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Zero-K v1.10.12.1 - Commander Characterisation

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Date Editor Before After
12/19/2022 3:34:43 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3339.jpg[/img] 1 [img]http://zero-k.info/img/news/3339.jpg[/img]
2 Commanders are more diverse and generally a bit cheaper to morph. On top of this, each chassis has more effective versions of modules that align with the speciality of the chassis. Weapon and upgrade costs have been reworked at level 4 to make more sense. 2 Commanders are more diverse and generally a bit cheaper to morph. On top of this, each chassis has more effective versions of modules that align with the speciality of the chassis. Weapon and upgrade costs have been reworked at level 4 to make more sense.
3 \n 3 \n
4 Modules were tweaked to buff most types of commander, with nerfs for builds that stack range and speed, as those were a bit too strong. Repeat modules are now limited to 5 rather than 8, and have many have chassis-specific buffs. Range and speed modules are more expensive, eating into the cheaper morph cost at level 4, while other modules have the same or greater effectiveness. 4 Modules were tweaked to buff most types of commander, with nerfs for builds that stack range and speed, as those were a bit too strong. Repeat modules are now limited to 5 rather than 8, and many have chassis-specific buffs. Range and speed modules are more expensive, eating into the cheaper morph cost at level 4, while other modules have the same or greater effectiveness.
5 \n 5 \n
6 Campaign commanders can still stack 8 repeat modules, and gain the benefit of most speciality buffs, because that just seems like fun. There are some non-commander changes too, such as nerfs for Cloakbots, buffs for Spider, and greater restrictions on gunships leaving the map. 6 Campaign commanders can still stack 8 repeat modules, and gain the benefit of most speciality buffs, because that just seems like fun. There are some non-commander changes too, such as nerfs for Cloakbots, buffs for Spider, and greater restrictions on gunships leaving the map.
7 \n 7 \n
8 \n 8 \n
9 = Commanders = 9 = Commanders =
10 \n 10 \n
11 [b]Weapon and upgrade costs[/b] were shifted around to make a bit more sense. Level 4 is up to 200 metal cheaper than before. 11 [b]Weapon and upgrade costs[/b] were shifted around to make a bit more sense. Level 4 is up to 200 metal cheaper than before.
12 * A "Beam Laser" option is now available at level 2, replacing "No Weapon" 12 * A "Beam Laser" option is now available at level 2, replacing "No Weapon"
13 * All weapons at level 2 are now free (cost 25 -> 0) 13 * All weapons at level 2 are now free (cost 25 -> 0)
14 * Level 4 base cost 650 -> 150 (now base cost always increases by 50 per level) 14 * Level 4 base cost 650 -> 150 (now base cost always increases by 50 per level)
15 * Picking "No Weapon" at level 4 actually results in no weapon 15 * Picking "No Weapon" at level 4 actually results in no weapon
16 * Basic weapons at level 4 cost 25 -> 350 16 * Basic weapons at level 4 cost 25 -> 350
17 * Advanced weapons at level cost 100 -> 400 17 * Advanced weapons at level cost 100 -> 400
18 \n 18 \n
19 [b]Generic modules [/b] now have a limit of 5, rather than 8. Commanders will generally be a bit more powerful earlier as many modules were buffed in some way, however, a few were nerfed. The module limit in the campaign is still 8. 19 [b]Generic modules [/b] now have a limit of 5, rather than 8. Commanders will generally be a bit more powerful earlier as many modules were buffed in some way, however, a few were nerfed. The module limit in the campaign is still 8.
20 \n 20 \n
21 \n 21 \n
22 = Module Changes = 22 = Module Changes =
23 \n 23 \n
24 [b]Speed penalties[/b] for modules are now a percentage of speed - after flat bonuses - rather than a flat penalty. Overall this increases the speed penalties for commanders that stack High Powered Servos, while often buffing other builds. 24 [b]Speed penalties[/b] for modules are now a percentage of speed - after flat bonuses - rather than a flat penalty. Overall this increases the speed penalties for commanders that stack High Powered Servos, while often buffing other builds.
25 \n 25 \n
26 [b]Damage Booster[/b] is more effective and usually costs less speed. 26 [b]Damage Booster[/b] is more effective and usually costs less speed.
