![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_bf0b6af92f58682185a461b9ed85e35622513392.1920x1080.jpg)
![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_24eb34e9fbc9b3d19b56a1bc9751b25602eaca08.1920x1080.jpg)
![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_3cd5d734eb75d8ae1ee4474595d37a7c03791023.1920x1080.jpg)
![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_e7cc427e68207fe2cd7fc1632a7472db0cea53b3.1920x1080.jpg)
![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_b6132edfaa675f06333401bf99d5286c479807c7.1920x1080.jpg)
![Steam Image](https://cdn.akamai.steamstatic.com/steam/apps/334920/ss_b3dfc213fce02f4d342bbda10ddee277f8126b73.1920x1080.jpg)
This patch has a slew of balance changes and a new game mode. Shieldball and Phoenix are the focus of the nerfs, but there are many more tweaks that ended up touching most of the factories. Some more notable ones are Bulkhead being worse at short range, and some cost reductions for the surface-only short-ranged ships.
The new game mode is called Tech-K, and it is a look at what Zero-K might have looked like with tech levels. There are infinite tech levels, because anything else would be arbitrary, with each level doubling the cost of units while slightly-more-than-doubling their power. Feedback during testing ranged from "Works surprisingly well" to "Not what Zero-K is about", so give it a try. It could be fun to run it as a tournament or other event.
Tech-K can be enabled in any game type via the Experimental tab in battle options, and more information is available on the wiki. The mode was partially created to motivate improvements to the dynamic unit attributes system, so there are API changes and extensions that mods will want to take into account.
Balance
Thug and personal commander shield offers more protection from area damage.
- Shield radius 80 -> 90
- Speed 45 -> 42 elmo/s
- Reload time 0.133s -> 0.166s
- Shield drain per shot 75 -> 78
- Cost 600 -> 700
- Cost 230 -> 240
- Turret turn rate 180 -> 120 degrees/s
- Reduced targeting priority against gunships.
- Rearm time 13s -> 12s
- Cost 460 -> 520
- Rearm time 13s -> 18s
- Speed 212 -> 250 elmo/s
- Sight range 600 -> 660
- Build range 180 -> 210
- Range 280 -> 290
- Speed 96 -> 97.5 elmo/s
- Damage 375 -> 475
- Speed 108 -> 106.5 elmo/s
- Turn rate 82 -> 74 degrees/s
- Cost 65 -> 55
- Cost 240 -> 220
- Repair buildpower 2.5 -> 10
- Cost 220 -> 210
- Grid range 60 -> 63
Features
- Added the Tech-K game mode.
- Manually shared units now clear their command queues.
- Chainsaw no longer avoids small targets by default.
- Players can now define multiple albums adding war, peace, victory and defeat folders to sounds/music/
(thanks Helwor). - Increased the maximum configurable fade height for healthbars (thanks amnykon).
- Added an option to reduce the selection rank of rearming units (thanks amnykon).
- Added build range to space+click stats.
- Added units to buildpower in space+click stats.
Fixes
- Fixed playerlist lag indicator (thanks Shaman).
- Workaround jumping units sometimes moonwalking when they land.
- Fixed minimap mex drawing when flipping the camera (thanks christianweinz)
- Mitigate a playerlist error caused by the host of an AI leaving (thanks Shaman).
- Fixed non-default music album selection (thanks Helwor).
- Fixed Nimbus gun flare (thanks XNTEABDSC).
- Fixed Bulkhead sometimes being unable to deploy when slowed (thanks XNTEABDSC).
- Fixed the default position of replay controls on large monitors (thanks ThingsWillCalmUp).
- Fixed bad socket error handling in the lobby (thanks saurtron).
Modding
Reworked the application of dynamic attribute modifiers.
- Attributes are now added via Attributes.AddEffect(unitID, key, effect) and removed by GG.Attributes.RemoveEffect(unitID, key).
- Effects are tables of attribute types. See the list here.
- Many more types of attribute can be modified, and many edge cases have been cleaned up.
- Spring.Utilities.GetUnitCost now takes GG.att_CostMult into account.
- The old method involved editing extra attributes into the unit_attributes gadget. The old attribute are still collated by this gadget, but all the effects are applied by the new system.
- Added gadget:UnitCreatedByMechanic(unitID, parentID, mechanic, extraData). Other gadgets should do gadgetHandler:NotifyUnitCreatedByMechanic(same signature) shortly after creating a unit. This allows gadgets to handle things like the difference between morph unit creation, and carrier drones.
- Added LuaRules/Configs/ModCommands as a unified place for mods to define commands, rather than via editing tables across a handful of files. See Tech Up for an example.
- Model scale, centre offset, and tint now survive /luarules reload.
- Fixed bugs with Lance and Crab model rescaling.
- The error caused by invalid reload times is now more informative.
- The command-counting use of Spring.GetCommandQueue(unitID, 0) is going to be removed. Use Spring.GetUnitCommandCount(unitID) instead.
[ 2024-12-23 08:31:08 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
[ 6075 ]
[ 1408 ]