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Zero-K v1.1.9.9 - Small updates since v1.1.9.0

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10 years ago
We've had a few versions since v1.1.9.0. Some of them were to fix bugs and some were just because I can. To help people keep track I've compiled a list of change for all those versions. Some of the changes have been in effect for several days and there are even fixes for things that nobody noticed.

We have a nice new endgame stats screen which fits with the rest of the UI. Currently it only displays the old stats but as soon as someone has the time it should be easy enough to slot new stats in.

There are some noticeable balance changes such as AA target priority and some light bomber buffs. The amphibious raiders have been messed with again; Duck regained tracking and Archer lost quite a bit of range. Vamp is a bit slower to make Avengers more important for interception and Nukes are more expensive because Godde sort of suggested it and it sounds like a good idea.

Full changelog here: http://zero-k.info/Wiki/ReleaseNotes2
+2 / -0

10 years ago
Pheonix -> Phoenix
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10 years ago
quote:
Pheonix -> Phoenix

You have to excuse AUrankAdminGoogleFrog. When he was just a lad, a Zues shot him in the head. He recovered, but since then his spelling has occasionally been a bit rediculus.
+2 / -0


10 years ago
archer changes seem a little drastic -- 25% reduction in range is huge.

Personally, I would have kept the range and made the tank fullness correspond to range rather than DPS, so it begins with near skirmisher range and drops down to raider range after the first salvos. the impulse ofc needed drastic nerf
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