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[img]http://zero-k.info/img/news/3348.png[/img]
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[img]http://zero-k.info/img/news/3348.png[/img]
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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.
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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.
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= Balance =
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= Balance =
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[b]Duck [/b]can now be dodged by a Glaive trying as hard as it can to run away.
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[b]Duck [/b]can now be dodged by a Glaive trying as hard as it can to run away.
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* Missile fuel time 2s -> 1.5s
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* Missile fuel time 2s -> 1.5s
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[b]Redback [/b]is worse at taking map control and assaulting defenses.
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[b]Redback [/b]is worse at taking map control and assaulting defenses.
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* Cost 230 -> 240
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* Cost 230 -> 240
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* Speed 1.85 -> 1.75
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* Speed 1.85 -> 1.75
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[b]Skuttle [/b]can see enemies before they break its cloak.
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[b]Skuttle [/b]can see enemies before they break its cloak.
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* Line of sight 280 -> 330
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* Line of sight 280 -> 330
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[b]Emissary[/b] aims faster and no longer benefits from manually turning.
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[b]Emissary[/b] aims faster and no longer benefits from manually turning.
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* Body turn rate reduced 105 -> 84 degrees/second
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* Body turn rate reduced 105 -> 84 degrees/second
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* Gun aim rate increased 40 -> 70 degrees/second
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* Gun aim rate increased 40 -> 70 degrees/second
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* Resets its gun between shots (as much as possible) in case it has to move.
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* Resets its gun between shots (as much as possible) in case it has to move.
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[b]Phoenix [/b]moves faster and hits its target sooner.
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[b]Phoenix [/b]moves faster and hits its target sooner.
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*
Speed
8
->
8.
1
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*
Speed
240
->
243
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* Projectile gravity 0.7 -> 0.72
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* Projectile gravity 0.7 -> 0.72
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\n
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= Unit AI =
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= Unit AI =
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\n
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\n
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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.
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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.
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\n
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[b]Lobster [/b]is smarter, no longer firing unless there is a visible valid target.
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[b]Lobster [/b]is smarter, no longer firing unless there is a visible valid target.
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* This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
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* This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
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* As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
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* As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
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* This behaviour can be configured with the hidden Overkill Prevention state.
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* This behaviour can be configured with the hidden Overkill Prevention state.
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* Removed the Force Fire command by default. This can be configured via another hidden state toggle.
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* Removed the Force Fire command by default. This can be configured via another hidden state toggle.
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\n
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[b]Overkill prevention[/b] is now suspended by default when units are set to Hold Fire.
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[b]Overkill prevention[/b] is now suspended by default when units are set to Hold Fire.
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* Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
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* Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
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* 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.
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* 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.
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* Nothing defaults to "Enable for auto targeting", but it may be useful to try out.
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* Nothing defaults to "Enable for auto targeting", but it may be useful to try out.
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\n
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[b]Impaler[/b] now has an even stronger preference for targeting structures over units.
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[b]Impaler[/b] now has an even stronger preference for targeting structures over units.
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= Interface =
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= Interface =
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* Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
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* Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
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* 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.
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* 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.
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* Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
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* Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
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* Drag selection can still terminate over a UI panel.
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* Drag selection can still terminate over a UI panel.
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* Add some translations for the commander selector.
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* Add some translations for the commander selector.
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* Updated Global Build AI with some fixes and documentation (thanks esainane).
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* Updated Global Build AI with some fixes and documentation (thanks esainane).
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* Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
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* Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
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* Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
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* Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
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* Added Italian translations for the main menu (thanks fvasco)
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* Added Italian translations for the main menu (thanks fvasco)
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\n
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= Campaign =
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= Campaign =
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* Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
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* Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
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\n
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= Maps =
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= Maps =
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* Added boxes for Onyx Cauldron 2.0
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* Added boxes for Onyx Cauldron 2.0
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* Improved lighting on Skulduggery (thanks Shaman)
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* Improved lighting on Skulduggery (thanks Shaman)
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* Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
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* Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
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* Fixed an issue with void water with new shaders on some graphics cards.
