,
  operating costs reduced to 150 (250)
 All construction kbots' HP reduced by 10%, all construction vehicles' HP
  increased by 20%
 Custom team death messages added
 Arm "Detonator" and "Aegis" weapon EMP effect extended to 20 seconds (was
  10) via new "paralyzetime" tag, increased area of effect by 25%
 Increased Spy Self-D paralyzetime to 45 seconds
 Increased Dragonfly paralyzetime to 20 seconds and greatly increased its
  potency at the cost of a reduced firing rate
 Increased Stiletto, Twilight paralyzetime to 15 seconds
 Decreased EMP Spider, Bladewing paralyzetime to 7 seconds
 Core "Catalyst" reverted to tactical nuke weapon, range reduced to 3200
  (4500)
 Advanced Solar energy cost reduced 1000, buildtime reduced 1000, metal
  cost reduced 50
 Combat auto-healing now goes as follows:
  LLTs: 2 HP per second (an OTA change that never got brought over)
  Beamer, HLLT: 3 HP per second (same)
  Commanders: 5 HP per second
  Bulldog: 10 HP per second
  Sumo: 15 HP per second
  Goliath: 20 HP per second
  Maverick: 35 HP per second
  Can: combat repair removed
 Maverick HP reduced 250 units
 Energy to metal conversion ratio is now 100:1 for regular land MMs, 90:1
  for floating MMs, 80:1 for moho, 70:1 for underwater moho
 Reduced the costs for underwater metal extractors so they're closer in
  line with land-based metal extractors
 Destroyer HP reduced by 10%, Cruiser HP increased by 10%, Battleship HP
  increased by 15%, Flagship HP increased by 25%
 Destroyer depth charge damage increased by 25%, rate of fire increased
  10%, AoE increased 100%
 Three new armor categories: FLAKBOATS, JAMMERBOATS, OTHERBOATS
 Plasma batteries now do 3x damage against ships
 Added ARMDF, ARMFAST, HLLT, TAWF001, Archon, Adept, Advanced Energy 
  Storage, Advanced Metal Storage, Dragons Claw, Dragons Maw added to the
  proper armor types
 Submarine torpedo damage vs. other submarines fixed
 Community-made "Hover Commanders" mutator added as (H)
 Slightly improved L1 fighter handling, strongly improved L2 fighter
  handling, massively improved seaplane fighter handling
 Finally got around to fixing the texture collision on Arm HLT
  (remodelled and retextured the "guns" section)
 Increased storage capacity of L1 metal/energy storage to 3000/6000
  respectively (2000/5000)
 Increased turret and aiming height for LLT, HLT, Beamer, HLLT
 Old "Underwater Advanced <Energy/Metal> Storage" added back in, but as
  structures which are built both on land and underwater; metal storage
  is 10000, energy storage is 20000
 Added new Core scout unit, "Leejen"; Charges into battle only to realize
  it's unarmed...  Serves as a good recon unit
 Annihilator HP increased 400 units (2800->3200)
 Buildpics for Adv. Storage buildings, DClaw, DMaw, Seahook, Leejen
 Total unit count is now 386


1.45 --> 1.46

 Viper metal cost increased 50 units (642->692), reload time reduced 0.1
  units (1.2->1.1), damage per rocket increased 20 units (270->290)
 Banshee HP reduced 30 units (380->350)
 Abel/Caine rocket launchers removed
 Nuke silo descriptions changed (Nuclear Missile Launcher->Nuclear ICBM
  Launcher), ICBM range increased to ensure they'll reach across any map
  (32000->72000), trajectory lowered so that anti-nukes will work again
 AK hitpoints reduced 25 (250->225), range reduced 5%, speed reduced 5%,
  damage reduced 5%, rate of fire reduced 4%, buildtime increased 5%
 Combat auto-repair speed on Maverick, Goliath, Sumo, and Can multiplied
  by 4 to compensate for engine changes to the auto-healing system
 Commanders now have a slow constant auto-healing (5), as it was in OTA
 Depthcharge launcher weapon range increased 100 units (480->580),
  maximum velocity increased 100 units (250->350), AoE increased to 256
  (192), damage vs. submarines and boats increased 50 units (150->200)
 New sound effect for Catapult rocket launch
 Seaplane gunship costs reduced, stats generally buffed to put them
  closer in line with L2 gunships (how I intended them to be but
  apparently never set up)
 Dragonfly, spies removed from CTRL+B category
 Punisher slope tolerance increased a further 10%
 Scout, Radar, and Sonar planes now have defensive flares
 Detonator, Catalyst missiles set to 1.44 stats, but as EMP weapons;
  metal cost reduced 400 units (~1900->~1400), buildtime reduced 20000
  units (~95000->75000)
 Stiletto EMP bomb explosion changed (purely visual)


