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Zero-K v1.12.4.0 - Combat Engineer

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Date Editor Before After
4/6/2024 7:34:54 PMPLrankAdminSprung before revert after revert
4/6/2024 3:37:25 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3363.png[/img] 1 [img]http://zero-k.info/img/news/3363.png[/img]
2 The most experimental change of this patch gives Engineer Commanders the ability to build units out in the field. The goal is to make it more than the base building chassis. A much more normal change accentuates the speed of Strike Commanders by reducing the speed of the competing Recon Commander. Planes have been tweaked slightly, with the most notable change being Sparrow stealing Owl's radar jammer. Disco Rave Party has some ludicrous buffs since the newish spin-up requirement had a greater than expected impact on its power relative to Zenith. 2 The most experimental change of this patch gives Engineer Commanders the ability to build units out in the field. The goal is to make it more than the base building chassis. A much more normal change accentuates the speed of Strike Commanders by reducing the speed of the competing Recon Commander. Planes have been tweaked slightly, with the most notable change being Sparrow stealing Owl's radar jammer. Disco Rave Party has some ludicrous buffs since the newish spin-up requirement had a greater than expected impact on its power relative to Zenith.
3 \n 3 \n
4 For all its weird experiments, this patch is more about tech than balance. The engine has been updated with a new decal rendering system that performs better and will let us do more with explosion scars. Unit selections are drawn much faster and many of their edge cases have been solved. A new ambient occlusion shader gives the everything a bit more sense of depth. This is on top of a bunch of fixes and polish that built up over the last few months. 4 For all its weird experiments, this patch is more about tech than balance. The engine has been updated with a new decal rendering system that performs better and will let us do more with explosion scars. Unit selections are drawn much faster and many of their edge cases have been solved. A new ambient occlusion shader gives the everything a bit more sense of depth. This is on top of a bunch of fixes and polish that built up over the last few months.
5 \n 5 \n
6 No [url=https://zero-k.info/mediawiki/Cold_Takes]Cold Take[/url] this week, because there was a lot to do for the patch. 6 No [url=https://zero-k.info/mediawiki/Cold_Takes]Cold Take[/url] this week, because there was a lot to do for the patch.
7 \n 7 \n
8 \n 8 \n
9 = Balance = 9 = Balance =
10 \n 10 \n
11 [b]Engineer Commander[/b] can now pick a unit to build out in the field. 11 [b]Engineer Commander[/b] can now pick a unit to build out in the field.
12 * Use the Copy Factory Blueprint command on a friendly functional factory to select a unit. 12 * Use the Copy Factory Blueprint command on a friendly functional factory to select a unit.
13 * The unit can be switched during the game. 13 * The unit can be switched during the game.
14 * A unit is automatically selected from the plopped factory. 14 * A unit is automatically selected from the plopped factory.
15 * Set your plop selection under Settings/Unit Behaviour/Default States/Misc/Blueprint. 15 * Set your plop selection under Settings/Unit Behaviour/Default States/Misc/Blueprint.
16 \n 16 \n
17 [b]Recon Commander[/b] is slower to let Strike have an identity as the speediest commander. 17 [b]Recon Commander[/b] is slower to let Strike have an identity as the speediest commander.
18 * Speed 43.5 -> 40.5 elmos/s 18 * Speed 43.5 -> 40.5 elmos/s
19 * Jump reload time 20 -> 22/22/20/20/18/16 s 19 * Jump reload time 20 -> 22/22/20/20/18/16 s
20 * Jump speed 180 -> 135/135/142.5/150/157.5/165 elmos/s 20 * Jump speed 180 -> 135/135/142.5/150/157.5/165 elmos/s
21 \n 21 \n
22 [b]Lightning Gun[/b] is better, particularly against swarms. 22 [b]Lightning Gun[/b] is better, particularly against swarms.