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* Fixed an issue with void water with new shaders on some graphics cards.
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\n
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= Artefact Control =
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= Artefact Control =
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Added a control point game mode called Artefact Control under Experimental.
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Added a control point game mode called Artefact Control under Experimental.
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* Several artefacts are spawned on each side of the map.
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* Several artefacts are spawned on each side of the map.
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* Each team controls half at the start of the game.
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* Each team controls half at the start of the game.
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* Artefacts have 11k health and heal at 100 hp/second.
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* Artefacts have 11k health and heal at 100 hp/second.
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* Artefacts respawned with switched allegeance when destroyed.
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* Artefacts respawned with switched allegeance when destroyed.
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* If a team controlls all the artefacts, they win.
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* If a team controlls all the artefacts, they win.
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\n
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= Modding =
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= Modding =
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\n
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Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
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Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
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* buildCostMetal -> metalCost
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* buildCostMetal -> metalCost
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* buildCostEnergy -> energyCost
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* buildCostEnergy -> energyCost
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* energyUse -> energyUpkeep
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* energyUse -> energyUpkeep
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* metalUse -> metalUpkeep (vanilla ZK doesn't use this)
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* metalUse -> metalUpkeep (vanilla ZK doesn't use this)
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* maxDamage -> health
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* maxDamage -> health
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* maxVelocity -> speed
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* maxVelocity -> speed
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\n
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Other changes.
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Other changes.
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* Unit defs no longer require unitname since it must match the table key, so it is redundant.
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* Unit defs no longer require unitname since it must match the table key, so it is redundant.
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* Unit defs are now also read from subfolders of 'units'.
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* Unit defs are now also read from subfolders of 'units'.
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* Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
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* Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
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* The game exits to menu when unit defs fail to load, rather than crashing.
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* The game exits to menu when unit defs fail to load, rather than crashing.
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* Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
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* Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
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* Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
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* Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
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* Fixed backwards compatibility for Spring.GetPlayerRulesParams.
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* Fixed backwards compatibility for Spring.GetPlayerRulesParams.
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* Added customparams.buggeroff_angle for factories, in radians.
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* Added customparams.buggeroff_angle for factories, in radians.
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* Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
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* Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
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* Fixed modding away the Sniper reload move penalty breaking the script.
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* Fixed modding away the Sniper reload move penalty breaking the script.
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* Cleaned up the build icon generator gadget.
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* Cleaned up the build icon generator gadget.
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* Napalm effects now contain an example of sin (replaces taylor series).
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* Napalm effects now contain an example of sin (replaces taylor series).
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* Improved modded energy generator tooltips.
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* Improved modded energy generator tooltips.
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* Mexes suport morphing.
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* Mexes suport morphing.
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\n
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\n
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= Fixes =
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= Fixes =
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* Fixed commshare sometimes preventing resign or causing a crash when the game ends.
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* Fixed commshare sometimes preventing resign or causing a crash when the game ends.
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* War music no longer counts morph as violence.
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* War music no longer counts morph as violence.
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* Fixed missing vote resign button.
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* Fixed missing vote resign button.
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* Marginal turret overshoot can no longer be circumvented with command insert.
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* Marginal turret overshoot can no longer be circumvented with command insert.
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* Fixed a few build icons incorrectly implying that a floating structure is built underwater.
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* Fixed a few build icons incorrectly implying that a floating structure is built underwater.
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* Fixed commander selector button image.
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* Fixed commander selector button image.
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* Fixed backwards 'motion blur' on ejected shells.
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* Fixed backwards 'motion blur' on ejected shells.
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* Fixed some large structure wreckages having much too large collision volumes.
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* Fixed some large structure wreckages having much too large collision volumes.
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