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Zero-K v0.8.11

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MYrankAdminKingRaptor
5 years ago
Nothing fancy in this version, just a generally improved experience.

Design:
  • Made some tweaks that should hopefully improve vehicle movement
  • Commanders of disconnected people spawn at 30s instead of 2 minutes
  • Bad target category improvements for Dominatrix and Reaper
  • Fixed shipyard footprint etc. issues
  • Chicken: changed some tooltips; added a new supporter chicken; made queen health scale with arrival time; added tech time floor
  • Removed reload bonus with xp.
  • Double commander recipient in planetwars now also has double storage. This is to prevent excess at the start of the game.
  • Added target setting on the move functionality. It can be completely controlled with hotkeys but by default it will keep a unit's target when an explicit attack command is cancelled by a move command.

Simplified armour system:
  • Razor's Kiss damage reduction 0.2 -> 0.25
  • Pitbull damage reduction 0.15 -> 0.25
  • Pitbull health 2250 -> 3000 to compensate
All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33.


Interface:
  • Nano turret added to Unit AI -> Initial States menu under Static.
  • Changed style of terraform icons.


Balance:
  • Krow bomb reload time 20s -> 30s
  • Hammer projectile even slower
  • Napalm missile and Firewalker:Ground fire duration increased 1.5x, DPS halved
  • Slight tracking added to prec bomber, it can hit subs that jitter out of the way
  • Venom damage 800 -> 600
  • Bantha cost 12000 -> 10500


Graphics:
  • New Shield texture, small jitter effect for large shields.
  • Added some pointless flashing lights to things

+0 / -0


USrankAntelope
5 years ago
Wow, I agree with almost every change here. Awesome job!
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FIranksprang
5 years ago
The new hexagonal shield effect looks neat, much better than the old, random-textured one.

The jitter in the large shields is cool, but could still be lessened imo.
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GBrank[pikts]wolas
5 years ago
Removed reload bonus with xp. sad...
I like HP and so on increase in BA, that makes you want to care about not suiciding units more.
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USrankluckywaldo7
5 years ago
Reload bonus with XP didn't work how you think it worked (or how I thought it worked).

Apparently all it really did was screw with reload frames so that a rapid-fire unit gains about 33% more DPS after hitting something once. Changes to longer reload units are pretty marginal.

Ingame you will probably notice no difference, and DPS estimates based on unitdefs are now more accurate.
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NLrank[DE]Rick
5 years ago
I would like to see a fixed xp system in the future then.
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AUrankAdminGoogleFrog
5 years ago
I wouldn't mind an XP system that has actually be designed. This would probably mean recoding the system entirely.


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CZrankAdminLicho
5 years ago
What now even HP bonus is gone? I hope not
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USrankluckywaldo7
5 years ago
If you can't tell the difference between HP bonus and no HP bonus, how is it even fun then? Placebo effect!

I should make a revision that says an awesomely new awesome XP bonus system is implemented and not even change anything, and everyone will love it.
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ATrankSkasi
5 years ago
Not true! I've doubled Dirtbags dps and no one even realized.

By the way, the Krow nerf was not needed, really. After half a dozen games everyone knew perfectly well how to hard-counter them.

I love the Firewalker and Napalm missile changes. Why not change napalm weapons of commanders too?

I dislike the Venom nerf. Some might say it was OP but it only was against newbies. Really, the better my enemies are the less I spam Venoms and the more I spend metal on other spiders!
+0 / -0

NLrankMrPingu
5 years ago
New shields look a lot better. Just sayin.
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USrankluckywaldo7
5 years ago
A previous idea for an XP system involved bonuses with tiered unit levels instead a smooth progression. So after getting so much experience, a unit would level up and get bonuses with each progressive level. Of course there would be a cool glowy-effect for each time a unit ranked up so everyone would know your leet micro.
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CZrankAdminLicho
5 years ago
It sux without XP improvements :(( I HATE this change
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CNrank[1uP]archl
5 years ago
Regarding to the Experience, I suggest to introduce overall "Unit Type Battle Experience" system: sum up a type of unit's XP gain, and reach a certain level to increase specs of the Unit Type.

During a battle, if player insisting using Hammers, then hammer will become stronger over time.
+0 / -0




AUrankAdminGoogleFrog
5 years ago
We don't want that at all. It's artificially imporving single unit spam.
+0 / -0

NLrank[DE]Rick
5 years ago
if xp will improve both hp and dps then it will be balanced right?
+0 / -0


CNrank[1uP]archl
5 years ago

I don't think its a bad idea.

This will lead the production focusing on few selections Unit Type to get maximum efforts in battle.

To avoid single type spam: reduce the effectiveness of XP bonus, put 5% or less as Max.



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NLrank[DE]Rick
5 years ago
if 5% will be max then you might as well not waste your time on a xp system.

We just needs a system that benefits each unit equaly meaning it will increase hp and dps (dps will prolly done through reload time). It doesnt need a max if a flea killed enough units it should be as strong as a detriment in theory.
+0 / -0


CZrankAdminLicho
5 years ago
Oh come on, we had XP system for ages with no negative effect. I just want hero glaive that gets past enemy lines and destroys line of windmills to not die to freshly built green nub glaive.
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ATrankSkasi
5 years ago
Wtf Licho. Just flee with the Glaive. Fleeing Glave > chasing Glaive. I do it all the time.
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