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Zero-K v1.1.7.0 - Air Update



The main aim of this update is to fix planes (although this can't be done all at once). Bombers are a bit slower and the area attack bombers have been nerfed. Shadow is lighter all around and must now dive to attack if it wishes to have any chance to hit mobile units. Diving has the tradeoff of exposing the bomber to ground weaponry. Fighter battles should be more controllable with reduced fighter damage and the addition of an ability for Avenger.

Two new units have been added. Trident should even up the battlefield between planes and gunships while Funnelweb is a Jugglenaut replacement with more abilities.

Lastly shield penetration of Flamethrowers and Gauss has been removed. This is to normalise the power of shields and aid in their balance.


New Units



Trident - We finally have an AA gunship. This slow gunship missile spewing gunship should allow the gunship factory to stand up to planes.

Funnelweb - A replacement of the Jugglenaut with less cost and more abilities. In addition to the Jugglenaut abilities this unit has a fixed Gauss Gun, a shield with a large battery and spawns attack drones.


Air Balance



Shadow
The intention is to reduce some 1000 range HP hardcounters, increase possibility
of attrition and add some interaction with mobile units. Accurate ground units
(eg riots or raiders) can act as a deterrent for Shadow strikes on mobiles.

Phoenix

Stiletto:

Vamp:

Avenger:

Gnat:


AA Nerfs



We aim to reduce the hardcounter relationships between air and AA so here are some preemptive nerfs to AA which was particularly good against bombers.

Copperhead:

Hacksaw:


Shield Penetration



Flamethrowers and Gauss Guns no longer penetrate shields. These hardcounters were just a crutch holding back shield balance which works for all factories.


Takeover Mode



Ivica in in the process of adding a gamemode in which players can capture additional units via point control. It is currently in development but is still playable in this stable. Full details are here: http://zero-k.info/Forum/Thread/5167


Interface




Fixes




Zero-K v1.1.6.0



After a three-month delay, huge cost overruns and the resignation of the Czech president, a new Zero-K stable is finally out! This one makes long-awaited balance changes to some particularly notorious units, and swats a good number of the most annoying bugs. Enjoy!

(The engine update will have to wait a little longer, we're still getting some bugs worked out)

Units


Outlaw:

Glaive:

Bandit (through many engine changes) ended up with DPS which was 20% too high. This has been fixed.

Annihilator:

Sumo:

Wolverine:

Pillager:

Dirtbag:

Antinuke:

Crane:

Fixes



Miscellaneous



Zero-K v1.1.4.0 with Spring 94.1



After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We've been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.

Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.

Engine



Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.

Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.

Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.

Apparently the whole game should run significantly faster.

Other Changes



Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.

Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.

Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.

Fixes




(Image to use: http://imgur.com/AmyQucO)

Zero-K v1.1.3.6



Major changes for this version are the ability to use priority for stockpile and morph, a Stiletto nerf and changes to the way keybinds are handled. There are also a lot of code changes a fixes.

The keybinds change has reset all keybinds. Players which modified keybinds through the ingame menu will need to rebind them. Players using uikeys.txt have a few options for keybind migration. More information is here https://code.google.com/p/zero-k/wiki/KeybindFile.

Engine


For now we are sticking with the old engine (91.0) because the update has many bugs which we cannot fix. Most of the bugs which we can fix have been fixed.

Most of the remaining bugs are graphical bugs or crash bugs which occur for some people and not others. We cannot test for these bugs. To prevent future releases like this we just need some players to occasionally try the BLEEDING EDGE host to make sure it still works. Players who experienced bugs in 93.2 should do this frequently for now such that we can actually get an engine release that works.

Morph & Stockpiling Priority


Now you can set priority to morph and weapon stockpiling just like regular construction priority.

Balance



Large Shields:

Stiletto

Outlaw:

Clam:

Interface



Graphic


Nuclear and Singularity explosions now create a bright lighting effect. This requires the engine settings MaxDynamicMapLight and MaxDynamicModelLight to be greater than 0.

Widget



MetalSpot



BugFixes



Add experimental impulse jumpjet option to ModOption. Requires Spring93.1.1++ and therefore is not enabled by default.

Zero-K v1.1.2.0



Forget the new engine version, we're going in! New graphics, some long-awaited balance changes, and even a funky new GUI skin await in this February's stable.

Graphics




Units



Annihilator:

DDM:

Phoenix

Starlight

Firefly (companion drone):

Newtons are less effective against gunships.

Valkyrie accelerates and ascends/descends much faster (general buff, nerfs transport launchers).

