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Zero-K v1.11.8.1 - Lobster Brained
Duck can now be dodged by a Glaive trying as hard as it can to run away.
Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster and disabled for units set to hold. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour. Lobster is smarter, no longer firing unless there is a visible valid target.
Added a control point game mode called Artefact Control under Experimental.
Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
[ 2023-08-26 07:12:48 CET ] [ Original post ]
Lobsters have been taught to not fire when it would be redundant, making Lobster balls much easier to manage. Overkill prevention in general has a tweak, and some APIs were extended to make modding easier. The Artefact Control game mode which saw some testing about a month ago is now live. In terms of balance, Redback has a bit of a nerf and some of the least used units - Skuttle, Phoenix and Emissary - have small buffs.
Balance
Duck can now be dodged by a Glaive trying as hard as it can to run away.
- Missile fuel time 2s -> 1.5s
- Cost 230 -> 240
- Speed 1.85 -> 1.75
- Line of sight 280 -> 330
- Body turn rate reduced 105 -> 84 degrees/second
- Gun aim rate increased 40 -> 70 degrees/second
- Resets its gun between shots (as much as possible) in case it has to move.
- Speed 8 -> 8.1
- Projectile gravity 0.7 -> 0.72
Unit AI
Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster and disabled for units set to hold. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour. Lobster is smarter, no longer firing unless there is a visible valid target.
- This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
- As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
- This behaviour can be configured with the hidden Overkill Prevention state.
- Removed the Force Fire command by default. This can be configured via another hidden state toggle.
- Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
- Most units default to "Enable for Fire at Will". The theory being that if you set a unit to hold fire you care more about its target dying than about overkill.
- Nothing defaults to "Enable for auto targeting", but it may be useful to try out.
Interface
- Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
- Cleaned up some inconsistent unit highlighting and selection. Units under interface panels cannot be clicked on by default, tooltips do not appear, and units are not highlighted.
- Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
- Drag selection can still terminate over a UI panel.
- Add some translations for the commander selector.
- Updated Global Build AI with some fixes and documentation (thanks esainane).
- Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
- Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
- Added Italian translations for the main menu (thanks fvasco)
Campaign
- Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
Maps
- Added boxes for Onyx Cauldron 2.0
- Improved lighting on Skulduggery (thanks Shaman)
- Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
- Fixed an issue with void water with new shaders on some graphics cards.
Artefact Control
Added a control point game mode called Artefact Control under Experimental.
- Several artefacts are spawned on each side of the map.
- Each team controls half at the start of the game.
- Artefacts have 11k health and heal at 100 hp/second.
- Artefacts respawned with switched allegeance when destroyed.
- If a team controlls all the artefacts, they win.
Modding
Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
- buildCostMetal -> metalCost
- buildCostEnergy -> energyCost
- energyUse -> energyUpkeep
- metalUse -> metalUpkeep (vanilla ZK doesn't use this)
- maxDamage -> health
- maxVelocity -> speed
- Unit defs no longer require unitname since it must match the table key, so it is redundant.
- Unit defs are now also read from subfolders of 'units'.
- Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
- The game exits to menu when unit defs fail to load, rather than crashing.
- Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
- Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
- Fixed backwards compatibility for Spring.GetPlayerRulesParams.
- Added customparams.buggeroff_angle for factories, in radians.
- Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
- Fixed modding away the Sniper reload move penalty breaking the script.
- Cleaned up the build icon generator gadget.
- Napalm effects now contain an example of sin (replaces taylor series).
- Improved modded energy generator tooltips.
- Mexes suport morphing.
Fixes
- Fixed commshare sometimes preventing resign or causing a crash when the game ends.
- War music no longer counts morph as violence.
- Fixed missing vote resign button.
- Marginal turret overshoot can no longer be circumvented with command insert.
- Fixed a few build icons incorrectly implying that a floating structure is built underwater.
- Fixed commander selector button image.
- Fixed backwards 'motion blur' on ejected shells.
- Fixed some large structure wreckages having much too large collision volumes.
[ 2023-08-26 07:12:48 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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