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Zero-K v1.0.12.2


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39 posts, 1355 views
AUrankAdminGoogleFrog
22 months ago

Donator star
Lots of small fixes here and a few noticeable changes. Structures have become uncloakable to improve lategame raiding and FFA interaction. Saktoth has crafted a new LLT model and plans to finish a set of turrets. These release notes include changes from 1.0.12.0 which was released 5 days ago.

== Balance ==

Comm shield normalized with Thug shield:
* Power 1000 -> 1250
* Regen 14 -> 16

Doubled teleport speed.

Structures are impossible to cloak with the exception of Claw (Wolverine Mine) and Sneaky Pete. Additionally Sneaky Pete can now self-cloak.

Annihilator:
* HP 7k -> 6k.

Outlaw:
* Pulse propagates 4x faster.
* Slow Damage 55 -> 75
* Normal Damage 75 -> 50

Removed targetmoverror for Scallop, Venom, Faraday and Warrior. They are better at hitting small fast things.

Firewalker and Tremor will fire even if a feature is obstructing their "aim".

Battleship and Behemoth can target gunships.

Comm Weapons
* Slowbeam Range 350 -> 400
* Assault Cannon Damage 320 -> 360
* Plasma Artillery (all versions) does 1/15 more damage



== Fixes ==

Fixed carrier transfer bug which caused them to exceed their drone limit. As an upshot capturing a drone or carrier does not affect the other units in the relationship. You can end up with drones housed at hostile carrier.

Dante can no longer turn while firing salvo. This helps prevent friendly fire.

Jump commands are removed at the end of a jump (as opposed to at the start). This means shift-queuing a self-d command at after a jump command has the desired effect.

Fixed the origin of lines drawn for teleport, capture, shield link and jumpjet UI.

* Fixed error upon Bantha death.
* Fixed rare bug in which jumpers would not move into jump range.
* Added Amphibious Factory to transport AI handling.
* Commanders gained after the battle starts are now spawned in the middle of the startbox.
* Single CAI spawns commanders in the middle of the startbox.
* Multiple CAIs on a team will spread out commander spawn locations.
* Fixed missing Blackdawn wreck.



== Visuals ==

* Prettier Flea and Dart weapon hit effect.
* Dirtbag has a jump animation.
* Added map icons for missiles.
* Increased Outlaw pulse transparency.
* Added linking arc from teleport beacon to the unit it is teleporting.
* New LLT model.
* Tidal generators have a proper wreckage.
* Rounded wheels for various Vehicles and Tanks.
* Improved Detriment and Bantha walkscripts.
* Messed with ally colours slightly.



== Other ==
* Replaced chicken comm penalty with Commander Junior.
* Added reasonable metal spot layout for Cooper Hill.
* Added "wasMorphedTo" UnitRulesParam to indicate that unit creation was due to morph.
+0 / -0
ESrankNapoleonElTorero
22 months ago
(edited 22 months ago)



quote:
and plans to finish a set of turrets



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FIrankDude[ffc]killer
22 months ago
noo i want cloack my buildings :(
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GBrankNapoleonKyubey
22 months ago

Donator star
but what will i do about my singullarity mines?
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CZrankAdminAnarchid
22 months ago

Donator star
Hide them by other means! :P

quote:
* Added "wasMorphedTo" UnitRulesParam to indicate that unit creation was due to morph.

Actually i think it was to indicate DETH of unit was due to that reason, but extra yay anyway!
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NLrankNapoleonMrPingu
22 months ago
Hooooray update
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GBrankNapoleonKyubey
22 months ago

Donator star
waaaaaait... no more chicken com?

i am greatly agrieved by this
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FIrankDude[ffc]killer
22 months ago
shit update
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CZrankAdminAnarchid
22 months ago
(edited 22 months ago)


Donator star
quote:
shit

That's what little killers do when they see ghosts?
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FIrankDude[ffc]killer
22 months ago
...
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unknownrankSoldierFirepluk
22 months ago
(edited 22 months ago)


Donator star
Noooo! Why did you remove chicken coms, they were so fucking awesome!
bad change...
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ATrankNapoleonSkasi
22 months ago
(edited 22 months ago)


Donator star
quote:
* Multiple CAIs on a team will spread out commander spawn locations.
* Increased Outlaw pulse transparency.
Yay!

quote:
* New LLT model.
Nawww.
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SErankDudeThat80sJanitor
22 months ago
OUTLAW. I LOVE IT.


Also, Firewalker and Tremor will fire even if a feature is obstructing their "aim".

Praise jesus.
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CArankAdminPxtl
22 months ago
I wish there was a better way than outright disabling cloakfields for buildings. It seems like such a cumbersome solution.
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CZrankAdminAnarchid
22 months ago

Donator star
quote:
It seems like such a cumbersome solution.