All aircraft can be ordered to manually land at airpads, not just bombers.

Anti-air missiles can be fired at much higher targets depending on the missile's flight time.

Sumo:

Disco Rave Party:

Wreckages for Flea and Gnat. Now all non-suicidal units (not Claw, Tick, Roach, Blastwing, Puppy, Skuttle) should have wreckages.

Fixed some impulse values for weapons (in particular, this includes a buff for Leveler, commander Riot Cannon and Concussion Shell, Disco Rave Party and Zenith).

Commanders



Singleplayer (non-modular) comms can morph to higher levels.

Hellfire Grenade:

High Power Servos:

Interface




CAI




Chicken




Missions




Misc.



Zero-K v1.1.1.2


Lots of improvements were made over the month. UI optimizations, bugfixes, a few new features. But not all the changes are good, for there's something strange in the neighborhood...

New Halloween Ghost Possession gamemode (beta)


A galaxy is in danger, a new supernatural foe, ghosts possessing robots are stirring up trouble for it's rulers.
In this gamemode, you are required not only to conquer the galaxy, but make sure not to fall to ghost possession and become a sword that kills your own allies!

The rules are simple, damage (lower health to 1/3) or emp (any amount) to unpossess any unit or structure. There are 5 difficulty levels. Just pick up one and play with or against your friends with this supernatural foe that picks neither side!

General



Commanders



Units



Tick:

Sumo - Weapon replaced:

Moderator

Outlaw:

Jumping units retain velocity and trajectory on morph

Merl renamed to Impaler

GUI



Fixes



Zero-K v1.1.1.1



A new commander has been added with model by CaptainBenz. The effect of the energy investment reimbursement system has been reduced.

Commanders




Overdrive Reimbursement




Bugfixes




Interface




Zero-K v1.0.12.3



Balance



Graphics



UI



Misc.



Zero-K v1.0.12.2



Balance



Comm shield normalized with Thug shield:

Commander Assault Cannon damage 320 -> 360

Comm Plasma Artillery (all versions) does 1/15 more damage

Dante can no longer turn while firing salvo. This helps prevent friendly fire.

Doubled teleport speed.

Fixes



Fixed drone unit transfer behavior. Capturing a drone or carrier does not affect any other units. You can end up with drones housed at hostile carrier.

Fixed rare bug in which jumpers would not move into jump range.

Jump command is now removed at the end of the jump. This means shift-queuing a self-d command at after a jump command has the desired effect.

Fixed the origin of lines drawn for teleport, capture, shield link and jumphet UI.

Fixed error upon Bantha death.

Screamer automatically stockpiles and does not display how many missiles are queued to be produced, only how many it has in storage.

Visuals




Zero-K v1.0.12.0



Balance



Structures are impossible to cloak with the exception of Claw (Wolverine Mine) and Sneaky Pete. Additionally Sneaky Pete can now self-cloak.

Annihilator:

Outlaw:

Removed targetmoverror for Scallop, Venom, Faraday and Warrior. They are better at hitting small fast things.

Firewalker and Tremor will fire even if a feature is obstructing their "aim".

Battleship and Behemoth can target gunships.

Comm Slowbeam Weapon

Fixes



Visuals



Other



Zero-K v1.0.10.8



A moment of free time spawns a flurry of much needed fixes. Pathing should be improved. New wreck models by psimyn.

Fixes






Pathing



Increased Tank, Vehicle, Ship and Hover deceleration. They should become stuck less often.

Increase Tank and Vehicle slopemod to that of Hovercraft. They are now slower when climbing ramps. This change aims to make Tanks and Vehicles avoid areas which they can become stuck.

Applied a fix which should improve global pathfinding and make ramps update faster.


Balance



Detriment:

The changes to Rapier and Gnat are from 6 days ago.

Gnat:

Rapier:

Other





Zero-K v1.0.10.2


After much debate, the Impulse Capacitor Restriction Act was passed in Parliament this morning over the vehement protests of the Non-Newtonian Physics Association.

Other important changes include several optimizations to the code and a large number of bugfixes.

General



GUI



Zero-K v1.0.9.11



GUI




Graphics





Fixes




Zero-K v1.0.9.7



Climbing higher.

Balance



Hammer

Phoenix, reverted fire burn time nerf. AoE nerf stands.

Clam

Athena

Jumpjet units without visible thrusters can no longer jump while flying through the air. This includes Sumo, Skuttle, Dirtbag and Archangel. Pyro, Can, Freaker and Recon Commander can still jump from mid air.

