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Future Wars

PLAY THIS MOD


Maintained by USrankShaman
Last updated 2 days ago
Created at 41 days ago
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Overview



Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?




Links



Github page


Changelog V0.19 (Release: 3/3/2021 - Current)



In this version, we're starting to impact game play and looking into expanding on gameplay modoptions. Purifier (Krow) is set to receive a new dgun in this version, so stay tuned for that. Some new janky units have been made (always fun) and some missing firepower has been added in the form of Vulcan. Thank you for all the players who helped test V0.19 during the PTS team games!

Often times it feels that the AI has been too easy or gimped by FW changes. It faces a world it doesn't understand. To compensate for this, I've added a new feature: AI_ResourceCheat, which will be expanded on this version to allow for "handicaps". Handicaps allow for players to set resource handicaps such that new scenarios like 8v1 could be viable.

V0.19.5


This patch addresses incompatibility with zero-k's latest version.
Please note that all version prior to this version are no longer supported.

UI


* Added a warning message when an AI is going to be inactive.

Bug fixes


* fixed compatibility with base game (custom cmds needed updating)
* fixed a bug where newtons were instantly removed from newton AI handler. (caused by a fix made in RC4)
* fixed some complaints about subprojectiles in regards to a WIP commander weapon.

V0.19.3


Gauss Repeater:
Range: 170 -> 220
Damage: 30 -> 33.1 (DPS: 180 -> 198.6)

V0.19.2


* Fixed a typo in commander weapons.

V0.19.1


Balance


Purifier:
* Dgun changed to a mix of cluster bombs and purifier beam.

Recon Commander:
* Added Gauss Repeater Rifle.

SLAM:
* Damage: 1512 -> 2000
* Reload Time: 30 -> 16

V0.19.0



New Units


Vulcan (Dante), the powerful assault strider set to burn the battlefield (and your framerate)
Toad, the heatray AA that pulls air units towards it.

Balance


Impaler:
* Range: 1800 -> 1600

EMP Missile:
* Now is considered a cruise missile (consistent with other tacs)

Siren:
* Now tries to enter sonic gun range instead of staying at missile maxrange.

Fusion Reactor:
* Energy output: 35 -> 28
* Energy increases over time to 84.

Singularity Reactor:
* Energy increases over time to 450.

Longbow:
* Now has target leading.

Waylayer:
* Speed: 2.6 -> 2.4

Wake:
* Cost: 1000 -> 1350
* AOE: 500 -> 400
* Strength: 100 elmo/s -> 75 elmo/s
* Spawnheight: 300 -> 250

Purifier:
* Cruise Alt: 400 -> 250 (seeing if this helps it out)

Commanders


* Damage booster hopefully boosts AOEDOT of napalm weapons and burn time. Maybe?
* Napalm grenade buffed considerably

Flamethrower:
* DPS: 66 -> 231



Backend


* Optimized Unitdefs_post which should slightly speed up load times.
* Reduced a lot of loading debug information. (Hopefully should stop spring from thinking it has hung)
* Microoptimizations for cruise missiles
* Submunitions now allow for commanders' subprojectiles to have subprojectiles.
* Added support for energy output increasing overtime.
* Added support for AI resource cheating (use !setoptions ai_resourcecheat = <num>)


Bug fixes


* Fixed impaler impact angle.
* Fixed an inconsistency with commander names in module helptext.
* Attempted to fix jumpjet factory's aimpoint for impaler.
* Fixed a rare bug where newton AI could lead to error spam.



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Overview



Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?




Links



Github page


Changelog V0.19 (Release: 3/3/2021 - Current)



In this version, we're starting to impact game play and looking into expanding on gameplay modoptions. Purifier (Krow) is set to receive a new dgun in this version, so stay tuned for that. Some new janky units have been made (always fun) and some missing firepower has been added in the form of Vulcan. Thank you for all the players who helped test V0.19 during the PTS team games!

Often times it feels that the AI has been too easy or gimped by FW changes. It faces a world it doesn't understand. To compensate for this, I've added a new feature: AI_ResourceCheat, which will be expanded on this version to allow for "handicaps". Handicaps allow for players to set resource handicaps such that new scenarios like 8v1 could be viable.

