6.86 --> 6.87

- Fixed a queuing issue with attack orders caused by the Prevent Range Hax gadget.

6.85 --> 6.86

- Fixed some bad OTA soundfiles for new spring.

- Added Regret's lolui with minor scaling tweak (default on).
- Added Evil4Zerggin's Prospector widget (default on).
- Added jK's blobshadow widget (default off).
- Added trepan's minimap events widget (default off).
- Replaced Highlight unit widget with new Xray Highlight widget (default on).
- Updated Attack AOE widget updated, added a BA specific fix that makes the D-gun indicator much more accurate.
- Updated Advanced Players List widget.
- Updated Defense Range widget.
- Updated Buildbar widget.
- Updated Commander name tags widget.
- Tweaked FPS Manager widget (now default off).

- Added new Prevent Range Hax gadget (prevents units from overshooting outside of FPS mode).
- Added quantum's No Self-D gadget (stops the self d countdown on a shared unit).
- Added Commander gate modoption/gadget (commanders visually teleport in at gamestart) (default off).

- Several weapon effects improved graphically.

- All weapons with AOE of 16 or less changed to 'impactonly'.

- Added t1 torpedo launchers to the 'no direct control' gadget.
- Modified depthmod tags on amphibs set to 0 (no penalty for being underwater).
- Fixed t1 subs torpedo not reaching max range.
- Land Depthcharge launchers projectiles will now bounce once on land (helps them reach water).

- Thud, Hammer predictboost cut a bit (this was added before reload change).
- Core Can hitsphere size reduced.
- Arm and Core Decoy Commander's stats improved, cloak added, mines added to buildlist.
- Arm Marky added to the RADAR armourclass.

- Blades no longer take extra damage from t2 fighters (they now take the same as all gunships).
- Aircraft under construction will no longer be automatically fired upon by AA.
- Raised cruisealt on Valkyrie and Atlas slightly (50->70).

6.84 --> 6.85

- Fixed Core Termite weapon sound (should not sound super loud on linux.)
- Fixed Bladewings chasing air units, improved their script & behaviour somewhat.
- Fixed Sea planes getting stuck in limbo in certain conditions.
- Fixed amphibious units speed in and out of water (removed scripts, used depthmod).
- Fixed a character encoding issue that prevented the Core Spectre being loaded.
- Fixed Arm Advanced Radar Tower script imprived (thanks [PiRO]Pizzi1)
- Razorback walk script improved (thanks [PiRO]Pizzi1)
- Mobile AA units should no longer chase ground units.
- Fixed Liche and Krow chasing after aircraft.
- Tech 1 Submarines FPS exploit fixed (manual flighttime added).

- Removed 'no wrecks mode' modoption (Never saw a game where players were happy with it being turned on).
- Added Evil4Zerggin & zwzsg's autoquit widget (exits spring at game end if no mousemove after 10 seconds).

- Arm Rector and Core Necro script & acceleration improvements (faster reaction times).
- Arm Rector and Core Necro autoheal waittime reduced, sight distance increased, buildrange increased slightly.
- Construction kbots build distance raised slightly (90->100).
- Core AK and Arm Peewee number of exploding death shards reduced.
- Core Thud and Arm Hammer mass increased (resistance to impulse).
- Core Thud and Arm Hammer damage and reload time reduced (slight dps increase, faster shots).
- Arm Warrior buildtime reduced by 15%.
- Arm Zeus weapon now costs 35 energy to fire.
- turninplace=0 added to spiders and crawling bombs (experimental).

- Commander energy cost raised significantly (for the purpose of ressurection costs).
- Commander capture speed tripled.
- Terraform (Restore) speed on most builders tripled (thanks Trademark).

- Arm and Core Ressurection Sub's Metalcost and Buildtime reduced by 30%.
- Arm and Core AA Hovercraft DPS increased ~30%.

- Arm Consul now builds Panther and Fatboy in place of Fido and Zeus.
- Jeffy and Wezel no longer do self damage.

6.83 --> 6.84

- Exploit Fix: AA Kbots (and many other AA units that used 'BOGUS_MISSILE' for targeting) can no longer manually attack ground.
- Added Trademark's wreckage renames (eg. wrecks will now be called 'Vehicle Plant Wreckage' rather than 'Wreckage').
- Cleaned up the feature file of bad object references so spring doesn't crash when you perform certain operations on FeatureDefs from lua.
- Added my Ally Resourcebars Widget (disabled by default).

