Difference between revisions of "V1.6.5.2"

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=== UI ===
 
=== UI ===
* Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.
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* Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.
  
 
=== Bugfixes ===
 
=== Bugfixes ===
* Fixed commanders' autorepair scaling with their buildpower.
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* Fixed commanders' autorepair scaling with their buildpower.
* Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).
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* Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).
* Fixed Swift speed boost's cooldown bar.
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* Fixed Swift speed boost's cooldown bar.
* Fixed metal spot circle thickness and mex animation speed with high metal mults.
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* Fixed metal spot circle thickness and mex animation speed with high metal mults.
* Fixed commanders displaying the wrong decloak distance.
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* Fixed commanders displaying the wrong decloak distance.
  
  
 
{{Navbox changelog}}
 
{{Navbox changelog}}

Latest revision as of 11:20, 24 December 2022

Fixes

Forum thread Zero-K v1.6.5.2 – Fixes

The commander regeneration bug prompted an urgent fix. We also managed to get in an improvement to Missile Silo controls, and address various other issues while we were at it.

UI

  • Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.

Bugfixes

  • Fixed commanders' autorepair scaling with their buildpower.
  • Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).
  • Fixed Swift speed boost's cooldown bar.
  • Fixed metal spot circle thickness and mex animation speed with high metal mults.
  • Fixed commanders displaying the wrong decloak distance.