Page 1

Zero-K: Zero-K v1.6.12.0 – Archer fix and Constable buff

There is a tournament in 10 days, so it is a perfect time to fix Archer. The central issue for Archer was physics-based rather than attributes based, which makes solo testing difficult. Thankfully, PLrankrooks[vegan], NOrankKingstad, PTrankraaar, CAranknoobula, and RUrankizirayd were nice enough to test it out in multiplayer. NOrankKingstad decided that Archer should cost 180 metal to compensate for the changes.

It is also a good time to give Constable a little damage, because who are we to question the will of SErankGodde? Puppy and Moderator have also received a slight reduction in jank. In other news, the outline widget had its settings tweaked and is now enabled by default. Players already using the widget may want to revise their settings to take the changes into account.


Archer fires in pulses to remove its unintended ability to hold units in place. It is cheaper to compensate.

  • Cost 200 -> 180
  • Range 300 -> 275
  • Continuous firing replaced with 0.66s reload time.
  • DPS 104 -> 72

Limpet is apparently to be buffed until it reaches degeneracy.

  • Cost 180 -> 150
  • Speed 3.9 -> 4.1

Constable is now able to fend off two Fleas.

  • Now deals 15 real damage per shot.
  • Added tactical AI.

Puppy now aims at its target instead of simply firing forwards and putting its faith in homing alone.

Moderator no longer 1-hits itself, providing much-needed hope for the Jump vs. Jump matchup.

  • Damage 500 -> 460
  • Slow damage 1500 -> 1840 (matches Dart slow factor).
  • Health 450 -> 480


  • Improved amphibious unit selection sound.
  • Added a subtle unit outline setting and enabled outlines by default (at the insistence of Drone).
  • Widened the bounds on wave spawn interval and burrow spawn time for custom chicken games.


  • Fixed Kirdipan.
  • Fixed economy panels not showing when spectating a FFA with the spectator resource bars enabled.
  • Fixed Zenith targeting on high ground.

EvoRTS: Addendum to Visual Updates: Tech Levels

One thing that I didn’t bother mentioning in the original visual updates post is that the economy structures emit particles of various colors, which show their tech level at a glance.

This was already done previously, but in a much more boring way (visually). As you can see here, it is a very nice representation and combination of the colors. It’s worth noting that much care has been taking to make it so that the colors are not easily confused. It is still possible that the colors could be a little bit confusing at first, however in testing, any confusion (if there was any to begin with) was cleared up quite rapidly.

The post Addendum to Visual Updates: Tech Levels appeared first on Evolution RTS.


Zero-K: Engine Testing – Beta Branch Edition

The issues with the AI from the last engine update attempt have been resolved. This time, instead of applying the latest update, we’re asking players to test the beta branch. Be sure to report any issues and post if you test so we can judge the effectiveness of the beta branch approach.

In other news, USrank_Shaman is coordinating players to nominate Zero-K for the “Most Fun with a Machine” Steam award and nominations close in two days. See this thread for more information:


Zero-K: Engine Update

An update from Spring 104.0.1-287-gf7b0fcc to Spring 104.0.1-901-g89b4773 is now live. Benchmarks sent in by users indicate that the framerate of the new engine is slightly more stable, and that performance is overall quite similar. The main advantages of the updated are the new features and fixes, with the possibility of more fixes to come.
The engine and AI devs have put in quite a bit of work into fixing the bugs found in local and multiplayer testing. However, we don’t have the testing volume to find all the issues so please be patient and report any issues.


Zero-K: Zero-K v1.6.11.3

The bulk of this update consists of technical changes required to make Zero-K compatible with the latest engine version. We aim to update the engine version shortly, if everything goes to plan.

The benchmarking from last week successfully found an effect and we’d like everyone (around 100 people) who submitted a benchmark. The one-click benchmark has been changed to compare the old and new engine versions.

Balance and Behaviour

  • Lobster now adjusts its trajectory against particularly high or low targets for more consistent lobbing.
  • Commander heatray no longer fails to gain damage with range modules.
  • Bandit unit AI now skirmishes against more targets.
  • Artemis missiles now cost 80 metal each (up from being free).
  • Widow no longer fires at radar dots by default.


  • Fixed small hovercraft sometimes failing to leave their factory automatically.
  • Blocked gunship direct control exploit.
  • Fixed dive bomber performance impact when diving many shields.
  • Fixed Mearth.
  • Fixed occasional random reordering of matchmaker queues.

BA: BA 10.15: Strategic icons, effects and progress with BAR

BA 10.15 unleashed!

How is it going, folks? It’s been a long time since the last release of a new BA version. But don’t you worry, in the last few weeks BA Discord was literally streaming with creative work and new ideas. Starting with improvements on BA:Remodelled units, adding and enhancing graphics effects and ending on a total redesign of the radar icon set. This update, above all, is about the graphics stuff, however, some essential balance tweaks were also introduced in order to finally refer to some of the long-going players’ complaints. All in all, this update’s story will be mainly told in pictures. Let them speak for themselves 🙂


~TL;DR – Just give me that download button!

Balance tweaks

First of all, let us take a glance at what BA 10.15 brings in terms of balancement. Considering the feedback received in the last few months it was easy to deduce that the main point of concern is currently the supremacy of T2 ARM vehicles, especially of the Penetrator meta. Due to the fact that along with other artillery in BA10.00 they were given a reverse move option, they were way too good at avoiding counter strikes even with fast units. In order to fix this issue, the reverse gear speed has been reduced from 60 to 40% of its forward move velocity.