Resurrect cost: 1.5x -> 1.25x energy and time


Graphics



Reduced unit on fire effect particle count and removed smoke.

Terraform textures the map with a metal texture. This looks good, makes terraform more visible and indicates which units can walk on it.

GUI



Lobby



Engine Fixes



We have been using the new engine Spring 91.0 for a little while. It seems stable enough and comes with new fixes.


Fixes



Zero-K v1.0.8.7



The constant cycle of improvements continues.

Note: many of these changes were in previous stables following v1.0.8.1, just not disclosed because they didn't merit news posts on their own.

Balance



Grizzly:

Goliath:

Puppy:

Phoenix

Duck:

Avenger:

Vamp:

Vulture:

Crane:

Athena:

Interface



Other



Zero-K v1.0.8.1


The tides are shifting.

Balance


Out of combat repair speed reduced to 2x build speed (from 3x).

Hunter

LLT

Typhoon

Crusader

Skeeter

Scalpel

Dominatrix

Commanders


Due to technical issues, commanders are limited to four profiles, which can morph up to level 4. We hope to bring back the others soon!

Commanders start at level 0 with no modules. They can morph to level 1 for no cost beyond that of the modules.


Zero-K v1.0.7.8


Some stuff you asked for (and some you didn't but was a good idea anyway). Enjoy!

Game


If there are two teams left and one has over 100x the assets of the other, the smaller team's units are permanently revealed (and any units outside the map bounds are killed outright).

Overdrive scheme can be changed in modoptions. The options are:

Interface



Graphics



Balance



Start resources reduced:

Commanders



Zero-K v1.0.7.3 + Spring 89.0


bla

Balance



Vandal:

New AA vehicle, the Crasher. High focus on speed at the expense of range.

Djinn:

Avenger:

Commander Disintegrator weapon no longer drains shields (on top of passing through them).

Notable Engine Changes



Spring 89.0 has some new features and fixes.

Fixes:

New features:

New bugs:

Online




Interface




Zero-K v 1.0.7.0



Beware of sharks when swimming.

Interface



Graphics



Commanders



Units


Hunter

Scallop

Clam

Snake

Crusader

Slasher

Fixes to some turret aiming issues

Misc



v1.0.6.8



This release mainly exists to fix the invulnerable Annihilator change of v1.0.6.6. Rapier is also slightly de-nerfed and maybe people won't cringe when new players make Archer.

Balance



Rapier:

Archer:

Fixes



v1.0.6.x



Lobby



Website




v1.0.6.5



Balance



Shredder:

Copperhead:


Commanders



Restored old HP values. Their maximum base HP is now the same as before.

Dgun:

Hellfire Grenade:

Misc




v1.0.6.3



Balance



Vamp:

Avenger:

Rapier:

Banshee:

Dirtbag:

Clam:

Valkyrie moves vertically twice as fast. This makes it faster to pickup and drop. Also nerfs stratosphere transports.

Scorcher and Push Newton prefer close targets. Pull Newton and Jugglenaut prefer far away targets.

Commanders



Commanders now have five levels. Intrinsic bonuses (HP and special stats) are much lower than before; make up the difference with modules. New base morph costs are 100/400/200/300.

Heatray module:

Napalm Grenade:

Physics




Note that Valkyrie has about 90 mass and Skuttle has 200 mass.

Icons



Newton icon DefenceRiot -> DefenceSupport to differentiate it from Stardust.

Hacksaw and Chainsaw AA icons have a bar behind them, they are "skirm aa". This is to differentiate the icon from Razor's Kiss and Cobra.

Fixes





Misc




v1.0.5.9



Interface



Balance



Rocko

Tremor. The DPS buff in v1.0.4.17 was written as 23% but was accidentally 66%. The buff since before v1.0.4.17 is now 12.5% more DPS with 50% more projectiles.

Merl

Buoy

Amphibious units heal when underwater (because salt water is good for metal). This is to make them better underwater while no better on land.

Banshee

Slasher

Sniper

Felon

Thug

Convict

Skuttle

Gnat

LLT

Firewalker

Typhoon

Bugfixes



Misc



v1.0.5.7



Game



Units


Krow

Sumo

Big Bertha

Goliath

Slasher

Interface



Chicken



Misc



v1.0.5.1


Gameplay




Units


Slasher

Angler

Bantha

Leveler

Dirtbag

Felon

Licho

All vehicles, tanks, hovers and ships accelerate 3x faster

Fixed some building yardmaps

Terraform costs half as much

All units prefer not to fire at unarmed targets (including Dirtbag and Razor's Kiss)

Graphics



Interface



Misc.




v1.0.4.20



Metals spots has been tweaked slightly for automatic compatibility with more maps. In some cases a map was too broken for this so an override has been added.

