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Zero-K v1.8.12.0 - Sprucing and Switching

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Date Editor Before After
12/12/2020 1:32:56 PMPLrankAdminSprung before revert after revert
12/12/2020 1:27:08 PMPLrankAdminSprung before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3307.png[/img] 1 [img]http://zero-k.info/img/news/3307.png[/img]
2 This patch started out with a slew of graphical and interface improvements, but grew to include a few balance tweaks as well. To start with, the main menu is a bit sharper and the panels on the right are more welcoming. Players can be now reported with a convenient form via the lobby or through the Tab Playerlist ingame. Other ingame improvements include instantly updating state toggles, a greatly improved outline shader, and hotkeys for terraform presets. 2 This patch started out with a slew of graphical and interface improvements, but grew to include a few balance tweaks as well. To start with, the main menu is a bit sharper and the panels on the right are more welcoming. Players can be now reported with a convenient form via the lobby or through the Tab Playerlist ingame. Other ingame improvements include instantly updating state toggles, a greatly improved outline shader, and hotkeys for terraform presets.
3 \n 3 \n
4 On the balance side of things, mexes are slightly weaker to reward early raiding and factories are bit cheaper to make switching easier. A few other units have been tweaked, with the biggest being nerfs for Funnelweb and Ultimatum, which should open up the mid-lategame options in large teams. 4 On the balance side of things, mexes are slightly weaker to reward early raiding and factories are bit cheaper to make switching easier. A few other units have been tweaked, with the biggest being nerfs for Funnelweb and Ultimatum, which should open up the mid-lategame options in large teams.
5 \n 5 \n
6 == Balance == 6 == Balance ==
7 \n 7 \n
8 [b]Metal Extractor[/b] is slightly more vulnerable to light raids. 8 [b]Metal Extractor[/b] is slightly more vulnerable to light raids.
9 * Health 700 -> 640 9 * Health 700 -> 640
10 \n 10 \n
11 [b]Factory[/b] switching can afford to be easier now that air is less dominant in 1v1. 11 [b]Factory[/b] switching can afford to be easier now that air is less dominant in 1v1.
12 * Cost 800 -> 700 12 * Cost 800 -> 700
13 \n 13 \n
14 [b]Outlaw[/b] is worse against units that keep their distance. 14 [b]Outlaw[/b] is worse against units that keep their distance.
15 * Cost 250 -> 260 15 * Cost 250 -> 260
16 * Further increased AoE damage falloff. 16 * Further increased AoE damage falloff.
17 \n 17 \n
18 [b]Knight[/b] is also worse against units that keep their distance. 18 [b]Knight[/b] is also worse against units that keep their distance.
19 * Range 350 -> 340 19 * Range 350 -> 340
20 \n 20 \n
21 [b]Pyro[/b] is slightly weaker because it is dominant in some matchups and we are not ready to look at Jumpbots. This is a partial revert of a buff from February, in which it gained 80 health and 8% DPS. 21 [b]Pyro[/b] is slightly weaker because it is dominant in some matchups and we are not ready to look at Jumpbots. This is a partial revert of a buff from February, in which it gained 80 health and 8% DPS.
22 * Health 700 -> 670 22 * Health 700 -> 670
23 * DPS reduced by 4% 23 * DPS reduced by 4%
24 \n 24 \n
25 [b]Jack[/b] and [b]Dirtbag[/b] deal extra damage due to a bugfix. 25 [b]Jack[/b] and [b]Dirtbag[/b] deal extra damage due to a bugfix.
26 * No longer deal 'around' 25% less than their stated damage against targets 'near' max range. 26 * No longer deal 'around' 25% less than their stated damage against targets 'near' max range.
27 \n 27 \n
28 [b]Tarantula[/b] is better at hitting planes. 28 [b]Tarantula[/b] is better at hitting planes.
29 * Missile turn rate increased by 17%. 29 * Missile turn rate increased by 17%.
30 \n 30 \n
31 [b]Swift[/b] is less able to dodge missiles. 31 [b]Swift[/b] is less able to dodge missiles.
32 * Thickened by 37.5%. 32 * Thickened by 37.5%.
33 \n 33 \n
34 [b]Raven[/b] swarms are slightly easier to rearm. 34 [b]Raven[/b] swarms are slightly easier to rearm.
35 * Rearm time 10s -> 8s 35 * Rearm time 10s -> 8s
36 * Rearm cost 100 -> 80 energy 36 * Rearm cost 100 -> 80 energy
37 \n 37 \n
38 [b]Likho[/b] has more downtime between bombing runs. 38 [b]Likho[/b] has more downtime between bombing runs.
39 * Rearm time 20s -> 25s 39 * Rearm time 20s -> 25s
40 * Rearm cost 200 -> 250 energy 40 * Rearm cost 200 -> 250 energy
41 \n 41 \n
42 [b]Ultimatum[/b] is more specialised against striders. 42 [b]Ultimatum[/b] is more specialised against striders.
