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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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Official: Engine Testing – 104.0-RC3

Third release-candidate for 104.0!

Changes since RC2
Various fixes

Major Changes since 103.0

  • Added LuaMenu
  • GL3.0 set as the minimum required OpenGL version
  • Improved memory management to allow multiple Spring.Reload() calls.
  • A zillion bug fixes

Changes in Detail:
changelog.txt
git diff last rc to HEAD

Download
See the download page for how to get it.

Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt to the report!

Happy testing! :-)

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Zero-K: AI difficulty level renames

The circuit AI difficulty levels are now Beginner – Novice – Easy – Normal – Hard – Brutal. Thanks to everyone for their feedback and patience as we dial in appropriate difficulty levels and names. There should be no further big changes to names because we now have a fairly clear idea of the purpose for each difficulty level.

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Zero-K: Zero-K v1.5.8.2

Thanks to recent work and feedback we now have tentative AI difficulty levels. Aside from AI, we have been working on smarter and newbie friendly defaults for unit AI and, as always, miscellaneous bug fixes.

AI Difficulty Levels

Renamed the AI difficulty levels for descriptiveness and because ‘Very’ is unimaginative.

  • Beginner: A new AI that barely attacks. It is easier than the old Very Easy.
  • Easy: The old Very Easy.
  • Normal: The old Easy.
  • Hard: The old Medium.
  • Brutal: The old Hard.
  • Insane: The old (well, quite recent) Brutal.

Beginner is very much a sandbox AI for getting the hang of units and controls. It slowly makes a base and after about 8 minutes sends a Flea (or equivalent unit) to wander around the map. Easy and Normal correspond to AIs recently configured by USrankCrazyEddie. Easy is like Beginner but, instead of a Flea, it makes an army out of a few units and sends them to wander around the map. It also has a faster buildup.

Brutal is the old Hard. The new Normal and Hard are effectively Brutal but with a delay on all their construction and less self preservation for their units. Insane is a recent configuration which I was recommended to place as harder than the old Hard. Many thanks to UAranklamer for writing Circuit AI and GBrank[GBC]1v0ry_k1ng for configuration, as well as to everyone else who has given feedback.

We have also added a beginner level chicken to match the Circuit AI difficulty levels.

Balance

Athena:

  • Moved to Strider Hub, no longer buildable by constructors.
  • Cost 500 -> 600
  • Build power 7.5 -> 15 (notably this doubles resurrect speed)

The intention is to buff resurrection and sneaky unit production while nerfing it as a second factory.

Faraday:

  • Cost 200 -> 250
  • Health 1000 -> 2200 (It is supposedly beefy)
  • Damage 1000 -> 1200
  • Reload time 2.8 -> 2.4.

Note that the reload time doubles its stun uptime because it has an EMP timer of 2 seconds. The intention is to avoid swapping Faraday and Stardust in the build menu as well as an attempt to revive a generally ignored turret.

The Cloaky and Shield factories now have a an unbuildable section in front of them to make them harder to accidentally block.

Unit Behaviour

Tactical AI

  • Rockos now try to shoot Stardust from outside its range.
  • Added tactical AI for Goliath.

Skirmishers and particularly long ranged riots are now smarter about skirmishing occluded units. They now detect when their line of fire is blocked and, after a few seconds, stop skirmishing and try to move such that they can fire. This behaviour is disabled for units set to Hold Position because this is the “don’t get baited” movestate.

Disabled hold position by default for skirmishers, now that they are smarter about being blocked. The affected units are Buoy, Hammer, Rocko, Sniper, Scalpel, Firewalker, Placeholder, Moderator, Racketeer, Felon, Recluse, Wolverine and Dominatrix.

Here are the remaining things with hold position by default.

  • Anti-Air – Angler, Gremlin, Flail, Archangel, Vandal, Zephyr, Tarantula, Copperhead, Crasher.
  • Cloaked ‘melee’ – Scythe, Flea, Infiltrator.
  • Expensive artillery – Penetrator, Ronin, Catapult, Pillager, Tremor.
  • Deployable stuff – Crabe, Slasher.
  • Weird stuff – Claymore, Aspis, Scylla, Dart.

These changes should only affect new players.

