1 |
[img]http://zero-k.info/img/news/3311.png[/img]
|
1 |
[img]http://zero-k.info/img/news/3311.png[/img]
|
2 |
The big feature in this update is bait prevention. Units and turrets, such as Artemis, should be significantly better now that they can more precisely obey your wishes. Felon is a beneficiary as it can be told to avoid armoured units, but it may be kept in check by another new behaviour: Most units now fire at the [i]edge[/i] of small shields if there is nothing else in range.
|
2 |
The big feature in this update is bait prevention. Units and turrets, such as Artemis, should be significantly better now that they can more precisely obey your wishes. Felon is a beneficiary as it can be told to avoid armoured units, but it may be kept in check by another new behaviour: Most units now fire at the [i]edge[/i] of small shields if there is nothing else in range.
|
3 |
\n
|
3 |
\n
|
4 |
There are few actual balance changes to better observe the ramification of the latest advances in unit command. Apart from that there are a few features and fixes, such as the ability to click on names in the endgame stats to highlight a line, and improved map filtering.
|
4 |
There are few actual balance changes to better observe the ramification of the latest advances in unit command. Apart from that there are a few features and fixes, such as the ability to click on names in the endgame stats to highlight a line, and improved map filtering.
|
5 |
\n
|
5 |
\n
|
6 |
= Balance =
|
6 |
= Balance =
|
7 |
\n
|
7 |
\n
|
8 |
[b]Advanced Radar[/b] moves towards justifying its cost, as an experiment.
|
8 |
[b]Advanced Radar[/b] moves towards justifying its cost, as an experiment.
|
9 |
* Cost 500 -> 400
|
9 |
* Cost 500 -> 400
|
10 |
* Sight 800 -> 1120
|
10 |
* Sight 800 -> 1120
|
11 |
* Range 4000 -> 5600
|
11 |
* Range 4000 -> 5600
|
12 |
\n
|
12 |
\n
|
13 |
\n
|
13 |
\n
|
14 |
[b]Claymore [/b]has a smaller collision volume.
|
14 |
[b]Claymore [/b]has a smaller collision volume.
|
15 |
\n
|
15 |
\n
|
16 |
[b]Duck[/b] missiles have less fuel, but still enough to hit land targets.
|
16 |
[b]Duck[/b] missiles have less fuel, but still enough to hit land targets.
|
17 |
\n
|
17 |
\n
|
18 |
[b]Jugglenaut [/b]and [b]Newton[/b] now have aim lookahead (aiming towards targets that are about to enter range).
|
18 |
[b]Jugglenaut [/b]and [b]Newton[/b] now have aim lookahead (aiming towards targets that are about to enter range).
|
19 |
\n
|
19 |
\n
|
20 |
= Behaviour =
|
20 |
= Behaviour =
|
21 |
\n
|
21 |
\n
|
22 |
Units
and
turrets
reload
time
or
costly
projectiles
can
now
be
told
to
avoid
low
value
targets.
This
can
be
configured
under
Settings/Unit
Behaviour
or
controlled
with
the
Avoid
Bad
Targets
state,
which
is
shown
by
default.
The
states
are:
|
22 |
Units
and
turrets
with
reload
time
or
costly
projectiles
can
now
be
told
to
avoid
low
value
targets.
This
can
be
configured
under
Settings/Unit
Behaviour
or
controlled
with
the
Avoid
Bad
Targets
state,
which
is
shown
by
default.
The
states
are:
|
23 |
* [b]Disabled[/b].
|
23 |
* [b]Disabled[/b].
|
24 |
* [b]Free [/b]- Avoid light drones, Wind, Solar, Claw (Badger mines), Dirtbag, nanoframes up to 50 metal and armoured targets (except Crab).
|
24 |
* [b]Free [/b]- Avoid light drones, Wind, Solar, Claw (Badger mines), Dirtbag, nanoframes up to 50 metal and armoured targets (except Crab).
|
25 |
* [b]Light [/b]- As above, as well as units costing less than 90, Razor, Sparrow and unidentified radar dots.
|
25 |
* [b]Light [/b]- As above, as well as units costing less than 90, Razor, Sparrow and unidentified radar dots.
|
26 |
* [b]Medium[/b] - As above, as well as units costing less than 240, except Stardust, with the addition of Raptor.
