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Zero-K v1.9.9.0 - Targeting Terrain
Duck is no longer able to ground fire torpedoes. This is consistent with other torpedo and depth charge weapons. Bandit now leads targets at close range correctly. Felon has improved burst and DPS, but less efficient charge to damage conversion.
[ 2021-09-19 09:22:39 CET ] [ Original post ]
This update solves a few recent issues with ground targeting. The easy fix was for Duck, which was previously able to fire torpedoes out of the sea and onto land. The trickier changes solve the unfairness of ground targeting widgets by making the interface more powerful in ways relevant to humans, while reducing its power for widgets.
Other balance changes include Felon tweaks and slower transport speed for Jack. The AI has been updated to fix a bug, and all the configs are now based on the previous bleeding edge test version.
Balance and Behaviour
Duck is no longer able to ground fire torpedoes. This is consistent with other torpedo and depth charge weapons. Bandit now leads targets at close range correctly. Felon has improved burst and DPS, but less efficient charge to damage conversion.
- Reload 0.16s -> 0.13s
- Damage 110 -> 94 (DPS 660 -> 705)
- Shield energy per shot 80 -> 75 (damage/charge 1.38 -> 1.25)
- Aim period 5 -> 3 frames.
- No longer automatically fires at walls protecting enemy mexes.
- Jinks when fighting units such as Rogue.
- Turn rate reduced by 5.4%.
- Aim speed 360 -> 480 (no scope).
- Aim period 5 -> 1 frames.
- Kodachi fires towards nearby enemies that are behind it, to avoid running into its own fire.
- Badger fires in the direction of the closest enemy, whatever the distance.
- Light units cost up to 500
- Medium units cost more than 500 and at most 1000.
- Heavy units cost more than 1000.
- Charon transports Light/Medium units at 70%/50% speed.
- Hercules transports Light/Medium/Heavy units at 75%/65%/50% speed.
Campaign and Coop
- Updated the skirmish AI to fix an idle factory bug - for real this time.
- Removed time constraints on bonus objectives for the first five planets of the campaign.
Interface
- Units can now be told to fire towards an enemy or location. To do so, issue a non-area Set Target order with the Ctrl modifier. This behaviour is paused when enemies are nearby, unless the unit is set to hold fire.
- Improved the smart nano turrets widget Auto Patrol Nanos v2. This is still disabled by default, pending more live testing.
- Improved some widget descriptions.
- Added an option to hide chat.
Modding
- Added explode on victory modoption.
- Fixed the example model scaling gadget for dae.
- Added an unused root to the piece hierarchy of Glaive, Iris, Conjurer, Gremlin, Scythe to allow for easy model scaling.
- Exposed Spring.Utilities.CommandNameByID(cmdID) and Spring.Utilities.Traceback() to widgets.
Fixes
- Saved some memory in the UI framework.
- Fixed torpedoes sometimes falling through the map.
- Fixed imaginary numbers in the ballistic projectile solver.
[ 2021-09-19 09:22:39 CET ] [ Original post ]
Zero-K
Zero-K Team
Developer
Zero-K Team
Publisher
2018-04-27
Release
Game News Posts:
63
🎹🖱️Keyboard + Mouse
Very Positive
(3733 reviews)
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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