Anti-gunship AA has been nerfed slightly in the continued attempt to make gunships more useful. Jethro is now a cloaky AA unit and hopefully some sort of Veh AA can fill Jethro's old role.

The main UI changes are grid hotkeys for factory units and Outlaw has a button to constantly fire as well as an improved effect.

Metal Spots



UI:

There are now configs for:

Fixes:

Balance



Jethro (cloaky AA):

Archangel (Jump AA):

Cobra and Copperhead (flak cannons):

Quake (seismic missile):

UI



Factory build options now have grid layout hotkeys. These work a bit differently to structure grid hotkeys.

Set Target and Cancel Target are now bindable through the menu Game/Commands tab.

Outlaw can be toggled on/off to constantly fire. Improved weapon gfx to be cleaner and more accurately depict the AoE speed.

Fixes



v1.0.4.17



Today we throw off the shackles of broken metalmap layouts and confusing extractor incomes. No more will otherwise good maps be unplayable and no one can miss the clearly displayed power of super mexes. Mex placement now has a UI, is limited to specific spots and is entirely configurable game side on a per-map basis.

As far as balance goes Gunship roles have been extremified and Tremor has received quite a buff.

Mex Placement



Mex placement is now limited to specific locations on the map.

Interface:

Mechanic Changes:

Compatibility:

Widgets:


Ready behaviour change



Start location can now be chosen at any time and there is no ready button. The game with start 4s after every player has chosen a start location.


Balance



Tremor:

Weapononised terrain smoothing is reduced for mid air explosions (as in when projectiles impact a shield high above the ground).

Seismic missile can shoot underwater.

Brawler. It should emphasise range and not being hit by most land units.

Blackdawn. Should be hit and run with ground interaction.

Rapier. If it is going to defend other gunships it needs to be able to keep up
with them and deal reasonable damage.

Banshee. This just needs to be a bit better.

Gnat. Needs to be less extreme "completely win or die".

Strider Hub:

Bantha:

GUI



Structures in the build menu are ordered by cost.

Geo hightlight activates when build geo is selected. Geos are now drawn on the minimap with a big X.

Bombers now require repeat enabled to retain an attack command.

Fixed




v1.0.4.9



GUI improvements:




Minor GUI changes:

Gameplay:





Balance:




Fixes:





v1.0.4.1 - v1.0.4.5



Quickmatch Improved and Enabled



The quick matching system 'Juggler' has had improvements and has been re-enabled. Juggler preferences can now be set with Zero-K lobby and defaults to Never. Preferences are used to automatically search/create organise games with people that also want to play that kind of game.

QuickMatch is activated by button in Zero-K lobby multiplayer tab or by joining autohosts with Stars.

People who cannot use Zero-K lobby can set their preferences on their home page - "Game preferences".

There are now 3 levels of TEAMS host, small medium and large. These hosts will automatically start a game if the number of players is within their desired range. Automatic starting can be postponed with the command '!postpone'. Games which are too small can still be manually started and if a game is too large it will be split into two games with players sorted by elo. The game sizes are:

Please pay attention to this and configure your preferences based on your likes.

QuickMatch creates games from waiting people according to their preferences to satisfy greatest number of people.

1) It tries to make game of similar ELO skill. For 1v1 max ELO difference is 250 points.

2) It can only move you from your current game to new game if you like the new game type more than current game type, or same as current game type and moving you will allow other game to start, whilenot breaking current game.

3) Games where you are moved are always withing recommended player level for that game type (it will never move you to empty room alone etc).

Zero-K lobby/springies now also allow private hosting of unpassworded games.

Balance



Factories:
With the previous BP change it became a bit hard to spend at game start. This factory change is experimental so feedback would be helpful.

Penetrator, Annihilator and Sharpshooter do not fire at radar dots by default. They completely refuse to fire at a radar dot unless their 'fire at radar' state toggle is enabled.

Krow:

Jugglenaut gets an anti unit special weapon. It can pickup all ground units around it and throw them at anything nearby.

Golliath:

Sumo:

Dominatrix can capture Dominatrix. This can form trees of control that completely flip when the head is killed.

Archer:

Grizzly:

Clam:

Commander torpedo DPS increased 50%.

Submerging a units in water puts out fires.

