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This update introduces two new bombers to fill out the aircraft roster. One is a bit like a light Likho, and another is like a heavy Raven, but there is a lot more to each. Other planes have tweaks and buffs, such as an area reveal ability for Sparrow, and a heavier Phoenix. Some gunships even got in on the action, with the most notable being a sizeable buff for Krow.
Other balance changes include a bit more health for light assaults, and better spinning for Disco Rave Party. In terms of features, bombers are well-served here as well, with selection icons for whether a bomber needs ammo, as well as smoother landing paths.
There are a few extra features for modding, such as scaling and tinting, which were technically in the previous hotfix. The campaign has the new bombers, a few features, and a new Records page which displays and aggregates your best stats for each mission. How fast can the campaign be completed, and with how few units lost?
New Bombers
Magpie is a light nimble bomber armed with a pair of missiles. It deals less damage than Raven, but makes up for it with speed, precision, and the ability to shoot from the edge of AA coverage.
- Cost 220
- Health 900
- Speed 252 (between Raven and Likho)
- Rearm time 20s
- Range 550
- Damage 180 x 2
- Can hit small raiders most of the time, and most aircraft.
- Cost 1500
- Health 5200
- Speed 185 (between Raptor and most gunships)
- Rearm time 35s
- Bomb range 200
- Bomb damage, it's a disintegrator (5-shots Detriment)
- The bomb is very slow, even Detriment can dodge it.
- Special weapon fires seven shields at 550 range.
- Each shield has 3400 charge and a radius of 200.
- Shields decay at 40 charge/s, expire at zero charge, and do not link.
Aircraft Changes
Sparrow can now boost, and reveals and decloaks everything in an area when it dies.
- Boosts by 5x for 3 seconds.
- Destroys itself after boost.
- Reveals an area of radius 400 for 12 seconds when it dies.
- Revealed area scales up during boost, to a maximum of 640.
- Cost 360 -> 460
- Health 1060 -> 1450 (90 more than if just scaling by cost)
- Reduced turn rate slightly
- Rearm time 5s -> 8s
- Drops 15 -> 18 bombs over 0.93 -> 1.7 seconds
- Area of Effect 216 -> 320
- Damage per bomb 25 -> 40
- Burn time 10s -> 12s
- Improved brake rate by 25%.
- Pew pew lasers replaced with burst beam lasers.
- Damage increased by 22%
- Increased turn rate while firing, to counteract the effect of slowing down.
- Firing cone angle 90 degrees -> 100 degrees
- Damage increased by 4.2%
- Speed 207 -> 212
- DPS increased by 2.5%
- Health 1120 -> 1200
Balance Changes
Bolas has 4.5% more DPS and can 1-shot Flea.
- Reload 0.366 -> 0.433
- Damage 34 -> 42
- Health 2000 -> 2200
- Health 2400 -> 2500
- Health 1500 -> 1550
- Speed 51 -> 54
- Health 250 -> 380
- Health 1900 -> 2200
- Replaced its front laser turret with missiles.
- Missile damage 72 x 2
- Reload time 1.6 seconds
- Range 1000 (same as lasers)
- The missiles have 30% less DPS, but fire in a burst.
- Aim speed 4 -> 2.5 -> 3 degrees/s.
- Spin up time 60 -> 120 -> 90 seconds.
- Spin drop while turning is unchanged, but less spin is lost for any given turn due to the increased turn rate.
Campaign
- Magpie is unlocked on Fel Diacia (the Thunderbird mission) and Odin is unlocked on Bavhakya (the Likho mission). Anyone with these missions complete will have their units unlocked.
- Added a Records tab to the Profile menu on the campaign screen. This screen can sort and display your victories with least units lost, in the shortest time, with bonus objectives and difficulties. Unfortunately the data is not retroactive.
- Removed a few Lucifers from easier difficulties on Onsally (the Phoenix mission).
- Worked around the Dominatrix build options bug for the Rover Assembly on Ganong (the Dominatrix mission).
- Clarified Lalata main objective text (the Jugglenaut mission).
Features
- Added Units Lost to endgame graphs.
- Unit pictures for bombers now have an icon showing whether it is ready to fire.
- Aircraft now smoothly glide and stop when landing on airpads. This is technically a nerf as they take slightly longer to land.
- Improved shotgun visuals, with minor balance implications.
- Grizzly now aims smoothly and holds its gun steady as it fires.
- Tweaked the automatic handicap mode to give lower handicaps for ratings above 2000.
- Moved Raptor to the AA slot (D) of the Airplane Plant and Sparrow to secondary scout/raider (S).
- Taught the opponent AI about Magpie.
Modding
- Units can now be tinted, rescaled and made glowing via the customparams model_tint ("R G B"), model_glow ("R G B A"), and model_rescale. Colour values are from 0 to 1.
- Free units (0 metal and energy cost) no longer need to explicitly specify a non-zero buildtime (previous release).
- Added a function to effects/napalm for generating generic fireballs ala Inferno.
- Air pads now call ReammoComplete, if it is a units script, when bombers are rearmed.
- Added command AIR_MANUALFIRE for aircraft, since they cannot use the in-engine type.
Fixes
- Fixed Tremor wheels not spinning.
- Gravity guns push and pull a bit more consistently.
- Jack can no longer pretend to be a missile in enemy Missile Silos.
- Slow damage makes shields charge slower again (it broke at some point)
- Fixed bombers sometimes seeming to ignore a move command.
- Attack Move on bombers is now is now removed after they shoot, unless the bomber is set to repeat. Previously this only worked for some bombers.
- Bombers are now much better at landing on Reef. Much better. Horrific things could happen before.
- Fix sun on Mercurial and Rogues River.
[ 2023-11-18 01:55:42 CET ] [ Original post ]
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!
- 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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