6.81 --> 6.83

- Missile Delay Gadget now works based on % max weapon reload (in 10% steps).
- Fixed No Owner Mode displaying messages for teams that died naturally.
- Added No metal extraction mod option (to allow you to play greenfields on any map without disabling mex's).
- Added some new reclaim GFX for wrecks.
- Added Google Frog's prevent lab hax gadget (stops unattackable enemy units getting inside your labs).
- Stability tweak to Mex Upgrader gadget to fix a random crash that ruined a game I was in (please report stuff like this with infolog.txt).

- Pointtracker widget modified to only show the arrows on the screen edge and minimap markers (if you like the old functionality download the original widget).
- Center n' Select widget simplified, now also marks your startpoint for you before gamestart on Random/Fixed modes and removes your startpoint at gamestart.
- Start Point Remover widget removed.

- Added missing mex select sound.
- Added Collidefriendly=0 and Avoidfriendly=0 to Nukes and Antinukes to fix failure to fire sometimes.

- Screamer/Mercury removed from ANTIBOMBER armourclass, HP raised 25%.
- Chainsaw/Eradicator Missile Delay option added.
- Chainsaw/Eradicator Bomb Resistance, AOE, Range, Acceleration and Edgeeffectiveness all slightly improved.
- Arm Eradicator damage and reload time descreased (raised ROF, same DPS).
- Defender/Pulverizer flighttime decreased slightly (1.7->1.5).

- Core Shadow build costs adjusted (buildtime (9942->7220), metal (131->154), energy (5691->4837)).
- Arm Thunder build costs adjusted (buildtime (9517->6825), metal (130->153), energy (4496->4271)).
- Core Shadow HP raised very slightly (600->615).
- Core Bladewing nochasecategory and badtargetcategory set to Commanders (since they can't paralyze them).

- Arm Beaver & Core Muskrat velocity & turnrate decreased, energycost and buildtime increased.

- Zipper overall build costs increased a bit (buildtime (3168->3960), energy (3506->4382), metal (161->177)).
- Pyro weapon velocity increased (175->265).

- Arm and Core Shield transparency increased.

6.8 --> 6.81

- Fixed missing sound crash with linux

6.6 --> 6.8

- No longer dependant on otacontent or tatextures

- New gadget adds 'Land Mode' and 'Repair Mode' to air plants, aircraft inherit these settings.
- LUPS version updated.
- Self damage at pointblank range stopped with lua for the following units: 
  - Arm Flash
  - Arm Peewee
  - Arm Zipper
  - Core Pyro
  - Core Dragons Maw
- Added New Mod Options:
  - (default off) Remove units with no player (useful for FFA games, not advised in team games)
  - (default off) No sharing to enemies (units and resources) 
  - (default off) No unit wrecks (experimental gameplay if you fancy a change)

- Added Evil4Zerggin's Point Tracker widget.
- Added zwzsg's Auto First Build Facing widget.
- updated FPS Manager to use bumpmapped water when applicable.
- Updated Healthbars widget.
- Added Display DPS widget (disabled by default).
- Added BuildETA widget (disabled by default).
- Added Improved Metal Maked Widget (disabled by default).

- Fixed a number of visible CobError's for new spring release.
- Changed newboom.wav to mono to reduce volume issues.

- Arm Hammer now unpacks its weapon faster.
- Core Thud & Arm Hammer increased accuracy vs moving targets slightly.
- Arm Janus corpse size increased.
- Core Raider HP increased by 60, buildtime reduced slightly (3446->3312).
- Arm Jethro & Core Crasher now Amphibious, added to Ambhibious complex.
- Beamer energy per shot increased 1->6.

- Packo/SAM reloadtime decreased: 15%.
- Eradicator/Chainsaw reloadtime increased: 60%.
- Added flighttime tags to many AA missiles.
- Screamer/Mercury firedelay script fixed (previously only worked once!).

- Construction ship acceleration increased slightly.
- Transport hovercraft radar blob size fixed, arm script fixed.
- Core Poison Arrow turret turns a bit faster.
- Arm & Core Torpedo seaplanes damage raised 20%.
- Core Leviathan & Arm Serpant aiming vs close-up ships improved a bit.

- Core Gimp script fixed (can fire if built underwater), must now aim turret to shoot torpedo.
- Core Gimp reload time increased, accuracy decreased, buildtime increased 25%.
- Core Termite weapon gfx improved, dps increased by around 15%.
- Core Can HP increased (3850->4350).
- Arm Recluse weapon slightly more accurate.
- Arm Zeus no longer able to shoot Air.
- Arm Archangel & Core Manticore now Amphibious, added to Ambhibious complex.