Overdrive Distribution



More overdrive metal is given to team members who contribute their energy. 50% of the overdrive distribution is weighted by how much energy a player contributes. The other 50% is distributed evenly between all players.

Base metal extraction sharing is unchanged, this is still evenly distributed.


Physics



In unit-unit collision both units take damage. As an aside they also take the same amount of damage (unless of course one is armoured).

Licho no longer collides with aircraft. This is to prevent mid-air catastrophes. Other aircraft are already set to not collide.

Units skid around a bit more and don't take so much damage from sliding along the ground. Technically put speed for fall damage only uses 50% of the tangential component of velocity to the ground. The speed reduction vector is also mostly in the direction of the normal.


Pathing



Units should now stop to turn if given a movement order behind them. Slow turning units can now turn on the spot instead of wandering into turret range.


Lag Monitor



Units that the taker creates are not given to the afk player when they return. Exceptions are factories to give the afk player back their factory plop.

Afk players do not receive metal income. It is split between their teammates.

Removed sexism.

Graphics



New explosion effects for Merl and Pillager.

LOS + Radar view has been recoloured. Most importantly areas with LOS and no radar are not dark blue.

Sound



There are now game Victory and Defeat triggered music tracks.

Changed Buoy and Halberd weapon sound effect.

Fixes




v1.0.4.0



Somehow quite a few changes made it into this version. The new flow field style pathing has been enabled for almost all units (even enemy units) to see if it is an improvement. An across the board 1/6th build power reduction is now being tested. Gravity gun behaviour should be a lot more consistent. In more mundane balance Bandit has had a small nerf and Djinn is significantly cheaper.


Balance



Bandit:

Djinn:

As an experimental change all build powers were reduced by 1/6th. Repair, reclaim, resurrect and construction effectively takes 20% longer.

Gravity gun and Water Cannon power increased by an unknown factor.

Gravity Guns



Replaced the purely engine dependant implementation of gravity beams with a gadget.

Known impulse capacitors have been. But do not despair that unit launching is now impossible, the partial rewrite has dramatically increased the predictability and power of 'legitimate' unit cannons.

Unit collision damage has been partially reinstated for units with high speed. The high speed cutoff is required to prevent collision damage during normal movement. A fast unit is damaged as if it hit the ground with that speed, the collidee is not damaged.

Pathing



Most push resistance was removed as an experiment to see if pathfinding will improve.

Disabled push resistance works fairly well in this version. In previous versions, packing units into a tight area was arming the mouse traps in a demonstration of fission. A little bump would cause a unit to wander 100s of elmos off it's position which would really screw up things like cloaker and mine placement.

With this engine version, instead of moving around units merely float about when pushed. This means a well placed shield or cloaker will not be affected too much. Cloaked units such as Flea, Roach and Tick will stay cloaked while pushed. Pillager and Slasher seem to be able to fire.

Removed some Stealth/Cloak ambiguity



The obscure ability of Spy and Skuttle to stealth while uncloaked has been removed. This was inconsistent with other cloaked units and completely undocumented.

Fixes




v1.0.3.9



Thanks CaptianBenz for the great new Bantha model. Apart from the model there are a reasonable number of small fixes. Lastly Spring 88.0 has been released, there are few new fixes in this one since the dev version. Now that there is an official release it should be easier for Linux users to find pre-complied packages.

Engine



Spring 88.0 has been released. There are few changes since the development version (87.0.1-68-g6cefe1d) that was previously used. ZKL users will update automatically and because this release is official there should be packages around for Linux users.

Pathfinding seems to have improved in this release and units are more prone to clump together.

The workaround for area commands is now completely removed.

Balance



Archer:

Bantha:

UI



Gesture menu has a few more options that can be toggled through settings or with UIkeys.

Small Fixes




v1.0.3.7



The last 3 stables mostly exist to move the Amphibious Bots towards balanced.

Engine



Spring 87.0.1-68-g6cefe1d is now in use for most of the autohosts

It looks like it will take a few days for the engine devs to release a version which fixes the issues in 87.0. Some of the bugs are very serve (such as the chicken crash) so the development build with many fixes is now is use for most autohosts. This is to make the game playable and also test the dev version for new bugs.

Users Zero-K Lobby do not have to worry because their engine will automatically update. Users of other lobbies on Windows could take this opportunity to update to ZKL. Linux users will have to compile the engine from source. There is still a host using 87.0.

The sea nanoframe workaround has been removed and the area command workaround defaults to off. It can be enabled with the enable 87 workarounds modoption.

