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* Removed XP morphs.
* Bombers have to rearm before repair pads repair them.
* Naked Recon Comm no longer transportable by Valkyrie
* Inaccuracy no longer reduced by experience
* Planet Wars structures no longer flatten ground on spawn
* Stockpile and Morph obey slow and disarm
* Experience gain simplified
* Wrecks of jumping units now keep momentum and continue inertially
* Default comm is Strike Trainer instead of Junior

* Time to wait for disconnected players: 75 s -> 150 s
* Time before default comm spawns: 30 s -> 15 s

* Land units speed loss with depth per height: 10% -> 7%
* Grizzly: LoS 605 -> 660
* Scalpel: LoS 484 -> 495
* Radar: HP 81 -> 80
* Sneaky Peet: HP 712 -> 700
* Brawler: firing arc 140' -> 70', damage 21 -> 15 (DPS 196 -> 133)


* Added Supreme Commander style camera to COFC.
* Added AZERTY layout option to KB Menu.
* Added SI system option to Context Menu
* Added victory counter
* Context Menu now shows Disarm, and AoE for crawling bombs
* Improved the Economy Panel and Fac Panel
* Some old helptexts updated
* Chat now shows cheating, desync, speed change and resign
* Widgets now have read access to more unit parameters
* Polish helptext translation for campaign commanders

Bug fixes

* Long-burn Napalm increases the burn time correctly for High Caliber Napalm Artillery
* Context Menu now shows EMP damage correctly, and no longer shows fake weapons
* Unit Start State widget now able to set unit retreat state to "Off"
* DRP napalm and Pyro death now apply afterburn correctly
* Fix one enemy color looking green
* Sharing cloaked units now changes the cloak effect colour
* Context Menu now shows Archer damage properly
* Venom EMP obeys armor. Obedience is the correct behaviour.
* Support Commander levels 2/3/4 now show the correct BP in tooltip
* Placeholder no longer has instant self-destruction
* Air transports will now unload Skuttle and Tick correctly
* Grizzly no longer crashes when inserting its weapon into enemy hitbox
* Lightning visual effect now lasts correctly with newest engine
* Units will now fire at buried Stardusts correctly
* Air pads no longer drain energy when disabled

Release v1.2.9.0

This release brings new UI features, further sea balance tweaks, and a lot of bugfixes.


Some sea units have had their roles further defined, Sonar ranges were increased, and a few units became more reliable:

Raven: cannot target planes anymore.




Hunter: hits more reliably.

Urchin: should be better at actual protection due to increased sonar.


Snake: should fire more reliably; oneshots other facs' raiders.

Crusader: refined its role as artillery.

Enforcer: better at anti-unit bombardment.


Miscellaneous gameplay

Trainer Comms

There are new Trainer commanders available for selection, meant to help newbies get familiar with custom commanders. They're available for everyone in addition to their own custom commanders in the new selection menu.


Economy Panel

The new Economy Panel is now available. It is an alternative to the classic resource bars that puts focus on the resource flow. Make sure to try it out!

HUD Presets

Customizable HUD Presets have also been introduced, currently coming with a *craft based preset for people used to more classic RTS UI, alongside the default one.



Tourney and Balance Release v1.2.7.0

2v2 Tourney

The month's 2v2 tourney concluded this weekend. If you missed it (sadly, there were no news posted before it started), you can find more information about it in the tourney thread, view the results on Challonge, and review the commentated replays on ShadowFury's youtube channel.


This very has some small and no so small changes. The small changes are minor tweaks to bot factories and the large changes are to sea and gunships.


Bandit is due a minor buff and Dirtbag is now armed to add options to the Shieldbot opening. The aim is to increase Shieldbot diversity. This may involve an eventual Felon nerf.





Jumpjets is becoming a reasonable factory but is carried by Pyro. The solution is to hobble the one trick pony. Pyro has only recently become a legitimate raider so this change is experimental.





Now that Planes work well we have set our sights on a reasonable Gunship factory. The main thrust of these changes is to make Gunship AA stand up to fighters so a Gunship switch is not instantly countered by opponents who simultaneously switch to Planes.

Plane HP and dedicated AA damage were both reduced by 9%. This effectively makes dedicated AA worse against Gunships and flex AA better against Planes. Krow HP was also reduced by 9% as it mostly interacts with dedicated AA.


Brawler flies a bit higher and

Trident rework:


Drones (Funnelweb, Companion, Reef):




Another minor Rocko nerf (the last one was 5% projectile velocity). This should be the last nerf for a long time.