23 * Reload time 1.83 -> 1.73s 23 * Reload time 1.83 -> 1.73s
24 \n 24 \n
25 [b]Owl[/b] no longer jams, [url=https://zero-k.info/Forum/Thread/37485]by popular demand[/url]. 25 [b]Owl[/b] no longer jams, [url=https://zero-k.info/Forum/Thread/37485]by popular demand[/url].
26 * Removed 700 range radar jammer. 26 * Removed 700 range radar jammer.
27 \n 27 \n
28 [b]Sparrow[/b] is now the radar jamming plane. 28 [b]Sparrow[/b] is now the radar jamming plane.
29 * Now has a 540 range radar jammer. 29 * Now has a 540 range radar jammer.
30 * Increased manoeuvrability slightly to make coverage more consistent. 30 * Increased manoeuvrability slightly to make coverage more consistent.
31 \n 31 \n
32 [b]Hacksaw[/b] deals more damage to catch up to Phoenix. 32 [b]Hacksaw[/b] deals more damage to catch up to Phoenix.
33 * Damage per volley 1000 -> 1400 33 * Damage per volley 1000 -> 1400
34 \n 34 \n
35 [b]Phoenix[/b] was a bit too good, especially when reused.
36 * Rearm time 8s -> 10s
37 * one-shot by Hacksaw as per above
38 \n
35 [b]Thunderbird[/b] has more health to escape Hacksaw. 39 [b]Thunderbird[/b] has more health to escape Hacksaw.
36 * Health 1200 -> 1600 40 * Health 1200 -> 1600
37 \n 41 \n
38 [b]Disco Rave Party[/b] spins faster, [url=https://zero-k.info/Forum/Thread/37484]also by popular demand[/url]. 42 [b]Disco Rave Party[/b] spins faster, [url=https://zero-k.info/Forum/Thread/37484]also by popular demand[/url].
39 * Increased spin cap by 50%, increasing its peak rate of fire from 1 to 1.5 shots/s. 43 * Increased spin cap by 50%, increasing its peak rate of fire from 1 to 1.5 shots/s.
40 * The spin bar has been rescaled so 66% is the old maximum. 44 * The spin bar has been rescaled so 66% is the old maximum.
41 * Spin up to 66% is unchanged. It still takes 90s to reach its old spin. 45 * Spin up to 66% is unchanged. It still takes 90s to reach its old spin.
42 * Spin from 66% to 100% takes 40s. 46 * Spin from 66% to 100% takes 40s.
43 * Aiming is quite slow above 66%, so a fixed target is required to exceed the old spin cap. 47 * Aiming is quite slow above 66%, so a fixed target is required to exceed the old spin cap.
44 \n 48 \n
45 [b]Disco Rave Party[/b] is also deals more direct damage and is more accurate. 49 [b]Disco Rave Party[/b] is also deals more direct damage and is more accurate.
46 * Accuracy improved by 20% 50 * Accuracy improved by 20%
47 * Red Killer damage 3000 -> 3500 (matches Eos) 51 * Red Killer damage 3000 -> 3500 (matches Eos)
48 * Orange Roaster damage 300 -> 250 52 * Orange Roaster damage 300 -> 250
49 * Orange Roaster duration 15s -> 8s 53 * Orange Roaster duration 15s -> 8s
50 * Orange Roaster AoE radius 320 -> 400 (larger than static shields) 54 * Orange Roaster AoE radius 320 -> 400 (larger than static shields)
51 * Yellow Slammer damage 800 -> 1000 55 * Yellow Slammer damage 800 -> 1000
52 * Green Stamper damage 400 -> 600 56 * Green Stamper damage 400 -> 600
53 * Green Stamper smooth radius 240 -> 300 57 * Green Stamper smooth radius 240 -> 300
54 * Green Stamper smooths more per hit 58 * Green Stamper smooths more per hit
55 * Violet Slugger damage 450 -> 500 59 * Violet Slugger damage 450 -> 500
56 * Violet Slugger slow damage 4500 -> 5000 60 * Violet Slugger slow damage 4500 -> 5000
57 \n 61 \n
58 [b]Aircraft[/b] can no longer fly so far outside the map. 62 [b]Aircraft[/b] can no longer fly so far outside the map.