It's the least cumbersome thing imaginable - compared to stuff like arbitrarily huge decloak radius, etc.
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USrankAdminAntelope
22 months ago

Donator star
Units inside a cloaking field can see other units inside cloaking field?
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CArankAdminPxtl
22 months ago
(edited 22 months ago)

Well, if you want that approach the simplest thing would be to have the cloak-field collapse when an enemy unit gets inside cloak-range. This would be consistent with other cloak behaviours, and would encourage users to have well-spaced overlapping cloak fields do that *one* cloakfield failure won't expose the entire mass. But that would be a seriously *massive* nerf on cloakfields.
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GBrankNapoleonKyubey
22 months ago

Donator star
can we have fire even if terain blocking for licho as well

they ocasinaly refuse to shoot some units for silly reasons
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USrankAdminAntelope
22 months ago

Donator star
I'd like cloaking fields to be less about hiding porc and more about special tactics. With a cloaking field that only works from the outside you nerf cloaking as a static defensive tactic and emphasize its role for offense.

You can still hide units behind enemy lines, use an Athena to build a hidden army, have a large army on holdfire walk right up to an enemy porc line, then suddenly all attack at once, etc.

I can put up with a lot of physical inconsistencies, but why the hell can't I cloak a small little laser tower but I can cloak a giant, rocket-shooting laser-blasting guass-stomping Detriment. What?

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DErankNapoleonKlon
22 months ago


quote:
Dante can no longer turn while firing salvo. This helps prevent friendly fire.


does this mean they will also properly turn their turret to the target before starting to shoot?
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CArankAdminPxtl
22 months ago
USrankAdminAntelope - wouldn't "allow units to see other units inside the cloak" be functionally the same as "cloak field collapses when enemy unit enters into its range"?
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USrankAdminAntelope
22 months ago

Donator star
Yes, I never said anything to the contrary.
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HRrankNapoleonEisai
22 months ago
I don't understand the "lategame raiding" argument here...Can someone elaborate?
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USrankAdminAntelope
22 months ago

Donator star
It's too easy to build a singularity farm, fusion farm, nukes, etc, and hide them under a cheap cloak. The enemy can't find the energy farms and cannot raid them, therefore making the game last forever.

Now they are easier to find and raid.
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ATrankNapoleonSkasi
22 months ago

Donator star
The big one here is radar plane, it was pretty much useless.
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NLrankNapoleonMrPingu
22 months ago
ATrankNapoleonSkasi, show some love, Vulture has feelings too and I found it usefull already.
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SErankAdmin[Er0]Godde
22 months ago
In before someone complains that Venoms and Faradays can hit airplanes with perfect accurucy.
I didn't want to mention that in my Venom thread because I raged at my Venom missing a tick.
Does that make me a bad person?
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CArankAdminShadowfury333
22 months ago

Donator star
I thought Spiders were considered less powerful for their effort than other factories, so I don't see how Venoms stunning air would be too much of a concern.
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CArankAdminPxtl
22 months ago
That does create the problem of aircraft behaving badly when stunned. It's ridiculous to see gunships just hang in the air. Not a new problem, but more visible now.

Perhaps the slow code could be reused against gunships so when gunships are "stunned" they don't actually get stunned but get like slowed to double the normal limit?
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AUrankAdminSaktoth
22 months ago

Donator star
Faraday is actually already one of the best AA units in the game for really tight-point defenses. I remember doing a full bombing run on Google once which was stopped almost entirely by a wall of Faraday (He frequently raises them on a little terra hill too).

This would be fine if not for the fact that air often becomes invulnerable when stunned.
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ATrankNapoleonSkasi
22 months ago

Donator star
It couldn't scout shit, 'cause all of it was cloaked, @Pinguinpanic!
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GBrankNapoleonKyubey
22 months ago

Donator star
:P the funny thing is that this change dosent affect me cause i never cloaked singu anyways ^.^

instead i just built a spare 1 or 20...
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DErankSoldierXivender
22 months ago
I miss my Cigarette break. AFK Time up by the next patch!
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USrankSoldierTheDarkStar
22 months ago
Singu location is easy to predict, and cloaking your own base is usually useless, since the other side(s) just have to follow the stream of units, or go to the small start place.
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FIrankDude[ffc]killer
22 months ago
i still want to clacok my buildings
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DErankSoldierTheEloIsALie
22 months ago

Donator star
Wall them off so radar can't find them :P
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ATrankNapoleonSkasi
22 months ago
(edited 22 months ago)


Donator star
Dig a deeeeep deeeeep hole so enemies can't see what you built.

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CZrankAdminAnarchid
22 months ago
(edited 22 months ago)


Donator star
ATrankNapoleonSkasi, you're doing it wrong.

The correct spoler tags look like this:


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ATrankNapoleonSkasi
22 months ago

Donator star
Your face looks like this.
+0 / -0

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