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== Balance ==  
 
== Balance ==  
 
Warrior:
 
Warrior:
* DPS 285 265 (original was 245)
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* DPS 285 -> 265 [tooltip=original was 245][color=orange][?][/color][/tooltip]
* Cost 210 220 m (back to original)
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* Cost 210 -> 220 m [tooltip=back to original][color=orange][?][/color][/tooltip]
* Regen 40 30 hp/s
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* Regen 40 -> 30 hp/s
  
 
Valkyrie:
 
Valkyrie:
* Cost 80 100 m
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* Cost 80 -> 100 m
* Altitude 80 140 elmo
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* Altitude 80 -> 140 elmo
  
Valkyrie and Vindicator speeds are now more affected by the mass of the unit they are transporting (Speed mult = min(1, mult* mass/(mass + cargoMass)). The change is that mult is now 2 down from 3.).
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Valkyrie and Vindicator speeds are now more affected by the mass of the unit they are transporting[tooltip=Speed mult = min(1, mult * mass/(mass + cargoMass)). The change is that mult is now 2 down from 3.][color=orange][?][/color][/tooltip].
* Relatively heavy units are transported at 66% the speed that they used to be transported.
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* Relatively heavy units are transported at 66% the speed that they used to be transported.
* Lighter units are slower to transport than they used to be. In particular Warrior causes Valkyrie to slow to 75% speed where previously Valkyrie was not slowed at all.
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* Lighter units are slower to transport than they used to be. In particular Warrior causes Valkyrie to slow to 75% speed where previously Valkyrie was not slowed at all.
* Very light units are unaffected. This is relative to their transporter. For example Warrior still does not cause any slowdown for Vindicator because Vindicator is a beast.
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* Very light units are unaffected. This is relative to their transporter. For example Warrior still does not cause any slowdown for Vindicator because Vindicator is a beast.
  
 
Fixed overkill prevention for long ranged missile units.
 
Fixed overkill prevention for long ranged missile units.
  
 
== Shiny ==
 
== Shiny ==
Weapon fire is now shiny (only enabled on second run of Spring). Better shader code and more shiny things will follow. If knows how to write shaders their help would be very welcome. The shiny is enabled for everyone because we would like to test a range of hardware to see whether it causes errors or too much performance loss.
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Weapon fire is now shiny[tooltip=only enabled on second run of Spring][color=orange][?][/color][/tooltip]. Better shader code and more shiny things will follow. If knows how to write shaders their help would be very welcome. The shiny is enabled for everyone because we would like to test a range of hardware to see whether it causes errors or too much performance loss.
  
 
== Fixes ==
 
== Fixes ==
* Fixed endgame graph jaggedness, added some parameters.
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* Fixed endgame graph jaggedness, added some parameters.
* Fixed debris of killed nanoframes not showing the owner.
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* Fixed debris of killed nanoframes not showing the owner.
* Fixed Spectator Panels causing a LuaUI crash.
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* Fixed Spectator Panels causing a LuaUI crash.
* Fixed the resign message not showing if the player was the last on his team (affects FFA)
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* Fixed the resign message not showing if the player was the last on his team [tooltip=affects FFA][color=orange][?][/color][/tooltip]
* Fixed team names when two teams being filled with members of the same clan.
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* Fixed team names when two teams being filled with members of the same clan.
* Fixed Commanders showing range circles for unequipped weapons.
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* Fixed Commanders showing range circles for unequipped weapons.
* Fixed idle constructors not showing as idle in the Quick Selection Bar after move commands.
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* Fixed idle constructors not showing as idle in the Quick Selection Bar after move commands.
* Fixed Context Menu not showing Commander regeneration.
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* Fixed Context Menu not showing Commander regeneration.
* Fixed Commander wreckage using old names.
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* Fixed Commander wreckage using old names.
* Fixed tooltips showing wrong Commander buildpower.
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* Fixed tooltips showing wrong Commander buildpower.
 
 
 
 
{{Navbox changelog}}
 

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