V0.19.5


This patch addresses incompatibility with zero-k's latest version.
Please note that all version prior to this version are no longer supported.

UI


* Added a warning message when an AI is going to be inactive.

Bug fixes


* fixed compatibility with base game (custom cmds needed updating)
* fixed a bug where newtons were instantly removed from newton AI handler. (caused by a fix made in RC4)
* fixed some complaints about subprojectiles in regards to a WIP commander weapon.

V0.19.3


Gauss Repeater:
Range: 170 -> 220
Damage: 30 -> 33.1 (DPS: 180 -> 198.6)

V0.19.2


* Fixed a typo in commander weapons.

V0.19.1


Balance


Purifier:
* Dgun changed to a mix of cluster bombs and purifier beam.

Recon Commander:
* Added Gauss Repeater Rifle.

SLAM:
* Damage: 1512 -> 2000
* Reload Time: 30 -> 16

V0.19.0



New Units


Vulcan (Dante), the powerful assault strider set to burn the battlefield (and your framerate)
Toad, the heatray AA that pulls air units towards it.

Balance


Impaler:
* Range: 1800 -> 1600

EMP Missile:
* Now is considered a cruise missile (consistent with other tacs)

Siren:
* Now tries to enter sonic gun range instead of staying at missile maxrange.

Fusion Reactor:
* Energy output: 35 -> 28
* Energy increases over time to 84.

Singularity Reactor:
* Energy increases over time to 450.

Longbow:
* Now has target leading.

Waylayer:
* Speed: 2.6 -> 2.4

Wake:
* Cost: 1000 -> 1350
* AOE: 500 -> 400
* Strength: 100 elmo/s -> 75 elmo/s
* Spawnheight: 300 -> 250

Purifier:
* Cruise Alt: 400 -> 250 (seeing if this helps it out)

Commanders


* Damage booster hopefully boosts AOEDOT of napalm weapons and burn time. Maybe?
* Napalm grenade buffed considerably

Flamethrower:
* DPS: 66 -> 231



Backend


* Optimized Unitdefs_post which should slightly speed up load times.
* Reduced a lot of loading debug information. (Hopefully should stop spring from thinking it has hung)
* Microoptimizations for cruise missiles
* Submunitions now allow for commanders' subprojectiles to have subprojectiles.
* Added support for energy output increasing overtime.
* Added support for AI resource cheating (use !setoptions ai_resourcecheat = <num>)


Bug fixes


* Fixed impaler impact angle.
* Fixed an inconsistency with commander names in module helptext.
* Attempted to fix jumpjet factory's aimpoint for impaler.
* Fixed a rare bug where newton AI could lead to error spam.

+0 / -0


37 days ago
Test 2
+0 / -0


36 days ago
Test.

Your blue text is very dark.
+0 / -0
quote:
Ward:

- ost: 280 -> 300

just want to point out, or is ost a new and exciting stat?
+0 / -0
Yes, it has a larger Original SoundTrack now. Ost is a awesome new stat where we put music in just for the unit. It now has 300 music over the original 280.

</badjoke>
+2 / -0
35 days ago
quote:
Yes, it has a larger Original SoundTrack now. Ost is a awesome new stat where we put music in just for the unit. It now has 300 music over the original 280.

</goodidea>

Make Disco Rave Party an actual Disco Rave Party!
+1 / -0

Changelog V0.18 (Release: 2/8/2021 - 3/3/2021)



With 0.18, we continue work on converting several existing units. This major version includes changes to submunition spawner by AUrankStuff, a singularity missile by SharkGameDev, and a continuation of Commander Rebalance by USrankShaman. Commanders have started to take their final forms. These are:
Recon: A fast raider commander.
Ambusher (Strike): A stealthy burst commander.
Bombard (Guardian): A heavy ranged commander.
Support (Engineer): A medium ranged debuffer/single target eliminator.

Commanders are set to get water weapons as time goes by in 0.18, bringing new life into sea maps. There will also be more modules too, so stay tuned!

0.18 22



New Units


* Undercurrent (Zephyr replacement)

Balance


Flare:
* Damage: 15×3 -> 16×3.
* Burst Rate: 0.5s -> ⅓s

Assassin:
* Decloak radius: 145 -> 100

Nebula:
* Lost cluster dispensing missiles, replaced with normal missiles.
* AOE: 45 -> 60.