27 * Damage boost 10% -> 15% 27 * Damage boost 10% -> 15%
28 * Speed penalty flat 1 -> 2% of total speed 28 * Speed penalty flat 1 -> 2% of total speed
29 \n 29 \n
30 [b]High Density Plating[/b] costs much less speed. 30 [b]High Density Plating[/b] costs much less speed.
31 * Speed penalty flat 3 -> 2% of total speed 31 * Speed penalty flat 3 -> 2% of total speed
32 \n 32 \n
33 [b]High Power Servos[/b] is denser but slightly less efficient. 33 [b]High Power Servos[/b] is denser but slightly less efficient.
34 * Cost 150 -> 200 34 * Cost 150 -> 200
35 * Speed boost 3 -> 3.5 35 * Speed boost 3 -> 3.5
36 \n 36 \n
37 [b]CarRepairer's Nanolathe[/b] is also slightly less efficient, but now it is nice and round. 37 [b]CarRepairer's Nanolathe[/b] is also slightly less efficient, but now it is nice and round.
38 * Cost 150 -> 200 38 * Cost 150 -> 200
39 * Build power boost 4 -> 5 39 * Build power boost 4 -> 5
40 \n 40 \n
41 [b]Adv. Targeting System[/b] costs more metal and speed. 41 [b]Adv. Targeting System[/b] costs more metal and speed.
42 * Cost 150 -> 200 42 * Cost 150 -> 200
43 * Speed penalty flat 1 -> 3% of total speed 43 * Speed penalty flat 1 -> 3% of total speed
44 \n 44 \n
45 [b]Personal Cloak[/b] usually costs less speed. 45 [b]Personal Cloak[/b] usually costs less speed.
46 * Speed penalty flat 8 -> 12% of total speed 46 * Speed penalty flat 8 -> 12% of total speed
47 \n 47 \n
48 = Chassis Changes = 48 = Chassis Changes =
49 \n 49 \n
50 Some modules are more effective on appropriate chassis. The specialisation bonuses listed below are relative to the newly tweaked modules. 50 Some modules are more effective on appropriate chassis. The specialisation bonuses listed below are relative to the newly tweaked modules.
51 \n 51 \n
52 [b]Guardian [/b]gains 25% more health from modules. 52 [b]Guardian [/b]gains 25% more health from modules.
53 * Ablative Armour health 600 -> 750 53 * Ablative Armour health 600 -> 750
54 * High Density Plating health 1600 -> 2000 54 * High Density Plating health 1600 -> 2000
55 \n 55 \n
56 [b]Strike [/b] gains more regeneration from modules but loses the buff by level 6. 56 [b]Strike [/b] gains more regeneration from modules but loses the buff by level 6.
57 * Autorepair regeneration boost 10 -> 12 57 * Autorepair regeneration boost 10 -> 12
58 * Rescaled innate regeneration 5/5/10/16/25/35 -> 5/8/12/16/20/25 58 * Rescaled innate regeneration 5/5/10/16/25/35 -> 5/8/12/16/20/25
59 \n 59 \n
60 [b]Engineer [/b]gains more buildpower from modules, turning the module tweak into a buff. 60 [b]Engineer [/b]gains more buildpower from modules, turning the module tweak into a buff.
61 * CarRepairer's Nanolathe buildpower boost 5 -> 6 61 * CarRepairer's Nanolathe buildpower boost 5 -> 6
62 \n 62 \n
63 [b]Recon [/b] gains more speed and can lower its jump cooldown, at the cost of poor buildpower. 63 [b]Recon [/b] gains more speed and can lower its jump cooldown, at the cost of poor buildpower.
64 * High Power Servos speed boost 3.5 -> 4 64 * High Power Servos speed boost 3.5 -> 4
65 * High Power Servos reduces jump cooldown by 1 second 65 * High Power Servos reduces jump cooldown by 1 second
66 * CarRepairer's Nanolathe buildpower boost 5 -> 4 66 * CarRepairer's Nanolathe buildpower boost 5 -> 4
67 \n 67 \n
68 [b]Campaign Chassis [/b]is generally more powerful, as that seems fun. 68 [b]Campaign Chassis [/b]is generally more powerful, as that seems fun.