1.44 --> 1.45

 Circular Saw/Eradicator energy cost per shot eliminated
 Torpedo launcher reload time reduced 25%, firepower reduced 15%,
  aiming rate increased, torpedo turnrate increased
 Metal generator metal output reduced to 1, energy cost increased 25%
 Core Krow script fixed, there should no longer be any bad calls, etc
 Peewee, AK aiming speed increased ~20%
 "REAL_DOOMSDAY" weapon missing semicolon fixed (thanks Maelstrom)
 AK/Instigator accuracy vs. fast units improved (PW/Flash don't have this
  problem)
 Anti-nuke missile speed decreased
 Pitbull/Viper no longer capable of targetting aircraft
 Viper, metal generators, aircraft carriers removed from CTRL+B category
 "with Anti-Nuke" added to carrier description to help newbies
 "with Anti-Mine Rocket" added to minelayer vehicle description to help
  newbies
 Instigator costs reduced 5%, weapon range boosted 5%
 AK range boosted 5%
 Recluse no longer fires at aircraft
 Anti-nukes can no longer be cloaked
 Freedom Fighter, Avenger HP and rate of fire reduced 20%, speed reduced by
  1 unit
 Torpedo bomber HP increased 500 units
 Torpedo seaplane costs, HP, and other stats completely overhauled to
  put them more in line with standard torpedo bombers (they are now much
  cheaper, etc)
 L1 fighter turnrate increased 15%, L2 fighter turnrate increased 25%,
  seaplane fighter turnrate increased 30%
 Phalanx/Copperhead HP, movement speed increased 10%
 Cruiser HP increased 10%
 Demolisher range increased 5%, LoS boosted 15%, damage increased to 650
  (425), reload time increased to 3 (1.7)
 Moho mex extraction rate increased to 0.35 (0.3, and was previously 0.5)
 Fatboy range increased 20%
 Maverick LoS increased 15%
 Leveler reload time increased 5%
 Mobile tacnuke launcher movement speed reduced 33%, HP increased
  by 2000
 Jethro/Crasher movement speed increased 5%
 Radar Tower radar range reduced 25%, Advanced Radar Tower radar range
  reduced 15%
 Flash damage per second reduced by 10, costs increased 5%, sprayangle
  (inaccuracy) increased 15%, range reduced 5% (DPS: ~115->105)
 Peewee damage per second reduced by 10, sprayangle increased 15%,
  range reduced 5%, HP reduced by 20 units
 Pillager reload time reduced 10%, costs reduced 15%
 Tremor energy cost increased 30%, metal cost increased 25%, build
  time increased 20%
 "Requiter" renamed "Aegis"
 Metal/energy income from construction units reduced to 1/100 their nano
  speed; you can now accurately judge how much "building power" a
  constructor has based on how much energy/metal it makes
 Strange nanolathing speeds fixed
 Added (or increased) storage capacity for resource buildings, even
  mundane ones (solars, extractors, etc)
 Increased HP by 100% on storage buildings
 Catapult costs increased 20%, inaccuracy (wobble) increased slightly
 Guardian/Punisher range reduced 30, Ambusher/Toaster range
  increased 30
 Beamer range increased 7%, damage increased 5%, accuracy vs. fast units
  increased
 Self-Destruct timer set to 10 seconds for:
  Krogoth
  Orcone
  Bantha
  Krogtaar
  Arm Commander
  Core Commander
 Ground construction unit movement speeds are now:
  ARMCK: 1.3   CORCK: 1.25   ARMACK: 1.25   CORACK: 1.2
  ARMCV: 1.6   CORCV: 1.5    ARMACV: 1.55   CORACV: 1.45
 Punisher slope tolerance increased 10%
 Big Bertha slope tolerance increased 20%
 Intimidator slope tolerance increased 30%
 Advanced Fusion metal cost increased 25%, energy cost increased 30%,
  buildtime increased 22%, output increased 1000, HP increased 25%,
  energy storage capacity tripled, cloak cost increased 500, slope
  tolerance increased 30%
 Krogtaar metal cost reduced by 400 units (7184->6784)
 Tactical nuke launcher (static and mobile) missiles require 33%
  longer to build and move 25% slower once launched
 Blade now takes only 50% damage from flak weapons; unit description
  changed to "Heavy Flak-Resistant Gunship"
 Blackdawn cut
 Fibber cut (Sorry Cavedog, it just wasn't a good idea)
 Rapier metal cost increased 10%, energy cost increased 15%, buildtime
  increased 12%, HP increased 15%, rocket damage increased 5%, AoE
  increased 10%, rate of fire increased 5%, movement speed reduced 5%
 Brawler HP reduced 5%, movement speed increased 5%
 Vehicle slope tolerance increased by 20% (15->18)
 Ships' minimum water depth decreased
 Subs' minimum water depth increased
 Subs are now deeper underwater
 L1 sub HP increased 25%, L2 sub HP increased 250%, L3 sub HP
  increased 30%
 Nuke cruising altitude increased hugely, maximum velocity increased,
  acceleration reduced
 Tactical nuke trajectory lowered 20%
 Beamer, HLLT, Packo, SAM, Inferno added back in
 HLLT HP increased 10%
 Nuke impulsefactor set to 2 (1)
 Fido range increased by 50 units (520->570)
 Pyro movement speed increased (2.1->2.3)
 Removed missile from sonar seaplanes, they're more trouble than
  they're worth
 Mavericks now have combat auto-repair (4)
 Goliaths now have combat auto-repair (3)
 Sumos now have combat auto-repair (8)
 Cans now have combat auto-repair (2)
 Total unit count is now 378


1.43 --> 1.44

 LLT reloadtime reduced to 0.48 (0.5), damage boosted to 75
  (70)
 HLLT, Beamer, Packo, Nautilus, SAM removed, total unit count is
  now 375
 Solar damagemodifier set to 0.5 (0.2)
 Advanced solar HP doubled
 LLT aiming vs fast units improved, damage versus aircraft reduced
 Peepers/Finks should no longer attempt to attack things
 Shiva HP increased 1000
 Bladewing HP halved, explosion damage negated
 Dragons Teeth costs reduced
 Nukes fly higher now so they shouldn't hit mountains as much
 Jethro/Crasher metal/energy costs reduced 15%, buildtime reduced
  10%
 Leveler speed reduced 0.15
 Fort walls are now buildable by level 2 construction units
 Exploiter, Warrior, Leveler now take 1/3 damage from Flash,
  Peewee, Instigator, AK, Flea, scout hovers
 Exploiter turret aim rate doubled
 Sleep in PW/AK aiming animation reduced to 5 (50/100)
 Tactical nukes fixed, as said in 1.43 changelog they should not
  be interceptable now
 Annihilator FPS-mode aiming bug fixed, open/close animation
  speed increased
 All loud sound effects (209 @ 92+db) normalized to ~92 db
 Panther range increased to 310 (285), HP boosted to 1200 (1100)
 Flea mass increased


