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Zero-K: Campaign Week 5 – Hovercraft and Amphibious Bots

This week of the campaign is a two-for-one combo with the release of missions for two factories. These missions show various aspected on mixed land/sea combat with hovercraft and amphibious bots. Tell us what you think in the feedback thread: http://zero-k.info/Forum/Thread/24469

Zero-K is doing well on itch.io, we were entered into the featured list and are doing well in popularity. We are still low on ratings so get an account and rate our page at https://zerok.itch.io/zero-k if you have not yet done so.

Shield visuals have finally been rewritten in LUPS. These shields have a much lower performance drain and, while they may look a bit basic looking at the moment, the change will allow us to further improve their visuals in the future.

Balance

Dominatrices now inflict 95% capture progress on their subordinates when they die, making the newly freed units easy to recapture by any surviving Dominatrix.

Tweaked Racketeer missile physics to make it take about 10% longer to hit its target. This is intended to make Racketeer less effective at nullifying bombers.

Centralized commander shield positions. Convict and Thug shields are 18 elmos higher.
Structures can no longer teleport (nobody noticed that they could).

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Zero-K: Zero-K itch.io release

The itch.io release push is complete. Thanks to everyone who contributed, commented or configured the page. Here is the link: https://zerok.itch.io/zero-k

How does this affect those here? Many reading this already have Zero-K. Well, itch.io is potentially a way to gain players but it takes a little interaction on our part. If people could

  • Rate or review our itch page,
  • Refer friends/strangers via our itch page,
  • Generally be whatever a “Mobilized Fanbase” is,
  • then we should climb in the itch rankings and be seen by many more people. You need itch to rate or review but it seems worth getting in any case, it’s like a game jam that never stops giving.

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EvoRTS: Changes, Improvements, New stuff…

It’s been a long time since we’ve made an update announcement. Many things have changed since then, and a lot of improvements have been made. We are continually working to make the game better.

I’m Damgam, new News Contributor and veteran player of Evolution RTS. I’ll try to make update announcements more often from now on.

For those who haven’t played the game for awhile, I’m leaving a short changelog below. Scroll down for more details

  • ShardAI Update
  • Control Points mode is now disabled
  • Huge Tech 3 rebalance
  • Unit Upgrade System
  • Music switched back to original soundtrack
  • Graphic Improvements
  • Interface Improvements
  • Sound Improvements
  • Moved to Spring Engine 104.0

Shard AI Update

ShardAI, that is our Skirmish AI that allows you to enjoy the game even if there is nobody to play with, received huge improvements… Well, to be fair, it wasn’t really working properly previously. ¯_(ツ)_/¯

ShardAI tries to play as human-like as possible, but unfortunately it needs some cheats to work. It will be continually worked upon and improved.

Control Points

This Gamemode, mostly known from FPS games, had its time in Evolution RTS. It has been removed for several reasons. New players occasionally had trouble understanding the concept. While it did essentially put a timer on game length and result in some really close down to the finish-line games, that occurrence was only common at higher levels of play. In reality, generally casual players would either not recognize the significance of control points, or even outright ignore them, resulting in their score eventually hitting zero and everything exploding, leaving the player confused as to what was happening.

For these reasons, the gameplay has been revamped to suit a more traditional RTS style… Destroying everything in sight, without mercy or remorse.

Tech 3 Rebalance

Expensive and powerful beasts, that’s how you could describe current Tech 3 units and structures. Nuclear missiles create a Big Boom, Long Range Artillery makes a lesser Big Boom, and Tech 3 units can take many shots to the face… but those changes have to be balanced, right?

Nuclear Silo and Anti-Nuke shields are limited to 1 per player, so you can’t nuke spam your opponent.

Lobster (Long Range Artillery) eats 15 supply (yes, that’s a lot).

