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Zero-K: Zero-K v1.7.4.0 – Fixes and Outlaw Tweak

This version contains a few important fixes, compatibility for an upcoming engine update, and a reduction of the previous Outlaw buff.

Balance

  • Outlaw damage 35 -> 30 (was 20 previously) with the same scaling for slow damage (105 -> 90).
  • Paladin manual fire now fires 12 missiles (increased from 10) to match its model.
  • Raven thinks units are thinner than they are, causing it to dive lower and hit more consistently.
  • Welder defaults to hold position.

Fixes

  • Fixed units failing to reveal themselves if they fire from behind terrain while inside an enemy units LOS range. This primarily makes buried defenses targetable.
  • Fixed units with attack orders not having their attack order overridden by some commands. This mostly affected issuing reclaim orders to fighting Welders.
  • Fixed a case of tactical AI not working for units on hold position.
  • Blocked the ability to give gunships orders off the edge of the map.
  • Zenith now gains XP and can shoot through allied shields.

Depth of Field Fixes

  • Fixed issue where the autofocus would incorrectly weaken when zooming in after a certain point.
  • Fixed colours blending to a mush (unfortunately this means some banding in dark regions, not sure how to fix without ruining the more pronounced circles).
  • Normalized depth calculations to Spring unit distances, so blur power is no longer map-dependent.
  • Fixed projectile lights rendering on top of DoF (this involved changing priority, and this seems like a blunter fix than necessary).
  • Expanded blur radius limits so near-to-camera objects blend more nicely.
  • Made the transition from in-focus to out-of-focus a bit smoother.
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Zero-K: Matchmaker Maps Rotation

It’s been a few months since the last Matchmaker map pool rotation, so it’s time to remove some of the less-liked maps and give some new contributions and old classics their time in the sun.

Added to 1v1 and Teams pool:

Rogues River v1.2
Shifting Sands v1.5
Badlands 2.1

Added to 1v1 pool only:

Izki Channel v1.0

Removed from 1v1 and Teams pool:

EvoRTS-New_Iammas-v05
Intersection v4.1
Living Lands 4.1

Removed from 1v1 pool, still in Teams pool:
Aurelian v1.0

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Zero-K: Zero-K v1.7.3.8 – Dominatrix Nerf

Most of the work for this release is in performance improvements related to saying up to date with the Spring engine. The more visible change is to Dominatrix, which escaped the previous big balance release.

Balance

Dominatrix:

  • Speed 2.2 -> 1.95

Dominatrix can come out very early in the Rover vs. Tank matchup. The speed nerf will make it slightly harder to deploy, and easier to out-maneuver.

Interface

The jumpjet UI now draws the jump arc to the sea floor (instead of the surface) and indicates when a jump command would be blocked by terrain.

Unit AI:

  • Scalpel, Mace, Dominatrix and Mistral now start skirmishing before they have fired their first shot if they are facing towards their target. This allows them to start turning earlier, but stops them from running away forever without firing.
  • Tweaked Dominatrix skirmish AI numbers to make it better at fighting units like Mace and Ogre.
  • Tweaked Knight tactical AI numbers to make it prioritise firing over turning.
  • Raven now dives based on the maximum of {target speed, target jump speed/2}. This primarily makes it dive against jumping Recon commanders more successfully.

Other changes:

  • Added a new disruptor bomb sound for Commanders and Disco Rave Party.
  • Added the ability to hotkey toggling the depth of field shader.

Fixes

  • Fixed a new graphical glitch that could occur when tilting the camera.
  • Fixed nano turret aiming.
  • Fixed overhead unit state icons not displaying.
  • Fixed a bug that momentarily interrupted weapon firing while using Attack-Move. The most affected units were Mace and Dominatrix.
  • Fixed nuke explosions not occuring on aircraft or tall Funnelweb shields.
  • Fixed Crab walking while under construction.
  • Possibly fixed other Crab bugs.
  • Fixed a carrier error.
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