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Zero-K v1.11.8.1 - Lobster Brained

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Date Editor Before After
8/27/2023 7:17:33 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3348.png[/img] 1 [img]http://zero-k.info/img/news/3348.png[/img]
2 Lobsters have been taught to not fire when it would be redundant, making Lobster balls much easier to manage. Overkill prevention in general has a tweak, and some APIs were extended to make modding easier. The Artefact Control game mode which saw some testing about a month ago is now live. In terms of balance, Redback has a bit of a nerf and some of the least used units - Skuttle, Phoenix and Emissary - have small buffs. 2 Lobsters have been taught to not fire when it would be redundant, making Lobster balls much easier to manage. Overkill prevention in general has a tweak, and some APIs were extended to make modding easier. The Artefact Control game mode which saw some testing about a month ago is now live. In terms of balance, Redback has a bit of a nerf and some of the least used units - Skuttle, Phoenix and Emissary - have small buffs.
3 \n 3 \n
4 = Balance = 4 = Balance =
5 \n 5 \n
6 [b]Duck [/b]can now be dodged by a Glaive trying as hard as it can to run away. 6 [b]Duck [/b]can now be dodged by a Glaive trying as hard as it can to run away.
7 * Missile fuel time 2s -> 1.5s 7 * Missile fuel time 2s -> 1.5s
8 \n 8 \n
9 [b]Redback [/b]is worse at taking map control and assaulting defenses. 9 [b]Redback [/b]is worse at taking map control and assaulting defenses.
10 * Cost 230 -> 240 10 * Cost 230 -> 240
11 * Speed 1.85 -> 1.75 11 * Speed 1.85 -> 1.75
12 \n 12 \n
13 [b]Skuttle [/b]can see enemies before they break its cloak. 13 [b]Skuttle [/b]can see enemies before they break its cloak.
14 * Line of sight 280 -> 330 14 * Line of sight 280 -> 330
15 \n 15 \n
16 [b]Emissary[/b] aims faster and no longer benefits from manually turning. 16 [b]Emissary[/b] aims faster and no longer benefits from manually turning.
17 * Body turn rate reduced 105 -> 84 degrees/second 17 * Body turn rate reduced 105 -> 84 degrees/second
18 * Gun aim rate increased 40 -> 70 degrees/second 18 * Gun aim rate increased 40 -> 70 degrees/second
19 * Resets its gun between shots (as much as possible) in case it has to move. 19 * Resets its gun between shots (as much as possible) in case it has to move.
20 \n 20 \n
21 [b]Phoenix [/b]moves faster and hits its target sooner. 21 [b]Phoenix [/b]moves faster and hits its target sooner.
22 * Speed 8 -> 8. 1 22 * Speed 240 -> 243
23 * Projectile gravity 0.7 -> 0.72 23 * Projectile gravity 0.7 -> 0.72
24 \n 24 \n
25 = Unit AI = 25 = Unit AI =
26 \n 26 \n
27 Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster and disabled for units set to hold. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour. 27 Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster, and is suspended for units set to hold fire. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour.
28 \n 28 \n
29 [b]Lobster [/b]is smarter, no longer firing unless there is a visible valid target. 29 [b]Lobster [/b]is smarter, no longer firing unless there is a visible valid target.
30 * This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby. 30 * This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
31 * As a result, telling a tight clump of Lobsters to fire causes only two to shoot. 31 * As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
32 * This behaviour can be configured with the hidden Overkill Prevention state. 32 * This behaviour can be configured with the hidden Overkill Prevention state.
33 * Removed the Force Fire command by default. This can be configured via another hidden state toggle. 33 * Removed the Force Fire command by default. This can be configured via another hidden state toggle.
34 \n 34 \n
35 [b]Overkill prevention[/b] is now suspended by default when units are set to Hold Fire. 35 [b]Overkill prevention[/b] is now suspended by default when units are set to Hold Fire.
36 * Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled. 36 * Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
37 * Most units default to "Enable for Fire at Will". The theory being that if you set a unit to hold fire you care more about its target dying than about overkill. 37 * Most units default to "Enable for Fire at Will". The theory being that if you set a unit to hold fire you care more about its target dying than about overkill.
38 * Nothing defaults to "Enable for auto targeting", but it may be useful to try out. 38 * Nothing defaults to "Enable for auto targeting", but it may be useful to try out.
39 \n 39 \n
40 [b]Impaler[/b] now has an even stronger preference for targeting structures over units. 40 [b]Impaler[/b] now has an even stronger preference for targeting structures over units.
41 \n 41 \n
42 \n 42 \n
43 = Interface = 43 = Interface =
44 * Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop) 44 * Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
45 * Cleaned up some inconsistent unit highlighting and selection. Units under interface panels cannot be clicked on by default, tooltips do not appear, and units are not highlighted. 45 * Cleaned up some inconsistent unit highlighting and selection. Units under interface panels cannot be clicked on by default, tooltips do not appear, and units are not highlighted.
46 * Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel. 46 * Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
47 * Drag selection can still terminate over a UI panel. 47 * Drag selection can still terminate over a UI panel.
48 * Add some translations for the commander selector. 48 * Add some translations for the commander selector.
