No.
2.3 Beta 1 is now available:
http://downloads.sourceforge.net/ta-aa/ ... 3Beta1.zip
It's 100% untested, but I wanted to post this before the weekend because I'm probably going to be pretty busy. It should be, uh, reasonably... not unplayable.
Thanks go to Noize for the improved Commander scripts. About the changelog, um, sorry for the lack of detail.
Here's a quick summary:
The major identified flaws in 2.23 have been corrected.
Several units have also been removed... these include:
D-Maw - not in Core's style, IMHO. I might reconsider this... it's just omitted from the build tree at the moment.
Decoy Fusion - Lots of people whine that it's not of much use because it can be easily differentiated from the real one thanks to the "value" thing.
Dominator - Gave its role to morty
...And possibly, though not probably, others.
I've expanded seaplane build menus so they're back to OTA:AA style - they can build everything L2 con airs and L2 con subs can build.
Build menus have been completely reorganized. They follow this pattern:
Factories
Nano Turrets
Resource
Storage
Detection
Anti-Air
Short range
Medium range
Long range
Fortifications
Mines
Superweapons
In factory menus, they are similar:
Builders
Engineers/Assisters
Rezzers
General Purpose
Artillery
Anti-air
Crawling Bombs
Special Purpose
Anti-Nuke
In Air factories, it's a little different:
Builders
Gunships
Fighters
Bombers
Scouts/AWACS
Transports
Special
Blade, the flak-resistant gunship, is now a Stealth Gunship. Seemed more Armish to me, and how dumb is the idea of "flak resistant"... honestly... come on.
Banshee speed, HP, DPS boosted, energy cost reduced
Bomb AoE reduced, helping to clarify the difference in role between bomber and gunship
Fixed COAX_TORPEDO typo
Switched to single-shot EMG sound effect
Increased bomber cruise altitude, reduced their LoS
Increased con seaplane footprint size so it better reflects their actual size
Reduced con hover footprint, see above
Zipper description changed to "advanced raider" from... something else
Naval engineer changed to "naval combat engineer"
Con ships now move and accelerate more like destroyers and other L1 ships
Morty now has high trajectory toggle
Seismic detector physical size reduced to make them a less easy target, detection radius increased a little, costs reduced (I think)
Seaplane factory min water depth reduced, so they don't need like a mile of water beneath them before you'll be allowed to build em
Increased repulsor energy use on deflection
Got improved commander scripts off Noize
Reduced global "general" impulsefactor by half
Fighters *should* now have a slightly wider possible firing arc, allowing them to shoot at stuff on their first pass more easily
Some plasma, EMG, and laser visual effects changed
Catapult's walking animation slowed down a bit
Generally nerfed anti-air by whatever seemed appropriate at the time... I'll look into this more closely later
Nerfed flash and gator a little
Buffed stumpy and raider a little
Increased samson/slasher firepower very very slightly
Improved the general tank range system a lot... as in, it's no longer arbitrary cavedog stats anymore
DT can be run over again (I think...)
Tremor weapon and unit stats made more sensible
And a lot more stuff I just didn't have time to document or that I forgot about