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:
- Cost 4K -> 5K
- HP 12K -> 8K
- Reload time 10s -> 15s (DPS 450 -> 300)
Corsair:
- Cost 220 -> 240
- Speed 3.2 -> 2.7
- Damage 512 -> 234
- Reduced spray angle and projectiles per shot.
- Reload time (for each shotgun) 2.4s -> 2.0s
Cutter:
- Slightly increased size.
- Reload time 1.5s -> 2.0s
- Range 330 -> 260
- Damage 34 -> 35
Hunter:
- Increased model and collision size by a bit less than 50%.
Mistral:
- Damage 280 -> 200 per rocket.
Siren:
- Health 4000 -> 3750
Envoy:
- Health 2500 -> 2000
Rogue:
- Fixed the bug that prevented the projectile speed buff from 170 -> 200 taking effect.
- Health 570 -> 580
Glaive:
- Speed 3.9 -> 3.85
Increased Gremlin DPS by 5.4%.
Tarantula buff:
- Cost 400 -> 380.
- Damage 220 -> 260.
- Projectile velocity increased 22%.
Phoenix:
- Health 650 -> 720
- Possibly increased the spray angle of its bombs.
Early Engineer commander nerfs:
- Level 1 buildpower 12 -> 10. Other levels are unchanged so you now consistently gain 2 BP per level up to 20.
- Build range 250 -> 220 but with a bonus of +12 per level up to a maximum of 280.
Other commanders:
- Build range 128 -> 144
Sight range buffs:
- Dirtbag 300 -> 350
- Mason 255 -> 273
- Welder 280 -> 300
Added overkill prevention for Stinger and Grizzly.
Interface
- Reduced Grizzly laser brightness.
- Reduced some spider reply volumes.
- Fixed some burst damage displays on the UI.
- Moved HUD skin options to advanced options.
- Selection rank now only inherits through commander morph.
- Updated old avatars.
- Fixed some units failing to fire at wrecks (such as Tremor).
Previous Versions
- Locust fire angle 90 -> 135
- Optimized Tremor.
- Fixed Adv. Radar animation.
- Fixed the double cloak cost bug.
- Fixed Solar AI.
- Fixed overhead icons for captured units.
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:
- Auto regen +30 -> +20
- DPS reduced by 7.2%
Kodachi:
- Auto regen +10 -> +15
- Burn time lots -> 5s.
- Damage 120 -> 150.
- Ground fire DPS increased by 25%.
Blitz:
- Removed unique EMP explosion as it is often detrimental.
- Normal damge 170 -> 200
- Reload time 2.6 -> 2.7 (old value was 3)
Ogre:
- Health 1650 -> 1850
Pyro:
- Increased burn chance from 10% to 40%.
Made puppies not terrible:
- Removed goo inefficiency (goo cost 75m -> 50m).
Grizzly:
- Health 9000 -> 8400
Siren:
- Now hits, even if it misses (like Ripper).
Dante
- Increased Flamethrower burn chance to 40%.
Commanders:
- Build power module nerfed from 5bp to 4bp.
- Increased Flamethrower burn chance to 40%.
- Engineer commander now aims prior to firing, resulting in a slightly longer effective unpack time.
Faraday:
- Reload time 2.4 -> 2.6 (pre-buff was 2.8)
Personal shields now start at 100% charge. This affects some shieldbots and commanders.
Unit AI:
- Fencer now uses its limited AI to keep away from Ogre (default off).
- Units no longer try to jink around Kodachi.
- Kodachi tries to keep at maximum range against more types of unit.
Interface
- Added 'Edit Behaviour' to space+click menu opens the initial unit states menu entry for the unit.
Fixes
- Fixed random startboxes.
- Fixed Welder firing jerkyness.
- Fixed enemy cloak visual error.
- Fixed projectile lights stacking issue.
- Fixed pause button issue.
- Fixed rare Raven issue that could cause it to be stuck low.
- Fixed Cutter Debris size.