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This week of the campaign is a two-for-one combo with the release of missions for two factories. These missions show various aspected on mixed land/sea combat with hovercraft and amphibious bots. Tell us what you think in the feedback thread:
http://zero-k.info/Forum/Thread/24469Zero-K is doing well on itch.io, we were entered into the featured list and are doing well in popularity. We are still low on ratings so get an account and rate our page at
https://zerok.itch.io/zero-k if you have not yet done so.
Shield visuals have finally been rewritten in LUPS. These shields have a much lower performance drain and, while they may look a bit basic looking at the moment, the change will allow us to further improve their visuals in the future.
Balance
Dominatrices now inflict 95% capture progress on their subordinates when they die, making the newly freed units easy to recapture by any surviving Dominatrix.
Tweaked Racketeer missile physics to make it take about 10% longer to hit its target. This is intended to make Racketeer less effective at nullifying bombers.
Centralized commander shield positions. Convict and Thug shields are 18 elmos higher.
Structures can no longer teleport (nobody noticed that they could).