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Zero-K v1.9.11.0 - Hover Handling and Map Rotation
1v1 pool:
Armour damage reduction reduced 75% -> 66.6%. The following units were partially compensated.
Dagger and Bolas radar icons are now consistent with other light/heavy raider pairs.
Many previously hardcoded abilities now have customParams or are configurable in LuaRules/Configs. While it was possible for mods to copy gadgets to configure such behaviour, it is now easier to do so in a configurable way. This includes:
[ 2021-11-21 14:35:26 CET ] [ Original post ]
The November patch is a large one, with four new maps added to the matchmaker pool, numerous balance tweaks, and many other improvements and fixes.
The most notable balance changes are:
- Armour now reduces damage by a factor of 3 rather than 4. This is to increase counters to armoured turrets and Crab, and to give Halberd space to be tankier while firing.
- Hovercraft have their uniquely terrible slope climbing replaced with uniquely fast speed while turning. A bonus feels better than a penalty, and the old penalty was pretty obscure as well as limiting for map diversity.
- Limpet received its prophesied nerf now its power and general utility has been discovered.
- The ongoing small tweaks to vehicle raiders continue in an attempt to share some of the success of Rover with Hover and Tank.
- Swift no longer fires while landing. Its weapon maybe have to be buffed in the future to compensate.
Matchmaker Pool
1v1 pool:
- Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
- Removed Intersection, Ravaged, Crubick Plains, Frostburn, Izki Channel, Anvilwood.
- Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
- Removed Intersection, Ravaged, Crubick Plains, Frostburn, Aurelian.
Balance
Armour damage reduction reduced 75% -> 66.6%. The following units were partially compensated.
- Halberd health 1250 -> 1600
- Crab health 4000 -> 4200
- Solar Collector health 500 -> 600
- Rather than slow to 60% while turning like other vehicles, they keep all their speed.
- They climb slopes as quickly as other vehicles, rather than climbing much slower.
- Turn rate 920 -> 1100.
- Damage 100 -> 110
- Overkill prevention fires less often at targets that are probably going to die.
- Damage 35 -> 32
- Slow damage 140 -> 128
- Cost 140 -> 145
- Cost 175 -> 170
- Range 215 -> 210
- Cost 150 -> 160
- Speed 123 -> 120
- Damage 150 -> 120
- Slow damage of 1200 unchanged.
- Overslow 5s -> 2s (matches Moderator)
- Cost 70 -> 65
- Can no longer fire while landing.
- Boost recharge rate now obeys status effects.
- Damage 1200 -> 1100
- Reload 2.7s -> 2.9s (stun uptime 74% -> 69%)
- They now have flatter collision volumes when closed.
- If they can shoot over a wall, their aim point is now adjusted so that enemies can shoot back.
- Damage 350 -> 210
- Slow damage of 2100 unchanged.
- Added 2s overslow to Violet Slugger for consistency with Limpet.
- Added 2s overslow to Violet Slugger.
Interface
Dagger and Bolas radar icons are now consistent with other light/heavy raider pairs.
- Icon type Raider/Support -> Scout/Raider.
- This will be confusing at first, but the consistency should be worth it in the long run.
- Added a generic factory plate command that turns.
- It turns into the factory plate of the nearest factory in range of the mouse.
- It exists in the grid construction menu with hotkey BV.
- "defense" -> "defence" (rather than a mismash of the two options)
- "minimun" -> "minimum"
- "stun time" -> "max stun time"
- Self-destructing a selection of units costing less than 1000 now never triggers autoresign.
- Rectangle terraform now turns red when too large.
- Added Swift boost and jumpjet cooldown to selections panel.
- Landed Swifts refund their boost.
- Add Fire Towards Enemies to the hotkey menu.
Graphics
- Improved projectile effect and muzzle flare for Buoy and Halberd.
Modding
Many previously hardcoded abilities now have customParams or are configurable in LuaRules/Configs. While it was possible for mods to copy gadgets to configure such behaviour, it is now easier to do so in a configurable way. This includes:
- Dirtbag mound.
- Full interactions for sonar, radar and radar jamming (eg being disabled when disarmed).
- Phantom firing while cloaked.
- Air transports.
- Teleport beacon.
- Overshoot prevention for turrets.
- Gravity weapons being allowed to Set Target allies.
- Torpedoes not jumping out of the water when they hit the shore.
Fixes
- Fix ward fire error spam on metal maps.
- Krow and Thunderbird now decloak during bombing runs. Previously Thunderbird would only decloak when bombing via attack order.
- Clean up metal spot detection code.
- Improved base64 encoding memory usage.
- Fix Scylla firepoint offset/clipping.
- Fix special weapons not updating their image and text in some cases (eg select a Swift then a Charon).
- Fix SLAM rocket model.
- Fix stretched Dart track texture.
[ 2021-11-21 14:35:26 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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