Heretic:
* Speed: 6.1 -> 6.5


Improvements



* Newton now has unitAI.


0.18.21



Balance


* Newton Switched to beam weapon

Guardian Commander:
* Now has WIP plasma cannon.

v0.18 20



Bug fixes


* Fixed arsonist dgun

Sound


* Replaced ping sound

Balance


Moderator:
* Damage consolidated into a single projectile.


V0.18.19


New Units:
* Pyro -> Arsonist

Bugfixes:
* Autollt is now properly soft blocked. This functionality will be replaced in a future release in the form of Sweepfire (currently in development).

Balance:
* Moderator no longer is instant hit. Now fires 2 round burst.
* Transports are now available to all constructors. (Experimental)
* Minotaur:
Cost: 850 -> 600
HP: 6800 -> 4800
Speed: 2.45 -> 2.5
Damage: 320x2 -> 350x2
* Scythe now has a new ability allowing it to deal extra damage when decloaking.



V0.18.18


* Fixed firewall's weapon spawning projectiles indefinitely.
* Twilight:
Projectile speed: 400 -> 350
Initial velocity: 150 -> 125

V0.18.17


* Fixed a submunition spawner error.

V0.18.16


* Bombers are better at targeting eco.
* Fixed bombers ignoring unarmed targets.
* Fixed bertha script erroring out.

V0.18.15


* Fixed twilight's CEG.

V0.18.14



* Fixed longbow not dealing splash damage.
* Fixed radar being able to retreat (for real)
* Fixed Ambushers not getting decloak range bonus

V0.18.13



UI


* Context menu now shows if a unit is dangerous to reclaim.

Bug Fixes


* Fixed a bug where radar still had retreat (probably)
* Fixed bertha firing without grid.
* Added firetolerance to divinity, hopefully helping with the targeting problems.

Balance



Radar:
* Cost: 55 -> 50
* Sight: 800 -> 600
* Upkeep: 0.8 -> 0.5
* Now provides sonar
* HP: 80 -> 200

Adv Radar:
* Cost: 500 -> 350 (300 effective)
* Sight: 800 -> 1800
* Upkeep: 3 -> 1.5
* Radar: 4000 -> 5000
* Emit Height: 35 -> 150
* HP: 330 -> 1400
* Now provides sonar
* Morphtime: 45 -> 30 (9.8 bp -> 10bp)

Rejuvenator:
* Cost: 325 -> 350 (145 -> 170)
* HP: 1500 -> 1400
* Repair radius: 800 -> 700
* Morph time: 30 -> 17 (bp: 4.8 -> 10)

Aegis:
* Cost: 525 -> 500
* HP: 900 -> 1000
* Morph time: 30 -> 10

Aspis:
* Cost: 600 -> 500
* HP: 700 -> 1000
* Upkeep: 12 -> 15
* Morph time: 30 -> 10

Cornea:
* Cost: 420 -> 500
* Cloak Radius: 550 -> 750
* Upkeep: 12 -> 8 (9.5 total)
* Sight: 250 -> 200
* Morph time: 30 -> 10

Iris:
* Cost: 600 -> 500
* Upkeep: 15 -> 16 (19 total)
* HP: 600 -> 700
* Morph time: 30 -> 10
* Jammer upkeep: 1.5 -> 3

Fractal:
* Damage: 84x8 -> 63x7

Twilight:
* AoE: 90 -> 120
* Damage: 42 -> 69
* No longer friendly fires


V0.18.12



Bug Fixes


* Fixed a bug where RTG would end at 3.6e.

V0.18.11


* Comm weapons now cost 50 (basic), 0 (starter), 400 (adv weapons), or 200m (weak adv weapons)
* Comm morph changed: price is now 75 + 25 per level, with a maximum of 300 per level. (base cost)

V0.18.10


Bug fixes


* Sunburst explosion now spawns in water.
* Fixed a bug in defense ranges that prevented you from toggling decloak field ranges. (hopefully)
* Integrated some ZK fixes.
* Fixed end game graphs counting drones for army/total value.
* Fixed sonar improvements not showing in context menu
* Hover corpses now block.

