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[img]http://zero-k.info/img/news/3307.png[/img]
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[img]http://zero-k.info/img/news/3307.png[/img]
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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.
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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.
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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.
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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.
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== Balance ==
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== Balance ==
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[b]Metal Extractor[/b] is slightly more vulnerable to light raids.
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[b]Metal Extractor[/b] is slightly more vulnerable to light raids.
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* Health 700 -> 640
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* Health 700 -> 640
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[b]Factory[/b] switching can afford to be easier now that air is less dominant in 1v1.
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[b]Factory[/b] switching can afford to be easier now that air is less dominant in 1v1.
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* Cost 800 -> 700
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* Cost 800 -> 700
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[b]Outlaw[/b] is worse against units that keep their distance.
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[b]Outlaw[/b] is worse against units that keep their distance.
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* Cost 250 -> 260
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* Cost 250 -> 260
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* Further increased AoE damage falloff.
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* Further increased AoE damage falloff.
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[b]Knight[/b] is also worse against units that keep their distance.
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[b]Knight[/b] is also worse against units that keep their distance.
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* Range 350 -> 340
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* Range 350 -> 340
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[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.
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[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.
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* Health 700 -> 670
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* Health 700 -> 670
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* DPS reduced by 4%
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* DPS reduced by 4%
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[b]Jack[/b] and [b]Dirtbag[/b] deal extra damage due to a bugfix.
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[b]Jack[/b] and [b]Dirtbag[/b] deal extra damage due to a bugfix.
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* No longer deal 'around' 25% less than their stated damage against targets 'near' max range.
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* No longer deal 'around' 25% less than their stated damage against targets 'near' max range.
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[b]Tarantula[/b] is better at hitting planes.
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[b]Tarantula[/b] is better at hitting planes.
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* Missile turn rate increased by 17%.
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* Missile turn rate increased by 17%.
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[b]Swift[/b] is less able to dodge missiles.
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[b]Swift[/b] is less able to dodge missiles.
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* Thickened by 37.5%.
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* Thickened by 37.5%.
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[b]Raven[/b] swarms are slightly easier to rearm.
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[b]Raven[/b] swarms are slightly easier to rearm.
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* Rearm time 10s -> 8s
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* Rearm time 10s -> 8s
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* Rearm cost 100 -> 80 energy
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* Rearm cost 100 -> 80 energy
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[b]Likho[/b] has more downtime between bombing runs.
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[b]Likho[/b] has more downtime between bombing runs.
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* Rearm time 20s -> 25s
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* Rearm time 20s -> 25s
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* Rearm cost 200 -> 250 energy
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* Rearm cost 200 -> 250 energy
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[b]Ultimatum[/b] is more specialised against striders.
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[b]Ultimatum[/b] is more specialised against striders.
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* Cost 2000 -> 2500
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* Cost 2000 -> 2500
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* Decloak Radius 100 -> 120
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* Decloak Radius 100 -> 120
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* Reload 1.5s -> 2s
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* Reload 1.5s -> 2s
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[b]Funnelweb[/b] loses the ability to outrun many armies.
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[b]Funnelweb[/b] loses the ability to outrun many armies.
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* Cost 3500 -> 4000
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* Cost 3500 -> 4000
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* Speed 54 -> 40
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* Speed 54 -> 40
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[b]Rover Assembly [/b]has a slightly smaller collision volume.
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[b]Rover Assembly [/b]has a slightly smaller collision volume.
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[b]Airplane Plant[/b] no longer covers its construction and rearm pads with its collision volume.
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[b]Airplane Plant[/b] no longer covers its construction and rearm pads with its collision volume.
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== Mechanics Fixes ==
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== Mechanics Fixes ==
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* Lobster-bestowed fall damage immunity prevents cloak for its duration.
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* Lobster-bestowed fall damage immunity prevents cloak for its duration.
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* Fixed a bug where burrowing units (Snitch, Imp and Flea) sometimes remaining cloaked when launched into the air.
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* Fixed a bug where burrowing units (Snitch, Imp and Flea) sometimes remaining cloaked when launched into the air.
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* Fixed units sometimes retaining their full LOS when launched high into the air.
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* Fixed units sometimes retaining their full LOS when launched high into the air.
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* Raven and Impaler overkill prevention is more lenient against targets that they do not kill in one shot.
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* Raven and Impaler overkill prevention is more lenient against targets that they do not kill in one shot.
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* 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.
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* 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.
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== Main Menu ==
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== Main Menu ==
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* Clicking on a player and selecting 'Report' is now done entirely in-lobby.
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* Clicking on a player and selecting 'Report' is now done entirely in-lobby.
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* Decluttered the Community tab by removing the profile and ladder subwindows. Renamed to 'Welcome'.
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* Decluttered the Community tab by removing the profile and ladder subwindows. Renamed to 'Welcome'.
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* Added profile and profile links (such as commander editing and ladder ratings) to the Friends tab. Renamed to 'Profile'.
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* Added profile and profile links (such as commander editing and ladder ratings) to the Friends tab. Renamed to 'Profile'.
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* 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'.
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* 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'.
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* Tweaked the button alignment and skinning of the main menu and top right status buttons.