1.42 --> 1.43

 Krogtaar weapon AoE increased 50%, impulsefactor increased
  to 2 (1), range boosted 5%, build costs reduced 5%
 Pyro damage increased 10%, HP increased 10%, range increased 5%
  acceleration and brake doubled, turn rate increased 100
 Liche missile AoE reduced to 128 (320)
 Arm nuke buildtime reduced to 120 units, explosion radius
  increased to 1280
 Core nuke buildtime reduced to 180 units, explosion radius
  increased to 1920, damage increased to 10000
 Anti-nuke buildtime reduced to 90 units
 Can speed boosted 10%, HP increased 10%, range increased 5%
 Moho Geothermal explosion size increased
 Bulldog impulsefactor set to 0.5 (1), AoE reduced 25%
 Goliath HP increased 350, weapon AoE increased to 160,
  range boosted 10
 Decoy fusions now have the same health as regular fusions
 Core advanced construction vehicle workertime (how fast
  it builds stuff) increased 50%
 Zeus HP increased 150
 Leveler speed boosted 10%, HP increased 100
 Mercury/Screamer missile explosion appearance made more
  realistic, so its actual explosion radius is visible
  (this is a purely visual thing)
 Juggernaut HP increased 10000, speed increased 10%, rotation
  speed increased 10%, metal cost reduced 5%
 Sumo HP increased 1500
 Pitbull, Viper damage vs aircraft reduced to 26 (56)
 Termite reload rate reduced to 1.1 (1.2)
 Pyros no longer leave a wreck
 Targetting Facility operating cost reduced to 250 energy
 Panther speed, acceleration, brake, HP increased 10%,
  weapon damage increased 15%
 Annihilator reload time increased 10%, HP reduced 15%, damage
  when closed reduced to 0.05
 Maverick speed increased 5%, HP boosted by 100, range
  boosted 5%
 Zipper damage, speed reduced 10%, HP reduced 50
 Adv Solar costs increased 50%, output increased 50%
 Reaper acceleration increased to 0.021 (0.018), speed
  increased to 1.75 (1.72), rotation increased to 345 (329)
  damage increased by 20%, HP increased 750
 Raider HP increased by 125
 Flash HP reduced 50, damage decreased 9%
 Peewee speed reduced 0.15, damage decreased 9%
 Tremor acceleration reduced 20%, HP increased 5%
 LT variant discontinued
 Samson/Slasher damage per second boosted 10%
 Samson set to burst-fire 2 half-strength missiles with a
  reloadtime which is appropriate
 OTA maxwaterdepth of -100 for amphibious units replaced with
  a more realistic -5000 in view of what's possible in Spring;
  this will mean re-pathing all your maps again...
 Moho metal extractor/exploiter output reduced to OTA
  standards
 Construction aircraft/seaplane HP halved, death explosions
  now cause double damage to construction aircraft
 Karganeth metal cost increased 10%
 Bantha metal cost decreased 10%
 Krogtaar metal cost decreased 15%
 Orcone HP increased 10%
 Krogoth HP increased 12%
 Tactical and mobile nuke damage increased to 4000 (3500),
  damage versus superweapons increased to 8000, buildtime
  reduced to 90 units, costs reduced in proportion to
  buildtime reduction (0.75)
 Decoy Commander fake D-gun amd laser are now much weaker, dgun
  now uses the full standard 500 energy per shot, the decoy laser
  now does 80 damage (130) and requires 50 energy per shot to fire
 Real D-Gun damage increased to 50000 per impact, impulsefactor
  set to nill; this should prevent usage of the d-gun as a "moat-
  builder"
 Tactical nukes are now non-interceptable
 Metal maker explosions replaced with energy storage explosions,
  moho metal maker explosions replaced with fusion explosions
 Krogtaar now fires from the correct barrels at the correct
  times
 Hurricane physical size increased 20%, HP increased 30%,
  bomb damage increased 35%, bomb AoE increased 25%, costs
  increased 30%, turnrate decreased by 62, self-defence
  missile strength increased
 Solar metal cost reduced by 30, energy cost reduced by 100
 Wind generator energy cost increased by 100
 Arm and Core construction seaplanes can now both build
  floating flak guns
 VTOL_EMG (Brawler) and MED_EMG (Banshee) weapons are now
  proper, spring-style EMG shots; this is purely a visual
  thing
 Doomsday Machine health bar is now visible at all times
 Banisher HP reduced by 300
 Leveler can no longer damage itself
 Core heavy laser tower reload time increased to 1.2 damage
  per second increased to 250
 Arm heavy laser tower reload time reduced to 0.6, damage per
  second increased to 235
 Big Bertha, Intimidator structure increased in size by
  approximately 25% so they can more easily shoot over small
  obstructions such as units and trees, HP increased by 1000
  each
 Arm "Cronus" aiming script fixed
 Corvette guns now have the proper barrel firing animation
 Penetrator turret height increased
 Inferno, Helios, MRUs, radar/jammer hovers, Mumbo removed,
  total unit count is now 381
 Attack hovercraft now have 40% extra sight range
 Gremlin HP increased by 200, speed increased by 0.2, refire
  rate reduced to 4, damage increased to 350
 Artillery hovercraft now have a range half-way in-between
  L1 and L2 vehicle artillery
 Hovercraft plant costs reduced 25%
 Amphibious complex costs reduced 25%
 Tech 2 factory energy costs increased 200%
 Tech 3 factory energy costs increased 400%
 Gunship explosion damage versus other gunships increased
 Orcone main weapon AoE increased to 48 (40), impulsefactor
  set to 2 (1)
 Fatboy movementclass fixed so it can climb like a kbot
 Arm advanced kbot lab widened 20% to accomodate the larger
  Fatboy movementclass
 Zipper energy cost increased by 2000
 Doomsday machine now takes 0.05 damage when closed (0.1),
  BLoD range increased 10%, reload time reduced 5%,
  ***open/close speed increased***
 Heavy laser turret and floating heavy laser turret HP
  increased by 50%
 Moho Exploiters now open/close faster, their health bar
  is visible at all times
 Instigator and AK now have seperate weapons; the instigator
  is slower firing but with a higher overall damage per
  second
 Gunship damage versus flak units halved
 Flak volume reduced 10 db
 Gimp laser damage boosted by 25
 All construction vehicle HP increased by 50%
 Krogoth/Orcone backback rocket launcher damage increased
  by 100%, fire rate reduced by 25%
 Nuke/anti-nuke metal/energy costs reduced to retain their
  old cost per tick
 Freaker/Consul metal/energy cost increased 35%, buildtime
  increased 25%
 Core moho mine HP increased to 2500 (2000)
 Moho exploiter and moho extractor textures modified so they
  look more similar ingame
 Guardian/Punisher/Ambusher/Toaster can no longer shoot their
  low-trajectory weapon below -25 degrees
 Torpedo launcher weapon speed increased
 Mobile anti-nukes now produce 200 energy and have 1000 energy
  storage
 Gimp removed from core hovercraft plants
 Exploiter HP boosted 150 units
 Vulcan/Buzzsaw/Gantry slope tolerance increased 30%
 Subs are now virtually immune to damage from surface ships'
  regular (non anti-sub) weapons; underwater structures will
  still be vulnerable to this kind of fire, but since they
  are at the bottom of the water rather than just slightly
  below it (as subs are), it should be less of an issue
 Storage building capacities increased
 Forged version updated with proper buildpics
 New commander explosion sound effect
 Warrior HP increased by 50, weapon inaccuracy vs fast units
  reduced 33%, fire rate and damage halved, range increased 30,
  LoS increased 25, movement speed increased 0.9
 Demolisher HP boosted 800, aiming restrictions removed