69 * Gains all the module specialisation bonuses listed above, except for buildpower. 69 * Gains all the module specialisation bonuses listed above, except for buildpower.
70 * Gains 5 buildpower from CarRepairer's Nanolathe, to keep its numbers round, 70 * Gains 5 buildpower from CarRepairer's Nanolathe, to keep its numbers round,
71 * Now has Strike-level innate regen (up from 5 at all levels) 71 * Now has Strike-level innate regen (up from 5 at all levels)
72 * Removed Strike innate jamming, as it was added accidentally. 72 * Removed Strike innate jamming, as it was added accidentally.
73 \n 73 \n
74 = Weapon Changes = 74 = Weapon Changes =
75 \n 75 \n
76 A few less popular weapons have been buffed. A bug that caused Shotgun, Flamer and Heatray to only benefit from every second range module has been fixed. 76 A few less popular weapons have been buffed. A bug that caused Shotgun, Flamer and Heatray to only benefit from every second range module has been fixed.
77 \n 77 \n
78 [b]Shotgun [/b]regains the range it lost for technical reasons, and fires faster. 78 [b]Shotgun [/b]regains the range it lost for technical reasons, and fires faster.
79 * Range 264 -> 285 79 * Range 264 -> 285
80 * Reload 2s -> 1.8s 80 * Reload 2s -> 1.8s
81 \n 81 \n
82 [b]Cluster Bomb[/b] has more damage in the form of an extra projectile, and more spread. 82 [b]Cluster Bomb[/b] has more damage in the form of an extra projectile, and more spread.
83 * Projectiles 8 -> 9 83 * Projectiles 8 -> 9
84 * Spray angle increased by 20% 84 * Spray angle increased by 20%
85 \n 85 \n
86 [b]Concussion Shell[/b] deals a bit more damage. 86 [b]Concussion Shell[/b] deals a bit more damage.
87 * Damage 750 -> 850 87 * Damage 750 -> 850
88 \n 88 \n
89 = Balance = 89 = Balance =
90 \n 90 \n
91 [b]Ronin[/b] is slower when in battle and a little easier to kill. 91 [b]Ronin[/b] is slower when in battle and a little easier to kill.
92 * Health 400 -> 380 92 * Health 400 -> 380
93 * Moves at 80% while reloading 93 * Moves at 80% while reloading
94 \n 94 \n
95 [b]Reaver[/b] cares more about incidental health loss. 95 [b]Reaver[/b] cares more about incidental health loss.
96 * Regeneration rate 20 -> 15 health/second 96 * Regeneration rate 20 -> 15 health/second
97 \n 97 \n
98 [b]Flea [/b]is more dangerous. 98 [b]Flea [/b]is more dangerous.
99 * Damage increased by 14.3% 99 * Damage increased by 14.3%
100 \n 100 \n
101 [b]Venom[/b] now has an Avoid Bad Targets toggle. 101 [b]Venom[/b] now has an Avoid Bad Targets toggle.
102 \n 102 \n
103 \n 103 \n
104 = Fixes = 104 = Fixes =
105 * Aircraft that go too far off the edge of the map are now "gently" pushed back in. 105 * Aircraft that go too far off the edge of the map are now "gently" pushed back in.
106 * Shotgun, Flamer and Heatray now gain range correctly. 106 * Shotgun, Flamer and Heatray now gain range correctly.
107 * Fixed Recon's shaky aiming while walking. 107 * Fixed Recon's shaky aiming while walking.
108 * Players and AIs that fail to place a start position are now cycled through defaults, rather than selecting the first. 108 * Players and AIs that fail to place a start position are now cycled through defaults, rather than selecting the first.
109 * Fixed a few outdated module tooltips on the campaign UI. 109 * Fixed a few outdated module tooltips on the campaign UI.
110 * Renamed "Save / Load" in Campaign to "Profile". 110 * Renamed "Save / Load" in Campaign to "Profile".
111 * Improved the AI's commander morph choices. 111 * Improved the AI's commander morph choices.
112 * Speed is now displayed with a decimal place in Space+Click menu, as many units have increments of 0.5. 112 * Speed is now displayed with a decimal place in Space+Click menu, as many units have increments of 0.5.
113 \n 113 \n