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Zero-K v1.3.8.8 to v1.3.8.12

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8 years ago

The last few releases each seemed too small individually for a full release post. But now there is a balance change so here is a release post.

Tank raider buffs, informed by Veh vs Tank testing last week, is the main change for v1.3.8.12. In other versions Area Shields gained priority and an off button as well as a few extra weaknesses. Intel structures also gained priority. Air transport behaviour and logistics automation has been improved and fixed to make them much more rewarding to use.

Balance



Tanks:
  • Kodachi - Line of Sight 520 -> 600
  • Panther - Health 980 -> 1100

Area Shields:
  • Lose all their charge when disabled (disarm, morph, emp, nanoframed).
  • Charge rate now obeys slow damage.
  • Moved base upkeep to unit cost (+50 cost for Aspis, +45 cost for Aegis).

Other:
  • Significantly buffed Valkyrie acceleration and brake rate.
  • Windgen can be built anywhere.
  • Vulture has 700 range radar jamming.
  • Raven no longer dives through Detriment.

Interface



Priority:
  • Added priority for Radar, Sonar, Jammers, Area Cloakers and Area Shields.
  • Priority is high by default for Radar, Sonar, Jammers and Area Cloakers.
  • Misc Priority can be set in Initial Unit States.
  • Added on/off toggle to shields to toggle charging.

Terraform:
  • Only raise/lower is now possible to toggle during rectangle terraform selection.
  • Smooth can only raise/lower.

Transports:
  • Fixed air transports becoming stuck near the target when trying to load/unload.
  • Transports guarding a factory will assist built units in reaching their desired destination.
  • Fixed transport AI not obeying an unticked "transport from factory".
  • Transport AI Time benefit threshold is now configurable.

Other:
  • Right clicking on a Aircraft Plant or Airpad with a Crane now does the normal constructor thing (previously it gave a "land to repair" order, messed up assist).
  • Disabled clippy.
  • Ctrl+Repair now ignores nanoframes in the area.
  • Manualfire orders can be given in a line (Dante salvo etc..)
  • Nuke warning no longer pushes other bits of the UI out of its way.

Fixes


  • Gauss turret is properly vertically immobile.
  • Area mex queues at correct height.
  • Fixed reserve values in extended tooltip.
  • Fixed Zenith meteor metal bug.
  • Fixed Starlight aiming (it now aims at things perfectly) and range.
  • Morphed Capturiees draw their capture line correctly.
  • Prevented landships.
+11 / -0


8 years ago
quote:
* Transports guarding a factory will assist built units in reaching their desired destination.

Nice.
+2 / -0


8 years ago
quote:
Vulture has 700 range radar jamming.


Woah
+3 / -0
8 years ago
Does radar jamming work on buildings ?
+0 / -0
does radar jamming work while landed? (should it be disabled?)
+0 / -0
Skasi
quote:
* Lose all their charge when disabled (disarm, morph, emp, nanoframed).

FINALLY!
I've been waiting for this for five years, since before the CA and 1-fac merge when I first saw Thugs with shields.
[Spoiler]

quote:
* Significantly buffed Valkyrie acceleration and brake rate.

GG


ROrankJoeDoe: Yes.
DErankAdminmojjj: Go try it. My bet is on "yes".
The Vulture change idea sounds neat and unique, should make for interesting games. Controlling them properly sounds like a real pain though. Gonna need a lot of good flight formation. Vulture+Raven run meta when? Or worse yet, Vulture+Valkyrie drop.
+0 / -0
Firepluk
8 years ago
All hail ninja drops! Now u can accompany skittle/scalop drops with a Vulture :D
+4 / -0
Yay! Looks good.

Not sure about the jamming, but I'm not fond of radar-jammers in general. Too non-obvious to the user, and I like that blocking radar requires the large investment of a full cloakfield. BA demonstrated for me the folley of plentiful radar jamming.

The vertical windgens are a huge change, that's really interesting. I wonder if odd shoreline positions will cause some odd behavior with wind/tidal conversion.
+1 / -0


8 years ago
I feel like the possibilities for drops, penetrative bombing and other nuisance definately just went up.