1.41 --> 1.42

 Plasma batteries can now fire in two modes; in low traj
  mode, they fire at their usual rate but with a small
  AoE and less firepower.  In high traj mode, they fire
  more slowly but with a much larger AoE and a powerful
  shockwave with greater firepower
 Tremor metal cost increased to 1007 (907), energy cost
  increased to 19069 (17069), AoE reduced to 160,
  accuracy reduced to 1000 (600)
 AI compatibility: all weapons designed only for
  shooting at air now have "toairweapon=1; in their
  weapon file
 AK/Gator weapon damage per second reduced to 87 (105)
 Level 1 artilley HP reduced by 150
 Level 2 artillery HP reduced by 20
 Arm EMP bomber given flares
 Merl, Diplomat rockets AoE increased 50%, impulse-
  factor increased to 2 (1)
 Merl, Diplomat metal cost increased by 200, HP
  increased by 500
 Peewee aiming animation speed increased by 50%
 Hammer aiming animation speed increased by 50%
 Flash aiming animation speed increased by 40%
 Instigator aiming animation speed increased by 25%
 Hammer now fires from the correct barrels
 Epoch flak guns now target aircraft only on their
  side of ths ship
 Transport ships have been replaced with an OTA-style
  appearance and functionality
 Missing Core Amphibious Complex from "Muskrat" build
  menu fixed in S, F, and LT variants
 Sumo HP increased to 12500 (12000), movement speed
  increased to 0.55 (0.52), LoS increased to 510 (448)
 Thud model cleaned up a bit
 Liche will no longer attempt to target aicraft
 Weapon damage versus aircraft standardized
 Depthcharge launcher weaponvelocity increased
 EMP bomber can no longer accidentally paralyze nearby
  aircraft or itself
 Arm sniper will no longer attempt to target aircraft
 Burning trees are no longer as horrifyingly deadly
 L2 bomber defense turret is now stronger and longer
  range
 Nuke explosion radius increased to 1024 (960)
 Black Hydra anti-air missile damage increased 30%,
  reload rate improved 30%, range increased 5%
 Mumbo fire rate reduced to 0.2 (0.15), damage per hit
  increased to 40 (25)
 Flea damage per shot increased to 24 (12)
 Jeffy, Weasel damage boosted to 50 (30)
 Skuttle is no longer transportable
 AK/Peewee won't explode in chain reactions as often
 Mines now work properly
 Mine buildtime reduced about 33%
 Nuclear mine cloaking cost reduced to 50
 Blade gunship buildpic fixed
 Gunships will no longer attempt to target aircraft
 Flash, Instigator acceleration increased 25%
 AK movement speed reduced to 2.6 (2.7)
 Peewee movement speed increased to 2.15 (2.1)
 Liche now fires automatically
 Fighter turn rates increased 25-40% where appropriate
 Flak damage vs L1 fighters reduced 15%, vs L2 fighters
  reduced 25%
 Mumbo HP boosted to 1900 (1700)
 Reaper acceleration boosted to 0.018 (0.013)
 Advanced Shipyard footprint increased by 2; flagships
  should no longer go insane trying to exit them
 All shipyard side exits are now open
 Moho Exploiter metal cost increased 500 to 2219, HP
  reduced 150 to 2500
 Faboy turning speed increased to 320 (280), speed
  increased to 0.85 (0.83), metal cost reduced to 2251
  (2351)
 SDZ compression is now used for mod files.  This allows
  for a smaller download but improved ingame performance;
  This will also fix Linux compatibility
 New variant added: -LT for Low Tech
  This version includes all standard units except for
  the following exceptions:
   Liche
   Krow
   Orcone
   Krogoth
   Epoch
   Black Hydra


1.4 --> 1.41

 Core "Krow" movement speed reduced to 4.5 (4.66)
 Core "Blackdawn" movement speed increased to 5.45
 (4.35)
 Arm "Blade" movement speed increased to 5.8 (4.71)
 Blade/Blackdawn weapon AoE set to 32 (30), impulse-
  factor increased to 2 (1), weapon velocity
  increased to 700-1000 (500-800), wobble removed
 Plasma cannons are now trajectory toggleable
 Plasma cannon impulsefactor set to nill
 HLT range increased to 620 (570)
 Tremor range set to 1200 (1050)
 "Ranger", "Messenger" energy costs boosted by 2000,
  metal costs boosted by 300, damage per rocket
  reduced to 800 and 1100 respectively
 Thud HP reduced by 50
 Hammer HP reduced by 30
 Storm HP increased by 60
 Rocko HP increased by 50
 Sumo turnrate increased to 320 (275)
 Heavy unit crushstrength increased
 EMP bomber paralyzing time increased
 Removed a couple of unused unit FBI files... I guess
  there were a few more of these than I thought;  The
  actual total unit count is 389
 All buildpics converted to DDS; This will save a
  lot of space as well as improve performance!
 Viper is no longer useable as artillery if aimed at
  the sky
 Catapult HP boosted to 5600 (2600), wobble reduced
  slightly
 EMG damage increased to 10 (7)
 Gator_Laser (AK and Instigator weapon) damage increased
  to 75 (47)


1.35 --> 1.4

 Forged variant missing scripts fixed
 Mercury/Screamer range reduced to 2500 (3200)
 Thunder/Shadow damage per bomb reduced to 175 (200)
 Fixed Mercury/Screamer damage vs. gunships
 Kbots are now able to move in water as deep as -20
  (-12)
 Vehicles are now able to move in water as deep as
  -10 (-12)
 Mechs are now able to move in water as deep as -20
  (-12)
 "Tiny" movementclass units are now able to move in
  water as deep as -5 (-12)
 "Shiva" walking animation fixed
 10% increase to flak range
 50% reduction to gunship damage vs. commanders
 5% reduction to gunship health
 10% reduction to gunship movement
 Advanced fusion reactors' health increased by 20%
 Standard fusion reactors' health increased by 50%
 Core moho geothermal script error on explosion fixed
 Krow script error on explosion fixed
 Increased weapon damage versus "raider"-type units
  abolished
 Annihilator, Penetrator, Doomsday Machine primary
  weapon are now all set to target non-air
  exclusively
 Moho metal extractor maxslope increased to 20
 Arm EMP Spider cost reduced to 186 (216), HP
  increased to 750 (650), maxvelocity increased to
  2.65 (2.53)
 Morty metal cost increased to 191 (171)
 Morty HP reduced to 820 (850)
 Necro, Rector workertime increased
 Rapier missile velocity increased
 Rapier AoE increased to 96 (64)
 Gator, AK weapon strength increased 7%
 Mobile flak reload rate set to 0.75 (1.0)
 Stationary flak reload rate set to 0.55 (0.6)
 Epoch flak reload rate set to 0.55 (0.6)


