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Zero-K v1.8.10.0 - Eight New Maps and MM Rotation

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8 days ago

AUrankAdminAquanim and GBrankDregs have put together a mammoth effort and released eight new maps. GBrankDregs made six maps shown above while AUrankAdminAquanim made Anvilwood and Cobalt Dream. More information can be found in the map release thread.

These maps form the basis of a major matchmaker rotation, but are also suitable for coop, small teams, and possibly even arena-style large games. As always, the update includes a few fixes and UI improvements, the most fitting of which are explosion scars that look good on a wider range of terrain types. Additionally, an experimental new AI version is ready to be tested and mod support was improved.

Matchmaker Pool


New maps:

These maps were added or re-added last month:

The following maps remain in the map pool:

You might be worried to see a few classics missing from this list; don't worry, they're just taking a bit of a break and will be back later.

Notable Fixes


  • Updated the Myanmar flag.
  • Fixed downloading mods that are uploaded via the map upload page.
  • Fixed coop saves being able to override singleplayer saves.
  • Fixed a bug that caused raiders to be baited early when temporarily fleeing.
  • Applied more stringent checks for shader support, in an attempt to track down the integrated GPU UI disappearing bug (even though integrated graphics is technically not supported).

Other Changes


  • Added a dvorak keyboard grid option.
  • Added an experimental new version of the AI. It can be selected separately and is called 'AI: Bleeding edge test'.
  • Added a bindable button for a quick level terraform command that uses the height of the clicked location. The hotkey can be set in Hotkeys/Construction/Level.
  • Improved the build spacing UI, fixed the build spacing hotkeys in pregame placement, and added more options for displaying build spacing.
  • Improved the visuals of explosion scars, mostly by removing the brown circle around the edges of the crater, to make them fit a wider range of maps.
  • Pressing escape while in the main menu and ingame returns you to the game.
  • Surface weapons no longer fire at deep Amphbot Factories.
  • Fixed the default settings for tactical AI under Interface/Unit Behaviour.
  • Fixed a mex visualiser error on maps with no metal spots.
  • Tweaked Badger sound.
+17 / -0

8 days ago
THANKS FOR THE NEW MAPS FRIENDS !

THEY LOOK PRETTY =]

#TAAANKS !
+3 / -0
8 days ago
quote:
Added an experimental new version of the AI. It can be selected separately and is called 'AI: Bleeding edge test'.

So whats new/special about it?
+0 / -0
8 days ago
looks more modern, i like
+0 / -0


7 days ago
quote:
So whats new/special about it?

UAranklamer knows.
+0 / -0
mostly minor improvements, but they add up.

Amazing work on the maps lads, beautiful.

All ZK needs now is a means to make the edges of the map and beyond not ugly as sin!
+1 / -0

7 days ago
Sadly Jack fix didnt make it into this patch.

Multiplayer B967900 2 on Ravaged_v2
+0 / -0

7 days ago
quote:
All ZK needs now is a means to make the edges of the map and beyond not ugly as sin!


that is pretty subjective, i actually think it looks great.
+1 / -0


6 days ago
quote:
Sadly Jack fix didnt make it into this patch.

I intentionally did no balance since there is a tournament next weekend.
+1 / -0