- Arm Annihilator damage raised 5000->9000, Beamtime raised 0.3->1.5.
- Arm Annihilator hp raised 3000->5500.
- Toaster/Ambusher dps increases: High Traj +15%, Low Traj +45%.
- Pitbull/Viper buildtime increased by 25%.

- Juno now hits some mobile jammers it didn't used to hit.
- Plasma Deflectors buildtime and energy cost reduced by 25%.
- Plasma Deflectors charge cost raised (100->600).
- Plasma Deflectors no longer totally immune to lower ROF non-heavy plasma weapons.

- Core Catapult rockets now reach their max range more often.
- Core Shiva walk script fixed.
- Core Shiva given its own weapons, it had the Dominator missile and was unintentionally buffed with Dominator range increase.
- All special damages VS T3 mechs removed (aside from certain emp immunity).
- Arm & Core Experimental Gantry buildtime raised by 25%.
- VULCBUZZ armourclass removed, all special damages vs VULCBUZZ removed.

6.5 --> 6.6

- Raised LosMipLevel and AirLosMipLevel for a great reduction in lag

- Fixed Krogoth vlaunch misfiring
- Fixed Liche autofiring
- Fixed Recluse range
- Fixed some gfx corruption in bomber explosions
- Fixed the 'no more mexs to upgrade' notification on the mex upgrader gadget being sent to every player

- Added moho exploiter fix widget
- Added proximitypriority tags to some high trajectory cannons so they prefer further away units
- Added collidefriendly=0 to some aircraft weapons to stop them hitting eachother when tightly packed
- Added some custom textures to arm and core missile trails
- Added some weapon gfx effect improvements (Zeus, Bantha)
- Upgraded defense range widget
- Fixed take reminder widget (sends the proper /take command now)
- Added the 'no duplicate orders' widget

- Removed an unused 'FORT' category from the SAM
- Removed seismic sig from stumpies
- Reduced the volume of metalmakers on/off sounds

- Beamer turret rotation speed increased, targetmoveerror reduced slightly
- Double LLT tweaked so each laser can find different targets
- Double LLT now slightly more energy efficient than two llts (-60 vs -80 drain on constant fire)
- Dragons claw, Dragons maw no longer attempt to attack aircraft
- Added 'DragonsDisguise' gadget, this can stop units from noticing dragons claws/dragons maws until they've popped up

- Blade speed increased (~5 to 8), renamed from 'Heavy' to 'Rapid Assault'

- Zeus buildtime lowered by ~15%
- Fido speed increased by 15%

- Raised burst DPS on SAM, packo slightly
- Chainsaw & Eradicator now deal good burst damage at range rather than low damage over time.
- Screamer/Mercury now have a fire delay button, you can specify per turret how many seconds to wait before firing once an enemy is spotted (0-5)

- Reduced the chain explode factor on the lighter tech 3 mech deaths
- Kargs and Razorbacks can now target features (ie, can eventually shoot through corpses & dragons teeth)
- Razorbacks acceleration and turret speed increased slightly
- Raised the Arm Vanguard HP (18000)
- Juggernaut main cannons now no longer avoid features (it wouldn't attempt to fire through corpses before)
- Lowered Juggernaut HP (300k)
- Bantha hand cannon dps increased
- Increased buildtime on Bantha, Juggernaut, Krogoth
- Increased workertime on gantries slightly
- Reduced the energypershot on Vulcan & Buzzsaw (constant fire: vulcan -18k, Buzzsaw -21k)
- Bantha is now amphibious


6.41 --> 6.5

Fixed a crashbug with the areaatack gadget.
Fixed LUPS
Fixed Customformation widget


6.4 --> 6.41

Kill All Enemy Commanders, really is the default game mode ;)
Arm Phoenix Script fixed
Fixed CustomFormations widget for 0.77
Fixed MexupgradeGadget


6.31 --> 6.4
Renamed end game modes so its more clear what mode does what
Kill all enemy Commanders is now default end-game option
Added a widget to show which mode is used at the start of a game
Added Widget to display which endmode is active
Fixed firepoints for HLT,HLLT,Pitbull,Flagships,Battleships,Cruisers,Destroyers
Units which are being transported by a Intruder, wont die when a intruder dies.
Fixed yardmap of Core Adv kbot factory.
Mexes can be made it shallow waters now, UwMex mindepth changed to 15 (this change also affects mohomexes)
Nerfed Dragons Claw anti air capability
Removed the non-working anti-air gun of the phoenix
Increased DPS of Warlord, increased laser range a bit too
Increased DPS of the main weapon of the blackhydra
Reduced Arm Saber costs
Increased range of Dominator and Morty
Made zipper EMG, truely look like EMG and increased DPS
Nerfed Scouts/flea anti-air capability
Commando removed
Lowered cruise alt of T2 transports
Increased wezel LOS a bit
Increased storage level of adv. Energystorages
Goliaths no longer target air
Mines/Crawling bombs can now be set on hold fire
Added Adv. Playerlist widget by Marmoth
Added Attack AoE widget by Evil4Zerggin
Updated defense range widget




