Zero-K v1.11.3.0 - Visible Slowdown
Added Zeno, a homing slow damage missile built in the Missile Silo.
Many players felt that cloak was a bit too prevalent and that whether to use it lategame wasn't much of a choice. We address this with a few targeted nerfs to area cloak. Most notably, Cornea has a directional cloak field rather than a huge bubble, and larger armies are slower to cloak. The latter is implemented with the new cloak rate mechanic.
Puppy now leaves wrecks and debris when killed, but not when it hits a target. Previously it left nothing. Imp now only barely "makes cost" against a lone Scorcher.
[ 2023-03-19 11:29:23 CET ] [ Original post ]
This update introduces Zeno, the 5th missile for the Missile Silo, which homes onto a target, hits it for a massive dose of slow damage, and then leaves lingering slow in the surrounding area. Another major change is an increase in general unit visibility via a few nerfs for area cloakers. As usual, there are a few months of fixes, features and, contrary to the title, performance improvements.
New Missile
Added Zeno, a homing slow damage missile built in the Missile Silo.
- Has significant range, equal to Quake.
- Homes onto its target.
- Deals 10k slow damage to a single target.
- Interacts with shields similarly to Eos, as 10k slow damage is 3333 damage to a shield.
- Leaves a large area of lingering slow damage for 30 seconds.
Cloak Fields
Many players felt that cloak was a bit too prevalent and that whether to use it lategame wasn't much of a choice. We address this with a few targeted nerfs to area cloak. Most notably, Cornea has a directional cloak field rather than a huge bubble, and larger armies are slower to cloak. The latter is implemented with the new cloak rate mechanic.
- Area cloakers now apply cloak at a set rate, starting with units closest to the centre of the bubble.
- Cloak rate is in terms of mass per second, and only spent on units that are ready to cloak.
- For reference, Bandit has 90 mass, Lance about 300, Dante about 800, and Detriment about 2400.
- Cloak can still be maintained on any number of units.
- Units with personal cloak are unaffected. They don't wait to be cloaked, and don't spend cloak rate that could be used on other units. This includes units that cloak while stationary.
- Jamming range 550 -> 600
- Cloak field range 550 -> 400
- Can shift the centre of its cloak bubble up to 200 elmos away
- Has a cloak rate of 1200 mass/s
- Cloak field range 400 -> 360
- Jamming range 400 -> 360
- Has a cloak rate of 800 mass/s
- Cloak field range 350 -> 320
- Jamming range (with cloak field module) 350 -> 320
- Has a cloak rate of 800 mass/s
- Has a cloak rate of 600 mass/s
Balance
Puppy now leaves wrecks and debris when killed, but not when it hits a target. Previously it left nothing. Imp now only barely "makes cost" against a lone Scorcher.
- Cost 120 -> 125
- Cost 160 -> 170
- Slowbeam damage to shields 2000 -> 666
- Fixed a weapon bug that caused its laser to not reach ground units while cruising.
- Can now transport Shogun and Reef.
- Cost 400 -> 450
Maps and Campaign
- Added Zeno to planet Nataa (the Missile Silo mission).
- Tweaked planet Mstaras (the Gunship Factory mission) to be a bit easier on difficulties below Brutal.
- Added startboxes for Angel Crossing, Calamity v1.1 and Supreme Crossing V2.
- The "Sun, Fog & Water" map tweaking tool now loads its defaults from map settings.
- Added shadow density to "Sun, Fog & Water" map tweaking tool.
- Added compatibility for more metal layout standards.
- Removed map fog by default. This is the type that was visible when zoomed out.
- Tweaked the lighting and water settings on a few maps.
Graphics and Interface
- Reordered battles in the multiplayer lobby to put empty autohosts below running games.
- Build spacing UI has more options, found under "Settings/Interface/Building Placement".
- Added a contrast adaptive sharpening shader. It can be enabled under Settings/Graphics/Effects with "Sharpening".
- Added notable death explosion to ingame unit help menu (accessed via space+click).
- Added better support for flipping the minimap, which is useful when used with a flipped camera.
- Added a widget that displays map info like a label on a painting. Disabled by default.
- Fiddled with the way line of sight adds to radar. This unlocks more ways to customise radar coverage.
- Tweaked war and peace detection to spend a bit more time playing peace music.
- Fixed slight visual misalignment when Missile Silo launches missiles.
Fixes
- Improved performance of game mechanics that handle orders.
- Fixed significant framerate drop (with certain settings) caused by many multi-weapon striders firing at once.
- Fixed kicking a spectator sometimes causing a player to resign.
- Fixed X-Ray shader issues on some hardware.
- Fixed a rare bug with jumpjet behaviour.
- Fixed a rare crash in the tab playerlist.
- Fixed missing text on shield charge bars.
- Blitz description no longer mentions its old EMP death explosion.
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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