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Zero-K v1.12.6.0 - Likho's New Look

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6 months ago

Likho has a new model by brunocb, giving it a proper singularity bomb. This update also has many fixes and a few balance changes. Some of the fixes are due to an engine update, such as a decades-old bug that caused reverse-built units to sometimes try to slide off the map. On the balance front, Bulkhead now has a bit more range than Stinger, Duck is a bit better, and Disco Rave Party spins faster.


Balance



Duck is no longer the equal-slowest raider.
  • Speed 90 -> 93 elmo/s (no longer matches Bandit)
  • Missile range 235 -> 232 (matches Bandit)
  • Missile turn rate increased by 16% so it reliably hits Dart.

Bulkhead is more sturdy and can safely shoot at Stinger.
  • Stays deployed while mid-air
  • Range 600 -> 640
  • Sight range 660 -> 700

Crab and Bulkhead can deploy mid-air.

Kodachi is killed in one fewer shots by Dagger.
  • Health 680 -> 660

Disco Rave Party has all its bearings replaced.
  • Base turn rate increased by 25%
  • Maximum fire rate increased by 6.7%
  • Spin-up rate increased by 18%
  • Increased minimum turn rate by 25%
  • Can turn without spinning down so far, as a result of the above.

Features


  • Added new Likho model (thanks brunocb).
  • Added optional radar colour in LOS and fog stripes, under Settings/Interface/Map/Radar Color.
  • Added animation-stun to most striders. They no longer return to a netural stance while stunned.
  • Guarding units can now be automatically set to lower selection rank under Settings/Interface/Selection/Filtering (thanks Amnykon).
  • Improved overdrive payback tooltip.
  • Added metal shared, energy excesses, and energy shared graphs.
  • Mods can now include their own modoptions files.
  • Reordering factory queues no longer forgets Alt-insert.
  • Cloaked units no longer try to shoot at unseen mexes.
  • Free-For-All games are now not counted for ranking immediately, rather than being discounted when the server restarts (thanks Shaman).

Fixes


  • Fixed rally points of factories with structures right in front of them.
  • Fixed overlob prevention vs. jumpjets.
  • Fixed a shadow bug caused by UI scaling.
  • Slowed Detriment can no longer be stolen by transports.
  • Fixed defense range circles for ballistic projectiles (thanks Helwor).
  • Fixed Djinn deployment when told to stop while stopping.
  • Fixed being able to click twice to start a skirmish game.
  • Fixed reverse-built nanoframes sometimes sliding off the map (thanks marcushutchings).
  • Fixed queuing dense line moves (recent engine bug, thanks marcushutchings).
  • Fixed structure ground decals persisting after death (recent engine bug, thanks marcushutchings).
  • Fixed an issue with action registering (thanks Helwor).
  • Made UnitLeftRadar more consistent (thanks Helwor).
  • Terraform construction can no longer catch fire.
  • East-facing morphs no longer result in West-facing units.
  • Fixed lingering noammo icon on wreck tooltips.
+19 / -0
6 months ago
quote:
Free-For-All games are now not counted for ranking immediately,
That sounds like something that could change a bit the ladder rankings. Did this update also implied a server restart or are the current ladders still including all the FFA-s since the last server restart?
+3 / -0
6 months ago
"Slowed Detriment can no longer be stolen by transports."

Does that punish you for integrateing slow missiles into your abduction setup?
+0 / -0


6 months ago
Wow, some very hefty balance changes.

That Bulkhead change seems huge vs jump.
+1 / -0

6 months ago
Many thanx for the jobs.
+1 / -0

6 months ago
quote:

quote:
Slowed Detriment can no longer be stolen by transports.


Does that punish you for integrateing slow missiles into your abduction setup?

Slowed and moving. You can still steal slowed dets that are stationary
+0 / -0
6 months ago
quote:
Fixed rally points of factories with structures right in front of them.
It seems like this introduced a bug where cons sometimes still have their move or build command even if they have actually finished it, causing them to not become idle.
+0 / -0
TOP TIER WORK BY MR FROG AND FRIENDS !

TANK YOU SOOOOOO MUCH GUYS !

GG WP.
+2 / -0
6 months ago
Does anybody else gets crashes and connections problems? In 2-3 hours today I had several issues where I needed to kill spring process and or try to reconnect a couple of times for it to work.
+0 / -0


6 months ago
quote:
It seems like this introduced a bug where cons sometimes still have their move or build command even if they have actually finished it, causing them to not become idle.

Idk, maybe? Report it?
+0 / -0


6 months ago
Oh also, I fixed units not deploying when built outside a factory.
+0 / -0
Will there be a new firing sound for likho? Its whistle sound no longer fits really.
+1 / -0