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Zero-K v 1.3.10.0

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Date Editor Before After
10/31/2015 7:55:13 PMDErankKlon before revert after revert
10/31/2015 7:54:54 PMDErankKlon before revert after revert
10/31/2015 7:54:39 PMDErankKlon before revert after revert
Before After
1 [img]/img/news/2154.png[/img] 1 [img]/img/news/2154.png[/img]
2 There are two large balance changes in this release. The Blastwings weapon is now a fireball similar to a small Firewalker (or large Kodachi). It is unlikely to be balanced but at least it should be possible to make the unit more useful lategame without dominating early. 2 There are two large balance changes in this release. The Blastwings weapon is now a fireball similar to a small Firewalker (or large Kodachi). It is unlikely to be balanced but at least it should be possible to make the unit more useful lategame without dominating early.
3 \n 3 \n
4 The second balance change is more subtle. An exploit that could give permanent invisibility to HLTs lead us down a path to removing air LOS. Air units are now harder to see which is surely going to make them more powerful, somehow. 4 The second balance change is more subtle. An exploit that could give permanent invisibility to HLTs lead us down a path to removing air LOS. Air units are now harder to see which is surely going to make them more powerful, somehow.
5 \n 5 \n
6 Apart from that there are fixes, area-mex-solar and a WIP arbitrary start volume system which has been enabled for some maps. 6 Apart from that there are fixes, area-mex-solar and a WIP arbitrary start volume system which has been enabled for some maps.
7 \n 7 \n
8 == Balance == 8 == Balance ==
9 Kodachi out-of-combat regeneration time: 1.66s → 5s 9 Kodachi out-of-combat regeneration time: 1.66s → 5s
10 \n 10 \n
11 \n 11 \n
12 === Blastwing === 12 === Blastwing ===
13 Blastwing now has a fireball explosion. It is comparable to a single Firewalker projectile but with larger AoE. Reduced Blastwing damage and gibs. 13 Blastwing now has a fireball explosion. It is comparable to a single Firewalker projectile but with larger AoE. Reduced Blastwing damage and gibs.
14 \n 14 \n
15 * Direct damage: 250 → 80 15 * Direct damage: 250 → 80
16 * Giblets: 15 → 3 [color=#D99949][tooltip=20 damage each][?][/tooltip][/color] 16 * Giblets: 15 → 3 [color=#D99949][tooltip=20 damage each][?][/tooltip][/color]
17 * Fireball DPS: up to 16 17 * Fireball DPS: up to 16
18 * Fireball time: 20s 18 * Fireball time: 20s
19 * Fireball AoE: 256 [color=#D99949][tooltip=same as direct damage][?][/tooltip][/color] 19 * Fireball AoE: 256 [color=#D99949][tooltip=same as direct damage][?][/tooltip][/color]
20 * Sets units on fire for 2s [color=#D99949][tooltip=Standard 15 DPS][?][/tooltip][/color] 20 * Sets units on fire for 2s [color=#D99949][tooltip=Standard 15 DPS][?][/tooltip][/color]
21 \n 21 \n
22 === Line of Sight === 22 === Line of Sight ===
23 * Reduced air LOS range by 33% to match LOS range. 23 * Reduced air LOS range by 33% to match LOS range.
24 * Any unit which fires in air LOS will be revealed (structures for 5s, units for 2.5s). 24 * Any unit which fires in air LOS will be revealed (structures for 5s, units for 2.5s).
25 In effect, enemies are revealed in they fire within a units sight radius but were not previously visible because terrain was in the way. 25 In effect, enemies are revealed in they fire within a units sight radius but were not previously visible because terrain was in the way.
26 \n 26 \n
27 The consequences are that: 27 The consequences are that:
28 * This works around the LOS calculation issue which causes tall units to be invisible to the enemy even though they can see and fire. They are still not visible until they fire but now it is possible to fight back. 28 * This works around the LOS calculation issue which causes tall units to be invisible to the enemy even though they can see and fire. They are still not visible until they fire but now it is possible to fight back.
29 * Shields and particles (such as Sumo footsteps) are no longer visible earlier than the unit itself. 29 * Shields and particles (such as Sumo footsteps) are no longer visible earlier than the unit itself.
30 * Air units are are harder to detect. Previously they could be seen 50% earlier than ground units (this was one of the purposes of air LOS). Radar and other vision is now more important for fighters and AA. 30 * Air units are are harder to detect. Previously they could be seen 50% earlier than ground units (this was one of the purposes of air LOS). Radar and other vision is now more important for fighters and AA.
31 \n 31 \n
32 \n
33 == UI == 32 == UI ==
34 * holding down Alt when giving an Area-Mex command will surround the mexes with 4 Solars. Will surround pre-existing mexes too. 33 * holding down Alt when giving an Area-Mex command will surround the mexes with 4 Solars. Will surround pre-existing mexes too.