1.34 --> 1.35

 Removed unused units and corresponding buildpics,
  the actual total unit count is in fact 391 (not
  393)
 Uniform mobile unit rotation speed increase: 10%
 Uniform mobile unit acceleration increase: 20%
 Uniform mobile unit brake increase: 25%
 Uniform mobile unit maxvelocity increase: 15%
 Mobile artillery impulsefactor reduced to 0.5 (1)
 Arm "Luger" AoE increased to 180 (148)
 Core "Pillager" AoE increased to 192 (156)
 Arm "Luger" accuracy reduced to 450 (350)
 Core "Pillager" accuracy reduced to 500 (400)
 Core "Tremor" AoE increased to 200 (180)
 Core "Tremor" impulsefactor reduced to 0.5 (1)
 Core "Tremor" accuracy reduced to 600 (550)
 "Shellshocker", "Wolverine" impulsefactor reduced
  to 0.5 (1)
 Added "cloakable" to Ambusher's description (it
  was already cloakable though)
 Spies now explode with a large-AoE EMP blast


1.331 --> 1.34

 Depthcharge launcher can't be built on water
  anymore
 "Phoenix" bomber port wing moved oh-so-slightly
  towards the model's center... I'm psychotic
 Nano tower buildtime reduced by a further 2000
  units
 Nano tower metal cost reduced by a further 50
  units
 Sumo cloaking removed
 Spy minimum cloaking radius increased 25%
 Arm construction ship can now build underwater
  storage again
 "Moho Exploiter" buildpic redone
 Deflector strength increased roughly 400%
 Deflector range decreased roughly 40%
 Removed the 8 least interesting load screens
 Level 1 bombers now drop the correct number of
  bombs
 Removed unused textures


1.33 --> 1.331

 Reverted to 1.31 data set


1.32 --> 1.33

 Fixed sync errors related to FBI decimal values
 Removed unused textures


1.31 --> 1.32

 Depthcharge launcher can't be built on water
  anymore
 "Phoenix" bomber port wing moved oh-so-slightly
  towards the model's center... I'm psychotic
 Nano tower buildtime reduced by a further 2000
  units
 Nano tower metal cost reduced by a further 50
  units
 Sumo cloaking removed
 Spy minimum cloaking radius increased 25%
 Arm construction ship can now build underwater
  storage again
 "Moho Exploiter" buildpic redone
 Deflector strength increased roughly 400%
 Deflector range decreased roughly 40%
 Removed the 8 least interesting load screens
 Level 1 bombers now drop the correct number of
  bombs
 Converted all buildpics to JPG
 Uniform mobile unit rotation speed increase: 10%
 Uniform mobile unit acceleration increase: 20%
 Uniform mobile unit brake increase: 20%
 Uniform mobile unit maxvelocity increase: 15%


1.3 --> 1.31

 "Shodan", "Blocker", "Radical" removed, bringing
  total unit count down to 393
 Arm and Core HLT damage boosted to 185 (150, 175)
 Arm "Spider" speed reduced to 2.2 (3)
 Arm "Spider" firing rate reduced to 1.75 (1.2)
 Arm "Spider" is now truly all-terrain, with a
  proper spider movementclass
 Arm "Spider" size doubled
 Arm "Spider" costs and HP doubled
 Core "Sumo" movement speed reduced to 0.5 (0.6)
 Core "Sumo" firing rate reduced 15%
 "Bulldog" metal cost increased to 944 (824)
 "Bulldog" armor increased to 5400 (5000)
 "Goliath" metal cost increased to 1207 (967)
 "Goliath" armor reduced to 5800 (6000)
 Core "Bladewing" firing arc fixed
 Increased d-gun cost to 500 energy per shot (400)
 Decreased d-gun firing rate to 1.5 (1.2)
 "CORE_LASERH1" weapon class removed
 Heavy laser turrets now do reduced damage vs
  aircraft, as it should be
 Mercury/Screamer damage doubled to 2000 (1000)
 Mercury/Screamer range increased to 3200 (2200)
 Mobile flak firepower reduced about 40%
 Moho Exploiter now fires all rockets from the
  correct place
 Deflector repulsion force halved
 Transport hovers can now load and unload properly
 Construction ability of rezzers, minelayers reduced
 Anti-air hovers fixed
 Core "Juggernaut" HP increased to 45000 (36000)
 Core "Juggernaut" metal cost decreased to 10795
  (12795)
 "Krogoth", "Orcone" HP both boosted 10000 units
 Amphibious and hovercraft units' climbing abilities
  improved
 Crawling bombs are transportable again
 Crawling bombs do reduced damage to other crawling
  bombs
 Scout hover firepower reduced 10%
 "CORSH_WEAPON" weapon class eliminated
 Nano tower buildtime reduced by 1000
 Nano tower energy cost reduced by 1000
 Nano tower metal cost reduced by 75
 Forged variant missing COB file error fixed


1.25a --> 1.3

 "Samson", "Slasher" energy costs increased by 50%
 "Samson", "Slasher" HP reduced by 100
 "Samson", "Slasher" maxvelocity reduced by 10%
 "Samson", "Slasher" rotation speed reduced by 100
 "Samson", "Slasher" damage versus "raider"
  armorclass reduced by about 30%
 "Samson", "Slasher" damage versus all other units
  reduced by about 10%
 "Shellshocker", "Wolverine" weapon velocity
  increased 15 and 10 respectively, hopefully
  allowing them to reach their maximum range
 "Shellshocker", "Wolverine" weapon damage increased
  to 170, 160 (130, 115)
 Core "Necro" should no longer get stuck after
  rezzing units
 Core "Sumo" cloaking cost when moving increased to
  225 (100); Cost when stationary remains at 75
 AI compatibility improved by making "Tech Forge"
  structures in the F variant seperate structures
  from regular factories
 Repulsor builings now require 1250 energy per tick
  to operate, regardless of whether they're even
  deflecting anything or not
 Repuslor building metal cost increased 50%
 Advanced Underwater Storage buildings removed,
  bringing the total unit count to 396
 Maverick costs increased 5%
 Maverick firepower decreased 8%
 Storage building capacities tweaked
 New variant included, "-B" for Barebones: This
  version includes a more conservative selection of
  units for people who prefer a smaller unit count


