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Zero-K v1.0.3.3, everything works now?

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12 years ago
It has only taken 3 tries to fix almost all of the bugs in the last release. I'll list them here so everyone can start reporting things for v1.0.3.4 with full knowledge of what should have been fixed.

The latest engine release badly broke area reclaim, resurrect and repair behaviour. The main fix in v1.0.3.3 is a workaround of that bug that appears to work a lot of the time.

jseah's static AA intelligence improvement is now enabled. Static AA avoids overkill and is less baitable. It didn't quite make it into the main stable due to time constraints.

The last 3 versions mostly fix oversights in v1.0.3.0. Here is a summary:
  • Fix Penetrator damage (for a few games it did 6k damage, 2x too much).
  • Tweaked new Skeeter model waterline (it looked a bit too buoyant).
  • Fixed infinite duration damage over time fire.
  • Newton and Jugglenaut gravity beams can target Amphibious units.
  • Added factory guard toggle button for Amphibious factory.
  • The "whuwhuwhwhu" teleport sound is now played locally as intended. It will not be heard map wide.
  • Big Bertha can target gunships if you force it to and now prefers to target statics. It used to have no target preference.
  • Fixed small bug with jumpjet velocity prediction.
  • Fixed a rare and minor bug in CAI unit choice.
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12 years ago
The AA's been improved? Interesting.

Thank you for the fire fix.
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The AA's improved in the sense that it's more intelligent now. It doesn't deal more damage or fire faster or anything. Raw stats have not changed in the slightest.

However, you will see missile-firing towers conserve their shots. You will see towers cooperating to focus fire on a big target to bring it down, rather than shoot small targets (this bit needs improvement).

Suggestions and tweaks are more than welcome.

Especially bug reports. If you find a bug, please please tell me. The code is 1.5k lines long and I seriously doubt I have weeded them all out.
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Typhoon unit ai seems buggy. I keep ordering it to run away but it keep turning back and fighting. Maybe it was lag but it seems like sometimes moves order are ignored.
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12 years ago
Hax that make area-reclaim work is working, but when unit tried to reclaim wreck (to build stuff on top of it) then it get stuck again.
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FIrankFFC
12 years ago
why buoys have define an area to buil mexes in command?
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A lot of my units get stuck when they are near buildings.
Also the AI sometimes takes the long way round instead of strait forward
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12 years ago
Thank you so much for all your work to allow us more pleasure in playing.

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12 years ago
Yeah, I had more problems last night with my commander not reclaiming stuff again, as well as other units.

Check out this battle:

http://zero-k.info/Battles/Detail/60027

Watch my coms on the dam. At one point I tell a com to start reclaiming the metal fuel tanks. He only reclaims the ones that are in range, and just sits there for the others. If you check his build queue, you'll see that an area reclaim WAS given, but he just refuses to walk over to them to start reclaiming.

I gave him a move command to the tanks with a queued reclaim command. He then walked to the move point and was able to reclaim the tanks ok.

Also, when we finally start making progress and attack their mainland I use my com to start reclaiming wrecks on the enemy side of the dam. My com refuses to reclaim everything and just sits there for a while until I give him a move command.

My freaker does it to.

I'm seeing the same issues with other queued commands (also viewable in that game). I'll give orders to build a bunch of stuff, but they won't be built unless con unit is already in range. If the con unit has to move to new target, it refuses.
+0 / -0
12 years ago
Scallop cannot attack torp launcher, while torp launcher is being built. Once it is built it can be attacked fine.

I have seen it in two games http://zero-k.info/Battles/Detail/60187 and http://zero-k.info/Battles/Detail/60198
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12 years ago
defenders wont fire. Quite common I guess?
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12 years ago
"defenders wont fire. Quite common I guess?"

Uhoh. Can you describe the situation? (or better yet, link a replay?)
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12 years ago
Here is one where Chainsaw -on middle hill never fires.
http://zero-k.info/Battles/Detail/60212
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12 years ago
Ok, this is seriously weird.

I can't reproduce the bug locally. So please disable AA micro until I find it. It really breaks the game to have to turn off AA micro manually (disable unitAI, set to fire at will)
+0 / -0
We try to encourage ambitious lua development but I think this thing is just waaaay too complex to be very stable. I suggest you make it off by default but allow it to be enabled by the user. Then you can get testing feedback from real games for people who want the chance at more optimum AA, but if chainsaws or defenders stop firing they can turn it off.

The truth is our game is not optimized for shot wastage anyway. The Chainsaw wastes 2-3 shots for every target it kills because of low weapon velocity, the screamer is almost explicitly designed to be wasted, the hacksaw always fires the second shot even when it does not need to. There is a lot of stuff we can do to with no or minimal lua if we want to minimize shot wastage.
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12 years ago
"Yeah, I had more problems last night with my commander not reclaiming stuff again, as well as other units."

"Game version: Zero-K v1.0.3.2 "
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12 years ago
This needs looking at. Its very exploitable by hovers.

http://code.google.com/p/zero-k/issues/detail?id=1254&colspec=ID%20Type%20Status%20Priority%20Owner%20Summary
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12 years ago
Chicken seriously crashing :(
we need chicken.... :(
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12 years ago
Hi all, I don't know if this is the right place where to post it, neither if you already know this problem, but i found a bug which is coming quite often since the new patch: in the heavy tank factory, when you produce artillery, the first unit gets stuck right into the factory and totally blocks the production. There is nothing you can do, and even if you reclaim the factory, the unit cannot be moved.
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12 years ago
Grizzle does not hold fire
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