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Zero-K: Zero-K v1.7.3.5

This version addresses a few problematic units, has further refinements to the commander income change, and includes engine-related fixes. Flea is more expensive, Shieldbots have been buffed, and players now have innate base income. Keeping up to date with the latest engine version has allowed us to coordinate and incorporate some performance improvements.

Balance

Each player now generates some base income that is not tied to any unit or structure. This makes commander sniping a little less lucrative and ensures players can always rebuild from one constructor in a FFA.

  • Each team receives +2 base metal and energy income per player (technically, per spawned commander).
  • This base income is split evenly between the active, non-resigned, players on the team.
  • Commander income reduced +6/+8 -> +4/+6.
  • Factories and Strider Hub no longer produce +0.5/+0.5.

Flea has good interactions but is a bit too cheap for its overall power. Instead of trying to make it individually weaker, we simply reduced the number of Fleas that players can field.

  • Cost 20 -> 25

Redback is a bit bad for a riot, and should also see more use with the weaker Flea.

  • Cost 250 -> 240

Bandit has trouble raiding due to its low speed, however, it has too much range for a speed buff to be feasible. Instead, we buffed Bandit within the Shieldbot theme by increasing its survivability.

  • Health 250 -> 265

Outlaw was more powerful years ago, but was nerfed down to the level of other riots. Many other riots were subsequently buffed, but Outlaw missed out and is now considered to be a relatively poor riot.

  • Damage 20 -> 35
  • Slow Damage 75 -> 105 (multiplier 3.75 -> 3)
  • Buffed explosion speed by 9% because it seems to match the graphics better.

Felon aim delay has been removed, although it appeared to be non-functional previously.

Racketeer now has improved targeting AI. It is now able to keep high cost units permanently stunned against mixed armies.

Mace is a little too good at catching skirmishers and is by no means a weak riot.

  • Range 350 -> 345

Duck gained an arc in the previous release, but also gained the ability to miss raiders in some situations. This has been fixed.

  • Halved arc angle.
  • Increased missile turn rate by 12.5%.

Ronin now moves a little faster while reloading.

  • Reload movement speed modified 75% -> 80%.

Zenith now has few, more powerful, meteors to help with performance.

  • Damage 1000 -> 2000
  • Meteor rate 0.7s -> 1.2s
  • Maximum capacity 500 -> 300

The Commander Disintegrator damage has been increased by 42% to match the Ultimatum buff from the previous release. Previously the Commander Disintegrator dealt more damage than Ultimatium.

The terrain smoothing fall-off exponent of weapons such as Quake and Tremor has been reduced from 2 to 1.5. The effect is that weapons with a smoothing effect now create smoothed areas with gentler slopes around the edges.

Features

  • Added a depth of field shader.
  • Added/improved start boxes for Anteer Strait and Server.
  • Added reload time to Dominatrix ingame stats window.

Fixes

  • Fixed a recently introduced engine bug in which constructors would sometimes walk around their construction order without starting construction.
  • Fixed a bug in which constructors building spaced lines of buildings could become stuck deciding how to move out of the way of their own construction.
  • Fixed a texture crash on old hardware.
  • Fixed some crashes on launching Speed Metal map variants.
  • Fixed an method of circumventing bonus objective unit losses in the campaign missions via reclaim.
  • Fixed a shield merge crash related to using a non-default shield link setting.
  • Fixed a transport error related to picking up floating amphibious units.
  • Fixed AI memory usage, which should fix a few crashes.
  • Potentially improved performance in various ways, introduced bugs.
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Zero-K: Zero-K v1.7.3.4 – Funnelweb and Fixes

Funnelweb is the focus of this release, alongside fixes for related to the engine update. The community member dyth68 has been working on a Funnelweb rework for a while and it is finally time to try it out ingame. There are also a few other miscellaneous balance changes and fixes.

The engine update from last week was fairly smooth, but did identify a few bugs. Most of these bugs were since fixed by the engine developers, so this release updates the engine version to Spring 104.0.1-1085-gfc6d80e. This update also contains potential improvements to pathfinding around structures. Comment and give feedback on the new behaviour if you notice a difference.

Balance

Reworked Funnelweb to be the ultimate battlefield constructor. It may also find a role in missile defense, as it can now block two EMP missiles.

  • Cost 4500 -> 3500
  • Speed 45 -> 54
  • Health 11K -> 6K
  • Can construct at long range with 40 buildpower.
  • Shield now has 28K maximum change, a large increase from 3.6K.
  • Shield recharges at +200/second, but not if it has taken damage in the last 10 seconds.
  • Shield is larger and does not link.
  • Removed drones.
  • Added radar.

Ultimatum:

  • Speed increased by 6.8%
  • Damage increased by 66%

Constable:

  • Range 320 -> 240

Duck:

  • Now shoots its land weapon in an arc, a bit like Rogue.

Changed light transportability rules.

  • Charon is now able to transport units that cost 1000 metal or less.
  • The old rule was based on mass, which made it a bit opaque.
  • The effect of the change is that Charon can now transport Jack, Minotaur, and Siren.

Detriment:

  • Fixed a mismatch between when it is considered submerged for targeting and for LOS.

