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ZK test version discussion

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Date Editor Before After
2/8/2020 12:56:41 AMAUrankAdminGoogleFrog before revert after revert
2/8/2020 12:55:10 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 As of commit e3d0e80, roughly ordered by most significant first: 1 As of commit e3d0e80, roughly ordered by most significant first:
2 \n 2 \n
3 * Physics-sourced retreat bonus eliminated for Glaive, Bandit, Dagger, Scorcher, and Pyro. Scorcher still retains a strong retreating bonus due to heat ray mechanics. 3 * Physics-sourced retreat bonus eliminated for Glaive, Bandit, Dagger, Scorcher, and Pyro. Scorcher still retains a strong retreating bonus due to heat ray mechanics.
4 * Repair costs 25% energy and metal, 50% buildtime. 4 * Repair costs 25% energy and metal, 50% buildtime.
5 * Mexes cost 90 and have 750 hp. 5 * Mexes cost 90 and have 750 hp.
6 * Glaive, Bandit, and Scorcher have about 1.2x HP and 0.8x damage. 6 * Glaive, Bandit, and Scorcher have about 1.2x HP and 0.8x damage.
7 * Commanders start with a radar module. 7 * Commanders start with a radar module.
8 * All raiders and scouts have sight range increased between 12% to 20%. Notably, Kodachi now has sight range exceeding the usual 660 limit. 8 * All raiders and scouts have sight range increased between 12% to 20%. Notably, Kodachi now has sight range exceeding the usual 660 limit.
9 * Jumpjet Constructor cost 120 -> 140. 9 * Jumpjet Constructor cost 120 -> 140.
10 * Unarmed land constructors and wind generators have 1.2x HP. 10 * Unarmed land constructors and wind generators have 1.2x HP.
11 * Ripper damage 220 -> 250, range 300 -> 320, reloadtime 1.6333 -> 1.6. 11 * Ripper damage 220 -> 250, range 300 -> 320, reloadtime 1.6333 -> 1.6.
12 * Knight damage reduced from 240 to 230. 12 * Knight damage reduced from 240 to 230.
13 * Vehicle movetypes accelerate and break 20% faster. 13 * Vehicle movetypes accelerate and break 20% faster.
14 * Vehicle movetypes turn 60% faster. 14 * Vehicle movetypes turn 60% faster.
15 * Bot turn 20% faster. 15 * Bot movetypes turn 20% faster.
16 * All turrets have sight increased from range to range*1.1+48 to prevent radar overshoot. 16 * All turrets have sight increased from range to range*1.1+48 to prevent radar overshoot.
17 * Starting resources 250 -> 300, to compensate for mex cost increase. 17 * Starting resources 250 -> 300, to compensate for mex cost increase.
18 * Dominatrix reloads after capturing nanoframes much faster (6s * buildProgress instead of 12s). 18 * Dominatrix reloads after capturing nanoframes much faster (6s * buildProgress instead of 12s).
19 \n 19 \n
20 Did I miss anything? 20 Did I miss anything?
21 \n 21 \n
22 @GoogleFrog Edit: Fixed acceleration mod. Added turn mod. Expanded list of "Raiders" to the three that are affected. 22 @GoogleFrog Edit: Fixed acceleration mod. Added turn mod. Expanded list of "Raiders" to the three that are affected.