Zero-K v1.11.12.0 - Fire is Hot
Blastwing always had a problem with chain exploding. The previous solution was low direct damage followed by high damage over time. This felt weak and niche. The new solution is to "safely" eject its bomb when it dies, rather than explode immediately.
Claymore has a buff to fix the occasional distance-closing issue in sea,
[ 2023-12-10 14:10:38 CET ] [ Original post ]
This update adds fancy new flame effects, a Blastwing rework (it still sets things on fire) and a thermite bomb for Odin. It also has balance changes ranging from Metal Extractor to Disco Rave Party, and a bunch of features, fixes, and performance improvements from numerous contributors.
Hot Reworks
Blastwing always had a problem with chain exploding. The previous solution was low direct damage followed by high damage over time. This felt weak and niche. The new solution is to "safely" eject its bomb when it dies, rather than explode immediately.
- Cost 45 -> 55
- Increased deceleration rate by 60%
- Drops its bomb on death rather than exploding immediately.
- Direct damage 40 -> 320
- Explosion radius 144 -> 128
- Maximum unit-on-fire duration 1s -> 24s
- No longer creates area fire
- Deals damage to everything in a small area around it over 30s.
- Damage ramps up over time, from 0 damage per second to 1000.
- Typical damage 8k -> 14k
- Its trajectory is blocked by obstacles, but continues on when they are "removed".
Balance
Claymore has a buff to fix the occasional distance-closing issue in sea,
- Seaborne depthcharge range 280 -> 300
- Relob time 12s -> 14s
- Sight range 660 -> 760
- Detriment already decloaked on launch, so this only really changes Jugglenaut.
- Missile turn rate increased by 8.7%
- Health 600 -> 560
- Cost 100 -> 95
- Cost 42k -> 45k
- Range 7000 -> 9600 (Zenith is 8800)
- Projectile gravity reduced by 44%.
- Low trajectory spread at max range: Two Inferno diameters.
- High trajectory spread: Two Trinity diameters.
Features
- Units that are on fire now look more severely on fire depending on the remaining duration of the fire.
- Added a fancy animated flame effect (thanks Anarchid and engine devs) which has been applied to all flamethrower and napalm weapon effects.
- Antinuke construction is partially paid back from team overdrive, in the same way as the existing energy construction system. The first antinuke constructed by a team gives the builders 50% of its cost back over the next several minutes, with the proportion paid back dropping by 10% per previous antinuke.
- Moved the settings from "Settings/HUD Panels/Spectator Panels" and "Settings/Interface/Spectating" to "Settings/Spectating".
- Added an automatic action finding camera for replays and live spectating (thanks fiendicus_prime). Enable it under "Settings/Spectating/Action Tracking Camera".
- Added a widget to display player names over a unit on screen (thanks fiendicus_prime). Replaces commander nametags, but has a commander-only option. Enable under "Settings/Interface/Player Name Tags".
- The units that will be thrown by selected Lobsters are highlighted when the command is selected (thanks dyth68). Can be configured under "Settings/Interface/Falling Units/Lobster".
- Fire special weapon now shows range rings for all selected units, like Force Fire (thanks dyth68).
- Commanders spawned to the same location now spawn next to each other instead (thanks Shaman).
- Added a small drag threshold for terraforming to make Ctrl+Click surrounding buildings easier.
- Added an Alt modifier to the selected units panel to select/deselect half of unit group.
- Added the secret Ctrl modifier to the selected units panel tooltip.
- Added more descriptive short descriptions for missiles built in the Missile Silo.
- Changed the default self destruct hotkey from Ctrl+D to Ctrl+K. Only affects new installs.
Modding
- The new fire effects replace the existing cegs "napalmfireball_200" and "flamer". Mods that use these cegs as a base should get the new fire effects. Use "flamer_cartoon" for old style flamethrower fire.
- Exposed weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam to widget:UnitDamaged. Spectators see everything, while players only see attacker stats if the attacker is visible, and don't get weaponDefID or projectileID.
- Removed the special techniques required to give weapons zero damage.
- GG.CheckStartBox returns true if startboxes are disabled. Set the 4th argument to true to read raw boxes.
- Added "/luarules battle
" to spawn preset battles. The system could be extended to ease mass preset unit spawning.
Blastwing Fixes
- Blastwings told to fly quickly after landing are no longer stuck in their landing animation.
- Blastwings now have collision, like other gunships, to prevent them stacking on one location.
- Blastwing no longer cloaks mid air if it happens to come to a complete halt.
- Blastwings are now possible to use with area cloakers, instead of constantly cloaking and recloaking under them for no reason.
- Blastwings with a Force Fire order on the ground now explode, rather than just hang around.
- Blastwings told to attack a unit now consistently approach the unit and explode, rather than sometimes hovering next to it.
- Blastwings told to attack a moving unit now update their heading more than once a second, making them able to fly at and hit notoriously mobile targets like Lance.
Other Fixes
- Starlight only deforms the map every 5th frame. It looks a little weird, but is better than people lagging out while we wait for an engine fix for the deformation performance issue.
- Fixed Paladin causing an unreasonable performance hit (thanks Porkch0p).
- More damage dealt by dead units, such as bomb damage, thermite and fire, shows up in the endgame graphs.
- Fixed spectators seeing the player-facing, hax free, unit damaged/killed midgame graphs, rather than the real ones.
- Fixed airpad exclusion orders with an even number of aircraft selected (thanks Helwor).
- Fixed giant Desolator death clone collision volume (thanks dyth68).
- Fixed bombers sometimes failing to automatically return to a pad when idle, especially after a Stop command.
- Fixed personal commander shield not having any regeneration.
- Flamethrower visuals no longer penetrate shields.
- Fixed the little generator ball effect on area shield generators not disappearing off when the unit is stunned.
- Fixed santa hat lighting.
- Fixed Storage XP.
- Fixed lighting on Small Divide Remake and LLTA Complex.
- Fixed passworded games of friends that exist when logging in sometimes not showing up in the battle list.
- Possibly fixed the occasional ghost or missing player in battle lobbies, often after returning from a game.
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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