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Zero-K v1.10.11.1 - Down to Earth
Dirtbag hits slightly less hard and can no longer create very steep terrain.
Strike chassis gains a unique attribute at level 1.
Constructing your economy as a team is easier as shared projects now generate shared payback.
Some units gain the Ronin Lotus-fighting AI and other units shoot less at hidden mexes.
Zhurou (DRP) is a bit easier on Easy.
[ 2022-11-19 14:56:46 CET ] [ Original post ]
Dirtbag cannot go to space, commanders deal a little less damage, and economy coordination is smoother. New music tracks by the player Superintendent are now available ingame in the track list under Settings/Audio. Conjurer cloak has the largest nerfs since its inception, core cloakbots have small nerfs, and the assault vehicles are tankier. Paladin is a little harder to manoeuvre and Krow has a lot more damage, but with Krow being niche for so long it is hard to say how the balance will shake out.
Balance
Dirtbag hits slightly less hard and can no longer create very steep terrain.
- Health 580 -> 560
- Damage reduced by 13%
- Dropped dirt now has a slope limit (5x normal terraform slope).
- In particular, maximum thin spike height -> 700 elmos.
- Movement speed reduced to 66% while area cloaking.
- Area cloak cost 8 -> 10
- Jamming and area cloak radius 184 -> 175
- Decloak radius while area cloaking 184 -> 220
- Health 420 -> 400
- Turn rate reduced by 15%
- Turn rate reduced by 10%
- Range 270 -> 265
- Speed 72 -> 69
- Health 1920 -> 2000
- Projectile velocity increased by 5.7%
- Health 6800 -> 7200
- Projectile velocity increased by 2%
- Manoeuvrability while bombing 25% reduction -> 25% increase
- Speed while bombing is still reduced by 25%
- Reduced cluster bomb spray angle by 6.6%
- Increased laser fire tolerance by 10%
- Laser range 383 -> 395
- Laser DPS increased by 19%
- Speed 46.5 -> 43.5
- Turn rate reduced by 10%
- Torso turn rate reduced by 10%
- Head turn rate reduced by 20%
Commanders
Strike chassis gains a unique attribute at level 1.
- Added innate jamming with 175 radius (matches Conjurer)
- Removed free battle drone on level 5.
- Morph costs 75/100/650/200/300/400/500... -> 50/100/650/200/250/300/350...
- Morph rate 10/15/20/25/30/30/30... -> 5/5/7.5/7.5/10/10/10...
- Basic weapon cost 5 -> 25
- Beam Laser DPS reduced by 4%
- Light Particle Beam DPS reduced by 8%
- Disruptor Beam DPS reduced by 6%
- Riot Cannon reload time 1.63s -> 1.8s
- Riot Cannon range 300 -> 285
- Rocket Launcher projectile velocity reduced by 6%
- Rocket Launcher area of effect 96 -> 90
- Flamethrower DPS increased by 13.6%
Team Economy
Constructing your economy as a team is easier as shared projects now generate shared payback.
- Temporary payback for constructing mexes and energy is now proportional to the amount of resources spent on each structure, rather than only paying the owner.
- Mex payback increased 50% -> 80%.
- Energy payback increased 50% -> 60%.
- Energy maximum payback rate increased by 6%.
- Fixed a bug that caused the old mex payback to be closer to 35-40%.
- Fixed payback sent to AFK players simply disappearing.
Unit AI
Some units gain the Ronin Lotus-fighting AI and other units shoot less at hidden mexes.
- Added Lotus and running away on firing to Moderator and Scalpel.
- Ogre only shoots at nearby hidden mexes, not though at max range.
- Crab doesn't shoot at hidden mexes.
- Krow now skirmishes everything to avoid enemies walking under it.
- Tweak move clumping to be slightly more lenient for large units.
Music
- Added a work-in-progress alternate music track by Superintendent.
- It can be enabled ingame under "Settings/Audio/Track list".
Campaign
Zhurou (DRP) is a bit easier on Easy.
- Shifted Detriments later on Easy.
- Added an allied antinuke on Easy.
- Added a player Fusion on Easy and Normal (for some energy leeway).
- Added Ultimatum temporary unlock.
- Hampered initial enemy income on Easy by removing backline mexes and the remaining Fusions.
- Thinned out initial enemy army on Easy.
Features
- Improved Pyro firing animation.
- Ctrl+Click formation move now obeys current maximum move speed.
- Merged unit spotter widget improvements from rollmops.
- Adv Geo blast radius shows while placing Geos.
- Tweak the antinuke range lines to be slightly thinner.
- Placing a morphable structure with Ctrl held now queues the morph after completion.
- Antinuke now gains one level per nuke interception.
- The stealth tag is now supported for modding.
- Right clicking on a unit in a factory now guards the factory. This avoids accidentally repairing rather than assisting. Queuing a command after guard cancels the guard, so the common use case is preserved.
- Self destructing a large portion of your stuff now blocks the command and prints a warning, rather than automatically resigns. Note that resign is bindable for those that want it.
Fixes
- Saved 10% or so of allocated Lua memory.
- Limited the commands created by large area attacks for performance reasons.
- Reduced the complexity of Dirtbag animation at high unit counts.
- Fixed overwriting existing guard commands with Shift sometimes not removing the command.
- Fixed Caretaker guard order dropping logic.
- Fixed rare build ETA crash for spectators.
- Fixed a crash for mods that try to set fractional stun times.
- Fixed some changes to the ingame menu for player based hosting (Skirmish and Steam Coop).
- Fixed a mixup in skirmish behaviour between 2D and 3D range.
- Fixed a value in the terraform raise/lower tooltip.
[ 2022-11-19 14:56:46 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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