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Zero-K v0.9.9
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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 |
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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 |
[pikts]wolas
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+1 to initial priorities of buildings. |
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Screamer missiles are now free! Holy *- It might actually be useful now! |
[pikts]wolas
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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... |
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I like the bigger jack, fits it's role much better. |
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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. |
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D'aw. I liked having a clear counter for the Zeus rushes. It sort of made the Thug an actual useful unit to have. |
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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 |
[1uP]archl
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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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Jeez .. it just shows how people suck at judging balance... Zeus does not even make COST
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0.66 cost damage/investment .. in short its up if anything.. |
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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. |
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You can see HLT kills it with 5.33 cost efficiency.. and stardust 4.96 this is excellent result for those defenses |
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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. |
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I think that it costs 350m is often forgotten. |
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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. |
[1uP]archl
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Zeus is special. I do like the game can set priority target zone. |
[1uP]archl
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An old tactic, get a gunship behind a HLT to attract the Screamer missile. |
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>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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Heh, much longer than a year, ever since the 3do was replaced with maackey's model. I would also like to see jack bigger. Standing jack and sumo side-by-side you would never guess sumo only has 2.5x jack's hp. Not that all sizes are directly proportional to hp, but out of all units jack seems to be particularly disproportionate. |
[1uP]archl
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Me, too. I'd like to see a larger Jack, fat like Zeus. |
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I looked at Licho's screenshot and was like "obvious FFA contamination", so I recalculated without FFA games. The result was (0.97, 0.65). So yeah...worse. (however Detriment is STILL #5 killer of Zeus in this dataset wtf) |
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The fact Detri is #5 killer of Zeus's just shows how much a single game with a massive spam of a unit can TOTALLY screw the stats in comparison to a bunch of small games where it is used less. |
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Leave the jack alone! Its main advantage is the concentration of power in small space and the small footprint allows large number of them to attack one unit, which is very important since it is meele only. It is countered easily enough already, don't hurt the poor jack! |
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Jack was still an extremely dangerous unit back when it was larger. |
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Make Jack model bigger, but leave the footprint be! There's many units that need model size adjusted based on cost and especially hp. As for Zeus, I always thought Zeus dealt both damages to shields.. been wondering why it's not "ZOMG OP" vs Thugs, which was both really confusing and sad. Why didn't it? Some people and I get massive fps drops and lag in this new version on random occasions. I am unable to tell why, it happened when I had just a dozen fighting units on my screen. (didn't have lag when other people were fighting, though it was a porc game so I don't even know whether nub allies fought just once) And while we're talking about blinking stuff: Often players blink extremely strong for a long time, but neither their units are given to others nor /take works. It's very very mean on the eyes. |
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Even i got lag and iam on a pretty powerfull system (ye ye i know 3 cores of my 4 cores arent being used but even 1 core does like 2.5x more floating point calculation/s than my old pentium 4 2,8Ghz). Never had such lag spikes before |
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I experience lag spikes to, it seems to be gamewise, at least int he games I played I could check in with the players after a lag spike, and they'd all report it. Lag might be the wrong term, but a hiccup of the game. If I encounter another one, I'll try finding out when they occur, but I have test week this week, so won't be playing : ( |
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try to enable "widget profiler" widget to look if anything is suspicious |
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I think Avatars API was enabled again and it has had problem in the past. Try that. |







