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Zero-K v0.9.9

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MYrankAdminKingRaptor
5 years ago
Version number++ because the number bloat was getting really silly.

General
  • Fixed smart retargeting of slow weapons
  • Fixed marker placement when units are transfered due to lag/AFK
  • Fixed solars closing and "under attack" sounds playing when "hit" by a friendly Outlaw
  • Aircraft factories float rather than resting on seafloor
  • Chicken: Replaced egg AI selections with a single egg modoption


Balance
  • Fixed an issue where missile cruiser had considerably lower stats than intended
  • Fixed torpedo frigates not having sonar
  • Fixed EMP missile homing when it should not
  • Screamer missiles are free to stockpile
  • Scorpion has a new multi-stunner special attack


GUI
  • Jumpjet GUI is drawn for queued orders even if the last order in the queue is such that the start position of jump is not precisely known (construction, area orders)
  • Removed the massively annoying blinking of point tracker
  • Initial States includes gunship strafe


Graphics
  • Bigger Jack model

+0 / -0


CZrankAdminLicho
5 years ago
I dislike this change:
  • Removed the massively annoying blinking of point tracker

I think point tracker has to be annoying. Thats the whole point of it!
Please revert
+0 / -0

GBrank[pikts]wolas
5 years ago
+1 to initial priorities of buildings.
+0 / -0

AUrankjseah
5 years ago
Screamer missiles are now free! Holy *-

It might actually be useful now!
+0 / -0

GBrank[pikts]wolas
5 years ago
Yeah but you still will have to set it to hold fire. By the way Hi Jack. LoL how much texture wasted for that! Just now noticed...
+0 / -0

NLrankMrPingu
5 years ago
I like the bigger jack, fits it's role much better.
+0 / -0



AUrankAdminGoogleFrog
5 years ago
v0.9.9.1 is a quickfix to revert whatever KR did to terraform to break it (not breaking it is quite hard) and reverted Jack size because the change was completely undiscussed and has greater consequences than were considered.

The footprint was increased from 2 to 3 which is especially important for a melee unit and also important for a jumping one. It would be harder to maneuver which is quite a bad thing.

Also more changelog:

Lightning (weapons with mixed EMP and normal damage) weapons now deal their EMP + Normal damage to shields. This is because their EMP damage is relatively low and as such had extremely low DPS vs shields. For example Ravager had 40% better DPS/cost vs shields than Zeus and Zeus could not even drain equal cost in Thug shield.

Initial States:
  • Added build priority.
  • Added land/fly toggle.

Kodachi flame now sets targets on fire with certainty.

settarget added features.
+0 / -0

SErankThat80sJanitor
5 years ago
D'aw. I liked having a clear counter for the Zeus rushes. It sort of made the Thug an actual useful unit to have.
+0 / -0

USrankluckywaldo7
5 years ago
For shieldbots, I would recommend rogue vs zeus. Make sure you have scouting and radar so you can confront the zeus a good distance from your base, and have plenty of room to kite backwards.

+1 to no annoying blinking, there is certainly such a thing as too annoying

-1 to screamer, it is a ffa unit like ddm, dont balance it based on random pub newbie team games


+0 / -0


CNrank[1uP]archl
5 years ago
Zeus, best counter with anything out-range it like Defense... HLT + stardust + ××× mix
counter unit in Cloaky: I don't know... less zeus + tick?
counter unit in Vehicle: I don't know... mess ravager+ minelayer support?
counter unit in Heavy Tank: any none raiders... with some micro
counter unit in Shield: rogue + roach + dirt: why rogue not killing zeus fast enough?
counter unit in Spider&Jump: need a word?

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CZrankAdminLicho
5 years ago
Jeez .. it just shows how people suck at judging balance...

Zeus does not even make COST


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CZrankAdminLicho
5 years ago
0.66 cost damage/investment .. in short its up if anything..
+0 / -0

USrankTheDarkStar
5 years ago
Not up, it's assault. Assault is anti porc and sometimes riot, and dies fast to anything else due to low attack speed and slow movement.
+0 / -0


CZrankAdminLicho
5 years ago
You can see HLT kills it with 5.33 cost efficiency.. and stardust 4.96 this is excellent result for those defenses
+0 / -0

USrankluckywaldo7
5 years ago
It is hard to tell anything from stats because newby games and also endgames where units are just spammed into defense.

For a better sanity check use closed testing.
+0 / -0



AUrankAdminGoogleFrog
5 years ago
I think that it costs 350m is often forgotten.
+0 / -0



AUrankAdminGoogleFrog
5 years ago
Oh also Screamer stockpile cost was not removed. It now costs no resource but still costs 20 seconds. This was always the most significant cost of stockpile.
+0 / -0


CNrank[1uP]archl
5 years ago
Zeus is special.

I do like the game can set priority target zone.
+0 / -0


CNrank[1uP]archl
5 years ago
An old tactic, get a gunship behind a HLT to attract the Screamer missile.
+0 / -0

RUrankYogzototh
5 years ago
>reverted Jack size

Seriously? I remember the discussions about increasing its size beinh held since like a year ago. KR finally does it, and you REVERT it?
FFS, i dont even play this fucking game anymore, but i clearly remember that the Jack needed this change.
However, you might also need to play around with the jump command, as you can just tell a bunch of jacks to jump into the same point, and they will actually stack inside each other. This is usually a disadvantage though, as the whole stack usually gets killed by stardusts and other AOE.
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