1.25 --> 1.25a

 Fixed missing Core "Fortitude" anti-nuke silo in
  -F variant


1.2 --> 1.25

 Heavy rockets on "Ranger", "Messenger" set to
  not target aircraft
 Core "Leveler" restored
 New buildpic for "Leveler"
 "Annihilator", "Penetrator", "Doomsday Machine"
  primary laser thickness increased to 4 (2)
 L1 vehicle plant costs increased 20%
 Forged Edition: Core "Freaker" now builds the
  correct level tech forge
 Core "Helios" bombs do 300 damage vs commanders
  (650)
 Arm "Beamer" damage vs gunships reduced to 2 (4)
 Arm "Beamer" damage vs all other aircraft reduced
  to 6 (24)
 Arm "Decimator" HP reduced to 3150 (3750)
 Arm "Decimator" given a 170 degree firing cone
 "Pitbull", "Viper" given a 0.25 TargetMoveError,
  making them less accurate against aircraft
 Mobile ground radar units given a longer LoS
 Flak explosion made to look more realistic and
  OTA-ish
 "CORFLAK_GUN" weapon class eliminated, just because
  I felt like it
 Arm "Janus" completely remodeled and retextured
 New buildpic for Arm "Janus" to reflect changes
 Janus now has proper dual missiles
 OTA Absolute Annihilation units "Sneaky Pete" and
  "Castro" restored
 Moho Exploiter added back in, bringing total units
 "Tick", "Commando" cut from game since Spring
  messes them up
 Total unit count is now 400


1.13 --> 1.2

 Core "Bladewing" hit points reduced to 120 (310)
 Core "Bladewing" aiming tolerance reduced, so
  it's no longer near-omnidirectional
 Core "Helios" does 300 damage versus anti-bomber
  turrets (650)
 Arm "Liche" does 2450 damage versus anti-bomber
  turrets (4500), allowing them to just *barely*
  survive a direct hit
 Core "Pyro" flamethrower damage increased to 10 (9)
 Core "Reaper" flamethrower damage increased to 10
  (8)
 Core "Reaper" flamethrower reloadtime increased to
  0.8 (0.5)
 Arm "Mumbo" laser damage reduced to 25 (26)
 Arm "Spider" HP reduced to 350 (570)
 Arm "Spider" speed reduced to 2.8 (3.5)
 Arm "Zipper" acceleration increased to 0.3 (0.14)
 Arm "Penetrator" firing cone increased to 90 degrees
  (40)
 Core "Pyro" flamethrower now does 1 damage versus
  gunships (10)
 Torpedo damage versus Krogoth, Orcone doubled
 Blade, Blackdawn no longer crash Spring when their
  weapon impacts a steep slope
 Arm "Mumbo" laser range increased to 390 (378)
 Arm "Brawler" HP reduced to 950 (1020)
 Arm "Brawler" costs reduced by 5 to 10%
 Core "Rapier" costs increased by 5 to 10%
 Core "Rapier" HP increased to 1100 (1080)
 Arm "Blade" HP increased to 1850 (1750)
 Arm "Orcone" damage reduction vs Krogoth removed
 Core "Krogoth" damage vs Orcone reduced to 360
  (390)
 Laser accuracy improved a little against fast units
 Arm "Zipper" HP reduced to 450 (550)
 Arm "Zipper" metal cost increased to 173 (141)
 Arm "Zipper" speed reduced to 3.4 (3.85)
 Arm "Zipper" added to "Raider" armor category
 "Guardian", "Punisher", "Ambusher", "Toaster" HP
  boosted by 50%
 Artillery units' HP reduced by 25%
 Vertical rocket units' HP reduced by 10%
 Plasma batteries' AoE increased by 20-50%
 LLT-not-firing bug alleviated somewhat
 Arm "Shellshocker" restored
 Black bit on top of Core "HLLT" fixed
 Strange little black square removed from depthcharge
  launchers
 New loadscreen added, bringing total to the final 20
 Arm "Recluse" given "Catapult"-style rockets
 All Core buildpics redone (the metal background
  obscured a lot of details)
 "Tech Forge"-style tech tree included in package as
  a secondary mod


1.12 --> 1.13

 Advanced construction units can now build level 1
  and 2 labs of their respective type
 Moho metal maker added back into Arm advanced
  construction units' menus


1.11 --> 1.12

 Core "Juggernaut" added back in (another error on my
  part)
 New buildpic for Core Juggernaut
 "Marauder", "Shiva" moved to their respective
  experimental gantries and removed from adv. kbot
  labs (balance)
 Core "Catapult" health increased to 2600 (1800)
 Core "Catapult" speed increased to 1.4 (1.35)
 Core "Banisher" rotation speed reduced to 310 (380)
 Core "Banisher" turret arc limited (only a bit)
 "AA:Spring vX.XX" in multiplayer lobby replaced with
  "Absolute Annihilation X.XX"
 Crawling bombs fixed by removing their special damage
  vs. other crawling bombs
 Flak guns now do the correct amount of damage to
  gunships (another error on my part...)


1.1 --> 1.11

 Arm "Twilight" explosion set to EMP again, as the
  shockwave is no longer an issue
 Fixed a few weapons which were still capable of
  paralyzing "Krogoth", "Orcone", "Sea Dragon", "Black
  Hydra"
 Core "Tremor" added back in (an error on my part)


1.03 --> 1.1

 Armor categories consolidated and reorganized
 Special weapon damage fixed
 New loading picture added, bringing the total to 19
 OTA-style tech tree implemented
 All OTA:AA units added back in, with a few exceptions
 New buildpics for all restored units
 Arm "Stiletto" EMP bomber restored, as I've found a
  workaround for its massive shockwave problem
 Beach background added for all amphibious units
 "Roach", "Invader", "Skuttle" shockwave reduced
 Core "Krow" HP increased to 5750 (4750)
 Juggernaut HP boosted to 36000 (29950)
 Doomsday Machine HP boosted to 8000 (6000)
 Doomsday Machine damage when closed multiplier reduced
  to 0.1 (0.15)
 Banshee weapon reload time increased to 0.7 (0.5)
 Total unit count is now 399 (379)
 Tread marks added for all restored units
 Lightning weapon accuracy against fast units reduced
 Core "Executioner" texture collision fixed
 Arm construction vehicle texture collisions fixed


1.02 --> 1.03

 Decoy commanders are now indistinguishable from real
  commanders.  Their name and description are identical.
 "Decoy" text added to decoy commander buildpics
 "Penetrator" can no longer aim at units that aren't in
  front of it
 "Penetrator" rotation speed reduced
 "Penetrator" radar removed
 Added my positively kickass custom explosion bitmap
 10 new realistic-looking ground scars
 Plasma repulsor explosion increased
 Annihilator, Doomsday Machine explosion increased
 Core "Hive" buildable again
 "Epoch" script bug fixed, front 'main' turret no longer
  attempts to target enemies aft and gets stuck
 "None00" texture missing fixed
 Artillery arcs limited (they can no longer fire behind)
 Armour categories fixed up, should improve game performance
  and balance
 Plasma cannon HP boosted back closer to their original values.
 Plasma cannon area of effect boosted to their original values,
  but with their weapons' impulsefactor set to 0.25
 Special damage values set for aircraft on flak guns, so
  now there's no chance of them accidentally damaging
  ground units/structures
 Arm/Core advanced construction plane tech trees normalized
 "Shodan" removed
 "Leveler" range boosted to 315 (290)
 Lots of excess weapons removed
 "Commando" weapon set to its OTA:AA stats, since the massive
  shockwave is no longer an issue
 All mines have a reduced shockwave (0.05, 0.1, 0.15)


