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These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.


  • DDM*:
 * cost: 1200 → 1600
 * power now required to use heatray
 * open/close approx. time: 4s → 15s
  • DDM, Annihilator, Behemoth*:
* power required to aim weapons and open/close.
  • Stardust*:
* minimum firing angle 30° below.

This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.

  • Zeus*:
* inaccuracy 2.8° → 2.4° [tooltip=Hits a Bandit at max range about 1/3 of the time][color=orange][?][/color][/tooltip]


* Wait pauses non-free Stockpile. [tooltip=Silencer and Leviathan][color=orange][?][/color][/tooltip]
* COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
* Units undergoing an orbital drop [tooltip=Mostly campaign, for multiplayer only Commanders picked after game start][color=orange][?][/color][/tooltip] can no longer jump.
* Added a startbox creation tool for mappers. Consult [Startboxes the wiki] for usage.


* fixed non-dedicated Radar sources [tooltip=eg. Commanders, Weaver, Protector][color=orange][?][/color][/tooltip] being blocked by minor terrain irregularities.
* fixed EMP timer being inaccurate [tooltip=reported value was 7% too high][color=orange][?][/color][/tooltip].
* fixed facplop being wasted when resurrecting a factory.
* fixed fall damage not being applied if the drop was perpendicular to the ground.
* fixed Outline effect not working on machines without shader support
* fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater [tooltip=Specifically Dynamic and Bump when BumpWaterRefractions=2][color=orange][?][/color][/tooltip].
* fixed the SI notation for tooltips and space-click menu.
* fixed Retreat causing a desync when used by a skirmish AI [tooltip=This currently only applies to Shard][color=orange][?][/color][/tooltip].