6.3 --> 6.31

Down graded LUPS to the 6.21 version, to fix the desyncs

6.21 --> 6.3
Flagships have the same movement as other ships now
Core nanoturrets can no longer be build in the water
GIMP torpedo reloadtime increased
Croc and Triton leave a wreck now
ARM and CORE adv. Torp. Launcher have the same minimum depth now
removed the annoying cannot reach destination sound
Added Commander name tags widget, Thanks Evil4Zerggin and CarRepairer.
Added FPS-manager widget, Thanks quantum
Made Crusaders more expensive
Reduced Gunship chain reaction
Fixed the reloading of the Core Catapult
Removed the unused turret of the Arm Razorback.
Added Take remind widget written by Evil4Zerggin
Added Commends and highlight widget written by trepan
Updated quite some widgets, by comparing them to CA versions, Thanks CA Team!!
Added a set of new game-ends rules, in mod options, made by KDR_11k:

 Make sure you put the game on: Game continues if commander dies.
 Then pick one of the mod options:

 -  Kill Everything: Just disables all of the gadgets and lets normal Spring rules apply.

 -  Commander: Team based com ends, if an allyteam has its last com destroyed the whole
	  team is eliminated, as long as one player in the team has a com left the whole team
    remains in play. 

 -  Commander Control: In addition to the above a player without a com is unable to give
 	  orders to his units, all he can do is share them to an ally (sharing to enemies and
	  self-d are disabled). An ally can take his units by using the ".luarules take" command.
	  It was unfortunately not possible to merge this into the regular .take. 





6.2 --> 6.21
Fixed Error messages from the luashockwave gadget?
Fixed Amphid Speeds
Fixed Anti-nuke type
Reduced Seaplane-fighters LoS

6.1 --> 6.2
Fixed directcontrol gadget.
Fixed Layout gadget to not crash on /luaui reload, thanks eriatarka
Reduced Los of fighters to their weapon range, did not do sea planes yet
Added collide=0 to the brawler (forgot it last release :-) )
Removed Lups exhaust from the gunships, it looks bad, i realise now :)
Made the minesweeper weapon behave more elegant.
Added fixed scripts from krogothe86
Made Minwaterdepth of all big ships the same
Added luashockwave, Thanks jK!!
Mobile antinukes will no longer chase enemies
Altered the BA-Layout to 10 rows so it works better on 1024x768
Made Anti-nukes faster.
Fixed Seismic rings.
Amphids are as fast underwater as they are on land



6.0 --> 6.1
Updated CustomFormations widget, Thanks jK
Added the reclaim info widget
Added Exhaustflames to planes using LUPS, it looks nice now ~~
Added Collide=0; to all planes
Buffed the high traj weapon of the fido too, forgot that last release
Improved Shields
Fixed the Krow script, thanks [Krogoth86]!
Arm Marky can be build again (fixed a typo)
Core Tidal is as small as Arm Tidal now
Added ARM.bmp and CORE.bmp to sidepics for support with other lobby's
Intimidator shots cost the same as Bertha Shots now.
Fixed Nuclear Missles / Starburst Missles.
You can no longer FPS Vipers, Tactical nuke Launchers.
Added AreaAttack to Arty-veh, Bertha/Timmy
Radar/Jammer units will no longer "attack"
Added a Layout for the Gui , a widget by lurker, many thanks!



