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Zero-K v0.9.9.3

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AUrankAdminGoogleFrog
5 years ago
This is mainly a release to fix muffa's unit transfer crash but it also comes with a few features that have been in the works.

Balance:
  • Mace range 370 -> 355
  • Scalpel projectile slightly faster and with less acceleration

Added hovering unit state icons:
  • Icons hover over units when shift is held to indicate firestate, movestate and armorstate.
  • Configure icon activation and size though "Settings -> Interface -> Hovering Icons"
  • Free Factory and Low Power icons are integrated into the system so prevent overlaps.

Terraform:
  • Changed extra cost function from area to perimter.
  • Thin wall cost is unchanged, large areas are cheaper.
  • Leveler, Banisher and Goliath projectiles smooth terrain.

Bugs:
  • Fixed missing debris for Gunship Factory.
  • Fixed state update upon unit transfer between teams.
  • Fixed core selector crash.
  • Possibly fixed occasional extra commander on rejoin.

Added a nice looking exit menu to workaround muffa's crash that could be triggered with the default engine exit menu.

Mobile Cloaker and Shield now flee enemies. As with all unit AI use hold position to enabled it only for the fight command and click the light bulb to always disable it.

Catapult can now target gunships.

Replaced extremely powerful CAI commanders with commanders that players could feasibly start a game with.
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GBrank[pikts]wolas
5 years ago
It seems that, now nanotowers cant be given initial build for example low. Now when i set it to low it works its nano frame only?

Same for factories, only first factory inherits build priority setings.
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GBrank[pikts]wolas
5 years ago
By the way isint it wrong to set priorities for units? If factory has low build priority unit has high then it is high or low? Also if this is done for this kind of things must have that priority isint this wrong by design? if I have factory at front and factory at back and these units they have same build priority which you cant modify?

In previous version it worked nicely com -> high; factory, nano = low; constructors medium and few exceptions for mexes was ok.
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GBrank[pikts]wolas
5 years ago
I again messed up text. Short conclusion: isint priority for units in factories wrong by design?
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AUrankAdminGoogleFrog
5 years ago
Looks like I need to update the priority handling. Everything should have a priority setting "inherit from constructor/factory" that is on by default. Additional priority seems to be automatically reset when a constructor is completed because priority has different meanings for a nanoframe or a constructor.
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AUrankAdminGoogleFrog
5 years ago
I don't think priority on units in factories is in any way wrong. It may just be not particularly useful and most of the time they should be set to inherit.
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CZrankAdminLicho
5 years ago
Btw for consistency i thnk it should show only over selected unit group. Commands work the same by default.
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CZrankAdminLicho
5 years ago
Or it could show all commands on shift..even ally :)
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AUrankAdminGoogleFrog
5 years ago
I used to have a widget that did that.
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