Balance



Buoy

Convict:

Scalpel

Duck

Scalpel:

Scrubber:

Fixes



Torpedo Boat and Sub both have Bouncing torpedoes so they can shoot in very shallow water.

v1.0.3.3



The latest engine release badly broke area reclaim, resurrect and repair behaviour. The main fix in v1.0.3.3 is a workaround of that bug that appears to work a lot of the time.

After fixing the last few obvious bugs jseah's static AA intelligence improvement is now enabled. Static AA now avoids overkill and is less baitable. It didn't quite make it into the main stable due to time constraints.

The last 3 versions mostly fix oversights in v1.0.3.0. Here is a summary:

v1.0.3.0



This is the biggest stable release for a long time with almost a month since the last one as there were a lot of changes that could not be partially implemented. The new Amphibious factory is arguably the biggest change and took significant development time. This release is congruent with an engine release so a lot of long standing bugs are fixed. This version also includes a months worth of small fixes and balance adjustments that is normal for a stable, the delay just means there are more of them at once.

New Factory: Amphibious Bots



The underwater amphibious bot factory has finally been added. There were always vague plans to flesh out the underwater combat ever since the rudimentary implementation in CA was removed.

This factory should diversify and flesh out the underwater combat in sea as well as acting as another flex factory on mixed sea-land maps. There are a few new unit concepts in this factory so it may even be land viable (similar to hovercraft). Remember, at this point balance is not expected!

Descriptions of the units can be found here: http://zero-k.info/Wiki/factorypage_amph

There is an amphibious teleporter with a short demonstration video.

Balance



Athena is no longer ploppable. The major motivation is to remove the blind factory RPS and remove the extremely fast landgrab it creates.

Snake (Mainline Submarine) Damage and Health increased ~10%:

Hunter (torpedo ship):

Halberd (Hovercraft Assault):

Penetrator:

Low ROF lasers now penetrate shields if the change is below beam damage/5. Put simply they are significantly worse at shield penetration. This affects Annihilator, Penetrator, Bantha, Stinger (HLT) and Grizzly.

Merl:

Tremor:

Pillager:

Hovercon, differentiated from Mason:

Necro (Shieldbot Constructor):

Newton (Gravity Turret):

Mobile cloaker and shield are now amphibious. Static cloaker and shield float.

Increased Sumo's usable range though at long range it has very low damage.

Terraform:

Re-added fall damage and it is now handled more consistently than previously.


Chicken



Reduced easy chicken difficulty.


UI



Added optional range display for selected units. Enable through Control -> Settings -> Defence Ranges -> Show selected units ranges.

Space+click on most UI elements now brings up the options window for that element.

Rector (Cloakbot Constructor) and Ultimatum (anti mech walker) automatically cloak when built be default. The initial states setting for personal cloak has been reset to default values.

Reordered factory tab and factory buildlists along more logical lines. The factory tab is grouped by type with easier factories to the left. Factory build lists has categories ordered internally by cost. These are:
Constructor - Everything Else - Artillery - Anti Air - Mine - Unarmed.

Unit Renames





Audio



Torpedo fire sound effect is now dependant on whether the torpedo was fired above or below the water. Urchin (Torpedo Turret) now has a submerged gun when in floating mode.

Increased volume of ship unit replies.

Added 3 more music tracks by Denny Schneidemesser.


Graphics



Fixed area cloaker effect. It now fades out towards the top instead of stopping at a hard edge.

New model for Skeeter (missile scout boat).

Dominatrix control line is now stippled.


Fixes



Fixed artillery chase behaviour on idle and fight command. Arty only automatically gives itself an attack command for land attacking static defences.

Fixed small problems with Krow, Dante, Sumo, Recon Commander and Mace turret and firing animations. These were caused by a model optimisation script.

Fixed cloak with shielded commanders. It is again impossible to cloak a commander which is carrying a shield.

Fixed small LLT overshoot exploit made possible by it's extendible barrel. The barrel extension animation has been removed.

Some prediction calculations now take jumpjet velocity into account.

Fixed queue loss on commander morph. May have fixed queue loss on unit transfer.

Engine



This release corresponds with an engine release (from 85.0 to 87.0). Here are some fixes that should be visible to players, full changelog is here https://github.com/spring/spring/blob/release/doc/changelog.txt

v0.9.9.4



Added CaptianBenz's Catapult model and updated some spider textures.

Fixed Initial States handing of Priority. All units have a Nanoframe Priority and constructors additionally have Constructor Priority.