1.01 --> 1.02

 Readme file rewritten
 New buildpic for Core Advanced Forge
 Core wind generator rotates properly (script from UH13)
 Plasma cannons, plasma artillery, rocket artillery, are all
  now set to not target aircraft (this includes LRPCs, etc)
 Core Commander and Decoy Commander models fixed so its arms
  don't stick out of upper-torso/shoulder area
 Nano turret building range boosted back up to 400 (300)
 "Dragons Claw", "Dragsons Maw" removed; Spring doesn't
  handle them as they were designed to be
 Artillery accuracy improved by about 20%
 "Goliath" HP increased to 6000 (5500)
 "Twilight" HP increased to 950 (450)
 "Razorback" feet now above ground level
 "Karganeth" weapon range increased to 600 (500)
 "Krogtaar" weapon AoE increased to 96 (64)
 "Reaper" speed increased to 1.5 (1.2)
 "Goliath" speed increased to 1.2 (0.98)
 "Banisher" speed increased to 1.35 (1.1)
 "Sumo" turn rate increased to 250 (200)
 "Karganeth" speed increased to 1.2 (1.15)
 "Shiva" speed inceased to 1.4 (1.25)
 "Juggernaut" speed increased to 0.45
 "Behemoth" metal cost reduced to 2949 (3950)
 "Shodan" speed increased to 0.6 (0.5)
 "Can" speed increased to 0.9 (0.8)
 "Bulldog" speed increasd to 1.45 (1.22)
 "Mumbo" speed increased to 1.65 (1.3)
 "Panther" speed increased to 2.1 (1.97)
 "Penetrator" speed increased to 1.2 (1.15)
 "Tremor" speed increased to 1.15 (1.0)
 "Triton" speed increased to 1.7 (1.55)
 "Phalanx" speed increased to 1.5 (1.21)
 "Copperhead" speed increased to 1.42 (1.01)
 "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 1.6 (1.15)
 "Informant" speed increased to 1.55 (1.07)
 "Merl" speed reduced to 1.1 (1.2)
 "Diplomat" speed reduced to 1.05 (1.2)
 "Scarab" speed increased to 1.42 (1.2)
 "Hedgehog" speed increased to 1.4 (1.2)
 "Intruder" speed increased to 1.5 (1.45)
 "Poison Arrow" speed increased to 1.25 (1.025)
 "Croc" speed increased to 1.9 (1.75)
 Arm "MRU" speed increased to 0.9 (0.585)
 Core "MRU" speed increased to 0.85 (0.54)
 Arm and Core Mobile Resource Units renamed
 "Banshee" damage versus Commanders reduced to 3 (5)
 Boosted "Mercury", "Screamer" damage versus aircraft to 1000
 Buildpic brightness & contrast uniformly increased to make
  them more visible until the new GUI is out


1.0 --> 1.01

 Nano tower costs increased to slightly above those of an adv.
  construction kbot
 Nano tower building radius reduced again to 300 (400)
 Nano tower maxslope changed to 10 (20)
 Nano towers now explode as a special weapon which will badly
  damage nearby nano towers.  Self-destruct is still a tiny
  explosion.
 Fixed Core Nuke Launcher special damage vs Commanders
 Set Krogoth and Orcone to kill Commanders with their explosion if
  in close proximity
 Increased nuke edgeeffectiveness to 0.3 (0.2)
 Banshee armour reduced to 500 (650)
 Flak AoE doubled to 256 (128)
 "Shellshocker", "Wolverine" ranges boosted about 5%
 "Mumbo" laser damage reduced to 26 (28)
 "Radical", "Blocker" AoE reduced to 32 (48)
 "Dragons Claw" reduced to 900 HP (1100), damagemodifier increased
  to 0.15 (0.075)
 "Dragons Maw" reduced to 1000 HP (1200), damagemodifier increased
  to 0.15 (0.075)
 Four new loading screens added, bringing the total to 18
 Plasma batteries are now set for high trajectory only
 "Sumo" speed reduced to 0.6 (0.75)
 Core "Punisher" models modified to accomodate high-arc
 Arm "Guardian" completely remodeled
 New buildpics for "Punisher", "Guardian" to reflect model changes
 New buildpic for "Blocker"


0.32 --> 1.0 (First official release)

 Resized "Bulldog", "Goliath" evolva models to their proper AA size
 Core "Weasel" is no longer underground (?)
 Arm "Warrior" has the correct model again
 "Pitbull", "Viper", "Reaper" have the correct buildpics again
 Fixed track marks for new Evolva models
 Core "Intruder" can auto-load and auto-unload now
 Replaced Arm "Flash" Evolva model with OTA one
 Hover artillery set for high-trajectory only
 Removed Dragons Teeth from Minelayer menus
 Reduced "Sumo" metal cost from 2120 to 2020 
 Increased "Sumo" movement speed to 0.75 (0.45)
 Core floating dragons teeth no longer disappear on completion
 Arm "Blade" added back into Arm Advanced Aircraft Plant
 Fixed Construction Seaplane and Advanced Construction Sub build
  menus
 Core "Pyro" explosion damage reduced
 Dragons Teeth HP reduced
 Fort Wall HP reduced
 Texture "ONOFF0107" error fixed
 Fortification Turret removed
 Nano turret building range halved
 "Guardian", "Punisher", "Ambusher", "Toaster" HP reduced
 "Guardian", "Punisher", "Ambusher", "Toaster" cost increased
 All storage buildings hold more resources
 Adjust vulcan accuracy/firepower
 Removed Arm Spy kbot from amphibious complex since it couldn't
  exit
 Fixed build menu bug for amphibous construction vehicles, now
  have sonar building in their menus
 Fixed build menu bug for Core construction kbot, it can now
  build "Eradicator" as it should
 Added 3 new loading screens (bringing the total to 14)
 Completely new high-quality buildpics for *every* unit and
  building