43 * Cost 2000 -> 2500 43 * Cost 2000 -> 2500
44 * Decloak Radius 100 -> 120 44 * Decloak Radius 100 -> 120
45 * Reload 1.5s -> 2s 45 * Reload 1.5s -> 2s
46 \n 46 \n
47 [b]Funnelweb[/b] loses the ability to outrun many armies. 47 [b]Funnelweb[/b] loses the ability to outrun many armies.
48 * Cost 3500 -> 4000 48 * Cost 3500 -> 4000
49 * Speed 54 -> 40 49 * Speed 54 -> 40
50 \n 50 \n
51 [b]Rover Assembly [/b]has a slightly smaller collision volume. 51 [b]Rover Assembly [/b]has a slightly smaller collision volume.
52 \n 52 \n
53 [b]Airplane Plant[/b] no longer covers its construction and rearm pads with its collision volume. 53 [b]Airplane Plant[/b] no longer covers its construction and rearm pads with its collision volume.
54 \n 54 \n
55 == Mechanics Fixes == 55 == Mechanics Fixes ==
56 * Lobster-bestowed fall damage immunity prevents cloak for its duration. 56 * Lobster-bestowed fall damage immunity prevents cloak for its duration.
57 * Fixed a bug where burrowing units (Snitch, Imp and Flea) sometimes remaining cloaked when launched into the air. 57 * Fixed a bug where burrowing units (Snitch, Imp and Flea) sometimes remaining cloaked when launched into the air.
58 * Fixed units sometimes retaining their full LOS when launched high into the air. 58 * Fixed units sometimes retaining their full LOS when launched high into the air.
59 * Raven and Impaler overkill prevention is more lenient against targets that they do not kill in one shot. 59 * Raven and Impaler overkill prevention is more lenient against targets that they do not kill in one shot.
60 * Overkill prevention for many burst weapons has been improved and some failure cases have been patched. In particular, burst anti-air should be a little better at finishing off damaged bombers. 60 * Overkill prevention for many burst weapons has been improved and some failure cases have been patched. In particular, burst anti-air should be a little better at finishing off damaged bombers.
61 \n 61 \n
62 == Main Menu == 62 == Main Menu ==
63 * Clicking on a player and selecting 'Report' is now done entirely in-lobby. 63 * Clicking on a player and selecting 'Report' is now done entirely in-lobby.
64 * Decluttered the Community tab by removing the profile and ladder subwindows. Renamed to 'Welcome'. 64 * Decluttered the Community tab by removing the profile and ladder subwindows. Renamed to 'Welcome'.
65 * Added profile and profile links (such as commander editing and ladder ratings) to the Friends tab. Renamed to 'Profile'. 65 * Added profile and profile links (such as commander editing and ladder ratings) to the Friends tab. Renamed to 'Profile'.
66 * Moved the first-launch tutorial prompt popup into the top of the news section of the new Welcome tab. Since a new entry is significantly less intrusive than a popup, it only disappears after completing the the tutorial or by toggling Settings -> Lobby -> 'Hide welcome tutorial prompt'. 66 * Moved the first-launch tutorial prompt popup into the top of the news section of the new Welcome tab. Since a new entry is significantly less intrusive than a popup, it only disappears after completing the the tutorial or by toggling Settings -> Lobby -> 'Hide welcome tutorial prompt'.
67 * Tweaked the button alignment and skinning of the main menu and top right status buttons. 67 * Tweaked the button alignment and skinning of the main menu and top right status buttons.
68 * Reskinned the top bar to make it clear that the lobby can be toggled while ingame. 68 * Reskinned the top bar to make it clear that the lobby can be toggled while ingame.
69 * Fixed a bug with updating subheadings of the main logo. 69 * Fixed a bug with updating subheadings of the main logo.
70 * Reduced the default command opacity in Settings -> Game. 70 * Reduced the default command opacity in Settings -> Game.
71 \n 71 \n
72 == Interface == 72 == Interface ==
73 * State toggles now react to commands instantly rather than waiting for the changed state to reach the server. 73 * State toggles now react to commands instantly rather than waiting for the changed state to reach the server.
74 * Replaced the kick button in the Tab Playerlist with a report button, that brings up an in-lobby report form. The form has a kick option, but it should be used sparringly. 74 * Replaced the kick button in the Tab Playerlist with a report button, that brings up an in-lobby report form. The form has a kick option, but it should be used sparringly.
75 * Added a smarter Caretaker widget called 'Auto Patrol Nanos v2'. It is not enabled by default as it requires more testing and fixes. 75 * Added a smarter Caretaker widget called 'Auto Patrol Nanos v2'. It is not enabled by default as it requires more testing and fixes.
76 * Closing the mission objectives panel no longer unpauses the game if the game was already paused when it was opened. 76 * Closing the mission objectives panel no longer unpauses the game if the game was already paused when it was opened.