35 * Spotted enemy Aegis (static area shields) now draw a radius circle. [color=#D99949][tooltip=Togglable through the F10 menu][?][/tooltip][/color] 34 * Spotted enemy Aegis (static area shields) now draw a radius circle. [color=#D99949][tooltip=Togglable through the F10 menu][?][/tooltip][/color]
36 * Game over display now clearly shows the match result. 35 * Game over display now clearly shows the match result.
37 * Circle Guard and Repair commands are now retained on morphing units. [color=#D99949][tooltip=Would only retain normal Guard previously][?][/tooltip][/color] 36 * Circle Guard and Repair commands are now retained on morphing units. [color=#D99949][tooltip=Would only retain normal Guard previously][?][/tooltip][/color]
38 \n 37 \n
39 == Miscellaneous == 38 == Miscellaneous ==
40 * Rename: Sharpshooter → Spectre 39 * Rename: Sharpshooter → Spectre
41 * Chicken Queen now ignores defences and moves straight into the base. 40 * Chicken Queen now ignores defences and moves straight into the base.
42 * Updated Polish helptext translations and added some UI translations. 41 * Updated Polish helptext translations and added some UI translations.
43 \n 42 \n
44 == Content creation == 43 == Content creation ==
45 * Widgets now have access to winner data in the GameOver call-in. [color=#D99949][tooltip=First argument is now an array of winner allyTeamIDs][?][/tooltip][/color] 44 * Widgets now have access to winner data in the GameOver call-in. [color=#D99949][tooltip=First argument is now an array of winner allyTeamIDs][?][/tooltip][/color]
46 * Widgets: added gl.Utilities.DrawGroundTriangle [color=#D99949][tooltip=Arguments are (x1, z1, x2, z2, x3, z3) in counter-clockwise order][?][/tooltip][/color] 45 * Widgets: added gl.Utilities.DrawGroundTriangle [color=#D99949][tooltip=Arguments are (x1, z1, x2, z2, x3, z3) in counter-clockwise order][?][/tooltip][/color]
47 * Added localisation support to a few widgets [color=#D99949][tooltip=healthbar labels, unit under attack message, morph complete message, build ETA][?][/tooltip][/color]. You can help translate them through [url=http://transifex.com/zero-k/zero-k/]Transifex[/url]. 46 * Added localisation support to a few widgets [color=#D99949][tooltip=healthbar labels, unit under attack message, morph complete message, build ETA][?][/tooltip][/color]. You can help translate them through [url=http://transifex.com/zero-k/zero-k/]Transifex[/url].
48 * Added a powerful API for maps to define their own arbitrary startboxes. See [Startboxes the wiki page] for details on how to use them in your maps. 47 * Added a powerful API for maps to define their own arbitrary startboxes. See [Startboxes the wiki page] for details on how to use them in your maps.
49 \n 48 \n
50 == Fixes == 49 == Fixes ==
51 * Fixed DDM cannon sometimes getting stuck inside another building. 50 * Fixed DDM cannon sometimes getting stuck inside another building.
52 * Fixed plasma cannons (eg. Thug, Hermit or Goliath) being unable to hit tall targets (eg. HLT) on some maps (eg. Geyser). 51 * Fixed plasma cannons (eg. Thug, Hermit or Goliath) being unable to hit tall targets (eg. HLT) on some maps (eg. Geyser).
53 * Fixed crashes in ETA and Fac Panel. 52 * Fixed crashes in ETA and Fac Panel.
54 * Fixed Conch prematurely leaving its building animation. 53 * Fixed Conch prematurely leaving its building animation.
55 * Fixed unit state display working on hidden units. [color=#D99949][tooltip=Only used in the campaign][?][/tooltip][/color] 54 * Fixed unit state display working on hidden units. [color=#D99949][tooltip=Only used in the campaign][?][/tooltip][/color]
56 * Fixed enemy tacnuke silos not having their range circles drawn. 55 * Fixed enemy tacnuke silos not having their range circles drawn.
57 * Fixed Spectator Panels delay when updating win count. 56 * Fixed Spectator Panels delay when updating win count.
58 * Fixed game over award display using old names. 57 * Fixed game over award display using old names.
59 * Fixed Context Menu showing wrong transportability for some ships. 58 * Fixed Context Menu showing wrong transportability for some ships.
60 * Fixed some units leaving incorrect wreckage. [color=#D99949][tooltip=Scalpel debris having wreck value; Typhoon and Rogue always leaving a wreck; Dominatrix not leaving anything when 1-shot; Bandit wreck sometimes being unrezzable.][?][/tooltip][/color] 59 * Fixed some units leaving incorrect wreckage. [color=#D99949][tooltip=Scalpel debris having wreck value; Typhoon and Rogue always leaving a wreck; Dominatrix not leaving anything when 1-shot; Bandit wreck sometimes being unrezzable.][?][/tooltip][/color]