59 * The external map border starts 400 elmos away, down from 800 elmos. 63 * The external map border starts 400 elmos away, down from 800 elmos.
60 * The border is softer, so brushing it is less drastic. 64 * The border is softer, so brushing it is less drastic.
61 \n 65 \n
62 \n 66 \n
63 = Graphics = 67 = Graphics =
64 * Added new explosion crater scars to use the engine's new decal system. The new scars have better performance, stick to the ground properly, and have new features such as glow and variation by weapon type. 68 * Added new explosion crater scars to use the engine's new decal system. The new scars have better performance, stick to the ground properly, and have new features such as glow and variation by weapon type.
65 * Added a screen space ambient occlusion widget. Basically, it adds subtle shading to put shadows in every nook and cranny. The widget is enabled for hardware that supports deferred rendering, which is most hardware. 69 * Added a screen space ambient occlusion widget. Basically, it adds subtle shading to put shadows in every nook and cranny. The widget is enabled for hardware that supports deferred rendering, which is most hardware.
66 * Improved the walk animations of the Engineer and Recon Commanders. 70 * Improved the walk animations of the Engineer and Recon Commanders.
67 * Disco Rave Party has firing dust and complains every time it tries to turn. 71 * Disco Rave Party has firing dust and complains every time it tries to turn.
68 * Improved the look of Ogre missile explosions. 72 * Improved the look of Ogre missile explosions.
69 * Fixed jittery Detriment launch smoke. 73 * Fixed jittery Detriment launch smoke.
70 * Improved Detriment and Jugglenaut stomp effects. 74 * Improved Detriment and Jugglenaut stomp effects.
71 * Made a few effects that were simulation-limited run at >30Hz if able. 75 * Made a few effects that were simulation-limited run at >30Hz if able.
72 * Reaver aims more smoothly. 76 * Reaver aims more smoothly.
73 \n 77 \n
74 \n 78 \n
75 = Interface = 79 = Interface =
76 * Updated selection circle rendering (thanks moreginger, and Beherith for the original shader). Selections look similar, but render much faster and resolve a few graphical edge cases suffered by the previous widget. Selection visuals can be configured under Settings/Interface/Selection/Default Selections. 80 * Updated selection circle rendering (thanks moreginger, and Beherith for the original shader). Selections look similar, but render much faster and resolve a few graphical edge cases suffered by the previous widget. Selection visuals can be configured under Settings/Interface/Selection/Default Selections.
77 * Jumpleg units retain jump commands while midair so they can jump as soon as they find the ground. 81 * Jumpleg units retain jump commands while midair so they can jump as soon as they find the ground.
78 * Hermit auto skirmishes from slightly further away, making it better at dealing with Redback (thanks Mach565). 82 * Hermit auto skirmishes from slightly further away, making it better at dealing with Redback (thanks Mach565).
79 * Improved replay controls (thanks moreginger). 83 * Improved replay controls (thanks moreginger).
80 * Improved Athena and Newton selection volumes. 84 * Improved Athena and Newton selection volumes.
81 * Control groups now obey selection rank. 85 * Control groups now obey selection rank.
82 * Added an option for control groups to ignore some ranks. 86 * Added an option for control groups to ignore some ranks.
83 * Autogroups can now be used for buildings. 87 * Autogroups can now be used for buildings.
84 * Autogroups no longer override manual groups set during production. 88 * Autogroups no longer override manual groups set during production.
85 * Added incomplete French and Ukrainian translations. 89 * Added incomplete French and Ukrainian translations.