77 * Space+Click can now be used on the factory queue, the selection panel, the mission objectives panel and morph commands. 77 * Space+Click can now be used on the factory queue, the selection panel, the mission objectives panel and morph commands.
78 \n 78 \n
79 Terraforming presets now come with some default hotkeys. These keys allow you to terraform areas with a set height, skipping the height selection step, and can be configured under Hotkeys/Construction. If you already created hotkeys then you may need to check your settings.[list] 79 Terraforming presets now come with some default hotkeys. These keys allow you to terraform areas with a set height, skipping the height selection step, and can be configured under Hotkeys/Construction. If you already created hotkeys then you may need to check your settings.[list]
80 * Alt+V makes the smallest wall that [b]V[/b]ehicles cannot pass. 80 * Alt+V makes the smallest wall that [b]V[/b]ehicles cannot pass.
81 * Alt+B makes the smallest wall that [b]B[/b]ots cannot pass. 81 * Alt+B makes the smallest wall that [b]B[/b]ots cannot pass.
82 * Alt+N makes a wall units such as Rogue can use to hide from Sti[b]n[/b]ger. 82 * Alt+N makes a wall units such as Rogue can use to hide from Sti[b]n[/b]ger.
83 * Alt+G levels the terrain to the height of the [b]g[/b]round where the cursor was initially clicked. 83 * Alt+G levels the terrain to the height of the [b]g[/b]round where the cursor was initially clicked.
84 * Alt+H is useful for putting a Crab [b]h[/b]igh on a spire. 84 * Alt+H is useful for putting a Crab [b]h[/b]igh on a spire.
85 * Alt+J [b]j[/b]ust makes a deep hole. This was more useful back when enemies could be burried. 85 * Alt+J [b]j[/b]ust makes a deep hole. This was more useful back when enemies could be burried.
86 \n 86 \n
87 More keybinds and unit behaviours can be set.[list] 87 More keybinds and unit behaviours can be set.[list]
88 * Trajectory mode toggle is bindable under 'Hotkeys/Commands/State'. 88 * Trajectory mode toggle is bindable under 'Hotkeys/Commands/State'.
89 * Unusual keys, such as ², are now bindable. 89 * Unusual keys, such as ², are now bindable.
90 * Added Overkill Prevention to 'Settings/Unit Behaviour/Default States'. 90 * Added Overkill Prevention to 'Settings/Unit Behaviour/Default States'.
91 \n 91 \n
92 == Graphics == 92 == Graphics ==
93 * Reduced strength of projectile lights by 13%. This multiplier can be tweaked in Settings/Graphics/Lighting. 93 * Reduced strength of projectile lights by 13%. This multiplier can be tweaked in Settings/Graphics/Lighting.
94 * Upgraded the outline shader. The edges of the outlines are now smooth and they make units occluded by water and effects more visible. 94 * Upgraded the outline shader. The edges of the outlines are now smooth and they make units occluded by water and effects more visible.
95 * Improved Cerberus weapon effects. 95 * Improved Cerberus weapon effects.
96 * Improved the water on Folsom Dam. 96 * Improved the water on Folsom Dam.
97 * Death explosions are slightly less overexposed. 97 * Death explosions are slightly less overexposed.
98 * Fixed missing explosion decal for Jugglenaut jump. 98 * Fixed missing explosion decal for Jugglenaut jump.
99 * Fixed missing amphibious sinking bubbles. 99 * Fixed missing amphibious sinking bubbles.
100 \n 100 \n
101 == Fixes == 101 == Fixes ==
102 * Added startboxes for BlackStar v2. 102 * Added startboxes for BlackStar v2.
103 * Limpet now counts towards the kamikaze award. 103 * Limpet now counts towards the kamikaze award.
104 * Fixed a bug with the factory plate placement visualisation when switching between multiple factory blueprints. 104 * Fixed a bug with the factory plate placement visualisation when switching between multiple factory blueprints.
105 * Fixed right clicking on units with a command selected erroneously issuing the default command rather than cancelling the selected command. 105 * Fixed right clicking on units with a command selected erroneously issuing the default command rather than cancelling the selected command.
106 * Fixed unit failing to reply to area reclaim and selection rank commands. 106 * Fixed unit failing to reply to area reclaim and selection rank commands.
107 * Fixed a COFC crash caused by unbound hotkeys. 107 * Fixed a COFC crash caused by unbound hotkeys.
108 * Fixed some calculations for the EMP damage award where the damage could become negative.
109 * Fixed auto-groups not being applied for finished Striders outside of the immediate mode if they had no orders.
110 * Fixed morphing commanders causing the crystals on Zed 2.3 to change appearance.
111 * For modders, made unit turn rate, acceleration and deceleration values in the unit files match what they really are.
112 \n
108 \n 113 \n
109 \n 114 \n