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Zero-K v1.2.8.11

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

Balance


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.

Duck:
  • Torpedo Range 120 -> 150

Skeeter:
  • Turn rate 698 -> 740
  • Sonar 300 -> 350

Conch:
  • Sonar 250 -> 400

Hunter: hits more reliably.
  • Projectile speed 160 -> 400
  • Increased projectile turn rate

Urchin: should be better at actual protection due to increased sonar.
  • Cost 100 -> 120
  • Sonar 320 -> 550

Scallop:
  • Sonar 280 -> 300
  • Torpedo turnrate 3000 -> 3600

Snake: should fire more reliably; one shots other raiders.
  • Health 600 -> 375
  • Turnrate 440 -> 600
  • Range 310 -> 290
  • Fire arc 45' -> 180'
  • Damage 250 + 500 slow -> 350 + 700 slow
  • Reloadtime 3.8 -> 7.5
  • Torpedo turnrate 12000 -> 20000

Crusader: refined its role as artillery.
  • Movement velocity 1.9 -> 1.7
  • Range 900 -> 1000
  • Projectile speed 300 -> 270

Enforcer: better at anti-unit bombardment.
  • Turn rate 190 -> 210
  • Range 660 -> 690
  • Reload time 6 -> 5.5

Warlord:
  • Cost 4000 -> 3800
  • Movement velocity 2.7 -> 2.2

Miscellaneous Gameplay Fixes


  • Crashing planes and gunships leave full wreckage instead of debris when they hit the ground.
  • Idle self-repair standardized: most standard units except Banshee, Glaive, Scythe and Kodachi now take 60s to start regenerating at 5 HP/s.
  • Djinn's Lamp placement channeling obeys status effects.
  • Puppy leaves no wreckage because it seemed to be broken.
  • Nuclear missiles no longer collide with features (eg. wreckage or trees).
  • Sea units' tactical AI tweaked and improved.

Trainer Commanders


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.


UI



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


We have introduced HUD presets. These presets automatically set up a decent UI based on various classic RTS UIs. These presets should help us refine the UI as it is easier for people to define a UI and receive feedback. In the future this widget will set the UI to the default on the first run, this bit is currently disabled to let our current players get past the 'first run' without messing up their UI. The new default UI includes a much better chat widget so try it out.

Miscellaneous


  • Team colours are more distinct.
  • Cleaned up the new chat 'ProConsole' which is now enabled by default.
  • Added On/Off state to New Unit States.
  • Added Colourblind mode to resource display.
  • Mission Objectives button goes grey if no unread objectives are present.
  • Added a non-UI tooltip delay (units and features in the game world). This defaults to 0.5s and can be configured through the HUD Settings menu.
  • Facpanel now shows proper unit queue.
  • Facpanel has drag'n'drop like integral.
  • Incomplete Protectors' coverage is shown with a washed out teal circle instead of a white one .


Bugfixes


  • Fixed Outlaw closing allied Solars.
  • Fixed Outlaw wave being visually larger than actual AoE.
  • Fixed bombers set to "always low" rising after bombing.
  • Fixed Razor lacking wreckage.
  • Fixed Brawler wreckage orientation.
  • Fixed Starlight working under EMP.
  • Fixed an overdrive exploit with Energy Investment Payback mode.
  • Fixed Djinn teleport not resetting progress on external movement (eg. transport or Newtons).
  • Fixed Amph Regen ignoring slowdamage.
  • Fixed broken diacritics in some Polish translations.
  • Fixed slowdamage permanently reducing cons' repair speed and increasing resurrection speed.
  • Fixed resource generation for Mariner, Athena and most factories.
  • Fixed ship hitvolumes.
  • Fixed Ada's Commander (campaign) leaving Strike wreckage.
  • Fixed terrain obscuring mex circles.
+6 / -0

10 years ago
Oh great even more OP gunshits now. Bombers was at least decent way to handle brawlers. GJ

we have to deal with more OP gunshit pwnage for a while it seems.
+0 / -0
10 years ago
If brawlers are so op abuse them every game and turn the meta into nothing but brawlers. Then they will get nerfed.
+2 / -0
quote:
Oh great even more OP gunshits now. Bombers was at least decent way to handle brawlers. GJ

quote:
Raven: cannot target planes anymore.
+5 / -0
GBrankprincereaper
I suggest you go and try to beat AUrankAdminGoogleFrog with Brawlers in duels a few times :D

Succeeding at that would have immensely more weight than spamming the forums with "gunshits op".
+2 / -0
Skasi
gunshits op
+4 / -0

10 years ago
I been doing that. I been posting OP gunshits in every game where gunships have been used to rape entire battles.
+1 / -0


10 years ago
Minor correction: Colourblind mode only exists for the Economy Panel, not the default resource bars.
+0 / -0
quote:
I been doing that. I been posting OP gunshits in every game where gunships have been used to rape entire battles.

No, the point was that you have to use them to show they are OP. You could just voluntarily lose to gunships every time (or just be bad at countering them), which would prove nothing.

If gunships are OP, abuse them yourself and show us. Until you do that, any further "gunships OP" related posts from you can safely be ignored.
+0 / -0
Skasi
quote:
You could just voluntarily lose to gunships every time

oh that's what people think of me :(
+0 / -0
10 years ago
lol skasi the only think i killed with bawler that game was yogurt comm...

you can't seriously say that yogurt comm could have possibly survived, it's a yogurt comm!

a delicious, nutritious, yogurt comm!
cats like delicious nutritious yogurt!
+1 / -0
Skasi
10 years ago
Were you trying to start a serious argument? If yes:
Brawler forced tons of metal in AA and still managed to deny any expansion. Unlike Ravens they can do that without being forced to fly into AA, dive or return to reload.
+0 / -0
quote:
serious argument(about balance...)

+0 / -0
Skasi
10 years ago
Well I dunno, some people might! See various threads around this forum.
+0 / -0
Were any units hit by the regen standardization in a major way? (Which units got changed?)
+0 / -0

10 years ago
quote:
Were any units hit by the regen standardization in a major way? (Which units got changed?)

- Tick, Hacksaw, Athena, BlackDawn, Stardust, Faraday, Razor, Newton, Gull, Viper, and Firefly had 20s idle regen time
- Vindicator had 100s idle regen time
- Detriment had no idle regen

Now all those units have 60s regen time (and 5 HP/s regen rate, but all those except Detriment already had it).
+1 / -0
10 years ago
Mariner/Athena/Factories where fix how and what was fixed??!? O.o
+0 / -0
10 years ago
wait, athenas regen was intentional, why did you change it?
+1 / -0

10 years ago
quote:
Mariner/Athena/Factories where fix how and what was fixed??!? O.o

Builders and factories have income based on BP (the value is 0.03*BP).
Mariner 0.3 -> 0.225
Athena 0.15 -> 0.225
Facs 0.25 -> 0.3
The oddness came from their old BP values which were changed without changing income.

quote:
wait, athenas regen was intentional, why did you change it?

Athena still combat regen was not touched (still 20 HP/s). The change was for the out-of-combat regen timer (20s -> 60s, ie. standard).
+0 / -0
10 years ago
There is no way to remove com selection screen now without breaking something. If you disable the widget you can cheat yourself a Junior com (it spawns in about 10s after game starts in the lower leftcorner of your box)

I don't like being forced to look at this useless com selection screen, but I can't disable it since I'll be handicapped at the start. Why do I need to see these trainer coms?
+0 / -0
Page of 2 (27 records)