V1.5.3.2

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Commanders are now more powerful and rush-resistant in the early game with a better Peashooter and more health. The health buff is reduced at higher levels and turned into a nerf if you stack too many speed modules. Commanders also have a stealth buff with the Racketeer cost increase.

There are many interface features/fixes in this version with the most noticeable being the new tab playerlist. The layout of the playerlist is still a work in progress. Recent work outside the game has been on getting planetwars running as well as a singleplayer galactic conquest campaign.

Balance[edit]

Commanders:

  • Increased Peashooter DPS by 14%.
  • Peashooter is now better at hitting raiders.
  • Starting health increased by ~800. This increase is reduced to ~400 by level 6. Details below.
  • Speed module (+10% speed) now costs 100 health.

Base health per level before the change:

  • Strike: 2500 - 2500 - 3000 - 4000 - 5000 - 6000
  • Recon: 1650 - 1650 - 2100 - 2600 - 3100 - 3600
  • Support: 2000 - 2000 - 2500 - 3000 - 3700 - 4500
  • Guardian: 3000 - 3000 - 3800 - 4900 - 6000 - 7200

Base health per level after the change:

  • Strike: 3200 - 3200 - 3800 - 4600 - 5500 - 6400
  • Recon: 2400 - 2400 - 2800 - 3200 - 3600 - 4000
  • Support: 2800 - 2800 - 3400 - 3800 - 4500 - 5000
  • Guardian: 3600 - 3600 - 4400 - 5500 - 6600 - 7600

Racketeer:

  • Cost 350 → 380

Slashers:

  • Now run out of range of short ranged turrets (not by default, since they are set to hold position and have tactical AI disabled by default).
  • The @Xivender thing should now be fixed thanks to an engine change by @hokomoko

Reef and Shogun

  • Footprint size 4x4 → 10x10. This should make them less intimate with terrain and each other.

Heavy Tank Factory:

  • Unfurls 4x faster to bring it in line with other factories.

Krow:

  • EMP and disarm now interrupt cluster bomb dropping (similar to Thunderbird).

Kodachi:

  • Slightly higher aim point. It is a little easier to hit.

Interface[edit]

Text to speech:

  • Disabled by default (volume is set to zero).
  • Disables itself during catchup.

Controls and hotkeys:

  • Added binding for clear map marks.
  • Removed Tab overlay hotkey.
  • Tab now opens the new playerlist.
  • Added another way to set terraform height. Hold Alt and click/scroll the mousewheel while placing a structure to set height.
  • Reenabled hold to terraform structure by default.
  • Enabled factory production hotkeys by default.
  • Enabled safe alt factory queue insert by default.

Panels and layout:

  • No storage energy warning now flashes on energy stall as well as excess.
  • Fixed space+click on factory failing to bring up unit info.
  • Fixed missing tooltip during structure placement.
  • Left click to select on minimap setting is now remembered correctly.

Visuals:

  • Improved terraform construction point visuals. Construction points now draw as icons that represent the type of terraform command corresponding to the point.
  • Changed 'self' teamcolour from teal to green to aid recognition.
  • Improved and moved some ally team colours.
  • Improved performance of overhead icons, command drawing and certain wobbly sphere visuals (shield and singu).
  • Singularity Reactor is now more shiny.

Game Options[edit]

  • Very easy chickens is now easier.
  • Added a modoption to make water level control easier with options Manual, Dry and Flooded. The Dry and Flooded options automatically turn the map into a land or sea map respectively.

Notable Menu Changes[edit]

  • Updated Circuit AI.
  • Fixed various settings failing to apply, such as camera scroll speed and map drag speed.

Game Fixes[edit]

  • Removed some unused buildpics to save on filesize.
  • Fixed a bug in which constructors are unable to repair while stalling high priority metal.
  • Fixed wonky landing pad turn rates.
  • Fixed Krow cluster bomb tag for AIs.