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Official: Engine Testing – 104.0-RC1

First release-candidate for 104.0!

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:
git diff last rc to HEAD

See the download page for how to get it.

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

Happy testing! :-)


Zero-K: Zero-K v1.5.7.1 – Limpet, sea balance and cheaper Defender

Sea has a balance update, with a more interesting Reef and less dominant Ronin. The amphibious bots are fleshed out with their own crawling bomb. There was mixed feedback on the Defender cost increase. Personally, I missed the choice of light turrets but appreciated the lack of large Defender forests. The cost increase has been reduced to 100 metal and will likely persist to see how people adapt.

Zombie mode is seeing some use so it has been slightly improved. The “Set AI Spawns” modoption is now active, previously it was a placeholder. Other improvements and fixes from previous stables last month, such as to terraform and stats graphs, are included in the notes for completeness.


New unit: Limpet, an Amphibious Bomb. Unlike other bombs this unit does not cloak (in any case, cloak is disabled underwater). It has higher health and a large range to compensate.

  • Cost: 180
  • Health: 400
  • Speed: 117 e/s
  • Damage: 150 normal, 1500 slow. Maximum slow persists for up to 5 seconds.
  • Damage radius: 250


  • Cost 120 -> 100 (was 80 previously)

Gauss turret:

  • No longer overshoots.
  • Reduced projectile speed by 45%.


  • Maximum slow persists for up to 2 seconds.


  • Health 1350 -> 1650
  • Projectile is planted for two seconds before moving (in sea) or exploding (on land).


  • Health: 3000 -> 2500
  • Reload time: 4 -> 5 (Effective DPS 150 -> 120)
  • Weapon velocity: 400 -> 350
  • Turret traverse rate 150 -> 50


  • Sonic gun range: 380 -> 340


  • Cost: 3500 -> 3000
  • Tacnuke replaced with disarm missile
  • Stockpile cost: 600 -> 150
  • Stockpile time: 60 -> 30
  • Damage: 15000 disarm for a maximum of 10 seconds
  • Range: 3000
  • Damage radius: 140


  • Cost: 3800 -> 4000

SLAM rocket:

  • Cost 200 -> 150m

Zombies are no longer immune to slow damage. The 50% zombie slowdown is applied independently so now slow damage against zombies can cause them to move at 25% the speed of a normal unit.


  • Claymore tactical AI now runs away whenever it fires.
  • Fixed a bug which prevented Reef and Bantha from moving close enough to their target.
  • Units moving in groups now clump less at their destination.
  • Overkill prevention now takes shields into account.
  • High damage weapons now prioritize healthier units over unhealthy units when both units can be killed in a single shot.


The modoption “Set AI Spawns” is now active. Enable it to select the start positions for every AI in the game.


  • Limpet, Roach, Flea and Tick now leave tracks.
  • F4 eco view: enemy mexes marked.
  • F4 eco view: use colour of owner instead of hardcoded teal.
  • Added more quality settings to LUPS.
  • Added a menu toggle which controls whether dropped/lagging players units flash.
  • Start position ranks now use the shiny ranks.
  • Mace weapon now has sparks.


  • Skydust UI can now be used to flatten and build on otherwise unbuildable terrain.
  • Added ‘D’ as a hotkey to cancel blocks of terraform.
  • Fixed the occasional long delay when building on a terraformed platform.

Stat graphs:

  • Graphs now only go up to game over.
  • Simplified the graph window when the game is ongoing.
  • Added a toggle to show stat graphs to the global commands bar.

Other changes:

  • Rewrote the selected units panel as the old version was a drain on performance.
  • Hotkeys now available in simple menu mode.
  • Constructors no longer inherit factory priority.
  • Added a rate limit for incoming chat and ping noises.
  • Dragging orders in the factory build queue no longer removes the Alt modifier.
  • Radio buttons look more like radio buttons.
  • Added a chicken panel toggle to the global command bar.
  • Improved trainer commander selection UI and options.