UI


* Fractal now has context menu help on its weapon

Balance


* Flail:
now has a 3 round burst dealing 200 damage and aoe instead of 300x1.
* RTG:
Grid size: 200 -> 100 (hopefully to make circuit less keen on spamming them)
* Bertha:
Added Grid requirement of 170.
* Vigilante:
Now fires at an angle >45 degrees.
* Fractal:
Now deals 25% damage against shields.

Commanders


* Strike lost High Density Plating
* Strike's inherent speed bonus: 8 -> 2
* Advanced Nanolathe bp: 3 -> 2.5 (Support now gains +5)
* High Density Plating speed malus reduced from 2 to 1.
* Commanders are now cheaper to morph.

New units


* Twilight (recluse)


Backend


* Further microoptimizations to submunition spawner. Also handles damage boosters differently now.


V0.18.9


* Fixed a reference to RTG making 15e instead of 18e.
* Fixed a lua error in flak controller.
* Buffed lurker:
Damage: 20x6 -> 30x6
Reload: 1.5s -> 1.8s
* Flak buffed slightly to see if it can hit planes.

V0.18.8


* Added OKP for Snare.
* Fixed a bug when force firing Azimuth caused an uncontrollable flare increase, slowly engulfing the world.
* Tank buster:
Velocity: 300 -> 420.
Damage: 1000 -> 1200
* Heavy Rifle:
Velocity: 420 -> 450
* Added in new commander alert sounds.
* Fixed a bug where detriment's model fell through the world partially. (Reverted some model changes)
* Vigilante should fair better in rough terrain.

V0.18.7




RTG:

* Energy Generation: 15 -> 18

Bertha

* Cost: 7000 -> 7500

Fractal

* Damage: 68 -> 118


V0.18.6


* Fixed a bug where RTG started with 1.5e instead of 15e.

V0.18.4


* Fixed a bug where RTG had no sight.

V0.18.3



Balance
* Aegis: Shield HP: 3500 -> 6000


UI:
* Context menu now knows about RTG's properties.

Bug fixes:
* Fixed a context menu crash when trying to look at RTG.

V0.18.2


* Fixed a bug where rtg would decay to 0.15e instead of 1.5e.

V0.18.1


Bug fixes:
* Hopefully fixed AI spamming RTG
* Fixed a rare crash in retreat.

V0.18.0



Renames


* Felon -> Guardian
* Ward -> Vindicator
* Lucifer -> Azimuth
* Stardust -> Bombard
* Crasher -> Gatekeeper
* Slasher -> Fractal

New Units


* Gatekeeper
* Azimuth
* Bombard
* Fractal

Commanders


Disruptor Ammo:
* Now has a -15% damage cost. (Was -25%)

Strike:
* Gains better cloaking with each level.
* Added Nanobot Sleeve, adding cloak regen with each module.
* Added 3 new weapons: Sunburst Cannon, Heavy Rifle, and Tankbuster Cannon. Loses almost all riot capability.
* Radar Jammer replaced with Personal Jammer.

Bombard:
* Drone bonus per level -> +7.5% range per level.
* Gain access to a better adv targeting module, giving 10% range instead of 7.5%.
* Buffed cluster bomb.
* Removed disintegrator.

UI


* Decloak tower now resides where Adv Radar once was.
* Added shield retreat.
* Retreat now takes capture damage into consideration.

Balance



Felon:
* No longer fires at high flying targets.
* Shield charge cost per damage is now 1:1.
* Range increased to 440 (was 432)

Gremlin:
* Turned into a burst AA. Now fires a 3 rnd burst.

Firewall:
* Improved cluster visuals.

Placeholder:
* Now blocked by shields again.

Iris:
* Granted Decloak Radius: 75 -> 150 (this should help cloaked roaches feel a little more managable)

Clarity (decloak tower):
* Cost: 350 -> 240
* Upkeep: 16 -> 6

Skuttle:
* Jump is faster (4 -> 8)
* Decloak radius: 225 -> 150
* Jump range: 400 -> 450
* Added recloak delay of 9s
* Speed: 1.5 -> 2
* Health: 250 -> 300
* Jump is higher.

Athena:
* Build options reworked.
* Buffed movement considerably. Now is more responsive.
* Added recloak time.

Mogul:
* Sidearm replaced with EMP artillery.