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* Tweaked the button alignment and skinning of the main menu and top right status buttons.
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* Reskinned the top bar to make it clear that the lobby can be toggled while ingame.
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* Reskinned the top bar to make it clear that the lobby can be toggled while ingame.
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* Fixed a bug with updating subheadings of the main logo.
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* Fixed a bug with updating subheadings of the main logo.
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* Reduced the default command opacity in Settings -> Game.
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* Reduced the default command opacity in Settings -> Game.
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== Interface ==
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== Interface ==
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* State toggles now react to commands instantly rather than waiting for the changed state to reach the server.
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* State toggles now react to commands instantly rather than waiting for the changed state to reach the server.
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* 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.
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* 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.
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* Added a smarter Caretaker widget called 'Auto Patrol Nanos v2'. It is not enabled by default as it requires more testing and fixes.
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* Added a smarter Caretaker widget called 'Auto Patrol Nanos v2'. It is not enabled by default as it requires more testing and fixes.
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* Closing the mission objectives panel no longer unpauses the game if the game was already paused when it was opened.
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* Closing the mission objectives panel no longer unpauses the game if the game was already paused when it was opened.
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* Space+Click can now be used on the factory queue, the selection panel, the mission objectives panel and morph commands.
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* Space+Click can now be used on the factory queue, the selection panel, the mission objectives panel and morph commands.
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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]
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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]
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* Alt+V makes the smallest wall that [b]V[/b]ehicles cannot pass.
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* Alt+V makes the smallest wall that [b]V[/b]ehicles cannot pass.
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* Alt+B makes the smallest wall that [b]B[/b]ots cannot pass.
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* Alt+B makes the smallest wall that [b]B[/b]ots cannot pass.
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* Alt+N makes a wall units such as Rogue can use to hide from Sti[b]n[/b]ger.
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* Alt+N makes a wall units such as Rogue can use to hide from Sti[b]n[/b]ger.
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* Alt+G levels the terrain to the height of the [b]g[/b]round where the cursor was initially clicked.
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* Alt+G levels the terrain to the height of the [b]g[/b]round where the cursor was initially clicked.
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* Alt+H is useful for putting a Crab [b]h[/b]igh on a spire.
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* Alt+H is useful for putting a Crab [b]h[/b]igh on a spire.
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* Alt+J [b]j[/b]ust makes a deep hole. This was more useful back when enemies could be burried.
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* Alt+J [b]j[/b]ust makes a deep hole. This was more useful back when enemies could be burried.
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More keybinds and unit behaviours can be set.[list]
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More keybinds and unit behaviours can be set.[list]
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* Trajectory mode toggle is bindable under 'Hotkeys/Commands/State'.
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* Trajectory mode toggle is bindable under 'Hotkeys/Commands/State'.
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* Unusual keys, such as ², are now bindable.
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* Unusual keys, such as ², are now bindable.
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* Added Overkill Prevention to 'Settings/Unit Behaviour/Default States'.
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* Added Overkill Prevention to 'Settings/Unit Behaviour/Default States'.
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== Graphics ==
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== Graphics ==
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* Reduced strength of projectile lights by 13%. This multiplier can be tweaked in Settings/Graphics/Lighting.
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* Reduced strength of projectile lights by 13%. This multiplier can be tweaked in Settings/Graphics/Lighting.
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* Upgraded the outline shader. The edges of the outlines are now smooth and they make units occluded by water and effects more visible.
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* Upgraded the outline shader. The edges of the outlines are now smooth and they make units occluded by water and effects more visible.
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* Improved Cerberus weapon effects.
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* Improved Cerberus weapon effects.
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* Improved the water on Folsom Dam.
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* Improved the water on Folsom Dam.
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* Death explosions are slightly less overexposed.
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* Death explosions are slightly less overexposed.
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* Fixed missing explosion decal for Jugglenaut jump.
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* Fixed missing explosion decal for Jugglenaut jump.
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* Fixed missing amphibious sinking bubbles.
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* Fixed missing amphibious sinking bubbles.
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== Fixes ==
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== Fixes ==
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* Added startboxes for BlackStar v2.
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* Added startboxes for BlackStar v2.
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* Limpet now counts towards the kamikaze award.
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* Limpet now counts towards the kamikaze award.
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* Fixed a bug with the factory plate placement visualisation when switching between multiple factory blueprints.
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* Fixed a bug with the factory plate placement visualisation when switching between multiple factory blueprints.
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* Fixed right clicking on units with a command selected erroneously issuing the default command rather than cancelling the selected command.
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* Fixed right clicking on units with a command selected erroneously issuing the default command rather than cancelling the selected command.
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* Fixed unit failing to reply to area reclaim and selection rank commands.
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* Fixed unit failing to reply to area reclaim and selection rank commands.
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* Fixed a COFC crash caused by unbound hotkeys.
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* Fixed a COFC crash caused by unbound hotkeys.
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* Fixed some calculations for the EMP damage award where the damage could become negative.
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* Fixed auto-groups not being applied for finished Striders outside of the immediate mode if they had no orders.
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* Fixed morphing commanders causing the crystals on Zed 2.3 to change appearance.
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* For modders, made unit turn rate, acceleration and deceleration values in the unit files match what they really are.
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