86 \n 90 \n
87 \n 91 \n
88 = Maps = 92 = Maps =
89 * Added lava to Stronghold because it looks like it wants it. 93 * Added lava to Stronghold because it looks like it wants it.
90 * Added boxes for Ravaged Remake v1.2 94 * Added boxes for Ravaged Remake v1.2
91 \n 95 \n
92 \n 96 \n
93 = Awards = 97 = Awards =
94 \n 98 \n
95 Some awards show up almost every game in nonsensical ways. To address this, the minimum threshold for a few awards has been raised. 99 Some awards show up almost every game in nonsensical ways. To address this, the minimum threshold for a few awards has been raised.
96 * Spoils of War requires 3.3x more reclaim. 100 * Spoils of War requires 3.3x more reclaim.
97 * Slow King requires 2x more slow damage. 101 * Slow King requires 2x more slow damage.
98 * Peacemaker requires 4x more disarm damage. 102 * Peacemaker requires 4x more disarm damage.
99 \n 103 \n
100 \n 104 \n
101 = Modding = 105 = Modding =
102 * Add customParams.turn_accel_factor to control the angular inertia of units. 106 * Add customParams.turn_accel_factor to control the angular inertia of units.
103 * Add Spring.Utilities.ConcatArrays to concatenate arrays. 107 * Add Spring.Utilities.ConcatArrays to concatenate arrays.
104 \n 108 \n
105 \n 109 \n
106 = Fixes = 110 = Fixes =
107 * Fixed split switching spectators to players in the split room. 111 * Fixed split switching spectators to players in the split room.
108 * Fixed load order of replays so the most recent replays show up first. 112 * Fixed load order of replays so the most recent replays show up first.
109 * Fixed Bellicose Islands boxes (edge gap east). 113 * Fixed Bellicose Islands boxes (edge gap east).
110 * Fixed a rare issue with the external map grid (thanks AntlerForce). 114 * Fixed a rare issue with the external map grid (thanks AntlerForce).
111 * Fixed Newton launcher auto-jump sometimes causing jumps on the launch pad. 115 * Fixed Newton launcher auto-jump sometimes causing jumps on the launch pad.
112 * Fixed Envoy overkill prevention. 116 * Fixed Envoy overkill prevention.
113 * Fixed command insert not working with line formations. 117 * Fixed command insert not working with line formations.
114 * Fixed jumping units sometimes using their walk animation mid-air. 118 * Fixed jumping units sometimes using their walk animation mid-air.
115 * Fixed shields sometimes not activating when rapidly thrown out of the water. 119 * Fixed shields sometimes not activating when rapidly thrown out of the water.
116 * Units no longer move to clear the "entrance" of plane factories when a plane is built. 120 * Units no longer move to clear the "entrance" of plane factories when a plane is built.
117 * Units that start retreating are no longer automatically deselected for spectators. 121 * Units that start retreating are no longer automatically deselected for spectators.
118 * Fixed the select damaged/healthy hotkey presets. 122 * Fixed the select damaged/healthy hotkey presets.
119 * Fixed Fire Once leaving Set Target applied. 123 * Fixed Fire Once leaving Set Target applied.
120 * Fixed Restore not working correctly on random maps and maps with changed water level. 124 * Fixed Restore not working correctly on random maps and maps with changed water level.
121 * Fixed Sparrow's wingtip ribbons. 125 * Fixed Sparrow's wingtip ribbons.
122 * Fixed teleportation sometimes leaving tracks. 126 * Fixed teleportation sometimes leaving tracks.
123 * Fixed slow and Stardust heat rounding. 127 * Fixed slow and Stardust heat rounding.
124 * Fixed missing ghosts for some campaign-only structures. 128 * Fixed missing ghosts for some campaign-only structures.
125 * Fixed orbital drops of ships trying to land ships on the sea floor. 129 * Fixed orbital drops of ships trying to land ships on the sea floor.
126 \n 130 \n