General Sea Changes

Sea has been reworked with promises from RyMarq to track how it plays and make future improvements. Ships have been rewritten and the sea aspects of Amph and Hover have had changes as well.

Sonar ranges are now significantly lower. This is to increase the sneakiness of underwater units.

Sonar Station:

Urchin tweaked to be lighter. It is still powerful, but far less defining of sea gameplay.


Many ships with particularly low turn rates have had their turn rate increased to be more usable. Many more ships have been reworked.

Skeeter has has a disarm effect and slightly lower normal DPS.

Hunter has become more of a traditional riot unit. It has fairly traditional riot attributes such as AoE and low range. No longer will it dominate everything forced to travel in the water.

Snake is now properly setup as a raider. Less cost and lower stats with more speed.

Enforcer is now a powerful artillery/skirmish unit, capable of firing a salvo of powerful missiles at long range. Weak tracking makes it effectively countered by raiders and other fast units.

Typhoon is more of a traditional assault unit with a slower speed but powerful damage output and increased toughness.

Serpent is much cheaper so should see use earlier. Is now more cleanly countered by those units which can close on it, especially raiders like Duck and Snake. It has had most aspects of it reduced to compensate, including range and speed.


Most notable as far as amphib is concerned are the Sonar range reductions and improvements to the Claymore (which now effectively counters many of their units). The Scallop's underwater weapon is reworked into a salvo of easy to miss explosives.


Scallops now fires a burst of explosives underwater. They gradually accelerate to high speed and have trouble tracking fast enemies.


Hover primarily had the Claymore adjusted to be more effective against underwater units.

Claymore is now less suicidal with an improved turnrate and slower depth charge. To compensate it deals less damage.

Zero-K v1.2.6.0



Gauss guns can now pierce water. This is to make Scrubber (now Dagger) useful in the sea. As a side effect the Gauss Turret is another form of anti-sub and wading Detriments no longer fear submarines.

Scrubber has been renamed to Dagger (to reduce the prevalence of Sc- names).

Gauss Turret can now shoot at aircraft.


Commander Gauss has been removed. Shock Rifle now converts from Light Particle Beam.

Duck, Scallop, Scalpel, Crusader (depthcharge), Hunter, Snake and Serpent no longer lead their target. This makes them better at shooting targets near their maximum range.




Zero-K v1.2.4.9

In this version we have Recon Commander nerfs and a bit of UI polish. By popular vote the Nuke Bomber is now Wyvern.

Commander Changes

The Bombard Commander is now called Siege Commander.

E-Cell and Torpedo Launcher have been removed.

All commanders:

Support Comm:

Recon Comm:

Concussion Shell


Jumpjet reload time is now affected by the appropriate status effects. Disarm and Paralysis pause reload time and Slow damage slows it down.

Claymore (the depthcharge hovercraft which barely makes it into this section):


Chat now filters out error messages by default.

Set Target is now supported by split attack. Hold Ctrl while giving an area Set Target command to split the targets between your selected units.

Added a small command indicator effect. There is also an alternate visualization for custom formations which is disabled for performance reasons.

Commander construction can now be queued before the game starts.

Blurry Halo Unit Selections has more options for configuration.

Automatic Retreat is a lot more responsive. Additionally some units do special actions when they start to retreat.


CAI now values its units slightly more by giving them access to the Automatic Retreat system. Damaged units will attempt to escape from combat. To compensate for the extra repairing (and general excessing) CAI now likes to make more Caretakers. It has also gained the ability to play the Amphibious Bot Factory.

Unit Renames

The following units have been renamed.


Zero-K v1.2.4.0

This version includes some nice unit AI improvements and continues the ongoing sea rework. There are some major changes to sea and the Amphibious factory should fare better on land. The most notable sea change is the addition of a depthcharge hovercraft, the Claymore, and the removal of Scalpels underwater missiles. The Claymore is quite a silly unit but we may as well try out something !Fun! before sea has any balance which can be broken.


Added Claymore - a somewhat suicidal antiswarm depthcharge hovercraft. It fires Roach-sized depthcharges at short range with the hope that whatever it is targeting is far enough underwater to prevent it from killing itself. It does less well against surface targets. On land it is able to drop the depthcharge which will bounce around for a few seconds before exploding.

Scalpel can no longer shoot into water.

Scallop Torpedo:

Scallop Shotgun:







Commander Torpedo:

Repair Pads now drain energy when repairing. An individual pad has 2.5 Build Power.


Unit AI


Units skirmishing with Tactical AI now take height difference into account when determining how far away they should be from their target. Scallop now has different behaviour when underwater or on land to take advantage of its separate weapon characteristics.


