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Zero-K patch version v0.9.6

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MYrankAdminKingRaptor
5 years ago
Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.

Fixes
  • Fixed bombers trying to attack with no ammo
  • Fixed "Hadron collider" unit launching exploit. Buildings can no longer be placed in open factories.
  • Fixed Strike Commanders always having cloak
  • Jumping resets a unit's velocity again
  • Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed
  • Slowing weapons now affect construction speed
  • Fixed Storage description
  • Healthbars cannot show negative health values.

Interface
  • Fixed Ctrl+C selection of commanders with more than one commander
  • Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc
  • Command menu tabs can be scrolled with [,] and [.]

Balance
  • Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)
  • Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000
  • Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15
  • Tick: Param time 30s -> 25s; Damage 4k -> 3.5k
  • Behemoth: cost 3000 -> 2500
  • Firewalker is more accurate
  • Bandit turret turns 55% faster

Graphics
  • Pyro has a new model/texture
  • VR Grid no longer obscures weapon effects and the like
  • Behemoth has a flashier weapon effect

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AUrankAdminGoogleFrog
5 years ago
When I first saw collider I thought "I have to try that" then I thought about how much it breaks everything and made a workaround ASAP. The other stuff was there already and we decided to throw some balance things in too.
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CNrank[1uP]archl
5 years ago
* Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000

For real? In my experience, it worth the cost. HP is not a big factor for it. Cost+AoE may make it more popular.

* Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15

Tons of Linked Thug rush - I don't like this balance.

* Tick: Param time 30s -> 25s; Damage 4k -> 3.5k

Following the change of Thug. ... Cloak now fear the Shield

* Behemoth: cost 3000 -> 2500
Great, always wanted cheaper Behemoth

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NLrank[DE]Rick
5 years ago
Shieldbots needed a buff thugs where so easily countered by fire, gauss (ye a gauss com or pitbull can do some serious damage to thugs because it ignores shield) or emp.
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ATrankSkasi
5 years ago
Zomg balance changes are so extreme again. Thug got a 25% buff, Tick got a 27% nerf. Thug is 50% better vs Ticks nao, owwwww, time to use Shieldlabz.
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NLrank[DE]Rick
5 years ago
well before it was too effective vs thugs. Not only did it stuns them really fast because of thugs low hp but it also removed the shield from thugs cutting their hp in less than half.
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ATrankSkasi
5 years ago
Why "too effective"? I think that is a nice concept and it didn't even change. :)
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GBrank[GBC]Fred
5 years ago
you buffed thugs to counter ticks.. which felons were meant to do which were also buffed not so long ago..
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AUrankAdminGoogleFrog
5 years ago
Actually Catapult was buffed to counter tick. It is extremely clear: Tick was nerfed in the same commit as Catapult buffed so there is no doubt that there is a connection.
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CZrankAdminLicho
5 years ago
I disagree with all those changes.None of them were needed. Consult modstats
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PLrank[Sprung]
5 years ago
I wanted to consult Modstats once, but the damn nub is never around.
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GBrank[pikts]wolas
5 years ago
Is modstats somewhere available to public? Or it is behind seven locks?
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ATrankSkasi
5 years ago
Licho, I can't get modstats to display information on new versions. (anything after 0.9.0.1)

Freddyboy, I doubt that Thug was buffed to counter Ticks. You know, 'cause shields are 100% useless vs Ticks. My "50% better" comment was a bit exaggerated, it's more like 45%. So instead of 1 Tick countering 16 Thugs you now only get 1 Tick countering 11 Thugs. :)
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CNrank[1uP]archl
5 years ago
Is tick now widely&extensively used now >.< ?

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ATrankSkasi
5 years ago
Well I really only used them vs commanders, especially jumpcoms, but the effective emp time reduction of 10 seconds means I'll think twice before using Ticks. I guess I'll just have to use two Ticks per comm from now on.

Why don't YOU try them yourself and tell US, archl? :)
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CNrank[1uP]archl
5 years ago
Course(curse me) I'm not coming back until I get a PC compatible to run Zero-K.
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