Tactical AI:
There are particularly noticeable improvement to poor turn rate units such as Dominatrix and Scalpel.

Reverted 25% Krow bomb reduction. That change was sneakily included in only in the previous stable.

Fixed CAI's windmill nanoframe spam.

Increased Panther's accuracy vs fast small units (Flea and Glaive).

Fixed bug where Outlaw would slow down allied repair.

Vindicator range reduction. Now it must fly over ground units to shoot them. It cannot snipe commanders with no retaliation.

Added optional circular area command for manually bound Set Target commands. Fixed set target's overzealous target tracking when targeting a cloaked unit.

Fixed small command menu quirk that occurred when it was clicked on with a terraform command selected.


v0.9.9.3



Balance:

Added hovering unit state icons:

Terraform:

Bugs:

Added a nice looking exit menu to workaround muffa's crash that could be triggered with the default engine exit menu.

Mobile Cloaker and Shield now flee enemies. As with all unit AI use hold position to enabled it only for the fight command and click the light bulb to always disable it.

Catapult can now target gunships.

Replaced extremely powerful CAI commanders with commanders that players could feasibly start a game with.


v0.9.9


Version number++ because the number bloat was getting really silly.

General


Balance


GUI


Graphics



v0.9.8.8



Kodiachi. Attempted to make it worse vs Raiders and Riots and a bit easier to use.
as before).

Outlaw. More range and slow to make it better vs the longer ranged raiders.
so it doesn't completely WTFOMG them.

Pyro. Was probably accidentally buffed with engine and prediction change.

Thug. Increased weight by ~12.5%

Felon:

Firestorm:

Banisher:

v0.9.8



Infrastructure:

Game:



v0.9.6.1


General

Modules

Chicken

Interface

v0.9.6


Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.

Fixes

Interface

Balance

Graphics

v0.9.3.1


Christmas comes early for good boys and girls! Santa's bringing a new version, with lots of bugfixes and an awesome increase in framerate!

(Unfortunately, we also had to reset your widget settings and keybinds. Sorry about that. You should back up Documents/My Games/Spring/uikeys.txt if you modified it manually.)

Engine

General

Modules

Balance

Graphics

Interface


v0.9.0


Engine

Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with '/advmapshading' and '/dynamicsun'. Otherwise update graphics drivers and if problems persist create a ticket.

Lobby

General


Balance

New unit, Felon. A heavy shieldbot walker which uses shield charge to power it's fun.

Modules:

GFX

GUI


v0.8.13.4


Gameplay

Modules

Visuals

v0.8.13.3



Chat fix. It is now always open by default and autohides if 'minimised'.

Module costs:

Re-enabled target on the move.

v0.8.13.2



Overdrive fix. It now should work entirely this time which is a first.

v0.8.13.1



Decoupled reserve metal from storage structures, reserve is now controllable with a slider bar on the resource bar. Energy is also reserved at the metal reserve level, does not affect non-constructor energy drain.

Overdrive behaviour improvement (may fix a bug that occurs at high energy).

Scorpion fixes.

Added minimisation buttons to Minimap, Chat and Playerlist.

v0.8.13.0



Interface

Bugs

New Stuff

Balance



EMP missile

Jethro

Archangel

Copperhead:

Shadow:

Snake (light sub)
Serpent (sniper sub)

Torpedo Frigate

v0.8.12.0







v0.8.11.0


Design:

Simplified armour system:
All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33.


Interface:


Balance:


Graphics:


v0.8.10.0


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!

-----
PLANETWARS NEW ROUND!
-----
New PlanetWars homeworld system:

Factions:

Introduced taxes:

Introduced corruption:

Introduced decay:

Changed fleet behavior:


tweaks:

------
GUI:
------





------
GAME BALANCE:
------

Commander Modules:

Commander Weapons:
Dgun:
Gauss Rifle:
Riot Cannon:
Shotgun:

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

Faraday:

Hammer:

Thug:

Dominatrix:

Dante:

Tacnuke Missile:

Firestorm:

Shadow:

Behemoth:

Krow:

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

Chicken:

------
GRAPHICS
------
New Recluse, Venom, Tarantula and Weaver models. by CaptainBenz.

v0.8.9.1



v0.8.9



v0.8.8.2



v0.8.8








v0.8.7.2




v0.8.6



Inverted commander icon scheme (commanders use the nice icon and Ultimatum uses the square shoulders ugly icon).

Skuttle impulse to 25% (that is assuming the impulse weapon attribute is linear).