Zero-K v1.2.3.7

This release messes with some underused Jumpjet units and makes Pyro less frustrating. There are some other minor things such as an easy way to split targets when using area attack. On the infrastructure front we have completely split 1v1 and Everything Else ELO.


Moderator is more expensive and now has a high reload time Disruptor Beam.

Pyro aims much faster and has a little overshoot.

Placeholder has a slightly smaller Area of Effect and significantly increased duration.


Support Commanders Build Power increase has been flattened to +2 per level starting at level 1.

Minor Stuff


Zero-K v1.2.3.0

Capture the Flag mode is now live and sea has received a significant rework. The Ship factory has been redesigned and torpedoes can hit hovercraft. Spiders have a new unit and there are some tweaks to other units. Performance should be improved, especially in the lategame.

New Spider Unit

The Redback has been added to act as a conventional riot unit for the Spider factory. It is armed with a particle beam. Beefy wheeled raiders will give it trouble so use terrain (and Venoms) to your advantage.

Capture the Flag

Capture the Flag mode can now be enabled. The default mode adds flag capture as a victory condition. Additionally there are options to add Commander respawn and flag based resource income. See the wiki page for more information: http://zero-k.info/Wiki/CaptureTheFlag

Sea Rework

All Ships and Subs are effectively new units so their changes will not be stated here. They are generally cheaper and have better defined roles.

Torpedoes can now hit hovercraft. Amphibious unit health regeneration is now based on water depth, not unit height. The main effect is that floating units heal at their full rate.

Balance Changes






This was the value before the previous version. There was a small nerf to other attributes in the previous version and reload time was reduced accidentally.


Zero-K v1.2.2.9




Goliath now has 3x the RoF for it's slow beam but 1/3rd the damage. This reduces the degradation of slow damage between shots.


Damaged units decloak regardless of whether they are in LOS. Previously they would not decloak if no enemy would be able to see them. There may be some change to recloak timings.

The endgame stats window should no longer have missing players.

Fixed the "Skip pregame chatter" button on the replay control window.

Fixed some aircraft landing pad behaviour.

Zero-K v1.2.1.1

"new zk build has delicious balance... it feels wonderfull to play the game" - Kyubey

The main purpose of this release is to broaden Vehicle play to units beyond the Scorcher and to fix Panther. With a range reduction it is much less able to kite raiders, forcing the Vehicle player to invest in other counters. Panther has been significantly reworked because the unit was never well designed in the first place.

Feedback on these changes has been good so it is time for a release! Panther may not be done but it is a lot better than it was before.




Panther. Reverted to old version as base for the following changes:





Light Particle Beam

Torpedo Launcher

Slow Beam:

Disruptor Beam





Zero-K v1.2.1.0

Zero-K v1.1.12.3

Large Shields:


This makes it worse at fly-overs and at shooting aircraft.




Fixed fixedwing and bomber unit type detection in gadgets for 95.0+. This was causing the "bombers fail to shoot" issue and probably some others but nobody noticed those.

Reduced debris damage 50 -> 20. This is mainly because debris damage was previously 0 and Blastwing became ridiculous.

Fixed Tick ejection from transports.

Amphibious units now automatically float when a transport is told to load them.

- Updated Bloom shader to use in-shader Gaussian distribution. This allows for
resolution-independence, and seems to perform better, at least on 2-year-old or
newer graphics cards.

- Removed Blur and Glow Amplifier settings, and Dilate pass setting from Bloom
shader. Added Maximum Highlight Brightness setting, which sets the maximum
brightness that will be added to the scene.

- Modified bloom thresholding to smoothly threshold. Pixels near the threshold
add nearly nothing, and it scales linearly to Maximum Brightness.

Zero-K v1.1.12.0

This update includes a slight nerf to the Vehicle factory and some fairly dramatic changes to Jumpbots. Behind the scenes we are working on compatibility with the latest development versions of the engine.

Experimental Freaker change:

The Placeholder is now buildable from the Jumpbot Factory. It is a support unit designed to suck opposing units into a clump and prevent them from escaping. Once some units are stuck they can be destroyed by the many short range AoE or face-melting weapons at the Jump Factory's disposal.




Gauss Turret and Scrubber projectiles can only damage each unit they pass through once. Other Gauss projectiles will gain this behaviour when we move to the new engine because it is difficult to implement in 91.0.

Air transports have gained the ability to eject their cargo mid flight.

Kodachi projectile is now ballistic instead of a missile. Kodachi and Firewalker projectiles have new effects.

Damage dealt by flying debris has changed. The amount of debris from a Blastwing explosion has been tweaked to compensate.

