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Zero-K v1.7.3.4 - Funnelweb and Fixes

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Date Editor Before After
3/16/2019 7:34:22 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3261.jpg[/img] 1 [img]http://zero-k.info/img/news/3261.jpg[/img]
2 Funnelweb is the focus of this release, alongside fixes for related to the engine update. The community member dyth68 has been working on a Funnelweb rework for a while and it is finally time to try it out ingame. There are also a few other miscellaneous balance changes and fixes. 2 Funnelweb is the focus of this release, alongside fixes for related to the engine update. The community member @dyth68 has been working on a Funnelweb rework for a while and it is finally time to try it out ingame. There are also a few other miscellaneous balance changes and fixes.
3 \n 3 \n
4 The engine update from last week was fairly smooth, but did identify a few bugs. Most of these bugs were since fixed by the engine developers, so this release updates the engine version to Spring 104.0.1-1085-gfc6d80e. This update also contains potential improvements to pathfinding around structures. Comment and give feedback on the new behaviour if you notice a difference. 4 The engine update from last week was fairly smooth, but did identify a few bugs. Most of these bugs were since fixed by the engine developers, so this release updates the engine version to Spring 104.0.1-1085-gfc6d80e. This update also contains potential improvements to pathfinding around structures. Comment and give feedback on the new behaviour if you notice a difference.
5 \n 5 \n
6 === Balance === 6 === Balance ===
7 Reworked Funnelweb to be the ultimate battlefield constructor. It may also find a role in missile defense, as it can now block two EMP missiles. 7 Reworked Funnelweb to be the ultimate battlefield constructor. It may also find a role in missile defense, as it can now block two EMP missiles.
8 * Cost 4500 -> 3500 8 * Cost 4500 -> 3500
9 * Speed 45 -> 54 9 * Speed 45 -> 54
10 * Health 11K -> 6K 10 * Health 11K -> 6K
11 * Can construct at long range with 40 buildpower. 11 * Can construct at long range with 40 buildpower.
12 * Shield now has 28K maximum change, a large increase from 3.6K. 12 * Shield now has 28K maximum change, a large increase from 3.6K.
13 * Shield recharges at +200/second, but not if it has taken damage in the last 10 seconds. 13 * Shield recharges at +200/second, but not if it has taken damage in the last 10 seconds.
14 * Shield is larger and does not link. 14 * Shield is larger and does not link.
15 * Removed drones. 15 * Removed drones.
16 * Added radar. 16 * Added radar.
17 \n 17 \n
18 Ultimatum: 18 Ultimatum:
19 * Speed increased by 6.8% 19 * Speed increased by 6.8%
20 * Damage increased by 66% 20 * Damage increased by 66%
21 \n 21 \n
22 Constable: 22 Constable:
23 * Range 320 -> 240 23 * Range 320 -> 240
24 \n 24 \n
25 Duck: 25 Duck:
26 * Now shoots its land weapon in an arc, a bit like Rogue. 26 * Now shoots its land weapon in an arc, a bit like Rogue.
27 \n 27 \n
28 Changed light transportability rules. 28 Changed light transportability rules.
29 * Charon is now able to transport units that cost 1000 metal or less. 29 * Charon is now able to transport units that cost 1000 metal or less.
30 * The old rule was based on mass, which made it a bit opaque. 30 * The old rule was based on mass, which made it a bit opaque.
31 * The effect of the change is that Charon can now transport Jack, Minotaur, and Siren. 31 * The effect of the change is that Charon can now transport Jack, Minotaur, and Siren.
32 \n 32 \n
33 Detriment: 33 Detriment:
34 * Fixed a mismatch between when it is considered submerged for targeting and for LOS. 34 * Fixed a mismatch between when it is considered submerged for targeting and for LOS.
35 \n 35 \n
36 Raven now dives mobile targets when following Area Attack commands. 36 Raven now dives mobile targets when following Area Attack commands.
37 \n 37 \n
38 Reef and Shogun have smaller footprints to make them less likely to become stuck on Tidal Generators and Urchins. 38 Reef and Shogun have smaller footprints to make them less likely to become stuck on Tidal Generators and Urchins.
39 \n 39 \n
40 Factory and commander innate energy income is now pooled and shared between all players on the team. This will provide players who lost their commander with some base energy income to help them rebuild. 40 Factory and commander innate energy income is now pooled and shared between all players on the team. This will provide players who lost their commander with some base energy income to help them rebuild.
41 \n 41 \n
42 === Interface === 42 === Interface ===
43 Initial unit behaviour configuration: 43 Initial unit behaviour configuration:
44 * Fixed Commander retreat state. 44 * Fixed Commander retreat state.
45 * Added repeat for Athena and Strider Hub. 45 * Added repeat for Athena and Strider Hub.
46 \n 46 \n
47 Added Chicken Roosts and Spires to unit marker configuration. 47 Added Chicken Roosts and Spires to unit marker configuration.
48 \n 48 \n
49 The area command drag threshold has been increased to issuing single target commands easier. This threshold is now configurable. 49 The area command drag threshold has been increased to issuing single target commands easier. This threshold is now configurable.
50 \n 50 \n
51 === Lobby === 51 === Lobby ===
52 * Extended maximum chicken queen spawn time modoption from 200 minutes to 300 minutes. 52 * Extended maximum chicken queen spawn time modoption from 200 minutes to 300 minutes.
53 * Added a "Enable Inactivity Sharing" modoption that can be used to disable automatic unit transfer for inactive players. 53 * Added a "Enable Inactivity Sharing" modoption that can be used to disable automatic unit transfer for inactive players.
54 * Fixed tutorial missions. 54 * Fixed tutorial missions.
55 * Fixed a rare inconsistency with the order of matchmaker queues. 55 * Fixed a rare inconsistency with the order of matchmaker queues.
56 \n 56 \n
57 === Fixes === 57 === Fixes ===
58 * Fixed units occasionally failing to revert to their normal speed after being slowed. The most commonly affected unit was Crab. 58 * Fixed units occasionally failing to revert to their normal speed after being slowed. The most commonly affected unit was Crab.
59 * Fixed units set to hold position with ballistic weapons failing to automatically target units that are only in range due to the elevation bonus. The most commonly affected unit was Crab. 59 * Fixed units set to hold position with ballistic weapons failing to automatically target units that are only in range due to the elevation bonus. The most commonly affected unit was Crab.
60 * Fixed an air repair pad crash. 60 * Fixed an air repair pad crash.
61 * Fixed a rare crash on game launch. 61 * Fixed a rare crash on game launch.
62 * Fixed a crash on saving with AIs. 62 * Fixed a crash on saving with AIs.
63 * Fixed a failure to allocate memory caused by loading bad ambient map sounds. 63 * Fixed a failure to allocate memory caused by loading bad ambient map sounds.
64 * Fixed a desync likely caused by game file caching 64 * Fixed a desync likely caused by game file caching
65 * Fixed ferry routes and quick load widgets. 65 * Fixed ferry routes and quick load widgets.
66 * Fixed reclaiming of live units sometimes reducing their health. 66 * Fixed reclaiming of live units sometimes reducing their health.
67 * Improved minimap performance. 67 * Improved minimap performance.
68 * Fixed area reclaim sometimes issuing a unit target command. 68 * Fixed area reclaim sometimes issuing a unit target command.
69 69