0.31 --> 0.32

 "Catapult" Arm logo switched for Core one
 Scripted "Epoch" for independent turrets
 Scripted "Black Hydra" for independent turrets
 Increased brightness of loading screens slightly
 Reduced "Black Hydra" laser reloadtime to 0.3 (0.5)
 Increased "Black Hydra" laser range to 1150 (900)
 "Mumbo" turret rotation speed reduced
 Commanders immune to paralyzers via workaround (although
  "immunetoparalyzer" tag needs to be fixed urgently, SYs!!!)
 "Rocko", "Storm" rocket damage reduced to 140 (155)
 "Rocko", "Storm" rocket AoE reduced to 24 (48)
 Remodeled turret section of "Mumbo" for Spring compatibility
 Set all kbots as a proper kbot movementclass
 Plasma batteries' AoE reduced to 64 (128)
 Added a variety of new Evolva models
 Intruder can no longer pick itself up and then fly away
 Optimized loading time


0.3 --> 0.31

 Improved accuracy of all artillery, especially light artillery
 Reduced "Mumbo" firepower by 30% (during porting process, it became
  _severely_ overpowered)
 Fixed "OnOff0105" missing texture error
 Adjusted firing range of units like so:
  LLT<STORM/ROCK<HLT<TAWF013/CORWOLV<ARMMEDPC/CORMPGUN<CORMORT
  <ARMPB/CORVIPE<ARMMART/CORMART<ARMMERL/CORVROC<ARMGUARD/CORPUN
  <ARMAMB/CORTOAST
 "Mercury", "Screamer" missiles damage aircraft exclusively
 "Mercury", "Screamer" range reduced to 2200 (3500)
 Mobile flakkers (and anti-air boats) given standard flakker
  turret weapon
 Increased "Exploiter" and LLT laser tolerance
 "AK", "Gator" no longer require energy to fire
 Both "Razorback" weapons now have the same range
 "Ranger", "Messenger" model and script replaced with XTA version
 Core "Tremor" range increased to 1050 (980)
 Artillery weapon AoEs rebalanced
 Added some loading screens
 Increased "Black Hydra" hit points to 61000 (59800)
 Advanced construction kbots can now climbs slopes better
 Artillery arcs reduced
 "Liche" now does minimal self-inflicted damage
 "Liche" maximum firing arcs increased


0.23 --> 0.3

 Reduced Arm and Core Commander HP to 4000 (6000)
 Increased Arm and Core Decoy Commander HP to 4000 (3000)
 Heavy Laser turrets now do 350 damage to both Commanders (150)
 Arm and Core HLTs boosted to 600 and 620 range, respectively (540,
  550)
 Arm and Core LLTs boosted to 440 and 450 range, respectively (340,
  330)
 Arm "Beamer" range boosted to 445 (370)
 Arm "Beamer" damage boosted to 25 (21)
 Arm "Beamer" damage versus Commanders increased to 50 (21)
 Arm "Beamer" reloadtime increased to 0.1 (0.01)
 LLT damage against Commanders boosted to 200 (60)
 Radical, Blocker damage vs Commanders boosted to 450 (200)
 "Guardian", "Punisher" damage vs Commander boosted to 620 and 680
  respectively (310, 340)
 "Ambusher", "Toaster" damage vs Commanders boosted to 560, 610
  respectively (280, 305)
 Core "Doomsday Machine" BLoD damage vs Commanders reduced to 1333
  (1499)
 Arm "Annihilator" BLoD damage vs Commanders reduced to 1333 (1499)
 "Pitbull", "Viper" damage vs Commanders boosted to 420, 540
  respectively (210, 270)
 Core "Dragons Maw" damage boosted to 10 (7)
 Arm "Dragons Claw" range boosted to 440 (400)
 Core "Dragons Maw" range boosted to 410 (350), randomdecay reduced
  to .2 (.3)
 Arm "Dragons Claw" reloadtime reduced to 1.15 (1.35)
 "Dragons Claw", "Dragons Maw" closed damagemodified decreased to
  0.075, maxdamage reduced to 1100, 1200 respectively
 "Dragons Claw" damage vs Commanders boosted to 390 (195)
 "Dragons Maw" damage vs Commanders boosted to 20 (10)
 Core "Moho Exploiter" rocket damage vs Commanders boosted to 750
  (375)
 Core "Behemoth" weaponvelocity reduced to 630 to reduce exploitation
 Core "Behemoth" damage vs Commanders increased to 900 (450)
 Core "Firestorm" damage per second increased to ~240 overall
 Core "Firestorm" damage vs Commanders increased to 20 (10)
 Nuke damage vs Commanders increased to 3000 (1900)
 TacNuke damage vs Commanders reduced to 2000 (3500)
 "Pitbull", "Viper" ranges boosted to 730, 750 respectively (580, 610)
 Arm "Liche" weapon tolerance increased
 "Liche" damage versus self limited to 100 (4500)
 "Hyper Radar" jamming ability removed
 "Dragon Eye" units can now be built almost anywhere; 20 maxslope (0)
 Core "Gimp" fires torpedo properly now
 Fixed Leviathan bug
 Fixed "Unknown texture panel blue00"
 Fixed difficulty in picking nanolathing modules (as opposed to their
  bases)
 "Krogoth" will now beat "Orcone" in a one on one fight
 Laser weapons are now inaccurate against aircraft
 Nanolathe platform removed, Nano Turret is now directly-buildable
 "Keeper", "Overseer" plasma deflection costs doubled


0.22 --> 0.23

 Fixed lobby version number


0.21 --> 0.22

 Fixed wreckage bug on Arm "Experimental Gantry", which would cause
  the game to crash


0.2 --> 0.21

 Halved the energy output on solars, they now give the proper amount
  again (20)
 Fixed "Rapier" weapon, it now fires properly
 Fixed ugly texture collision on Core wind generator and "Pyro"
 Set "Shellshocker" and "Wolverine" to high-trajectory only
 Increased "Catapult" weapon damage to 450 (400) per rocket
 Globally reduced damage by about 15% on all flame weapons
 Increased damage and fire rate for "Mumbo" weapon
 Removed some old data, reducing filesize a bit
 Fixed units' HP which depended on DamageModifier
 Reduced "Catapult" missile wobble
 Increased "Catapult" cost, reduced health points
 Improved all heavy rocket weapon ranges


0.1 --> 0.2

 "Twilight" emp explosion removed, Spring mishandles this and makes
   it a huge explosion :(
 Fixed missing OnOff0102
 Fixed "Banshee" missing SFX error
 Set "Luger" and "Pillager" for high-trajectory ONLY (balance)
 Fixed model error wherein Core Nuke Silo would kill itself (hehe)
 Increased unit line-of-sight globally by 30%


                                        <end>