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Zero-K v1.2.1.1

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AUrankAdminGoogleFrog
3 years ago
"new zk build has delicious balance... it feels wonderfull to play the game" - Kyubey

The main purpose of this release is to broaden Vehicle play to units beyond the Scorcher and to fix Panther. With a range reduction it is much less able to kite raiders, forcing the Vehicle player to invest in other counters. Panther has been significantly reworked because the unit was never well designed in the first place.

Feedback on these changes has been good so it is time for a release! Panther may not be done but it is a lot better than it was before.

===Balance===
Scorcher
  • Range 310 -> 270
  • Heatrays are more intelligent, when targeting they have an increased bias towards closer targets.

Leveler
  • Reload time 2 -> 1.8 s
  • Speed 2 -> 2.2
  • Impulse 0.5 -> 0.6

Panther. Reverted to old version as base for the following changes:
  • Speed 3.9 -> 3.7
  • Damage 160 -> 220
  • EMP damage 800 -> 500
  • Reload time 2 -> 3
  • Has a death explosions with 256 AoE and 600 EMP damage

Kodachi
  • Initial impact AoE 72 -> 128 (to match ground burn AoE)
  • Projectile speed 320 -> 400

Duck
  • Damage 400 -> 430, this makes it 1 shot Mexes, Scorcher and itself.

Funnelweb
  • Range 700 -> 420

===Commanders===
Light Particle Beam
  • Damage 40 -> 41 - now one-shots Fleas
  • Range 385 -> 330
  • Cost 100 -> 50

Torpedo Launcher
  • Damage 180 -> 405 - one-shots Ducks
  • Reload time 1.2 -> 2.7

Slow Beam:
  • Range 400 -> 450
  • Reload time 1.5 -> 1.40625

Disruptor Beam
  • Real damage 250 -> 225

===Graphics===
  • Comm literal nametags can be turned off in options
  • Edge Extension: Brightness can be configured when using realistic texture

GUI


  • Fixed incorrect display of unit names in tooltip with non-English languages
  • Fixed Core Selector buttons doing things even if moused was moved off button and released
  • Wind output is displayed in the tooltip during placement.
  • Added a numerical metal point display option.

Sound


  • New weapon sounds for Scallop as well as Commander HMG and Shotgun (thanks Superintendent).
  • New commander under attack siren sound.
  • Unit selection, order received and commander under attack volumes are configurable through the menu.

===Misc===
  • Clam renamed to Conch
  • Fixed Hermit being referred to by its old name in Spider Factory helptext

+9 / -0

USrank[rks]N2maniac
3 years ago
Uhh, was a recent change implemented to dynamically adjust gameplay based on the slowest computer's computation speed?
+0 / -0

JPrankSomeone64
3 years ago
(edited 3 years ago)

Does this release fix all the ZK-Spring96 related bugs? Also, hooray for the nametags thing... Or pretty much everything for that matter.
+1 / -0




AUrankAdminGoogleFrog
3 years ago
USrank[rks]N2maniac no. That would be engine-side.

JPrankSomeone64 one small one was fixed. But in general 96.0 working is dependent on the engine devs and our ability to workaround/fix the replay uploading problem.
+0 / -0

JPrankSomeone64
3 years ago
The bugs I'm talking about specifically are the amphibs not floating bugs and the impulse bugs, which somebody said were easy to fix. Can't remember who. Also, why does the shotgun sound have a high pitched, sped up cocking sound at the end?
+0 / -0

RUrankbanana_Ai
3 years ago
(edited 3 years ago)

quote:
"new zk build has delicious balance... it feels wonderfull to play the game" - Kyubey

It is a kind of funny.
+2 / -0



AUrankSaktoth
3 years ago
(edited 3 years ago)

Shame, I wanted to try reduced close-up damage on the Scorcher too before stable, and a bit more AoE on the Panther death EMP. My own fault for playing Hearthstone I guess.
+1 / -0

GBrankTheSponge
3 years ago
(edited 3 years ago)

quote:
* New commander under attack siren sound.

OH GOD NOOOOOO. Please tell me it can be turned off. It is horrible. Why couldn't you stick with the system failure imminent thing? It was a LOT easier on the ears.
+1 / -0




AUrankAdminGoogleFrog
3 years ago
It is a lot less loud than it was before which makes it easier on the ears. Also
quote:
* Unit selection, order received and commander under attack volumes are configurable through the menu.

+0 / -0

ATrankSkasi
3 years ago
quote:
Panther.
* Has a death explosions with 256 AoE and 600 EMP damage

Best change so far! Now I really want Pyro's slightly larger fire-explosion back. Pleeease?
Next best one:
quote:
* Wind output is displayed in the tooltip during placement.

+1 / -0

FIrank[ffc]killer
3 years ago
Aww Why funnels gauss nerf :(
+0 / -0



EErank[ISP]Lauri
3 years ago
(edited 3 years ago)

Most fun changes in a while. From the games on Oxygen prior to this release it seemed like both vehicle and tank factories are a lot more fun to play due to the optimal strategy not being to spam a single unit (almost) forever. Hell, even cloakies, shields and hovers should be more fun to play due to scorchers being more manageable.

Panther might be just a bit too strong (although I'm not sure at all about this), but it's definitely a step in the right direction.
+2 / -0

ESrankElTorero
3 years ago
quote:
"new zk build has delicious balance... it feels wonderfull to play the game" - Kyubey

Stable sponsored by ZK's troll!
+0 / -0



GBrank[GBC]1v0ry_k1ng
3 years ago
looks like you guys forgot the hermit cost decrease, scrubber buff and the removal of pyro friendly fire again!
+3 / -0


GBrankPRO_rANDY
3 years ago
no plans to nerf ticks/roach yet? :(
+0 / -0



GBrank[GBC]1v0ry_k1ng
3 years ago
Abuse them sufficently to make a case for a nerf.

I think they are a good kind of OP, in that they allow and even promote comebacks, and punish players for fightmoving spam. The main problem I see is that some factories dont have an equivalent unit.
+3 / -0




AUrankAdminGoogleFrog
3 years ago
Tick/Roach are always candidates for being OP. But they are not 'mundane' units so it is hard to judge. They look really powerful but I might be wrong and I don't want to prematurely nerf something which is actually not that good. I have not seen any abuse since the last Tick nerf and that was a while ago.
+2 / -0

ATrankSkasi
3 years ago
(edited 3 years ago)

Gee, just try to find out how to spread up your units. Everybody had to learn using line formations at some point. If you got trouble, then just send a unit as sacrifice. Oh and use the units yourself.
+1 / -0




AUrankAdminGoogleFrog
3 years ago
I also think that people may just need to spread units when they are in use.
+0 / -0

ESrankElTorero
3 years ago
balancing roach/tick seems very hard, as it's easy to make them become useless
As long as you need to stun/blow more than 1 unit in order to make cost i think they are fine
Just scout before sending your raiderball
+0 / -0
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