The stop command no longer cancels Newton firezones. There is a dedicated command for this purpose.

Polish unit descriptions have been added for many units.

Zero-K v1.1.11.13


Spidercon income 0.15 -> 0.225 in order to conform to the income standard used by all other cons (bp x 0.03). Standarized all facs' income to 0.25.

Zero-K v1.1.11.10-11

Revert to Zero-K v1.1.8.2 in an attempt to exterminate the desyncs once and for all.

Zero-K v1.1.11.9

Zero-K v1.1.11.1-8

Zero-K v1.1.11.0


Zero-K v1.1.10.9

Zero-K v1.1.10.8

Zero-K v1.1.10.7

Zero-K v1.1.10.6




Zero-K v1.1.10.5

Zero-K v1.1.10.1-4

Zero-K v1.1.10.0

Zero-K v1.1.9.1 to v1.1.9.9

It is easy to make releases when there is very little added since the most recent version. The changes are well understood and with the auto updater nobody is inconvenienced. It could be difficult to track the changes so here is a summary of the changes since v1.1.9.0.

Endgame Stats

We have a nice new endgame stats screen which fits with the rest of the UI. Currently it only displays the old stats but as soon as someone has the time it should be easy enough to slot new stats in.











Anti air now prefers to shoot at Bombers, then Gunships, then Fighters.


Unit collision.

Zero-K v1.1.9.0

In this version we've accumulated more changes than would be expected for 3 weeks work. On the visuals front we have a new Chainsaw model by aiphee and many new wreckages by Kerr. The Improved Newtons widget by Wolas has been added with improvement and modification. There are some small tweaks to balance as well as more major mechanics changes.

Balance Tweaks

The raiders for the Tank and Amphibious factories are now slightly more powerful although Duck lost it's homing. Archer has much better accuracy and reliability. Phoenix and Shadow have been buffed as part of the ongoing bomber rebalance. Krow is 10% cheaper.


The Shock Rifle, Disintegrator and Torpedo Launcher have been tweaked. SLAM Rocket has been reworked into a vertical launch weapon.


Scouting should be more 'interesting' now that we've blocked or nerfed some of the most powerful ways to scout. Athena has an increase decloak radius, Fighters have reduced LOS and Newton launched units have spherical LOS. Vulture has more LOS in an attempt to promote 'conventional' scouting.


Stiletto and Racketeer now deal their own kind of disable damage called Disarm. It acts exactly like EMP except that it does not prevent movement and units flash yellow instead of blue. If you're on the receiving end of a disarm attack you can choose to retreat or push onwards, this is better gameplay than a long EMP time Stiletto after which you can just sit back and watch your units die with chance to change the outcome.


The old Detriment was detrimental for FFA play so it now moves slower and hits softer. In addition to this air transports slow down when transporting very heavy units. A Vindicator transporting a Detriment moves at about 25% speed.


Venom - Gains some damage so it is easier to use vs Fleas












Detriment Changes:

Transports move more slowly when transporting heavy loads. A Vindicator with a Detriment moves at about 25% speed. A Vidicator with a Bantha or a Funnelweb moves at 50% speed. Most other units cause the transports to move between 80% and 100% speed.

Gibs (flying debri from unit explosions) now deals damage. It was accidentally removed. This change most affects Blastwing.



Disarm Status Effect

Stiletto and Racketeer now use the disarm status effect. Disarm is the same as EMP except that it does not disable movement. This aims to make the units more interesting while making them able to be balanced. There is more player interaction when your opponent has the option to retreat the disabled units.

Disarm stacks with EMP. Any disarm damage dealt is treated as if it is on top of the EMP damage taken by a unit. A partially EMPed unit is easier to disarm and a partially disarmed unit can be disarmed with some EMP damage.

Slow damage now affects metal and energy incomes. It is now easy to implement this so I did so.

Spherical Line of Sight

Ground units which are launched into the sky have reduced LOS which approximates a sphere. This is to nerf newton scouting


SLAM Rocket reworked to a vertical launch missile artillery weapon



New model for Chainsaw by aiphee!

New Wreck models for:

New animation for a firing Outlaw; the old wiggle has been removed.

Stiletto and Racketeer weapon effects are white to indicate that they disarm.

User Interface

Kamikaze damage statistics have been added to the contextual unit description windows.

Shield healthbar is now blue. Jump reload bar is now red (pinkish). This is to cut down on the number of teal bars.

The Improved Newtons widget has been added by default. It has an improved UI which works nicely with the command menu.

Zero-K v1.1.8.1

SLAM rocket nerf:

Zero-K v1.1.8.0



SLAM Rocket redesign: