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Zero-K v1.0.12.2

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AUrankAdminGoogleFrog
3 years 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
3 years ago
(edited 3 years ago)



quote:
and plans to finish a set of turrets



+0 / -0
FIrankDude[ffc]killer
3 years ago
noo i want cloack my buildings :(
+0 / -0
GBrankSoldierKyubey
3 years ago

Donator star
but what will i do about my singullarity mines?
+0 / -0
EErankAdminAnarchid
3 years ago
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!
+0 / -0
NLrankNapoleonMrPingu
3 years ago
Hooooray update
+0 / -0
GBrankSoldierKyubey
3 years ago

Donator star
waaaaaait... no more chicken com?

i am greatly agrieved by this
+0 / -0
FIrankDude[ffc]killer
3 years ago
shit update
+0 / -0
EErankAdminAnarchid
3 years ago
(edited 3 years ago)

quote:
shit

That's what little killers do when they see ghosts?
+0 / -0
FIrankDude[ffc]killer
3 years ago
...
+0 / -0
RUrankNapoleonFirepluk
3 years ago
(edited 3 years ago)


Donator star
Noooo! Why did you remove chicken coms, they were so fucking awesome!
bad change...
+0 / -0
ATrankNapoleonSkasi
3 years ago
(edited 3 years 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.
+0 / -0
SErankSoldierThat80sJanitor
3 years ago
OUTLAW. I LOVE IT.


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

Praise jesus.
+0 / -0
CArankAdminPxtl
3 years ago

Donator star
I wish there was a better way than outright disabling cloakfields for buildings. It seems like such a cumbersome solution.
+0 / -0
EErankAdminAnarchid
3 years ago
quote:
It seems like such a cumbersome solution.

It's the least cumbersome thing imaginable - compared to stuff like arbitrarily huge decloak radius, etc.
+0 / -0
USrankNapoleonAntelope
3 years ago

Donator star
Units inside a cloaking field can see other units inside cloaking field?
+0 / -0
CArankAdminPxtl
3 years ago
(edited 3 years ago)


Donator star
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.
+0 / -0
GBrankSoldierKyubey
3 years 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
+0 / -0
USrankNapoleonAntelope
3 years 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?

+0 / -0
DErankAdminKlon
3 years ago

Donator star
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?
+0 / -0
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