The recent lack of releases has caused this release to be extra large. It is packed with a bunch of minor fixes and decently sized balance changes. The balance changes mostly act on wacky extra stuff (Sea and Jumpjets) instead of the 'core' game. This version (or a soon to be released hotfix) is the last version of ZK to run on 91.0.
The image from the newly released map,
Incandecence.
Balance
Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:
Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:
Recluse has a small buff to see if it can regain usefulness:
Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:
Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.
* AoE 256 -> 128
* Projectiles 2 -> 10
* Increased spray angle on projectiles.
* Duration 20 -> 16
* Cost 1200 -> 900
Fixed and slightly buffed gravity guns to compensate for engine changes.
Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.
Sea Balance
As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.
Scallop redesigned as an effective underwater riot:
* Much more able to hit fast things
* AoE 64 -> 100
* Damage 180 -> 360
* Reload 1 -> 2
* Range 430 -> 230
* Sonar Range 300 -> 350
Hunter also redesigned as an effective riot with can outrange Scallops:
* Health 1850 -> 1200
* Damage 96 -> 186
* Impulse significantly reduced.
* Range 340 -> 350
* Reload 1.4 -> 2.2
* Improved tactical AI
Typhoon speed buff (otherwise Hunter beats it):
* Speed 2.5 -> 3.0
Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:
* Health 375 -> 600
* Range 290 -> 210
* Reload 7.5 -> 5.5
Enforcer:
* Cost 900 -> 800
UI
Banisher now has overkill prevention
Replay control improved
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speed buttons show current speed
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there is an optional progress bar
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clicking the progress bar jumps to the selected time
Misc
[Spoiler]
* Widgets now call UnitDestroyed for enemy units that die in LoS
* Dominatrix dish now has an open-up animation when finished
* Removed "Unploppable air facs" modoption
* Stardust and Razor obey status effect when aiming
* Chicken Queen will no longer land or start flying when disarmed
* Reworked start position shuffle. There are now 3 options: off, shuffle (shuffles among the boxes that currently contain people) and all-shuffle (shuffles among all boxes).
Bugfixes
[Spoiler]
* Fixed some stupid vector handling in tactical AI
* Fixed Reef antinuke being able to miss
* Fixed Chicken Queen being prevented from flying even without full EMP
* Fixed Hovercraft Platform build area being shifted to the side
* Fixed Claymore barrels homing back to the drop point when manually dropped in water
* Fixed resigns during pause not causing game-over (making the game stuck because noone can unpause)
* Fixed inflated multi-million Share Bear award values caused by finishing shared terraform
* Fixed resign messages being filtered out by the chat
* Fixed captured constructors being unable to area-mex
* Fixed Ultimatum being able to target terraform
* Fixed Reef texture being mostly black (now has a gray deck)
* Fixed Raven dive not causing a slow-down when performed above deep water
* Fixed Eco Panel resource bars being out-of-bounds when picking commander after game start
* Fixed type map defaults not keeping speed bonuses equal (fixes eg. fast hovers on Geyser)
* Fixed overkill prevention taking armor into account twice
* Fixed units not having an aversion towards targeting disarmed targets when there are non-disarmed targets available
* Fixed Dominatrix idle animation running when under construction
* Fixed some outdated unit pictures
* Fixed Geothermal Powerplant not emitting smoke when damaged
* Fixed some units having a middle wreck level that looked like debris but had full metal value
(Stardust, Razor, Sonar, Fusion, Penetrator, Surfboard, Storage)
* Fixed bug related to destroying a plane while it is taking off
======= Version 1.3.5.1 =======
Version 1.3.5.1 was live for most of May but did not receive a release post at the time. Most of the changes were minor and making pictures is hard. The changelog is included here for completeness
Balance
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Roaches and Ticks are now visible when ejected from a transport mid-air
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Gauss footprint: 2x2 -> 3x3
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Jump cooldown obeys status effects and is preserved through morph
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Submarines taken out of water are targetable by land weapons and receive full damage from them
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Quill now has a nano-arm animation, replacing arbitrary 2s delay before building
=== UI ==
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Added Insert and Delete keybinds for building rotation. They coexist with the previous keybinds, this is to fix the German keyboard problem
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Ravager now skirmed by Slasher Tactical AI
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Added an option for mex circles to show owner colour
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Unit Marker improved: added factories to the mark list and you can now pick which units to mark
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Reorganised the help section of the F10 menu. There's now a basic ingame wiki here alongside the unit list
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Various improvements to Central Build AI
Misc
[Spoiler]
* LLT and HLT obey status effects when aiming
* HLT will start re-aim animation after a shot faster (100ms after the beam ends, was 400-900 previously)
* Morph can be queued while jumping
* Morph will no longer finalize mid-jump (waits at 100% until landing)
* Removed OTA cursor set
Bugfixes
[Spoiler]
* Fixed outdated Leviathan helptext (no longer has antinuke)
* Fixed Ferry Routes not working for captured/transferred units
* Fixed a Jumpjet GUI crash
* Fixed Slasher tactical AI being enabled by default
* Fixed Quake and Tremor causing a disproportionately large amount of dirt particles
* Fixed Commander area shield conversion module not being applied sometimes
* Fixed Wolverine water impact effect
* Fixed cursors from the default set (all from the static set and some from the animated set) not showing with hardware acceleration
* Fixed missile silo range indicator text not following camera rotation
* Fixed multiple game-over exploits
* Fixed dying jumping Recon commanders being teleported around the map
* Fixed multiple issues with Unit Selection Shapes, XRay and Outlines
* Fixed camera sometimes starting horizontally
* Fixed camera zoom speed
* Fixed HLT turning the opposite way at different turn speed when giving an attack order at (90, 180) degrees from current heading