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116 players in game: 4 players fighting in 2 battles, 23 waiting for battle, 89 idling in chat (996 played this month)

Welcome to Zero-K


Zero-K is a FREE, multiplatform, open-source RTS game. It aims to be dynamic, action-packed and hassle-free, full of clever strategies and constantly moving combat with games lasting an average 20-30 minutes.



or just view the media

Some of the more prominent features:

  • Epic Scale from tiny flea-bots to huge mechs and gigantic superweapons that wreak havoc - hundreds or thousands of units on the battlefield, all easily viewable with a fully pannable and zoomable camera.
  • Realistic Physics mean each shot is physically simulated realtime - you can actually evade bullets if you micro-manage your units! Hills and terrain affect line of sight and radar coverage, and explosions deform the terrain.
  • Planet Wars lets you take control of your own planet and fight for survival in an ongoing online campaign!

  • Natural Balance allows units to depend on their natural characteristics and the benefits of the simulated environment, not contrived special damages to determine their effectiveness.
  • Terraforming - change the terrain: walls, ditches, ramps and more, to provide yourself with an extra tactical advantage.
  • Unique Abilities make sure units are fun to use! From jump-jets, gravity turrets, mobile shields, burning napalm, air drops, unit morphs - we've got it all and more! You can even control your units directly in First Person Mode!
  • Streamlined Economy - the economic system is complex without being tedious, with a simple interface and controls. Resources are unlimited and output can be scaled up as the game progresses, allowing for increasingly intense battles. The system is also designed to minimize slippery slope and allow skilled players to make comebacks from losing positions.

There are a even more amazing features, but listing them isn't as fun as trying them out yourself, so visit our Downloads page!

Zero-K is made by the players, for the players. All the game developers are active and experienced players. Balance and fun are assured.

Zero-K v0.9.9

Version number++ because the number bloat was getting really silly.

General
* Fixed smart retargeting of slow weapons
* Fixed marker placement when units are transfered due to lag/AFK
* Fixed solars closing and "under attack" sounds playing when "hit" by a friendly Outlaw
* Aircraft factories float rather than resting on seafloor
* Chicken: Replaced egg AI selections with a single egg modoption


Balance
* Fixed an issue where missile cruiser had considerably lower stats than intended
* Fixed torpedo frigates not having sonar
* Fixed EMP missile homing when it should not
* Screamer missiles are free to stockpile
* Scorpion has a new multi-stunner special attack


GUI
* Jumpjet GUI is drawn for queued orders even if the last order in the queue is such that the start position of jump is not precisely known (construction, area orders)
* Removed the massively annoying blinking of point tracker
* Initial States includes gunship strafe


Graphics
* Bigger Jack model

Posted by MYrank[LCC]KingRaptor[0K] 6 days ago - comment

Zero-K v0.9.8.8

Quite a few balance changes in this version. Some nerfs to Kodiachi and Pyro which seemed to dominate the raider game. Thug and Outlaw tweaks to improve their role.

Kodiachi. Attempted to make it worse vs Raiders and Riots and a bit easier to use.
* Doubled turret turn speed.
* Turnrate 616 -> 750.
* Damage 300 -> 120.
* Groundfire duration 200 -> 300 (a static unit should receive the same damage
as before).
* Range 250 -> 225

Outlaw. More range and slow to make it better vs the longer ranged raiders.
* AOE: 512 -> 600 (this is diameter)
* Wavefront speed reduced 40%. This makes it worse against fast low hp things
so it doesn't completely WTFOMG them.
* Damage 100 -> 75
* EdgeEffectiveness 0.75 -> 0.95 (better damage at range)
* Reload Time: 0.9 -> 0.85
* Slow Damage: 36 -> 55

Pyro. Was probably accidentally buffed with engine and prediction change.
* Range 280 -> 260
* DPS reduced 15%

Thug. Increased weight by ~12.5%
* Cost: 160 -> 180
* HP: 850 -> 960
* Shield: 1100 -> 1250
* Regen: 15 -> 18
* Starting power 650 -> 850 (I think 2/3 starting sounds nice).
* Damage 150 -> 170

Felon:
* Starting power 600 -> 800 (for consistent 2/3 with Thug)

Firestorm:
* Health 580 -> 660 (to survive 1/2 Hacksaw)

Banisher:
* Reverted Double ROF
* Range 400 -> 460 instead

Posted by AUrank[LCC]GoogleFrog[0K] 16 days ago - comment

Auto auto hosts and the mighty Player Juggler


Back with more infrastructure improvements in the quest to cut your game waiting times and improve satisfaction :-)


There are now specialed managed hosts - they have a star in the lobby.
=====================================

* TEAMS - makes 2 team games,pick maps based on player counts

* 1v1 - for 1v1 battles,picks 1v1 maps

* FFA - for free for all - they pick ffa map based on player count, balance ffa

* COOP - for Chikens and CAI fights - pick chicken maps, balances for 1 vs bots and add its own normal chicken if players dont

All of those managed hosts auto balance on !start and are prefered way to play now.

Please use them instead of hosting your own, because only those participate in another addition:

The Player Juggler
==================
Player juggler is a way to merge classical matchmaking with normal battleroom based gaming.
Its a system that moves waiting people together based on their preferences.

Each person can set his/her prefences on home page.
Juggler takes into account things like player preferences, current battle, elo, clan to make suitable changes.

How to use it?
* First go and set your personal preferences. If you set something as dislike, juggler will never move you to disliked battle type.
* Next join the managed autohost of battle type you want to play - say FFA autohost.
* Wait,every 2 minutes juggler checks available people waiting on other managed autohosts (including those that joined running battle late) and if sensible games can be made from the people, it moves them together into games.

For details about inner workings check: http://code.google.com/p/zero-k/wiki/PlayerJuggler


Other minor additions
==========
* !map (no params) on autohosts picks next suitable map (managed only)
* TEAMS autohosts give extra comms to smaller team
* major springie rewrite with lots of changes

Posted by CZrankLicho[0K] 19 days ago - comment

Zero-K v0.9.8

Hurray! No more need for pausing - intelligent lag monitor is here.
Laggy/afk people will be given to the most skilled person on team, and when they come back, their units will return instantly.

Gameplay changes:
* destroyer morphs to warlord
* hovercon brake rate and build distance improved
* behemoth has high trajectory
* banisher 2x rate of fire 1/2 damage

Other changes:
* voice commands improvements
* new pyro texture by smoth

Fixes/tweaks:
* endvote button to votes
* small nuke effects for water
* terraform slope detection fix

Posted by ATrankSkasi 23 days ago - comment

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