Tech 3 Units eat even more supply now, so you have to choose if you want one powerful unit or an army of Snakes. Additionally all Tech 3 stuff now costs a lot of metal, so losing them is painful. You had better assist them with some O.R.B.s 😉

Upgrade System

The new upgrade system allows you to improve unit stats for the cost of additional metal. Units are upgraded directly, and may be used while they are being upgraded. Factories and turrets have 3 upgrades, up to MK4. Metal Extractors can be upgraded to give you additional metal. These upgrades are independent of tech level. It is entirely possible (While not recommended) to have a Mark IV factory that is only capable of pushing out kites. Not such a great idea, but we’re not going to judge.

Music

In the v10.00 release, Evolution RTS got a new soundtrack. Because of various reasons we had to switch it back to the original soundtrack. Enjoy! (Remember you can add your own soundtrack to ingame playlist, ask for details on our Discord)

Graphic Improvements


Deferred lighting gives you beautiful explosion, projectiles and lasers lighting that can be visible on units and ground.

Interface Improvements


The Settings menu has received many new options to adjust graphic details to your potato computers.

Unit Names and descriptions in the build menu have been moved from bottom to a little tooltip that appears near your cursor, making it easier to find what are you pointing at the moment. Pretty useful.

Sound Improvements

Some sounds have random pitch now, which makes them not sound the same all the time.

Positional audio has been enhanced. You’ll no more be confused while hearing distant shots that are as loud as shots near you.

Future?

(Remember that future plans can be changed at any moment)

  • New, much better lobby
  • Ingame Tutorial
  • Missions, maybe even campaign
  • Even more improvements to AI

The post Changes, Improvements, New stuff… appeared first on Evolution RTS.

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Zero-K: Campaign Week 4 – Rover, Faraday and Puppy

Campaign week 4 is underway with four Rover missions and two bonus missions, bringing the total mission count to 22. We have also been tweaking previous missions based on feedback. As always, be sure to post feedback on the new missions here: http://zero-k.info/Forum/Thread/24457

Alongside the mission releases is a new Zero-K version, with the most notable change being new models Rover and Tank factories. With this change all factories are now impossible to block with a single poorly placed structure or piece of terrain.

The menu has also received a much-needed rework of its download UI and the backend has been switched to wrapper-based downloads, which should fix server and corruption issues.

Ingame Interface

  • Added team mode for simple teamcolours, defaults to automatically enable in missions and free-for-all. When enabled, it makes all enemies on the same team share the same colour. Will be useful in team FFA.
  • Default hotkeys for hide interface and hide healthbars are now more obscure, for safety. The new hotkeys are Ctrl+F5 and Ctrl+F9 respectively.
  • Improved context-sensitive commands for constructors. Right clicking on an enemy will issue a move command, not a reclaim command. Right clicking on a damaged friendly constructor or factory will issue a guard command, not a repair command.
  • Factories now default to selection rank 2.
  • Fixed Strider Hub and Airpad selection rank.
  • Added zoom in/out to misc hotkeys menu (for the default camera).
  • Added hotkeys for Newton firezone settings.
  • Disable automatic commander selection at the start of campaign battles.
  • Made Gunship Plant easier to select.

Campaign

In addition to the six new missions there have been tweaks and fixes based on previous weeks feedback:

  • Added the Stats tab to campaign options which contains some information about your progress. Restarting the campaign may be required to make these stats completely correct.
  • Reworked the layout of the planet invasion screen to make it fit on small monitors. Also added font size scaling.
  • Made the Sling missions easier on non-brutal difficulties to better match the difficulty of nearby missions.
  • Felon, Rackteer and Snitch missions are easier on easier difficulties. This is mostly achieved by giving the player more base defense and the enemies less early economy.
  • Fixed the Snitch mission win condition.
  • Fixed zoom to commander detection in Mission 0.
  • Removed the link between the Stinger and Rogue missions.

Other Menu Changes

  • Added the eight maps required to instantly start playing singleplayer to the initial wrapper download.
  • Rewrote the download tab UI. It looks much more reasonable and now supports actions such as canceling and reordering downloads.
  • Replaced the download backend with a wrapper-based system. The new backend is strict about avoiding partial or corrupt downloads. It is also not dependent on the uptime of any one mirror.
  • Removed the erroneous automatic download of several maps which are used for hidden missions.
  • Updated Brutal circuit.
  • Hide the Developer area of the Settings menu unless devmode.txt is placed in the root directory.