5.91 --> 6.0
Updated defenserange widget by verybadsoldier
Updated LUPS
Updated HP-bars widget by jK
Fixed Arm HoverConstructer script, Thanks Krogoth86
Decoy Commanders wear Santa Hats too now(when its christmastime)
Increased LOS of Radar Veh/kBots
Increased Zeus HP
Increased Fido Range
Increased Maverick HP
Increased Fatboy HP and DPS
Increased Pyro DPS
Core Battle Sub no longer drains E
Both Battle Subs have increased turnrate now
Decreased Arm Seabomber HP
Shiva no longer targets planes
Removed specialdamages from T1 subs to Torpedo Launchers
Increased Shields repulsionstrength
Added modtags to modinfo.tdf
Buffed Advanced Torpedo Launchers, Less costs, more HP
Increased Battleships HP and Range
Torpedo Seaplanes are in the L2bombers Armorclass now 
Removed MetalGenerators
AF fixed unit_direct_control.lua, Thanks!
Fixed Starburst Missiles (e.g. Merl and Nuke) to work with SVN version


5.9 --> 5.91

Fixed Corssub corpse metalvalue
Added missing files for the Healthbars and the defense range widget.
Removed unneeded tags for the VTOL_SABOT and the VTOL_ROCKET weapons
Buffed Arm Zipper's HP and DPS
Plane Trails disabled for now, Spring doesnt displays it properly IMO, at least not with lups.
Increased LoS of Flea and of AK, so they can be used as LLT spotter for Storm/Rocko
Added the V for the version again :P
Added the latest Defenserange widget

5.8--> 5.9

Added Defense Range V3.1, by verybadsoldier
Added Healthbars widget by jK
Added Customformations widget by jK
Added unit_mex_upgrader.lua by BigHead
Increased Juggernaut's Mass
Decreased Sumo's range, this also effects MohoExploiter and Doomsday machine
Nukes will no longer collide with Friendly units (so it wont go BOOM above your base, when it hits a fighter :P)
RadarVehicles LOS adjusted, ARM nerfed, CORE buffed >:)
Added an image needed for the buildbar widget.
Commando noautofire=0; now, also decreased the EMP damage so it shouldn't cause heavy screenshakes. Also doubled its capturespeed =)
Fixed Rapier and Blade missile's
Arm Destroyer slighty more DPS (7%)
Nerfed Doomsday Armour 5% to 8%
Consul begins building faster now, thanks Krogoth86
Added avoidfriendly=0; to the DGun
Reduced Special damage from LRPC/RFLRPC's to ships
Ships/Subs wrecks leave a Heap now when they get destroyed.
Fixed CorConship/CorRoy wakes.
Replaced Adv Fusion models with the CA models, Thanks Saktoth
Added Some lights on some factory's a la CA.
Added LUPS, which adds some effects to certain units, Many thanks go out to jK for making LUPS
Necro and rector will leave a corpse now.
Removed corpses which aren't needed.
New set of Loadscreens
Disable FPS control of the Moho Exploiter
Buffed Intrusion Countermeasure System's

Redid T2 sea (will still require more tweaking probally =)):
Levithan/Serpent are Battle subs now
Sharks/Piranha's are Sub Killers now
Cruisers costs Increased, Depthcharge Nerfed
Flagship Range Increased.
Naval Assister worker time Increased
Reduced Costs of Anti-Air ships
Seaplanes got more like T1.5 stats now and can submerge.




5.71 --> 5.8

Light mines really don't do impulse anymore.
Reverted Gater Hitsphere
Transportships can no longer load enemy units.
Juno Weapon will no longer kill fusions on maps like SpeedBall and Cow.
Reduced Tremor costs (20%)
Increased Reaper DPS (15%)
Increased Reaper Weapon velocity
Increased Goliath DPS (30%)
Reduced Goliath max speed (20%)
Reduced Goliath Turning speed (30%)
Increased metal worth of Gol Corpse
Increased Goliath HP (16%)
Reduced Penetrator DPS (10%)
Reduced Bulldog DPS (10%)
Increased Panther DPS (35%)
Decreased FHLT range
Increased Bertha/Intimidator accuracy
Reduced Catalyst costs
Reduced Catalyst Range
Reduced Catalyst missle Costs and Buildtime
Increased Destoyers Range
Increased Missle Hover range 
Increased Aircraft Carrier Ships worker time, to match repair pads.
Changed Maverick's description to Skirmish Kbot



5.7 --> 5.71

Fixed the wreckagefile

5.61 --> 5.7

Arm Spy can no longer be build from the Amphid lab.
Really fixed the Arm Seer corpse metal ammount :P
Removed the radar turn off on E-stall lua-rule.
Increased Buzzsaw/Vulcan energycosts to fire, you need redicoulous ammounts of E now :)
Floating targetting facility's costs divided by 4, so they are in line with the landbased ones.
Arm Solar Hitsphere decreased to Core Solar size
Gator Hitsphere decreased to Armflash size
Tweaked Floating Radar hitsphere's so subs can kill them more easy
Light mines no longer do impulse
Removed Flares from all planes which had them
Made Juno Cheaper, Moved to T1 builders, Made the missle cheaper, faster to build, decreased its AoE a bit (You can also kill minefields with it!!!)
Radar Jamming Kbots have the Kbotmovementclass now.
Added one boring loadscreen, because Satirik Bribed me :(
Increased Catalyst's Range, reduced the damage to commanders


5.6 --> 5.61

Fixed typo which caused the Core Adv Kbot lab to be 10 times expensive as it should be.

