Back in February we reduced the starting resources and commander income, with the aim of extending the early game slightly. After six months of data and feedback we suspect balance suffered as a result, so the income change has been reverted. We also addressed another ongoing balance project - Shieldbots - with a few buffs.
This patch has the usual smattering of fixes and UI improvements, with the most notable being improvements to Area Mex and fixes for the AI. Area Mex now works pregame and has a terraforming mode. To counteract the terraforming mode a few units have been given wall-defeating behaviours. The AI fix is more of an update that started as a fix, and includes tweaks to the difficulty levels. Feedback about the difficulty progression would be appreciated.
Balance
Increased starting income back to pre-February 2021 levels.
- Initial metal income 5 -> 6.
- This was done via increased commander income (3 -> 4).
- Initial stored resources is still lower than before (300 -> 250).
- DPS 83.5 -> 86 (+3%)
- Real damage 26 -> 27 (+3.5%)
- Slow damage 78 -> 81 (ratio unchanged).
- Projectile velocity 185 -> 192
- Damage 340 -> 350
- Health 1400 -> 1600
- Removed artificial 133ms aim delay.
- Speed 48 -> 45
- Cost 260 -> 270
- Speed 65 -> 60
- Health 1720 -> 1650
- Range 260 -> 265
- Heat decay 14.28% -> 16.67% per second.
Matchmaker Rotation
- Removed Jurassic Sands and Calayo.
- Removed Aurelian from 1v1 (still in Teams).
- Added Ravaged and Frostburn to 1v1 and Teams.
- Added Izki Channel to 1v1.
- Added Banana Republic to Teams.
Interface
Area Mex has the following improvements.
- Added Area Mex to the pregame queue.
- Point clicking now snaps to the closest point, the same as using a metal extractor blueprint.
- Point clicked Area Mex commands have the same key modifiers for queuing adjacent energy.
- Shift-release behaviour is now consistent with structure placement (it deselects if an order has been issued).
- Added a terraform mode.
- It exists as a separate command (default hotkey Alt+W).
- By default it does not appear as a UI button.
- The basic command builds a wall after the mex is complete.
- Issue with Alt to dig a hole prior to placement instead of a wall.
- Issue with Ctrl to increase height/depth of terraform.
- Configure the height/depth in Settings/Interface/Building Placement.
- Has the same point click improvements as base Area Mex.
- Unit markers report the progress of things under construction.
- Freed up F6 and F7 for hotkey binds.
- Starlight and Disco Rave Party now have a directional placement arrow (like factories).
- Claymore has anti-bait against free units by default.
- Unit descriptions now consistently say 'Anti-Sub' for units that can reasonably fight submerged Ducks and Seawolves, and 'Undersea Fire' for units that can fire while submerged.
- Tweaked the default Alt+N terraform wall slightly higher.
- Added a Alt+M default terraform hotkey, which is like Alt+N but high enough to protect Stinger from Lance.
Modding
- Local widgets can no longer use Spring.GetVisibleProjectiles.
- Local widgets no longer receive enemy projectiles from Spring.GetProjectilesInRectangle.
- Ploppable factories now have the 'ploppable' CustomParam, rather than ploppability being determined by a config file.
Fixes
- Fixed AI factories sometimes 'breaking' lategame. This required an AI update, so post feedback about the migrated difficulty levels. Beginner and Novice are unaffected.
- Removed Economist AI as it is now bundled into Brutal.
- Fixed Quake (seismic missile) being able to crash Glint (Starlight's satellite) back to earth.
- Fixed Raven sometimes failing to dive against Aegis.
- Fixed unit AI internal commands sometimes cancelling user commands via duplicate orders.
- Fixed uneven and misnamed startboxes on Stronghold_V4.
- Fixed Conjurer wreck being indistinguishable from Gremlin.
- Fixed dying terraform anchors dealing 0.0001 damage.
- Fixed garbage being rendered with Outline Shader enabled.
- Fixed the cheat menu not appearing on its own if the Null AI had a different name.
- Fixed spectator panel numbers bobbing up and down.
- Fixed mex placement widget eating too many mouse buttons.
- Fixed some gray labels in missions with locked 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!
- 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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