Zero-K v1.9.6.0 - Harmony Update
Flea has a bit more map presence to make up for the previous Venom nerf.
[ 2021-06-13 15:54:31 CET ] [ Original post ]
Everything should go just a bit smoother with this update. The AFK detector now has a countdown and disables construction, bringing harmony to teams. A number of unruly fonts and boxes have been brought into line, bringing harmony to the interface. The normal difficulty AI has chilled out. Singleplayer and multiplayer can be as one with skirmish and campaign autosaves during matchmaking. Most harmoniously, maps can now (effectively) be nice smooth circles rather than pointy squares.
Balance
Flea has a bit more map presence to make up for the previous Venom nerf.
- No longer slightly leads its target, removing a small retreat disadvantage.
- DPS increased by 7.1%
- Area cloak and jammer range 192 -> 184
- Range reduced by 1.9%
- Projectile speed reduced by 1.9%
- Speed 67.5 -> 65
- Reload time 5.5s -> 5.6s
- Speed 84 -> 87 (2.8 -> 2.9)
- Speed increased by 0.35% to a round number.
- Range 205 -> 210
- Cost 190 -> 185
- Speed increased by 0.53% to a round number.
- Range 340 -> 345
- Damage 150 -> 160
- Reload 2.8 -> 3.2
- Damage 400 -> 520
- Increased edge effectiveness.
Singleplayer
- Normal AI is now noticeably easier, with the goal of reducing the jump from Easy to Normal.
- Hard AI is slightly easier. Brutal is unchanged.
- The player has more defenses in campaign mission 2 to give them more breathing space.
- Added a few extra things to destroy in campaign missions 2 and 3.
- Singleplayer games are now automatically saved when a matchmaker match is found, for players that would like to play singleplayer while in the queue.
Unit Behaviour
- Added Anti-Bait toggles for Knight, Dagger, Cutter, Hunter, Blitz.
- Fix Bandit unit AI, it now idle flees itself and Duck.
- Urchin can no longer Force Attack the ground (both on land and underwater).
- Gauss now aims down cliffs properly.
- Units can no longer guard themselves.
- Fixed retreating Attack Move units occasionally returning with Move after being repaired.
- Fix Ronin and Rogue on Attack Move jinking too fast to aim and fire.
AFK Detection
- Renamed the lobby option toggle to "Inactive Player Unit Sharing" and added a default that enables it in PvP while disabling it for Coop.
- Increased AFK threshold from 30s to 40s.
- Added a visual warning that start at 32s of inactivity.
- Fixed typing in chat erroneously not counting towards activity.
- Shared constructors and factories are now given a Wait command, which is removed when they are shared back.
Mapping
- Maps can now define a playable area, restricting unit movement and construction. Circular maps can be created with a config file and functions for arbitrary shapes have been exposed.
- Added a circular playable area to BlackStar.
- Cleaned up metal spot inconsistencies on Pinewood Derby, Archsimkats Valley and Altair Crossing.
- Added startboxes for Stronghold, Throne, Tundra, Rysia, Battle for Planet XIV, Vernal 3-way, and Small Supreme Battlefield Dry/Islands/Original.
- Spring.Utilities.Gametype.isCompStomp() returns true if there is exactly one team that only contains humans.
- Spring.Utilities.Gametype.isTeamFFA() returns true if there are more than 2 teams and at least one of them has multiple players.
Modding
- Added warnings about LaserCannons with ranges not equal to a multiple of their speed. The next release they will get turned into erroring on load
- Script.IsEngineMinVersion returns true correctly on bleeding edge (i.e. versions X.1.Y-Z).
- Projectiles are no longer filtered for spectator widgets.
- Added a detonate command to an unused kamikaze submarine.
Fixes
- Tweaked numerous ingame and menu font sizes and button dimensions for consistency.
- Improved font management to cut down on memory usage.
- Improved the load time of the map list in the game lobby.
- Fixed map and mod downloads occasionally needing to be retried near completion.
- Made cost and time more prominent in construction tooltips.
- Right mouse button now takes precedence over Alt on the factory build queue.
- Fixed large build queues adding units uncontrollably with Alt and some rapid clicking.
- Improved Fusion, Antinuke and Trinity smoke effects and Zenith beam effect.
- Fixed Antinuke and Area of Effect visualisation being slightly off-position when targeting water.
- Fixed a bug with persistent build spacing with non-default settings.
- Fixed how the ingame abuse report window reports FFA.
- Fixed a rare commshare bug that could break team FFA.
- Fixed negative damage showing up in endgame graphs.
- Fixed Strider Hub not aiming correctly.
