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PlanetWars season 8 + Zero-K v0.8.10

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12 years ago
We've introduced some new models, and implemented a brand new (experimental) faction system for PlanetWars. Lots of other changes too, be sure to read the whole changelog!

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PLANETWARS NEW ROUND!
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New PlanetWars homeworld system:
  • each clan can select one empty planet as their home (if they have enough influence spread through galaxy on unocuppied planets). Influence is moved from those spread planets to new home.
  • at any point, clan can "consolidate" influence from spread unowned planets back to homeworld
  • only clan founder or people with rights can perform this action
  • free planets for clans after first battle removed

Factions:

Introduced taxes:
  • influence generates $2 per 100 influence for owner

Introduced corruption:
  • corruption reduces planet income (mines and tax). Corruption depend on ratio between first and second clan influence

Introduced decay:
  • if there is a corruption on the planet,each clan loses 10 influence every turn

Changed fleet behavior:
  • fleet capacity - it does not represent max total ships anymore, but ships you can deploy at one planet. This fixes issue with jumpgates etc
  • bombing also reduces influence by 3% and 10% if there are no more structures


tweaks:
  • clan domination malus decreased and capped at -70
  • max clan size 8, no matter the player skill
  • game can be started again even if composition score is not good
  • mines nerfed

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GUI:
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  • Added widget; Replace Cloak Con Orders (disabled by default). It turns repair and reclaim orders into move orders if given to a cloaked constructor. This is to prevent unfortunate accidental decloak when navigating a wreck field with Rectors or cloaked Commanders.

  • Added terraform tooltip that shows hotkeys for each type of command when using that command.

  • Tactical AI no longer activates when a unit is set to hold position and an attack command is given by the player (now it required fight to activate).

  • Fixed transport AI wait bug (transported units were sometimes kept in "waiting" state)

  • Added a new minimap icon for Pylon and adjusted the Geo/Fusion one. Some very small units, mostly mobile bombs, are now displayed as minimap icons at lower than default zoom levels.

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GAME BALANCE:
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Commander Modules:
  • Sheild drain 6 -> 12 (to be equal to mobile shield)
  • Energy cell back to correct value (+6e), cost reduced (250 -> 225).
  • Removed range bonus from Nanolathe

Commander Weapons:
Dgun:
  • 12% more damage
  • 33% wider AOE
Gauss Rifle:
  • Range 450 -> 415.
Riot Cannon:
  • AOE 136 -> 128
  • Damage 250 -> 240
  • Range 290 -> 270
Shotgun:
  • Range 320 -> 300

Almost all death explosions crater 12.5% less to make the terrain a bit more Vehicle friendly.

Faraday:
  • Cost 170 -> 200

Hammer:
  • Cost 130 -> 140
  • Range 860 -> 820
  • Speed 1.72 -> 1.62

Thug:
  • Shield regen rate 12 -> 14

Dominatrix:
  • Cost 420 -> 400
  • Capture decay rate 5% -> 4%/s
  • Delay before degrade 2 -> 5s

Dante:
  • Missile range 520 -> 460
  • Cost 3600 -> 3500
  • Speed 1.7 -> 1.75

Tacnuke Missile:
  • AoE 128 -> 192

Firestorm:
  • Cost 350 -> 320

Shadow:
  • Cost 500 -> 450

Behemoth:
  • New model (Mr Bob)
  • Damage 300 -> 600
  • Reload 6 -> 10
  • Range 1650 -> 1850
  • Shot is slower and arcs

Krow:
  • Flipped model (flys 'forwards'), restricted arcs. Can now only fire 2 guns at any point on the ground.
  • Damage increase 50% to compensate for arc loss.
  • Health 17000 -> 17500
  • Can fire missile storm below it every 20 seconds, manual fire.
  • Removed gravity beam, missile storm replaces it.

Fixed slow weapon interaction with Stiletto and Krow burst weapons, the burst is now slowed.

Chicken:
  • Spires do more damage
  • Burrows should no longer spawn in lava
+0 / -0


12 years ago
Well snap, I forgot to mention the new spider models by CaptainBenz in the detailed changelog.

Sowwy :(
+0 / -0
12 years ago
My epic com no longer epic :(
+0 / -0

12 years ago
not going to play ZK. now my laptop died. I need more time to comeback.
+0 / -0
12 years ago
Faraday:
* Cost 170 -> 200#

Why? But the others... interessting changes :D
+0 / -0
12 years ago
While the new spiders model look better than the old ones, they are kinda hard to spot on some natural backgrounds. Probably because they are mostly grey with quite small team markings.
+0 / -0
12 years ago
New spider models are hard to spot in dark terrain maps, and are quite ugly :(
+0 / -0
Skasi
12 years ago
Hammer cost was unchanged. Already fixed it in the news, can't do it here. Just so everyone knows. :)
+0 / -0

12 years ago
it seems manual wasn't updated according to those changes (esp. unit list).
+0 / -0
12 years ago
Those spider models are nice from closeup detail, but awful in use. I seriously can not discern between tarantulas, weavers and recluses on the field. If they had at least obvious cloloured stripes like weaver had before...
+0 / -0


12 years ago
Agreed, more color differences would be good.
+0 / -0
12 years ago
Faraday got not only nerfed in costs, but also in stun time.
2 seconds was less than 8 of the venom, 1 seconds disallow permanent stun.

It is a building which have less than 0.8 times usefulness than the unit-equivalent.
+0 / -0
Skasi
12 years ago
http://zero-k.info/Forum/Thread/1174
+0 / -0