Consequently, referring to another big complaint the com-blast lethal range to other commanders has been extended (+35%). As a result, the current diameter is somewhere between BA9 and BA10 values. This has to do with commanders being too hard to catch in the comblast range, and we all love combombing don’t we? 🙂 

Other than that, small tweaks were also done to Kbots – most importantly, Rezzers got their reclaim speed increased, getting closer to the classic value. What is more, Maverick got it’s base HP raised by 7%, to make it more relevant before it gets its momentum. In addition to that, the torso rotation speed of Kbots has been enhanced making their microing more enjoyable.  Lastly, we have increased the cruise altitude of transporters by a tiny bit in order to avoid situations in which units get unloaded instantly.

Strategic radar icons

Good news everyone! A few days ago we have been visited by a living legend, the one and only IceXiuck – creator of (among many) so far the best and most popular map – the irreplaceable Delta Siege Dry! Welcome back, mate! 🙂Thanks to his contribution you can now enjoy the brand new, completely redesigned icon set for the radar view. Ths new set embraces the idea of strategic symbolism. In addition to unique icons for all units of interest, it codes a lot of information about every unit fighting on the frontline and every building in your base. Just by looking at a certain icon you can tell its power, type tech level, and even the weapon type!

This set will be used as a default from now on, so if you prefer old icons, you can switch back to them in settings. If you find the information coded in the icons overwhelming you can also switch to a simplified version of modern icons (which removes tier info etc.) But don’t! 😀

Modern icons Old icons

New effects and options

In addition to the balance tweaks and new icons, BA10.15 comes with some fancy new graphic effects. First of all the gauss cannon of all flak AA units got a nice upgrade. It looks now way more like the actual flak weapon. This, teamed up with new aircraft burnout effects will make every air battle look just astonishing. Take a look at this!

What is more, we have now a brand new effect for nanobeams, that is both more optimal in terms of performance and better looking! You can switch between the old and new effect in settings. We have also added a lot of helpful new UI settings, you can look them up in the changelog below.

Lastly, we have added a fancy light effect that will display on laser hits, barrel fire, air thrusters, nanobeams, and fusion balls. Its another one of those tiny improvements that, when put together, make up for a great total effect. The light is fully mapped and reflects off other units, ground and map features. Again, just take look at an example with BAR models:

Progress with BAR

Lastly, for those who are interested in what the heck is going on with BA:Remodelled, we got another portion of good news! Thanks to Floris, all new models have just been resized in order to make them match the classic unit dimensions. This seemingly insignificant change has a great influence on the recognizability of units through new models. See the gallery below, to have a comparison between the classic and remodeled units (click to open in 4k).

You can switch to BAR models anytime you like, just select the modoption “Remodelled units” when setting up a game 🙂How do you like the BAR models so far? If you want to comment on them or contribute join us on BA Discord We are looking forward to your feedback.

Thank you for testing!

Download BA 10.15

(This goes to lobby download. If you already have that, download via lobby or use this link)


Hotfix 10.14 -> 10.15

  • DGun area of effect lines will be yellow when having insufficient energy
  • Fixed nano-beam lights turning off immediately
  • Icon tweaks, additions, and fixes

Balance changes:

  • Comblast lethal range to other commanders extended (+35%)
  • Vehicles acceleration and brakerate are now based on maxVel and turnrate
  • Stumpy/Raider/Bulldog/Reaper metal cost increased +5%
  • Storm/Rocko/Thud/Hammer : torso speed rotation increased
  • Removed high trajectory weapons from Hammer/Thud
  • Maverick +7% hp (from 1300 to 1400hp)
  • Penetrator reverse speed from 60% -> 40%
  • Ressurect kbots +20% reclaim speed
  • T1 air transports vertical speed reduced 25% + cruisealtitude 65 -> 70


  • New ‘modern’ unit icon set (made by IceXuick), choose between old/modern/modern_simplified in options
  • Added light effects to: laser hits, barrel fire, air thrusters, nano beams and fusion balls
  • New flak explosion effect + custom crashing airplane smoke trails
  • Adjusted proportions of all BAR (remodeled) units to match their BA counterparts (modoption: barmodels)


  • “Icon set”, “Icon scale” and moved “Minimap icon size” there as well
  • “Nano effect”: beam or particles (old effect)
  • Shadows: “max quality”, “min quality”, “disable at average FPS”
  •  include builders’ .. in area-selection, you can disable to exclude builders
  • “passive builders”: nanos, cons, labs
  • “Dont snap DGun to ground units” (default disabled), still snaps to air, ships and hovers on land
  • “Anti Aliasing” slider works again, but limited max value of 4. (MSAA will be used instead of FSAA)


  • Reduced footprint of engine replacement trees + tree fire wont spread as wildly
  • Continuous aiming change always being able to fire, even when turret was way off
  • Popup units wont start targeting unless enemy is within weapon range
  • LLT’s only aims when target is within range (to keep early scout gameplay intact)


  • Removed dgun range circle when enemy com gets near
  • Auto set 10000 particles as minimum

Full Changelog

The post BA 10.15: Strategic icons, effects and progress with BAR appeared first on Balanced Annihilation.