5.5 --> 5.6

Increased Juggernaut's Size, and costs
Put the Juggernaut in the Krogoth armor class, so it receives the same special damages
Maverick leaves a wreck now
Informer and Seer wrecks metal worth adjusted.
Increased Halberd's size, and fixed the firepoint, Saktoth fixed the script
Juno's Missle Now also destroys minefields
Increased Ground damage of Avengers and Freedomfighters
Increased Sonar Range of Destroyers a bit
Triton costs reduced
EMP-bombs damage reduced, to fix the screenshaking if you use the screenshaking widget
Added some gfx to some units, took from XTA and modified them a bit to fit BA, thanks Noruas and Gizmo!
Improved Vulcan/Buzzsaw's accuracy, but it takes a shitload of E now :)
Fixed bladewing patrols, thanks to Saktoth
Jammers/Radars now disable when you E-Stall, lua script by licho
Made Juno's weapon go less high
Dragon Eyes can no longer be build in the water
Spies are no longer amphib
Pelican a bit more hp and dps
Core skuttle is now amphib and cost some less BT
Increased Viper/Pittbull costs a bit
T2 Factory's cost less now
Replaced the loadscreens




5.4 --> 5.5

Massivly increased Juggernauts HP
Increased Bantha's HP
Increased Razorback speed and dps
Viper and Pittbull DPS doubled
AK speed incresed
Increased Merl/Diplomat AoE and DPS
Doubled Tremor costs, well almost.
Doubled Krow's HP
Almost halved Liche's costs
Increased Banisher DPS
Added some lua widgets



5.3 --> 5.4

Storm costs increased
Reaper hp increased
Warrior dps increased
Cor goliath costs increased
Samson/Slasher LoS increased
Panther is more accurate now while moving
V-launch missles don't go as high anymore


5.2 --> 5.3

Janus range reduced, dps reduced.
Fixed the movementclasses of radar/jammer veh/bots.
Rez bots moved to T1 Kbots. costs adjusted.
Decreased Thud and Storm costs slightly to make up for armwarrior.

5.1 --> 5.2

Fixes a bug which might cause crashing when building and adv factory.
Removed streak (Caydr's bonus unit)
Bantha can no longer be airlifted
Made some buildpics a bit brighter (Thanks Trademark)

4.7 --> 5.1

Flash slowed down a little
Energy structures revised, each step is now like a 30 % efficency gain Solar --> adv Solar --> Fusion --> Adv Fusion. The underwater fusions have the same efficency as a regular fusion. The cloaked fusion is about 20% more effective then adv solars.
Snipers are no longer stealth
ARM mohomines lost their cloaking ability.
Fixed Seaplane torpedo planes, they will fire on ships now, they lost their anti air missle in the progress though.
Fixed bladewings, they will keep attacking units now.
Added back in the mobile radar/jammer vehicles/kbots, their costs adjusted to make more sense.
Reverted Arm Dragon Teeth model.
DragonTeeth have a higher slope tolerance now.
leveler reload time decreased slightly
janus damage increased
Commander Self-D time reduced to 5 seconds.
beamers damage improved 
claws/maws damage improved
claws accuracy improved
Gave the corvette ships some more speed and dps

T2 got buffed, Day took some time to tell me how he did it:

Core 
reaper role changed into more of a lighter tank
golly firing rate increased weapon damage increased aoe increased
pillager made faster, costs increased
mobile flak firepower reduced
can dps and speed increased
sumo range and speed increased
dominators a little more firepower
made crawling bombs faster
Pyro a little faster

Arm
zeus faster, more health
fido speed increased slightly
sniper stealth removed
crawling bomb faster
fatboy more range
mavs a little faster
zipper a bit more health
bulldog made faster
penetrator shorter reload
luger faster, costs decreased
panthers a bit faster