Fixes

  • Fixed units getting stuck when inside a resurrected wreck.
  • Fixed COFC not zooming to startbox on commander selection.
  • Fixed broken rendering of certain units nanoframes.
  • Updated LoS loadscreen.
  • Fixed a command menu crash.
  • Added a more interesting Scorpion wreck.
  • Fixed Dominatrix <-> defense ranges interaction.
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Zero-K: Campaign Week 3 – Shieldbots and Zero-K v1.5.11.1

This week we explore the Shieldbot region of the galaxy, with five shieldbot missions and a bonus mission. We have also released a Zero-K update, as well as some fixes and tweaks to the mission from week 2. Make sure to post feedback as these mission tweaks would not have occurred without it.

Post feedback here: http://zero-k.info/Forum/Thread/24441

Balance/Behaviour

Fencer:

  • ‘Buffed’ by raising its aim point by 10 elmos. Now it aims from the extended position of its missile launcher. It is technically now able to shoot over allies, wrecks and reclaims in more situations.
  • Fixed ‘The Slasher Bug’ (in the engine, applies when the engine is updated in the next few days). This also affects other units on Attack Move.

Hovercraft footprints:

  • Dagger now pathfinds like a 2×2 unit (previously it thought it was 3×3).
  • Increased the footprints of Lance and Mace from 3×3 to 4×4. Might reduce Lance teamkill
  • Extended the Hovercraft factory to fix factory blocking, similarly to Shieldbot and Cloakbot factory.

Interfaces/Fixes

  • Added Impulse Mode preset to Settings/Hotkeys/Commands.
  • Added an option to filter out ally commands in show all commands.
  • Improved manual fire tooltip.
  • Improved state toggle consistency. All grey icons now use the same grey.
  • Fixed Shogun wake.
  • Added a drone construction toggle state.
  • Improved retreat state tooltip.

Missions

Tweaks:

  • Fixed Avalanche version on the Gremlin mission.
  • Adjusted the Phantom mission. The enemies now make Thug and Felon to encourage Phantom use. Added some terraforming to fix the maps poor pathfinding.
  • Added enemies that drop in midway through the Stinger/Stardust mission to increase the challenge later into the mission.
  • Made the Knight/Windgen mission more difficult on harder difficulty levels.

Fixes:

  • Hide chat box until it is first opened.
  • Fixed a case where the commander tab could fail to highlight.
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Zero-K: Campaign Week 2 – Advanced Cloaky

For this week of campaign missions we are rounding out the Cloaky Factory. These missions continue to teach unit roles and also show off some of the infiltration capabilities available to the factory. They are a bit tougher than the previous missions, especially on Brutal. In a related note: the Brutal Enemy AI has received a general update.

Post feedback here: http://zero-k.info/Forum/Thread/24429

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Zero-K: Zero-K v1.5.10.2 – Campaign and Renames

This release marks the beginning of open testing for the Zero-K campaign. Every Sunday we will polish and release a new set of missions for fun and testing. The current release contains five early missions and can be found through Singleplayer -> Campaign. To keep things organized please post specific campaign feedback here.

For sanity reasons, polishing the campaign relied on drawing the ongoing rename effort to a close. After an arduous process we finally pushed a list of names which a reasonable number of people are not entirely unhappy with. Will the boost to originality outweigh the period of confusion? Time will tell. More details can be trawled through here.

Menu/Lobby

Download woes have been addressed with a priority system for download queue. Urgent downloads (such as the map for the battle your are in) are pushed to the start of the queue. Less urgent downloads (such as matchmaker updates) are completed when there is nothing else going on.

Fixes:

  • Fixed Compatibility settings for ATI card users. The compatibility setting to fix map textures is now included in “ATI/Intel Compatibility”. Switch to this setting to recover most of the graphics quality lost by enabling the more general compatibility mode.
  • Updated featured minimap set. This should make many minimaps now visible.
  • Removed the occasional flicker on startup.
  • Fixed flicker which could occur with weaker graphics cards. “Full speed draw updates” should no longer be required.