Raven now dives mobile targets when following Area Attack commands.

Reef and Shogun have smaller footprints to make them less likely to become stuck on Tidal Generators and Urchins.

Factory and commander innate energy income is now pooled and shared between all players on the team. This will provide players who lost their commander with some base energy income to help them rebuild.

Interface

Initial unit behaviour configuration:

  • Fixed Commander retreat state.
  • Added repeat for Athena and Strider Hub.

Added Chicken Roosts and Spires to unit marker configuration.

The area command drag threshold has been increased to issuing single target commands easier. This threshold is now configurable.

Lobby

  • Extended maximum chicken queen spawn time modoption from 200 minutes to 300 minutes.
  • Added a “Enable Inactivity Sharing” modoption that can be used to disable automatic unit transfer for inactive players.
  • Fixed tutorial missions.
  • Fixed a rare inconsistency with the order of matchmaker queues.

Fixes

  • Fixed units occasionally failing to revert to their normal speed after being slowed. The most commonly affected unit was Crab.
  • Fixed units set to hold position with ballistic weapons failing to automatically target units that are only in range due to the elevation bonus. The most commonly affected unit was Crab.
  • Fixed an air repair pad crash.
  • Fixed a rare crash on game launch.
  • Fixed a crash on saving with AIs.
  • Fixed a failure to allocate memory caused by loading bad ambient map sounds.
  • Fixed a desync likely caused by game file caching
  • Fixed ferry routes and quick load widgets.
  • Fixed reclaiming of live units sometimes reducing their health.
  • Improved minimap performance.
  • Fixed area reclaim sometimes issuing a unit target command.
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Zero-K: Zero-K v1.7.3.1

In this update we’ve taken a look at the economy, with an eye to getting more players through the early game and into the midgame. Several problematic units have also been tweaked and there are some superweapon changes for large games FFA.

Economy Tweaks

Initial incomes are now higher, offset by lower starting resources.

  • Commander income +4 metal, +6 energy -> +8 metal and energy.
  • Start resources 400 -> 200.

The change in income and resources approximately corresponds to a free Solar and two Mexes. This change should smooth the start of the game by creating a slightly more economic default start and by making the loss of an early mex less devastating. Further effects, such as the efficacy of Ravens, will require community experimentation.

Constructors no longer generate trickles of resources.

  • Everything in the factory tab now has 0.5 metal and energy income (up from 0.3).
  • All other constructors (besides the Commander) no longer generate resources. Previously, small constructors generated 0.15 metal and energy.
  • Constructor costs have mostly been reduced by 4 per buildpower to offset the economic disruption. Each unit of buildpower used to generate 4 metal and energy every 2 minutes and 13 seconds.

Here is the full list of cost changes. Some buffs or nerfs have occurred relative to the rule of 4 cost per buildpower.

  • Caretaker 220 -> 180
  • Conch 180 -> 150
  • Conjuror 140 -> 120
  • Constable 130 -> 120 (a relative nerf of 6)
  • Convict 140 -> 120
  • Crane 220 -> 200 (a relative buff of 4)
  • Quill 150 -> 130
  • Mariner 220 -> 200 (a relative nerf of 10)
  • Mason 140 -> 120
  • Wasp 300 -> 260 (a relative buff of 10)
  • Weaver 200 -> 170
  • Welder 230 -> 200

The change addresses FFA Conch spam, makes losing an early constructors a bit less game-ending, and should make factories such as Spider, Amph and Tank a little less awkward.

Balance

Conjuror

  • Cloak drain 0.5 moving 0.1 static -> completely free.

Scythe

  • Autorepair +20 after 10s -> +10 after 10s.

Kodachi

  • Autorepair +12 after 5s -> +10 after 10s.

Cyclops

  • Slowbeam damage 1500 -> 2000

Toad now has slightly better HP/cost than Gremlin, since it is slow and relatively short ranged.

  • Cost 550 -> 500
  • Health 1500 -> 2000

Hacksaw now reliably protects someone standing right next to it.

  • Range 430 -> 480
  • Projectile velocity 800 -> 600 (high velocity causes misses)
  • Projectile turn rate increased 22% (low turn rate also causes misses)
  • Burst delay 0.5s -> 0.2s.
  • LOS 500 -> 550

Cutter

  • No longer occasionally fails to move close enough to its target.

Seawolf

  • Can now fire (and successfully hit) in every direction.
  • Missed torpedoes no longer fly across the map (also applies to underwater Scallops).

Tweaked the costs of some Striders and Superweapons.

  • Paladin 10.5K -> 10K
  • Detriment 24K -> 20K
  • Zenith 30K -> 32K
  • Disco Rave Party 32K -> 36K

Fixed Detriment overkill prevention, it now only applies to its missiles.

Interface

  • Added an option ‘Settings/HUD Panels/Command Panel/Selection Closes Tab’ which sets whether selecting a construction option closes the construction tab.
  • Made units easier to click on by enlarging their mouse raytrace hitboxes.
  • Drop detection no longer automatically pauses, because the pause detection behaviour was broken.
  • Fixed performance issue while not looking at the sharing/scoreboard panel. The performance issue that is caused by looking at the sharing/scoreboard panel remains.
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