4.61 --> 4.7
Fixed Vamp Cruisealt
Intruder can no longer load enemy units (Thanks Rattle)
Implented Argh's Arm DT (someone should make us some for Core too. and maybe the floating DT's fortwalls as well)
T3 units are no longer transportable.
Seaplanes fighters do damage to aircraft again
Added some effects by Fox
Added Decoy tags so they won't be broken with luaui
Juno costs (M/E/BT) reduced by 30 %
Croc DPS reduced by 20 %
Skuttle damage and AoE improved by 20 %
Repairpads are no longer transportable
Repairpads are 30% cheaper
Fusions have their stats hidden to the enemy now, so decoys work
Decoy Dgun costs 50 E to fire now instead of 500
Maverick speed increased by 15 %
Lvl2 Radar Jammer E Costs to about 18K instead of 1.8K


4.6 --> 4.61

Fixed minelayer's Sweep weapon (hopefully)
Gunships/Transports/Some other planes are no longer near immune vs fighters.
Commado can no longer cloak
Improved Corvette's tracking it's like a LLT now.
Skeeter/Searcger HP nerfed



4.5 --> 4.6
Core radar has LOS again
Stumpy speed reduced (its slower then a gator now, but still faster then a raider)
Gave Corvette's Lazors, Lowered DPS a bit because it will always hit now.
Sniper cost to fire is 500 E now.
AK 40 less HP
Removed special movementstats of Hawks/Vamps/Seaplanes
Reduced grouddamge of all fighters to 30 % to ground targets, 10 % to Commanders
HLT's 5 % more DPS
Hoverscouts 15 % more costs and BT
Bombs do 50 % less damage to chainsaws (adjusted their description)
Thuds/Hammer DPS increased by 6%
Floating dragonteeth can be reclaimed again
Fixed EMP problems (Thanks Saktoth!!)
KrogCrush will do even less damage to heavy units.
Fixed banisher visual bugs (Thanks Nemo!!)
Fixed typo in the torpedolauncher weapon. It will have a lower ROF now.
Improved Minesweeper (bigger AoE) and gave it a visual effect, just force fire somewhere.
Fortwalls can be reclaimed now, but they have 200 E, so they reclaim slow about 3 seconds a piece.
Removed the AoE of depthchargelauncher's weapon, it shouldn't be OP anymore on Tropical like maps


4.41 --> 4.5
Fixed the metalammount of the Targeting facility's corpses and heaps
Gave Janus its "arc" Weapon as in AA
Decreased Doomsday Costs by 30% (also adjusted corpses)
Increased Doomsday HP by 11%
Made radar planes, Radar/Sonar planes
Arm Blade (Level2 Gunship) will no longer chase planes
Greatly reduced the bugginess of skeeters/searchers to fire their AA missle.
Corpse of Hive no longer floats
All seaplanes have floater=1; now, so they can land on the water
Seaplane radar/sonar planes, sonarrange doubled.
The advanced Construction subs are deeper in the water now, so their buildturret will not come to the surface.
Decreased Core Mohomine costs/builtime/corpsevalues to match the Arm version more.
Made the lasers thicker and more colourfull.
Vamps/Hawks Flare reloadtime increased by 40%, grounddamage reduced by 10 %
Seaplanes can now be build by L1 Con Ships
Seaplaneplatform costs increased by 20 % (and corpse)
Juggernaut costs reduced by 10 % (and corpse)
Pelican maxvelocity increased by 30 %
Gave NavalEngineers more buildpower
Seismic detectors costs Halved (and corpse)
Made the Destroyerships able to fire while retreating/turning.
Underwaterfusions produce more E now, they are on par with regular fusions now
Floating metalmakers make 1.1 metal per 60 E now
Underwater Mohomakers make 13 metal per 600 E now
Increased adv sonar range to be more inline with the regular sonars
Removed HAX rangerings as they are no longer needed
Included a somewhat GUI, you have to enable LuaUI in settings.exe (gui.lua was made by Napkin, Thanks!)

4.4 v--> 4.41
Fixed Geo's
Minelayers will no longer follow enenmy units


4.33 --> 4.4
Advanced Anti Air Kbots and AA hovers no longer follow ground units
Gave detpcharge some tracking again
Fixed the extraction rates of mexxes/twilights/exploiters, somehow they were mixed up
L1 Arty can shoot up hills again, due to faster weaponvelocity and hightrajectory
Floating radars can no longer be build on land
Adjusted sonar range rings, so that they reflect the real range
Builtime of Estorages reduced by 50 % (this included the underwater ones)
Reduced Ecosts and Builtime of the Juno by 20 %
Gave the Minelayer some AoE weapon, you still have to manual "attack" the enemy minefields