Targeting

  • Cheap units [?] given slightly more attention by long-reload, heavy-hitting units [?]
  • Fixed identified radar dots getting overkilled, especialy by disarm
  • Hammer now has overkill prevention vs static targets.
  • Racketeer now correctly anticipates that disarm is about to wear off.
  • Racketeer now longer unwilling to target mobile units.
  • Racketeer now has a fairly strict priority hierarchy: in-LOS active > out of LOS > in-LOS inactive.

UI

  • Activated “Settings/HUD Presets/Stay up to date” so non-hardcore UI editing players are not left behind as the UI improves.
  • Swapped Defender and LLT in the build menu (yes, everything is ruined).
  • Moved camera hotkeys to the hotkeys submenu.
  • Camera zoom to startbox on comm selection is now configurable [?]
  • Units no longer retarget when their target completes a morph.
  • Default Wind/Tidal Generator build spacing 3 › 2.
  • Units of lagging players no longer flash by default.
  • Double click selection ignores selection filtering (except for rank 0).
  • Alt + Area Mex now creates Wind/Tidal Generators if Solar Collectors don’t fit.
  • Added a unit icon for Infiltrator. Previously it looked like Scythe, now it has spider legs.

Fixes

  • Fixed Wyvern being able to shoot as soon as it starts rearming.
  • Fixed jumpies being unable to jump directly from their factory.
  • Fixed newly teleported units with a move order being temporarily stuck.
  • Fixed Sumo gravity guns sometimes causing light in the other direction.
  • Fixed the tooltip in the middle of the screen issue.
  • Fixed some cases where the tooltip was cut off.
  • Fixed the facplop graphical effect being covered in lines.
  • Fixed Recon Commander moonwalking during and after jumping.
  • Fixed Dart sometimes standing at an angle.
  • Fixed cloaked units setting themselves to fire at will when they decloak.
  • Fixed “Catching up” panel showing up after game over.
  • Fixed mex ghost showing in economy view regardless of the ability to build it.
  • Fixed wrong units being highlighted for selection when the mouse was outside the game window.
  • Fixed Strider Hub, Wind Generator and Solar Collector ambient occlusion.
  • Fixed an error with zombie mode.
  • Fixed an error when a unit dies during teleporting.
  • Fixed an error when a plane dies when it is just about to sit on an airpad.
  • Fixed an error when changing transport orders near a drop point.
  • Fixed an error causing invisible units when using shiny units without shadows.
  • Fixed an error where stockpiled tacnukes don’t explode on silo death.
  • Fixed a build ETA UI bug.
  • Fixed a transport AI issue with constructor following.
  • Fixed commanders occasionally failing to continue their construction when they morph.
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Zero-K: Change to UI layout updating

Starting from the next stable we will keep player UIs up to date, with the default preset, unless they opt out. To opt out disable ‘Simple Settings’ and disable ‘Settings/HUD Presets/Stay up to date’. The current form of the setting is inactive and just exists to give advanced users some time to disable it.

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Zero-K: Downloading game as .sdz archive

[If you’ve just downloaded the game for the first time, you can safely ignore this message]

For debugging reasons (details here), the lobby client launcher/wrapper (but not the client itself, once you log in) will re-download the latest Zero-K stable as an .sdz archive instead of the ‘rapid’ incremental format currently in use. This will occur even if you already have the newest stable downloaded via rapid, but will only happen once per stable ZK release.

Due to the large file size involved (275 MB), this will lead to some wait time the next time you try to launch the game. To do the downloading ahead of time:

  • Go to this page
  • Download zk-v1.5.8.0.sdz to <gamedata folder>/games (this will usually be where you installed/downloaded the lobby client executable Chobby.exe to)
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Official: Engine Testing – 104.0-RC2

Second release-candidate for 104.0!

Changes since RC1
Various fixes and speedups

Major Changes since 103.0

  • Added LuaMenu
  • GL3.0 set as the minimum required OpenGL version
  • Improved memory management to allow multiple Spring.Reload() calls.
  • A zillion bug fixes

Changes in Detail:
changelog.txt
git diff last rc to HEAD

Download
See the download page for how to get it.

Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt to the report!

Happy testing! :-)

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