- Fix the Wait indicator not appearing over factories.
- Fix the Wait indicator not appearing over transferred units.
Zero-K
Zero-K Team
Zero-K Team
2018-04-27
Indie Strategy Simulation Singleplayer Multiplayer Coop
Game News Posts 63
🎹🖱️Keyboard + Mouse
Very Positive
(3683 reviews)
https://zero-k.info
https://store.steampowered.com/app/334920 
Commander wanted! Construct giant robots, build an army of a thousand Fleas. Move mountains if needed. Bury the enemy at all cost!
- Traditional real time strategy with physically simulated units and projectiles.
- 100+ varied units with abilities including terrain manipulation, cloaking and jumpjets.
- 70+ mission galaxy-spanning campaign to be enjoyed solo or co-op with friends.
- Challenging, (non-cheating) skirmish AI and survival mode.
- Multiplayer 1v1 - 16v16, FFA, coop. ladders, replays, spectators and tournaments.
- PlanetWars - A multiplayer online campaign planned to start in May.
- Really free, no paid advantages, no unfair multiplayer.
Fully Utilized Physics
Simulated unit and projectile physics is used to a level rarely found in a strategy game.
- Use small nimble units to dodge slow moving projectiles.
- Hide behind hills that block weapon fire, line of sight and radar.
- Toss units across the map with gravity guns.
- Transport a battleship to a hilltop - for greater views and gun range.
Manipulate the Terrain
The terrain itself is an ever-changing part of the battlefield.
- Wreck the battlefield with craters that bog down enemy tanks.
- Dig canals to bring your navy inland for a submarine-in-a-desert strike.
- Build ramps, bridges, entire fortress if you wish.
- Burn your portrait into continental crust using the planetary energy chisel.
Singleplayer Campaign and Challenging AI
Enjoy many hours of single player and coop fun with our campaign, wide selection of non-cheating AIs and a survival mode against an alien horde.
- Explore the galaxy and discover technologies in our singleplayer campaign.
- Face a challenging AI that is neither brain-dead nor a clairvoyant cheater.
- Have some coop fun with friends, surviving waves of chicken-monsters.
- Cloaking? Resurrection? Tough choices customizing your commander.
Casual and Competitive Multiplayer
Zero-K was built for multiplayer from the start, this is where you can end up being hooked for a decade.
- Enjoying epic scale combat? Join our 16v16 team battles!
- Looking for a common goal? Fight AIs or waves of chicken-monsters.
- Prefer dancing on a razor's edge? Play 1v1 in ladder and tournaments.
- Comebacks, betrayals, emotions always running high in FFA.
- Want to fight for a bigger cause? Join PlanetWars, a competitive online campaign with web-game strategic elements, diplomacy and backstabbing (currently on hiatus pending an overhaul).
Power to the People
We are RTS players at heart, we work for nobody. We gave ourselves the tools we always wanted to have in a game.
- Do what you want. No limits to camera, queue or level of control.
- Paint a shape, any shape, and units will move to assume your formation.
- Construction priorities let your builders work more efficiently.
- Don't want to be tied down managing every unit movement? Order units to smartly kite, strafe or zig zag bullets.
Plenty of Stuff to Explore (and Explode)
Zero-K is a long term project and it shows, millions hours of proper multiplayer testing and dozens of people contributing ever expanding content.
- Learn to use all of our 100+ units and play on hundreds of maps.
- Invent the next mad team-tactics to shock enemies and make allies laugh.
- Combine cloaking, teleports, shields, jumpjets, EMP, napalm, gravity guns, black hole launchers, mind control and self-replication.
- Tiny flea swarm that clings to walls?
- Jumping "cans" with steam-spike?
- Buoys that hide under water to ambush ships?
- Mechs that spew fire and enjoy being tossed from air transports?
- Carrier with cute helicopters?
- Jumping Jugglenaut with dual wielding gravity guns?
- Meet them in Zero-K!
MINIMAL SETUP
- OS: Ubuntu 13.04 or equivalent
- Processor: 2.0 GHz dual core CPU with SSE (Intel Core 2 Duo or equivalent)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512 MB graphics card with OpenGL 3 support (GeForce 8800 or equivalent)
- Storage: 6 GB available spaceAdditional Notes: 64bit only. Big Picture mode is not supported
- OS: Ubuntu 17.10 or equivalent
- Processor: 3.0 GHz quad core CPU (Intel Core i5 or equivalent)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 2048 MB graphics card with OpenGL 3 support (high GT 500 series or equivalent)Network: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: 64bit only. Big Picture mode is not supported
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