V4.2 --> 4.33
Arm Fusions really makes 1000 E now
Core Fusions really makes 1100 E now
Adv Fusions really make 3000 E now
Tremor got less hp now
Fixed Sniper bug
Took Commanderscripts from XTA and made the movement of the "Arms" faster
Targeting facilities cost 1/4 now, more facilities will enhance your accuracy of radar dots
removed arrival sounds
Added some loadscreens, thanks machio.
Reduced hp of scouts hovercraft
Floating metalmakers cost 1 metal now
Reduced Gator maxspeed
Reduced acceleration and turnrate of destroyer ships
Removed the laser off the Destroyer ships
Made the depthcharges no longer tracking
Fatboy costs reduced by 30 %
HLT's DPS increased slightly
Increased Banshee DPS slightly
Advanced Anti Air Kbots no longer chase ground units.
Increased leveler E costs
MT/PackO's do 10 % less damage now
LRMT reloadtime increased
Increased Acceleration and turning of Luger/Pillager
Thud/Hammer now have LoS till the end of their range
Increased Solar Buildtime 
Halved JellyFish E-costs
Tidal E costs Halfed
Reduced Torpedo Launcher E Costs by 30 %
(Adv.) Sonar range Doubled
Torpedo from subs have some guidance now
Poison Arrow moved to a other moventclass, so it can climb steeper slopes
Changed the maxslope of shiva in the FBI so it matches with the movementclass
Increased Beamer DPS by 5 %
AK speed reduced a bit
Improved the Core Maw in hp/dps/weaponspeed
Core Slasher's HP bar is now visable when he fires
Made Krogoth Able to Crush units with his feet, except heavy units/buildings
Gave Krogoth more HP
Reduced E Costs of All T3 units by 40 %









V4.1->v4.2
Fixed EMP bomber damage (it will only do stunning now)
Punisher now has the correct icontype
Mohometalmakers rebalanced
Floating metalmakers rebalanced
Added Level2 AA bots back in
Added a D-gun effect borrowed from XTA8.1
Increased Advanced radar ranges slightly
Increased Floating radar ranges slightly
Matched radar ranges to dummy range
Arm and Core Geo both produce 300 now
Arm and Core Moho Geo both produce 1250 now
Fusions make 1000 E now, ARM 4000 HP CORE 4500 HP
Adv Fusions make 3000 E now, ARM 7500 HP CORE 8500 HP
Banisher range reduced a little
Weasel/Jeffy reloadtime increased a bit
Conveh and Conbot buildspeed the same now (90)




V4->v4.1
Fixed a panther bug
Added custom unit icons


v3->v4
AK speed reduced Health increased range increased damage reduced
Penetrator range increased
Fixed dgun being able to fire 3 times at once
Fixed a typo in merl health
Thunder/Shadow health and turnrate increased significantly
Reverted tremor damage
Zipper E costs lowered
Fixed panther speed bug
Dominator costs increased to match its increased range
Weasel/jeffy E costs lowered (for some reason it was 600ish)
luger/pillager damage increased and aoe increased ( just trying to make this unit usefull instead of removing it)
Freedomfighter/Avenger costs increased slightly
Bladewing costs reduced
Banisher range increased
Advanced solar (core&arm) E costs reduced (not 0)

Change log from AA 2.23 to Balanced Annihilation xD

Flash/Instigator health reduced
Stumpie/Raider costs reduced acceleration increased projectile speed increased
Samson/Slasher costs reduced damage increased slightly
Wolverine/Shellshocker range increased
Weasel/Jeffy health and damage reduced
Construction vehicle workertime decreased
Leveler costs reduced damage increased speed increased
Peewee speed increased
Construction kbot workertime increased  it now builds faster then the construction vehicle
Rocko/Storm damage increased slightly maxspeed increased slightly
Hammer/Thud damage increased slightly
Warrior energy costs reduced
Flea now has a blowtorch! (actually its a bug i cant fix, im a noob modder!)
Tier one Kbot lab metal costs reduced
Solar now only costs metal
Wind energy cost increased slightly
Can damage increased slightly (3%)
Morty costs reduced (spam baby spam)
Pyro health increased slightly
Dominator range increased (it now actually outranges Vipers! and lots of other stuffs)
Maverick health reduced (you can get the fuckers by doing lots of damage at once so the regeneration doesnt have a chance)
Reaper/Bulldog range decreased
Merl/Diplomat health decreased alot! (i honestly dont know why an artilery unit like that had 3k health)
Luger/Pillager now fire at low trajectory with increased damage 
Panther health reduced
Tremor damage increased slightly
Brawler/rapiers now have 1k health
Banshee damage increased (20%) E costs reduced