Cursors for Jump and Special Weapon added.

Fixed commander wreckage tooltip. It now carries the commander name and space click shows modules and weapons.

Commander base cost 1600 -> 1200. This only affects things that attack vs cost (capture) and the value of wreckage.

Unit mass equation changed.
Masses have changed by no more than 10%, cheap things are lighter and expensive ones are heavier.

Fixed Tick being left out of EMP resist change.

Remove automatic firestate change from Tick when it burrows or unburrows.

Removed Wolverine morphs since it can't get XP for them

Scalpel can morph to Penetrator.

Gnat

Reaper cost 900 -> 850

Puppy Range 120 -> 145 (originally 190)

Infiltrator:

Venom speed 2.85 -> 2.7

Rogue AOE 68 -> 75

Fixed Racketeer aiming issue.

'Medium' ships now go anywhere light ones can as medium and light is a hard distinction to make.

Sub

Reduced Recon Commander Chassis base HP:

Ultimatum healthbar no longer hidden from enemies.

Licho shot explodes when it reaches where the target was - stops the missile from flying around in the air. Can now shoot at fixed wing.

Jugglenaut has a laser fire sound and gravity beams now pass through shields (in line with the Newton change).

Fix for giving attack commands to enemy airpads with bombers.

Commander spawning fixes:

Alternate Battlecom model in use to fix strange and rare desync bug (no visible change).

Units with shields are now completely unable to be cloaked because the shield is still visible. As such cloak module on a shielded commander will do nothing.

Removed Venom, Faraday and Tick EMP resist. No EMP resistance remains.

Fighters no longer collide.

Light transports can no longer carry commanders around. They can also not carry heavy things such as Sumo and Goliath. If you ever wonder whether something can be carried use this simple equlation `6.5(cost0.5 + hp*0.125)^0.6` > 365.

Added ingame structure spawns for planetwars. Structures built on planets now appear ingame for dirty mercenaries to pillage haphazardly.

v0.8.5



TLDR



Removed many special rules around commander (emp resist, hidden HP etc..)

Many module and weapon rebalanced, most notably:

Changed EMP system. Paralysis percentage/time will not change when the unit is damaged. Paralysis threashold required to stun a unit is still based on current health.

Infiltrator EMP damage 15000 -> 8000 (as system changed)

Fixed Sumo and Gnat scripts.

Added a widget that allows players to individually configure the starting state of their mobile units through the menu.

Added Team Commends mode as a test, defaults to OFF. When enabled if at any time an ally team has no commander the entire ally team will explode.

Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score.

Full



Many special behaviour rules removed for the commander:

Activatable weapon abilities (comm specials, dante) can now take units as targets instead of the ground below. This should make firing more reliable as when a unit is the target the shot will be aimed higher so will not be blocked by as many things. Also aircraft can now be aimed at.

Commander morph time = 20, 25, 30 dependant on level (increasing with level). This means drain rate is dependant on modules cost.

Pure slow weapons do half their slow damage to shields, composites (disruptor, purple bullet modules do just normal damage):

Modules\Weapons:

Some module costs also changed but these are updated without a version release so hard to keep track of.

Level 3 and 4 Commanders are more explosive.

Recon Commander Changes:

Changes to EMP system.

Infiltrator EMP damage 15000 -> 8000 (as system changed)

Fixed Sumo aiming for good, now using a mathematically thought out implementation instead of a random jumble of trig.

Fixed Gnat aiming script.

Fixed Blastwing producing energy when landed (negative cloak cost).

Fixed Line Of Sight for Recluse, Rogue and Commanders. LOS for units with less than 545.5 is always >= 1.1*weapon range.

Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score.

Space-clicking on a commander will display all modules it has, as well as its paid-for cost.

Blastwing back to fire at will be default.

Changed target catergories:
Brawler and Blackdawn were tested. Brawler is really bad against air, it misses all the time. Blackdawn is even worse except for against Krow as Krow is a large target.

Added a widget that allows players to individually configure the starting state of their mobile units (state when the unit is created or given to you). States include:
Found under Spanner -> Unit AI -> Initial States.

Finally removed Constructor buildable mine.

Added Team Commends mode as a test, defaults to OFF. When enabled if at any time an ally team has no commander the entire ally team will explode.

Goliath, Blackdawn and Brawler can now shoot at air.



v0.8.4


Important changes:

Many modules have also received price tweaks over the past two weeks, so you may wish to check the available selection again.

v0.8.3



through menu.
map (Think Azure), this was never a feature.