Loading...
  OR  Zero-K Name:    Password:   

DRAFT for NEXT release

This is a draft for the next release, these changes are not live and not guaranteed to stay. For the latest stable release notes see changelog. For the unprocessed, technical list of changes see the commit log.

Sea planets:

(2v2)
Juno: Bellicose Islands -> Shimmershore v1.0
Poseidon: IncultaV2wetV3
Vasuda: Paradise Lost v2 -> Columbia Basin 1.1

(3v3)
Ceres: Porky_Islands -> Sapphire Shores
Sagan: DeltaSiegeDry -> Bellicose Islands
Tegmine: Sierra -> Paradise Lost v2

Other planets:

(2v2)
Trantor: Quicksilver -> Downpour 1.1
Asellus: Tumult -> Otago 1.1
Slade: Ternion -> Cold Snap 2
Yggdrasil: Tombstone Desert -> TartarusV7
Alterf: StormSiege -> Gecko Isle 1
Chertan: Sapphire Shores -> TandemCraters
Xi: Charlie in the Hills -> Aetherian Void 1.6

(2v2 -> 3v3)
Gryphon: Desert Plateaus -> Charlie in the Hills
Shiva: Tabula
Carbine: Tartarus -> Sierra

(3v3)
Mu: HighGroundsDelta -> DeltaSiegeDry
Vectron: Emain Macha v3 -> Gehenna Rising 3

ADDED MAPS:
Shimmershore
Columbia Basin
Gehenna Rising
Cold Snap
Aetherian Void
Downpour
Otago
Gecko Isle
TandemCraters

MOVED FROM 2v2 to 3v3:
Charlie in the Hills
Tabula

REMOVED MAPS:
Porky_Islands {feel it works better in large teams}
Emain Macha v3 {meh, needed a 3v3 spot}
Quicksilver {mildly asymmetric, performance issues?}
Desert Plateaus {asymmetric}
Ternion {super asymmetric}
Tumult {seems too big for 2v2}
StormSiege {seems too big for 2v2}
Tombstone Desert {disliked map?}
HighGroundsDelta {I remember having some issue with it in campaign}

Zero-K v1.6.3.5 - Sea and Rogue Fix



The most noticeable features of this versions is a balance pass for sea and a fix for the Rogue buff. The projectile speed buff for Rogue was accidentally not applied due to a bug. This has been fixed. We've also made other fixes and balance changes, including engine stability fixes that are not listed here.

Balance



Shogun:

Corsair:
The weapon changes make its shotgun the same as that of a Scallop.

Cutter:

Hunter:

Mistral:

Siren:

Envoy:

Rogue:

Glaive:
Note that Glaive had 3.8 speed and cost 65 metal this time last year.

Increased Gremlin DPS by 5.4%.

Tarantula buff:
It has much less DPS/cost than Vandal so the change is probably safe.

Phoenix:

Early Engineer commander nerfs:

Other commanders:

Sight range buffs:

Added overkill prevention for Stinger and Grizzly.

Interface



Previous Versions



Zero-K v1.6.3.2 - Rabbit Hole of Balance



The smooth aiming update from early February is paying dividends in balance disruption. Units with high turn rate (ie Reaver) and high fire rate (ie Reaver) gained the ability to jink while constantly firing at their target, effectively increasing their DPS. We're working to address this, as well as to make Tank and Jumpbot back into real factories.

Balance



Units can now be force fired at trees, rocks and wrecks to clear paths and deny reclaim.

Reaver:

Kodachi:

Blitz:

Ogre:

Pyro:
For the mathematically disinclined this corresponds to a 95% chance to set units on fire after a second of continuous fire. Previously the burn chance after a second was 47%.

Made puppies not terrible:

Grizzly:

Siren:

Dante

Commanders:

Faraday:

Personal shields now start at 100% charge. This affects some shieldbots and commanders.

Unit AI:

Interface



Fixes