Difference between revisions of "V1.3.11.3"

From Zero-K
Jump to navigation Jump to search
(Created page with " These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate i...")
 
(Fixed formatting, added navbox.)
 
Line 1: Line 1:
 
 
These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.
 
These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.
  
Line 5: Line 4:
  
 
*DDM*:
 
*DDM*:
  * cost: 1200 → 1600
+
* cost: 1200 → 1600
  * power now required to use heatray
+
* power now required to use heatray
  * open/close approx. time: 4s → 15s
+
* open/close approx. time: 4s → 15s
  
 
*DDM, Annihilator, Behemoth*:
 
*DDM, Annihilator, Behemoth*:
* power required to aim weapons and open/close.
+
* power required to aim weapons and open/close.
  
 
*Stardust*:
 
*Stardust*:
* minimum firing angle 30° below.
+
* minimum firing angle 30° below.
 
This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.
 
This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.
  
 
*Zeus*:
 
*Zeus*:
* inaccuracy 2.8° → 2.4° [tooltip=Hits a Bandit at max range about 1/3 of the time][color=orange][?][/color][/tooltip]
+
* inaccuracy 2.8° → 2.4° (Hits a Bandit at max range about 1/3 of the time)
  
 
== Miscellaneous ==
 
== Miscellaneous ==
* Wait pauses non-free Stockpile. [tooltip=Silencer and Leviathan][color=orange][?][/color][/tooltip]
+
* Wait pauses non-free Stockpile. (Silencer and Leviathan)
* COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
+
* COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
* Units undergoing an orbital drop [tooltip=Mostly campaign, for multiplayer only Commanders picked after game start][color=orange][?][/color][/tooltip] can no longer jump.
+
* Units undergoing an orbital drop (Mostly campaign, for multiplayer only Commanders picked after game start) can no longer jump.
* Added a startbox creation tool for mappers. Consult [Startboxes the wiki] for usage.
+
* Added a startbox creation tool for mappers. Consult [[Startbox_API|the wiki]] for usage.
  
 
== Fixes ==
 
== Fixes ==
* fixed non-dedicated Radar sources [tooltip=eg. Commanders, Weaver, Protector][color=orange][?][/color][/tooltip] being blocked by minor terrain irregularities.
+
* fixed non-dedicated Radar sources (eg. Commanders, Weaver, Protector) being blocked by minor terrain irregularities.
* fixed EMP timer being inaccurate [tooltip=reported value was 7% too high][color=orange][?][/color][/tooltip].
+
* fixed EMP timer being inaccurate (reported value was 7% too high).
* fixed facplop being wasted when resurrecting a factory.
+
* fixed facplop being wasted when resurrecting a factory.
* fixed fall damage not being applied if the drop was perpendicular to the ground.
+
* fixed fall damage not being applied if the drop was perpendicular to the ground.
* fixed Outline effect not working on machines without shader support
+
* fixed Outline effect not working on machines without shader support
* fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater [tooltip=Specifically Dynamic and Bump when BumpWaterRefractions=2][color=orange][?][/color][/tooltip].
+
* fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater (Specifically Dynamic and Bump when BumpWaterRefractions=2).
* fixed the SI notation for tooltips and space-click menu.
+
* fixed the SI notation for tooltips and space-click menu.
* fixed Retreat causing a desync when used by a skirmish AI [tooltip=This currently only applies to Shard][color=orange][?][/color][/tooltip].
+
* fixed Retreat causing a desync when used by a skirmish AI (This currently only applies to Shard).
 +
 
 +
 
 +
{{navbox changelog}}

Latest revision as of 12:08, 16 October 2022

These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.

Balance

  • DDM*:
  • cost: 1200 → 1600
  • power now required to use heatray
  • open/close approx. time: 4s → 15s
  • DDM, Annihilator, Behemoth*:
  • power required to aim weapons and open/close.
  • Stardust*:
  • minimum firing angle 30° below.

This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.

  • Zeus*:
  • inaccuracy 2.8° → 2.4° (Hits a Bandit at max range about 1/3 of the time)

Miscellaneous

  • Wait pauses non-free Stockpile. (Silencer and Leviathan)
  • COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
  • Units undergoing an orbital drop (Mostly campaign, for multiplayer only Commanders picked after game start) can no longer jump.
  • Added a startbox creation tool for mappers. Consult the wiki for usage.

Fixes

  • fixed non-dedicated Radar sources (eg. Commanders, Weaver, Protector) being blocked by minor terrain irregularities.
  • fixed EMP timer being inaccurate (reported value was 7% too high).
  • fixed facplop being wasted when resurrecting a factory.
  • fixed fall damage not being applied if the drop was perpendicular to the ground.
  • fixed Outline effect not working on machines without shader support
  • fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater (Specifically Dynamic and Bump when BumpWaterRefractions=2).
  • fixed the SI notation for tooltips and space-click menu.
  • fixed Retreat causing a desync when used by a skirmish AI (This currently only applies to Shard).