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Zero-K v1.3.8.5

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8 years ago

Here is a release with some minor balance changes and fixes. Very little has changed because it appears that very little is broken.

In other news; ClanWars is well underway. Get a clan and follow the thread to play.


Balance


Raven:
  • Slightly faster while diving (44% -> 50% speed). The weird value of 44% was in place to make it slower than Bandit.

Dagger:
  • Range 205 -> 210 (was 220 ages ago)
  • Line of Sight 450 -> 500. This is almost as much as Kodachi. Hovercrafts felt too hard to scout with.

Pillager:
  • Accuracy doubled(?) (600 -> 300, what does that mean?) so it can now reliably hit Stardust.

Panther:
  • Range 250 -> 260

Lightning Accuracy:
  • Zeus is a bit more accurate.
  • Bantha and Scorpion are quite a bit more accurate.

Overkill Prevention
  • No longer has perfect information about identified radar dots. Instead it assumes the worst case scenario. An identified dot is assumed to have full health, no status effect and armour (if it is a unit which can armour).
  • Groups of units with slow projectiles no longer fire all their shots at aircraft in a futile attempt to hit it. Instead a few will fire just in case they get lucky.

Autorepair module:
  • Removed idle time requirement.
  • HP/s 20 -> 10
  • Cost 250 -> 150


Interface


  • Improved attrition counter. Added teamgame support.
  • Added spectator UI panels with a resource bar for each team. Extra panels and hud presets support are still to come.
  • Context menu improvements. One shot weapons do not show DPS.


Fixes


  • Fixed queued underground solar boxes.
  • Fixed Tidal energy generation.
  • Fixes to economy breakdown in resource panel.
  • Fixed wreck transitions for some factories and Impaler.

Previous Versions


  • Added Accept Victory by Default panel which appears if the entire enemy team disconnects. Previously they would just explode. Mainly to save 1v1s from connection issues.
  • Fixed energy display on Deluxe Player List.
  • Added win counter increment.
  • Reduced Thunderbird camera shake (a lot).
+12 / -0
Bonus pic because I went looking for a good screenshot and found two.
+4 / -0
8 years ago
Time the Commanders come back.....mhhh....
+3 / -0
quote:
Pillager:
* Accuracy doubled(?) (600 -> 300, what does that mean?)

Shooting cone angular radius 1.2° -> 0.6°
+0 / -0
quote:
because it appears that very little is broken.

Peenix still shit
Funnyweb still a bit OP
Starlight still OP and fuck anyone who says the cost justifies the OPness. Being able to kill a Detri in 10 seconds across the map is worth way more than its current cost.
DDM still OP
Scallop still OP
Sea ship factory still shit
Ferrying (using the passenger unit's load/unload command) still not working with units exiting a factory.
+0 / -0


8 years ago
Tremor still useless, hacksaw still useless..

but really, nice patch!
+0 / -0
Starlight is the only way to end massive FFA games. Until far in the future, when sea is fixed, land is perfect, and the devs can work on a better endgame FFA, Starlight should stay OP.

Disco is good for cost- a significant amout of shields can block most of it in crazy FFA games.

Funnyweb is not that OP (1 or 2 can be shutdown by vandal spam), but it does need a cost boost as to make the Dante a viable option instead of just spamming funnywebs.

EDIT: I say this because funnywebs hard-counter maurauding Dantes and don't stack much better then Dantes, so Dants are thusnot half as common as before.

Sea needs to be talked about.

EDIT: The couple sea maps I remember playing a few weeks ago mostly ended up being all about sniper-subs, carriers, and scallop spam. I think either more units in the ship/amphs/hover factory need to be retooled to fight in a 90% sea setting or more units need to be introduced.

EDIT: Snugglebass made a point regarding negativity. Thanks to the devs for continuing to develop an awesome game!
+0 / -0
8 years ago
dante spam never really was a thing tho, and i would rate a single dante more useful than a single funnel. problem with funnel never was its strength individually.
+0 / -0


8 years ago
"Accept victory by default" is glorious.
+1 / -0


8 years ago
quote:
Tremor still useless, hacksaw still useless..
Current Tremor barely hurts the game and Heavy Tank already had a buff to artillery. I don't want to layer the buffs to thick.

Hacksaw is not being buffed while people consider Raven to be useless.

quote:
Funnyweb is that OP, I find, but it does need a cost boost as to make the Dante a viable option instead of just spamming funnywebs.
Dante is quite common. Funnelweb is probably far too new and confusing to change.
+0 / -0
Skasi
8 years ago
quote:
* Reduced Thunderbird camera shake (a lot).

Best change for a long time, really! Should also help with reducing the number of awkward moments on streams.
+0 / -0

8 years ago
Reasonable small changes. I like it.
+1 / -0
8 years ago
quote:
Pillager:
* Accuracy doubled(?) (600 -> 300, what does that mean?) so it can now reliably hit Stardust.


Skydust no more!

quote:

Lightning Accuracy:
* Zeus is a bit more accurate.
* Bantha and Scorpion are quite a bit more accurate.


What about lightning com module?

quote:
=== Interface ===
* Improved attrition counter. Added teamgame support.
* Added spectator UI panels with a resource bar for each team. Extra panels and hud presets support are still to come.

Awesome!
+0 / -0

8 years ago
> Autorepair module

Curious about why this was done. You seemed pretty certain about "autorepair is idle" before, what changed your mind?
+2 / -0

8 years ago
Pillager accuracy is great improvment.
Zeus and bantha lightning improved attack precision is also great.
Hmm, com combat autorepair is back but changed. well we need also skittle buff. :)
+0 / -0
8 years ago
Pillager OP now, can be used as a frontal assault unit. Just won a enture battle with a tremor and 3 pillagers.
+0 / -0

8 years ago
RUrankParzival

Did you kill 4 reapers with it?
+3 / -0
RUrankHuj
8 years ago
quote:
Autorepair module:
* Removed idle time requirement.


This requirement should not be ever added.

quote:

* HP/s 20 -> 10
* Cost 250 -> 150


IREFUL

I would prefer:
* HP/s - not touched
* Cost 250 -> 300 or more
+1 / -0
quote:
Starlight still OP and fuck anyone who says the cost justifies the OPness. Being able to kill a Detri in 10 seconds across the map is worth way more than its current cost.


Agree.

quote:
DDM still OP

It should remain OP, like all defensive structures should be.

No nerfs needed because it can be easily killed by artilleries.

quote:
Scallop still OP

It should not be cheap like now.
+0 / -0
Skasi
8 years ago
quote:
* Removed idle time requirement.

quote:
This requirement should not be ever added.

Except that it denies commanders a unique ability that no other unit has. On top of their already existing unique "can be anything" nature. If anything it shouldn't have been removed.
+1 / -2
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