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Zero-K v1.6.11.3

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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 to thank 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.

Fixes


  • 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.
+9 / -0
5 years ago
Thanks for the Artemis nerf, this is an indirect buff to Funnelweb as well, as it can drain your opponent`s metal now effectively by standing in his Artemis`firing range.

Are the long known issues with building Gauss on higher ground
(so it tries to shoot things that can`t be hit) not getting tackled right now?
Stopped using this turret because of this.

"Fixed mearth" seems to be the running gag for the lobster community^^
+0 / -0


5 years ago
We've known about the Gauss thing for a long time. Rumor has it that the latest engine has something which will let us fix the issue.
+1 / -0


5 years ago
Great work as always AUrankAdminGoogleFrog :)
+1 / -0

5 years ago
"Thanks for the Artemis nerf, this is an indirect buff to Funnelweb as well, as it can drain your opponent`s metal now effectively by standing in his Artemis`firing range."

Hm. Think hard. :)
+1 / -0

5 years ago
While I welcome the artemis nerf. It made gunships pretty useless.

But additionally I think Artemis should not fire on anything below 80 metal cost. So you cant drain it very cost effectively with blastwings or free drones from commander or funnelweb. Having to manually toggle fire is pretty annoying.
+5 / -0


5 years ago
This amounts to never firing at radar dots, as well.

I don't think Artemis was what made Gunships vastly inferior to Planes in most situations.
+6 / -0


5 years ago
Artemis is arguably stronger against Gunships than airplanes.
Gunships are slower, need to stay in the same area, and will usually bunch up and get hit by the huge AoE.
If there is a stream of Gnats or Blastwings coming in, the Artemis can just put it on hold fire and other units will kill the Blastwings.
+1 / -0