  • Fix inheriting land/fly state.
  • Fix missing endgame window
  • Setting a hotkey no longer causes the window to replace itself.
  • Fixed Racketeer getting stuck shooting at disarmed targets.
  • Reduced graphs performance usage, especially when not enabled.
  • Wreckage fixes, some units would leave full wreck when supposed to leave debris.
  • Fixed move-repeat interaction.
  • Fixed a delay caused when giving a move order to a jumping unit.
  • Fixed units doing a Circle Guard getting confused and breaking the formation.
  • Fixed ballistic scatter prediction position in the attack AoE display widget.
  • Fixed menu search.
  • Pause no longer delays the end of the game.
  • Fixed unit XP display and it is no longer gathered on damage dealt outside LOS.
  • Fixes for zooming the camera to a startbox.
  • Fixed missing fighter jets.
  • Fixed “Wait or Win” placement.
  • Fixed mex placement with command insert.

Zero-K: Zero-K v1.5.6.0 Expensive Defender Week(end?)

Many people are concerned by Defender so here is a test with a Defender that cost 120 metal, up from 80 metal (the image above is a tiny bit exaggerated). Is it still useful? What does the game look like? Play to find out.

Mostly we are working on fixes and polish. In particular, the settings menu is in the process of becoming much friendlier. USrankCrazyEddie has embarked upon the task of improving the statistics graph and now it can be shown in the middle of the game with Alt+F1.


  • Fixed Scorcher suicidal behaviour.
  • Remove flamer/gauss bonus damage vs features.
  • Lightning weapons with a normal damage component now deals the correct damage to wrecks (previously it dealt no damage).

Chicken Fixes

  • Improved Tiamat, White Dragon and grounded Queen behaviour.
  • Fixed many projectile lights.
  • Roc/queen flying animations make more sense.
  • Speed up Wurm movement animation


Endgame graphs:

  • Endgame graphs can now be disabled during the game with the hotkey Alt+F1.
  • Fixed multiple endgame graph bugs and polish issues.
  • Remove Units Built/Killed/Lost

Time, death, squad and gather wait are now bindable through the hotkeys menu. These are commands that behave similarly to the normal wait command but which will remove themselves when certain conditions are met.

  • Time wait is removed after a set amount of time.
  • Death wait is removed if all the targeted units are dead.
  • Squad wait is removed once enough units with squad wait reach the waypoint, so a factory can be queued to send squads of 4 units.
  • Gather wait is perhaps the most useful, it causes your units to wait until all the recipients of the command reach their waypoint.

Main menu settings are now much clearer.

  • Removed the Game submenu, the options from that menu are now mostly under Settings/Hotkeys and Settings/Unit Behaviour.
  • Replaced the advanced settings toggle on the menu window with a simple settings toggle, default enabled. This shows a significantly cut down menu which is to be populated with only the most generally relevant settings (still WIP).
  • Advanced mode can be enabled through Settings/Misc.
  • Applied some polish to the main menu in the form of spacing fixes and consistent button sizes. Also removed the “…” and the redundant tooltip from the submenu buttons.

Minor changes:

  • Factories default to selection rank 3.
  • Economy panel metal bar flash is now grey instead of red when full or near full.
  • Remove “Trainer” from trainer comm names


  • Fix Bantha missiles.
  • Fixed an idle builder selection bug.
  • Fixed an issue with issuing wait commands to moving units.
  • Chat backlog is no longer ignores the setting that determines whether it is open at the start of the game.
  • Fixed Panther death explosion.
  • Resurrected units with ‘inherit’ start states now inherit from the default of their usual factory instead of from the unit that resurrected them.
  • Fixed some command insert issues.
  • Skydust now terraforms at height zero. This allows structures to be queued for construction of cliffsides (but not yet with all Skydust methods).
  • Going AFK with AI allies no longer forfeits your income.
  • Fixed unit marker to use AI name.
  • Fixed a bug with setting resource reserve.
  • Fixed jumpjets for underground units.