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The main change in this version is Aquanim's sea rework. Sonar ranges are less arbitrary than previously - all sea units have sonar equivalent to their vision radius. Many ships have been changed significantly. Serpent has been removed entirely but there is a new surface ship with a sonic gun and Impaler-like missile (Siren). Amphibious and Hovercraft haven't been changed besides sonar, but the new ships interact with those factories quite differently so you will still need to rethink your strategies.
 
The main change in this version is Aquanim's sea rework. Sonar ranges are less arbitrary than previously - all sea units have sonar equivalent to their vision radius. Many ships have been changed significantly. Serpent has been removed entirely but there is a new surface ship with a sonic gun and Impaler-like missile (Siren). Amphibious and Hovercraft haven't been changed besides sonar, but the new ships interact with those factories quite differently so you will still need to rethink your strategies.
  
== Sonar ==
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=== Sonar ===
 
In short: all sea units and Urchin can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.
 
In short: all sea units and Urchin can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.
  
 
In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories. Here are the details:
 
In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories. Here are the details:
* All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders, have sonar equal to their sight range.
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* All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders, have sonar equal to their sight range.
* Urchin has sonar equal to its sight range.
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* Urchin has sonar equal to its sight range.
* Commanders have sonar equal to their sight range.
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* Commanders have sonar equal to their sight range.
* Vulture has sonar range equal to its jamming range (700).
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* Vulture has sonar range equal to its jamming range (700).
* Other units and structures do not have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.
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* Other units and structures do not have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.
* Sonar Station has been removed.
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* Sonar Station has been removed.
  
 
We've investigated some preexisting sonar interactions and cleaned up some weirdness. One thing of note is that cloak and jamming on fully submerged units is penetrated by sonar (perhaps a recent engine change). To make this interaction more obvious we've made fully submerged units unable to cloak. This change barely affects game mechanics aide from saving energy and removing the underwater radar dot.
 
We've investigated some preexisting sonar interactions and cleaned up some weirdness. One thing of note is that cloak and jamming on fully submerged units is penetrated by sonar (perhaps a recent engine change). To make this interaction more obvious we've made fully submerged units unable to cloak. This change barely affects game mechanics aide from saving energy and removing the underwater radar dot.
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We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.
 
We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.
  
== Ships ==
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=== Ships ===
 
Ship Factory has been substantially reworked. We've also taken the opportunity to remove a lot of conflicts with TA unit names (though some renames are just for consistency with reroles or for some theme). Overkill prevention and Unit AI has been implemented, but you may find bugs and foibles. Report these so they can be fixed please :)
 
Ship Factory has been substantially reworked. We've also taken the opportunity to remove a lot of conflicts with TA unit names (though some renames are just for consistency with reroles or for some theme). Overkill prevention and Unit AI has been implemented, but you may find bugs and foibles. Report these so they can be fixed please :)
  
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'''Submarine Artillery''' - Serpent has been removed.
 
'''Submarine Artillery''' - Serpent has been removed.
  
== Strider Ships ==
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=== Strider Ships ===
 
The large ships have recieved some changes. Reef has some role issues which require improved drone control to fix.
 
The large ships have recieved some changes. Reef has some role issues which require improved drone control to fix.
  
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Tactical Missile Sub - Renamed to Scylla. Now stockpiles in 30s at 20 m/s, twice its old rate. Similarly to the Carrier, this unit could potentially see further changes but needs more data from teamgames (and FFA).
 
Tactical Missile Sub - Renamed to Scylla. Now stockpiles in 30s at 20 m/s, twice its old rate. Similarly to the Carrier, this unit could potentially see further changes but needs more data from teamgames (and FFA).
  
== Other Sea Units ==
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=== Other Sea Units ===
 
Amphibious and hovercraft units are unchanged except that they all have sonar range equal to their sight range. Sea has changed around these units though so reevaluate their new place in sea. The sea interactions of these factories is open to change in the future, especially Duck torpedo range as well as  everything about Scallop, Archer and Claymore.
 
Amphibious and hovercraft units are unchanged except that they all have sonar range equal to their sight range. Sea has changed around these units though so reevaluate their new place in sea. The sea interactions of these factories is open to change in the future, especially Duck torpedo range as well as  everything about Scallop, Archer and Claymore.
  
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Tactical AI:
 
Tactical AI:
* Improved Penetrator, Pillager and Impaler AI. They are now less prone to wiggling at max range to match the exact wiggling of their opponent.
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* Improved Penetrator, Pillager and Impaler AI. They are now less prone to wiggling at max range to match the exact wiggling of their opponent.
* Scorchers now hug most unarmed or undodgable enemies instead of runing around them in tight circles.
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* Scorchers now hug most unarmed or undodgable enemies instead of runing around them in tight circles.
* Many things now keep their distance from death explosions. Only appies to Fight command.
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* Many things now keep their distance from death explosions. Only appies to Fight command.
 
   
 
   
 
Morph:
 
Morph:
* Morph no longer purges slow damage upon completion.
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* Morph no longer purges slow damage upon completion.
* Status effects (EMP, disarm, slow) now affect resource drain.
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* Status effects (EMP, disarm, slow) now affect resource drain.
* Commanders can now morph on Surfboards. They need to disembark to complete the morph in case they are no longer transportable.
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* Commanders can now morph on Surfboards. They need to disembark to complete the morph in case they are no longer transportable.
* Non-commander morph is now cancelled if the unit is loaded into a transport.
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* Non-commander morph is now cancelled if the unit is loaded into a transport.
 
   
 
   
 
Interface:
 
Interface:
* New UI chat is wider, backlog automatically toggles when entering chat.
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* New UI chat is wider, backlog automatically toggles when entering chat.
* Area reclaim is now back to reclaiming trees by default. Holding Ctrl while issuing an area reclaim order now ignores trees. The recent new behaviour can be enabled through Game/Unit Behaviour.
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* Area reclaim is now back to reclaiming trees by default. Holding Ctrl while issuing an area reclaim order now ignores trees. The recent new behaviour can be enabled through Game/Unit Behaviour.
 
   
 
   
 
Fixes:
 
Fixes:
* Chicken and player timeout windows no longer persist through different games with Chobby.
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* Chicken and player timeout windows no longer persist through different games with Chobby.
* Fixed initial queue structure visualization on some maps.
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* Fixed initial queue structure visualization on some maps.
  
 
{{Navbox changelog}}
 
{{Navbox changelog}}

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