Air players also have a new duty: blanket the frontlines with landed Vultures
+2 / -0
8 years ago
quote:
Prevented landships


Prepare for firepluk rage
+3 / -0


8 years ago
Landed Vultures deactivate jammer..
+2 / -0

8 years ago
" All hail ninja drops! Now u can accompany skittle/scalop drops with a Vulture :D "
I will scout! I want droppers rage! :D :D

Priority and off button is very nice feature.
+0 / -0

8 years ago
quote:

* Vulture has 700 range radar jamming.


Seems like it's actually a swift buff.
+0 / -0
8 years ago
quote:
Seems like it's actually a swift buff.

Isn't Swift already radar invisible?

Also area shield lose-charge affect funnels shields too? I hope so!
+0 / -0
Yes, all shields lose charge when stunned -- this includes Funnels.

Yes, Swift already has personal jammer.
+1 / -0
quote:

Balance


Tanks:
* Kodachi - Line of Sight 520 -> 600
* Panther - Health 980 -> 1100

Good, because of lack of health (tanks should be tanks, not made-of-paper thing even with powerful guns/weapons) i preferred Banisher as a first tank instead of panther, even while last one does very useful paralyzing shots. Now will try to use Panthers more, may be not only at beginning.


quote:

Area Shields:
* Charge rate now obeys slow damage.

Agree, closier to reality.


quote:

Other:
* Significantly buffed Valkyrie acceleration and brake rate.
* Windgen can be built anywhere.
* Raven no longer dives through Detriment.

I even do not know what is V., but buffs are good.
Windgen i thought already could be built anywhere.
About counting of Detriment as an obstacle - also closier to reality, thus is good.


quote:

Interface



Priority:
* Added priority for Radar, Sonar, Jammers, Area Cloakers and Area Shields.
* Priority is high by default for Radar, Sonar, Jammers and Area Cloakers.
* Misc Priority can be set in Initial Unit States.
* Added on/off toggle to shields to toggle charging.

All is good; personally for me main thing is toggling of charge.


quote:

Terraform:
* Only raise/lower is now possible to toggle during rectangle terraform selection.
* Smooth can only raise/lower.

What ever was possible? I am confused.


quote:

Transports:
* Fixed air transports becoming stuck near the target when trying to load/unload.
* Transports guarding a factory will assist built units in reaching their desired destination.

I did not use transport yet (!), but happy about there two strings.


quote:

Other:
* Right clicking on a Aircraft Plant or Airpad with a Crane now does the normal constructor thing (previously it gave a "land to repair" order, messed up assist).
* Disabled clippy.
* Manualfire orders can be given in a line (Dante salvo etc..)

While i almostly don't use A/P, glad that finally was made natural reaction to right-clicking.
Interested about lined manualfire.

But what was clippy?


quote:

Fixes


* Prevented landships.

Ha-ha, saw that.
+0 / -0

8 years ago
The fact that nobody realizes swift has a jammer nicely reiterates why I don't like jammers - nobody notices that a unit isn't radar visible, neither the user nor the people fighting that unit.

I wonder how many notice that the Cloaky-con has a jammer radius?
+3 / -0

8 years ago
quote:

Yes, Swift already has personal jammer.


I meant because they shoot down vultures :)
+0 / -0
Skasi
8 years ago
quote:
I meant because they shoot down vultures :)

Then Defenders were buffed too? :O
QQ
+1 / -0

8 years ago
" The fact that nobody realizes swift has a jammer nicely reiterates why I don't like jammers - nobody notices that a unit isn't radar visible, neither the user nor the people fighting that unit.

I wonder how many notice that the Cloaky-con has a jammer radius? "

Swift radar jammer is very usefull thing and also can be very big problem for inexperienced player + 50x speed boost. Cloakies con radar jamming i know since beginning but is used it rarely. Because in team games its very hard use this feature. Clusterfuck team games i mean.
+0 / -0
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