49 * Updated Global Build AI with some fixes and documentation (thanks esainane). 49 * Updated Global Build AI with some fixes and documentation (thanks esainane).
50 * Added username team colour in chat and removed white outlines for dark names (thanks Birdulon) 50 * Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
51 * Local widgets are no longer disabled for spectators on rooms with local widgets disabled. 51 * Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
52 * Added Italian translations for the main menu (thanks fvasco) 52 * Added Italian translations for the main menu (thanks fvasco)
53 \n 53 \n
54 = Campaign = 54 = Campaign =
55 * Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel) 55 * Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
56 \n 56 \n
57 = Maps = 57 = Maps =
58 * Added boxes for Onyx Cauldron 2.0 58 * Added boxes for Onyx Cauldron 2.0
59 * Improved lighting on Skulduggery (thanks Shaman) 59 * Improved lighting on Skulduggery (thanks Shaman)
60 * Improved water on Cull, Lost v2 and Lowland Crossing Revised v2. 60 * Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
61 * Fixed an issue with void water with new shaders on some graphics cards. 61 * Fixed an issue with void water with new shaders on some graphics cards.
62 \n 62 \n
63 = Artefact Control = 63 = Artefact Control =
64 Added a control point game mode called Artefact Control under Experimental. 64 Added a control point game mode called Artefact Control under Experimental.
65 * Several artefacts are spawned on each side of the map. 65 * Several artefacts are spawned on each side of the map.
66 * Each team controls half at the start of the game. 66 * Each team controls half at the start of the game.
67 * Artefacts have 11k health and heal at 100 hp/second. 67 * Artefacts have 11k health and heal at 100 hp/second.
68 * Artefacts respawned with switched allegeance when destroyed. 68 * Artefacts respawned with switched allegeance when destroyed.
69 * If a team controlls all the artefacts, they win. 69 * If a team controlls all the artefacts, they win.
70 \n 70 \n
71 = Modding = 71 = Modding =
72 \n 72 \n
73 Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported. 73 Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
74 * buildCostMetal -> metalCost 74 * buildCostMetal -> metalCost
75 * buildCostEnergy -> energyCost 75 * buildCostEnergy -> energyCost
76 * energyUse -> energyUpkeep 76 * energyUse -> energyUpkeep
77 * metalUse -> metalUpkeep (vanilla ZK doesn't use this) 77 * metalUse -> metalUpkeep (vanilla ZK doesn't use this)
78 * maxDamage -> health 78 * maxDamage -> health
79 * maxVelocity -> speed 79 * maxVelocity -> speed
80 \n 80 \n
81 Other changes. 81 Other changes.
82 * Unit defs no longer require unitname since it must match the table key, so it is redundant. 82 * Unit defs no longer require unitname since it must match the table key, so it is redundant.
83 * Unit defs are now also read from subfolders of 'units'. 83 * Unit defs are now also read from subfolders of 'units'.
84 * Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding. 84 * Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
85 * The game exits to menu when unit defs fail to load, rather than crashing. 85 * The game exits to menu when unit defs fail to load, rather than crashing.
86 * Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups. 86 * Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
87 * Added backwards compatibility for Spring.GetUnitIsBeingBuilt. 87 * Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
88 * Fixed backwards compatibility for Spring.GetPlayerRulesParams. 88 * Fixed backwards compatibility for Spring.GetPlayerRulesParams.
89 * Added customparams.buggeroff_angle for factories, in radians. 89 * Added customparams.buggeroff_angle for factories, in radians.
90 * Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors. 90 * Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
91 * Fixed modding away the Sniper reload move penalty breaking the script. 91 * Fixed modding away the Sniper reload move penalty breaking the script.
92 * Cleaned up the build icon generator gadget. 92 * Cleaned up the build icon generator gadget.
93 * Napalm effects now contain an example of sin (replaces taylor series). 93 * Napalm effects now contain an example of sin (replaces taylor series).
94 * Improved modded energy generator tooltips. 94 * Improved modded energy generator tooltips.
95 * Mexes suport morphing. 95 * Mexes suport morphing.
96 \n 96 \n
97 = Fixes = 97 = Fixes =
98 * Fixed commshare sometimes preventing resign or causing a crash when the game ends. 98 * Fixed commshare sometimes preventing resign or causing a crash when the game ends.
99 * War music no longer counts morph as violence. 99 * War music no longer counts morph as violence.
100 * Fixed missing vote resign button. 100 * Fixed missing vote resign button.
101 * Marginal turret overshoot can no longer be circumvented with command insert. 101 * Marginal turret overshoot can no longer be circumvented with command insert.
102 * Fixed a few build icons incorrectly implying that a floating structure is built underwater. 102 * Fixed a few build icons incorrectly implying that a floating structure is built underwater.
103 * Fixed commander selector button image. 103 * Fixed commander selector button image.
104 * Fixed backwards 'motion blur' on ejected shells. 104 * Fixed backwards 'motion blur' on ejected shells.
105 * Fixed some large structure wreckages having much too large collision volumes. 105 * Fixed some large structure wreckages having much too large collision volumes.
106 \n 106 \n