Deserter:
* ATA Damage: 25x2 -> 75x2

Rampart:
* HP: 5000 -> 3000

Caretaker:
* Now leaves a resurrectable wreck.

Ship Factory:
* Added lancelet, a suicide submarine.

Impaler:
* Missile flight height: 1000 -> 600

Bug fixes


* Fixed rejuvenator aiming.
* Fixed context menu crashes.


(V0.17.9 - V0.17.11)

Balance



Multistunner:
  • Damage: 550x16 -> 1000x16

Snare:
  • Damage: 240 (680) -> 275 (756)

Recon Commander:
  • Has new jump range and reload modules.

Striker:
  • Better at attacking uphill

Ward:
  • ost: 280 -> 300
  • Shield HP: 4000 -> 3000
  • Shield cost: 2.8 -> 3
  • Speed: 1.925 -> 1.9
  • Recharge: 34 -> 25
  • HP: 960 -> 720
  • Removed recharge delay

Flak:
  • Lowered Flaktime.

Lurker:
  • Decloak radius: 240 -> 210
  • Range: 260 -> 220
  • Speed: 4.4 -> 4.5



Bug Fixes


  • Fixed a bug where two Light Particle Beams would show up for Recon
  • Context menu is now aware of commander jumpjet bonuses.
+0 / -0

18 days ago
I'm loving the changes so far.
Will Gauss be making a return for commanders, and any plans to make longer reload type weapons stack/combine when you have 2 to fire one after the other(2s reload on the weapon, so commander shoots 1 time every 1 second instead of 2 shots every 2 seconds) or will it be kept that both fire at once/same time?
+0 / -0


17 days ago
quote:
Will Gauss be making a return for commanders, and any plans to make longer reload type weapons stack/combine when you have 2 to fire one after the other(2s reload on the weapon, so commander shoots 1 time every 1 second instead of 2 shots every 2 seconds) or will it be kept that both fire at once/same time?


Gauss will be making a return. It won't be in the same form as original, but multiple commanders are going to have their own take on gauss rifle. For instance: Recon will have a short range Gauss repeater vs Support's medium range version that has lower dps comparatively. The plan for commanders is as follows:

Recon: It's like a raider. High mobility. Should die to heavier stuff (because of low hp)
Strike: Anti-heavy. It should excel at killing big stuff, but die to raiders. Also good at infiltrating and dealing backline damage.
Support: It deals debuff damage (capture, disarm, slow, emp) and can dabble in medium range bullshittery. Think a mid/back-line commander.
Guardian: It's artillery. Long range bullshittery. Semi durable (for the moment).
Riot Commander (Unnammed, unimplemented): It's supposed to be a front line specialist. Extreme durability. Has riot weapons and crowd control. Will be able to overdrive its weapons in exchange for disabling them (think burst of dps). Low speed, so dies to skirms.

As for your second point: I'd like that. This would take some redesigning but not a whole lot of work. I could create a separator maybe for it. I'd also like to add OKP to commanders if possible.
+1 / -0

16 days ago
quote:
Riot Commander (Unnammed, unimplemented): It's supposed to be a front line specialist. Extreme durability. Has riot weapons and crowd control. Will be able to overdrive its weapons in exchange for disabling them (think burst of dps). Low speed, so dies to skirms.

I'm guessing this'll be the return of the retired Battle chassis.

And on another commander related note, is it possible that Knight chassis from campaign that needs to be enabled in options can use/has access to all modules?
+0 / -0
HRrankMajo

No. it would have access to modules that a available to all commanders, but new chassis-specific modules are not available to knight commander

at least not yet
+0 / -0

16 days ago
quote:
at least not yet

I was thinking that since it's a commander that needs be enabled separately in options that it would be the do-it-all like regular/vanilla one is, if not but for testing purposes.
Something like X module that is Recon only or Y module that is Engineer only is also available on the Knight chassis but since it's not a openly available commander nobody would in general know about it and it would appear exclusive to a single commander.
+0 / -0
0.18.20
+0 / -0
Please note that Future Wars v0.19.4 and below is not compatible with Zero-K v1.9.30. As such, support for these game versions have been dropped. A compatibility patch will be released today.

Done and now live. Enjoy.
+0 / -0