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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.


EvoRTS: The most boring article about Visual Updates you’ll ever read

With the latest release, there were some pretty significant visual updates (and audio). Additionally a couple of new units have been added. Here are some before and after shots of some of the models.

Overseer Before

Overseer After

Metal Extractor Before

Metal Extractor After

Immolator Before

Immolator After

Hover Factory Before

Hover Factory After

As you can see, the models now have full normal maps and have added reflectivity. Up close it looks nice, but when you are more zoomed out the effect is very apparent and makes all of the units look much nicer in general.

New Units!

Technically there is only one new unit. The other just got a new model. The newest addition to the game is the Aegis Anti-Air Defense System. Essentially it’s a long range ground to air laser battery. At its maximum range, it is not terribly accurate, but it gets more accurate the closer a target gets. This is due to the way that the laser itself works. It’s a bit hard to explain… It’s more of a visual thing that you will be able to immediately notice in-game. Without further ado, here it is!

And last, be definitely not least, is the new model for the Protector Anti-Nuke Laser Defense System. Instead of just a boring image of the model, I decided to go with an action shot…

There you have it! Go in-game and check this stuff out! As far as visual updates go, it’s a hell of an upgrade, but it needs to be seen in action to convey the full effect.


The post The most boring article about Visual Updates you’ll ever read appeared first on Evolution RTS.


EvoRTS: The evolution of UI Improvements, Hotkey updates that not many people know about

Over the past couple of months, some pretty massive updates to the UI have come about. I’m going to try to detail it all here. Firstly, the Build and orders menu UI has been moved over to ChiliUI. Now, for players in general, this isn’t a particularly big deal. It won’t change the way that you interact with the UI elements in any way really. However, it’s important to note that because it is ChiliUI, it is more flexible, and that’s the big news here.

From the image above, you can immediately see that the orders menu takes up the entire left side panel. This is because typically the orders menu is incredibly cramped. In a lot of games they will be little squares with randomly sized text or icons on them. In general, it’s a pretty unsightly UI.

Now that the Orders UI has plenty of room to be spaced out, we can now make the buttons more descriptive, which is a pretty big deal. It means that finding buttons on the panel is not difficult, and it is far less confusing for newbies.

Another huge change is the build menu. There are multiple configurations, however, the default configuration is a scrollable list of large pictures, making it easy to see what the units are and what they look like. With other important information displayed on top of the pictures, which we will cover a bit later.

There are 5 configurations for the build menu:

  1. Horizontal
  2. Compact Horizontal
  3. Traditional
  4. Right Side
  5. Right Side Compact

Horizontal is what you see in the opening screenshot, but I will post it again for ease:


Compact Horizontal


Right Side

Right Side Compact

These UI elements (like all the others) can be repositioned wherever you like in tweak mode (ctrl+f11). This should prove to be a more useful layout that caters to almost everyone.

Hotkeys and Buildpic Information

As you can see here, there is now quite a lot of information on the buildpics. At the top, in white, you have the hotkeys for the unit listed. Then you have the Tech Level Requirement (if applicable), after that you have Supply (if applicable), Energy, and Metal cost, all listed plainly and easy to see right in the UI.

Not shown here is the fact that it is possible to create your own hotkey configuration (ask in discord how to do this), and the fact that there are a few more UI elements that help out with hotkey usage.

And of course, all of the information written on the buildpics is toggleable via the options in the settings menu


Big thanks go out to Adriano Lima for creating the Order/Build Menu UI elements, and doing it so well as to allow for so many configurations. This allowed me to create all of the above configurations with very little effort.

Stowtemid (Commonplayer) for creating the new hotkey system, and setting up the display of information on the buildpics themselves.

And there you have it! This should make the ingame experience even better. Please feel free to leave feedback/suggestions in discord!

The post The evolution of UI Improvements, Hotkey updates that not many people know about appeared first on Evolution RTS.