Balance

  • Increased Angler size to prevent teamkill from its horizontally displaced weapons.
  • Added a modoption to Zombies which causes partially reclaimed wrecks to come back as damaged units.

Interface

  • Jump custom formations are now jump coloured.
  • Single player games no longer show the playerlist or “waiting for players” start text.
  • Replaced the retreat state toggle icon for the sake of consistency.
  • Fixed geospots not appearing in economy view on some maps.
  • Gunships can now use Airpads are retreat zones.
  • Added a UI for cheat mode.
  • Added a Push/Pull state for units with gravity guns.
  • Some factories floor textures.

Fixes

  • Pathfinding fixes (engine fix).
  • Fixed the Strider Hub nanoframe placement bug (engine fix, once the new engine is set).
  • Fixed orders being dropped by commanders when they morph.
  • Fixed non-plopped factories not flattening ground sufficiently (plopped factories already flattened sufficiently).
  • Replaced the the Force Junior modoption with of Commander Morph Level Limit.
  • Optimized burning units and smoke signals effects.
  • Fixed various rare widget errors.
  • Fixed a terraform-related error.
  • Fixed an error with chickens.
  • Fixed Wyvern not firing.
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Official: Spring 104.0 released!

Today we are proud to present 104.0, Making Spring Great Again Even Greater!

This release has seen a focus on increasing stability and performance, and also contains
fixes for several older lingering issues. Thanks to regular ZK testing, many problems were
identified early in development and addressed, allowing these goals to be reached faster
and with far fewer regressions than before. Of course 104.0 also comes with its share of
exciting new features like LuaMenu, enabling true in-engine lobbies and much, much more.

As always, the changelog contains more details.

Most users won’t need a download link, as lobbies can download them automatically. for the completeness:

Download Links

Note: Please report bugs to our bug-tracker, thanks!

This server costs money, so Donations are welcome!

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Zero-K: Zero-K v1.5.9.3

This month we mostly have fixes and interface improvements. The engine itself has also received a lot of work and is looking quite stable. Notably, unit movement was improved within the engine so now units move in straight lines over short distances with all commands.

Balance

  • Crabe can now shoot at gunships.
  • Added overkill prevention for Recluse, against statics, that assumes at least one missile will hit.
  • Commander Dgun can now be shot underwater.

Claymore:

  • Tweaked projectile parameters so that it no longer bounces around crazily for 15 seconds when it misses.
  • Doubled the hold time for Claymore on land (2s -> 4s).
  • Added overkill prevention.

AI and Chickens

  • AI-only teams now resign when they have no factories or constructors.
  • Tweaked early chicken difficulties.

Interface

  • Improved and enabled the decloak ranges widget. The decloak range of selected cloaked units are drawn as merged circles. Units that want to cloak have their decloak range drawn in red.
  • Improved the Ramp command. Now one end of the ramp can be selected by clicking at the first location and holding on the second location. Also improved terraform tooltips.
  • Area commands can now be dragged off the edge of the map (this is an engine change).
  • Improved Area Resurrect behaviour. It now abandons wrecks which are being reclaimed and does not touch partially reclaimed wrecks by default. Hold Ctrl to resurrect partially reclaimed wrecks.
  • Added more volume sliders.
  • Added detonate button for Dirtbag.
  • Area mex now works with command insert (Space).
  • Changed the Infiltrator icon.
  • The global command bar can now be hidden.
  • Changed the retreat icon on the global command bar.

Fixes

  • Berthas can no longer get their muzzles stuck in other units.
  • Fixed a move command bug.
  • Fixed some variable UI overlap.
  • Fixed shield capture error.
  • Fixed stuck detection for move commands.
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Official: [website] lobby server update

a few minutes ago the lobby server was updated to the current version. This was tried already a lot of times before but always reverted because fatal bugs were found.

for me it looks atm like it “works” but this needs feedback from others as well.

If you notice issues or problems because of the update, please report to the bugtracker!

For details of the changes, see the git commit log.
thanks!

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