|
26 |
* [b]Medium[/b] - As above, as well as units costing less than 240, except Stardust, with the addition of Raptor.
|
27 |
* [b]Heavy[/b] - As above, as well as units costing less than 420.
|
27 |
* [b]Heavy[/b] - As above, as well as units costing less than 420.
|
28 |
\n
|
28 |
\n
|
29 |
Some units default to Free and a few default to Light. The behaviour is overridden by Attack Move as well as manual targeting.
|
29 |
Some units default to Free and a few default to Light. The behaviour is overridden by Attack Move as well as manual targeting.
|
30 |
\n
|
30 |
\n
|
31 |
Units are also more opportunistic when it comes to fighting shields, now firing at nearby small shields if nothing else is in range. Most non-artillery do this and it is essentially a range buff against shieldballs. This behaviour, called Ward Fire, can be configured in Settings/Unit Behaviour or enabled as a state toggle under Settings/Interface/Commands.
|
31 |
Units are also more opportunistic when it comes to fighting shields, now firing at nearby small shields if nothing else is in range. Most non-artillery do this and it is essentially a range buff against shieldballs. This behaviour, called Ward Fire, can be configured in Settings/Unit Behaviour or enabled as a state toggle under Settings/Interface/Commands.
|
32 |
\n
|
32 |
\n
|
33 |
There are also a few improvements to Attack Move.
|
33 |
There are also a few improvements to Attack Move.
|
34 |
* [b]Siren[/b] brings its main gun into range on Attack Move.
|
34 |
* [b]Siren[/b] brings its main gun into range on Attack Move.
|
35 |
* Most skirmishers and assaults no longer engage drones on Attack Move, however they will still fire at them if nothing else is in range.
|
35 |
* Most skirmishers and assaults no longer engage drones on Attack Move, however they will still fire at them if nothing else is in range.
|
36 |
\n
|
36 |
\n
|
37 |
\n
|
37 |
\n
|
38 |
= Interface =
|
38 |
= Interface =
|
39 |
\n
|
39 |
\n
|
40 |
* Individual players can now be highlighted in the endgame graphs by clicking on their name.
|
40 |
* Individual players can now be highlighted in the endgame graphs by clicking on their name.
|
41 |
* Improved the filter box of the map list.
|
41 |
* Improved the filter box of the map list.
|
42 |
* Renamed 'Map Selection' to 'Set Map Bans' in the Matchmaker Tab.
|
42 |
* Renamed 'Map Selection' to 'Set Map Bans' in the Matchmaker Tab.
|
43 |
* Selecting Puppy, Athena, Caretaker and Strider Hub enables the reclaim highlight overlay.
|
43 |
* Selecting Puppy, Athena, Caretaker and Strider Hub enables the reclaim highlight overlay.
|
44 |
* Unit info screens now show movement type.
|
44 |
* Unit info screens now show movement type.
|
45 |
* Clarified Reaver and Hercules helptext.
|
45 |
* Clarified Reaver and Hercules helptext.
|
46 |
\n
|
46 |
\n
|
47 |
= Fixes =
|
47 |
= Fixes =
|
48 |
\n
|
48 |
\n
|
49 |
* Greased Tremor rotary drive.
|
49 |
* Greased Tremor rotary drive.
|
50 |
* Fixed Crab curling?
|
50 |
* Fixed Crab curling?
|
51 |
* Fixed Adamantine Mountain team names.
|
51 |
* Fixed Adamantine Mountain team names.
|
52 |
* Fixed newly constructed units sometimes not following factory waypoints.
|
52 |
* Fixed newly constructed units sometimes not following factory waypoints.
|
53 |
* Fixed overkill prevention sometimes knowing too much about unidentified radar dots.
|
53 |
* Fixed overkill prevention sometimes knowing too much about unidentified radar dots.
|
54 |
* Fixed trouble toggling Puppy Goo.
|
54 |
* Fixed trouble toggling Puppy Goo.
|
55 |
* Fixed some parts of long terraform queues being cancelled prematurely.
|
55 |
* Fixed some parts of long terraform queues being cancelled prematurely.
|
56 |
* Removed Leaper Chickens from planets Sapphire and Vis Ragstrom.
|
56 |
* Removed Leaper Chickens from planets Sapphire and Vis Ragstrom.
|
57 |
\n
|
57 |
\n
|