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Commanders can now be configured during the game.  
 
Commanders can now be configured during the game.  
* Pick the modules for each level upon upgrading your commander (with the cog command).  
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* Pick the modules for each level upon upgrading your commander (with the cog command).  
* Use site profiles to store and name your favorite loadouts.
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* Use site profiles to store and name your favorite loadouts.
* Decorations are also applied through the site. Ordinary unlocks will be removed.
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* Decorations are also applied through the site. Ordinary unlocks will be removed.
  
 
We have finally removed the Strike and Battle commander models. The models were reasonable but unfortunately they were too close to OTA. The Arm Commander is the iconic face of OTA and Core is not far behind. The Strike chassis received a new model and the Siege and Battle chassis were merged into one.
 
We have finally removed the Strike and Battle commander models. The models were reasonable but unfortunately they were too close to OTA. The Arm Commander is the iconic face of OTA and Core is not far behind. The Strike chassis received a new model and the Siege and Battle chassis were merged into one.
  
 
The commander morph design received a shake-up in the process, some due to design changes and some for technical reasons. The changes are not balanced but they aim to be balanced eventually. Here are some changes:
 
The commander morph design received a shake-up in the process, some due to design changes and some for technical reasons. The changes are not balanced but they aim to be balanced eventually. Here are some changes:
* Support Engineer (Support is too generic as a word, could be confusing).
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* Support -> Engineer (Support is too generic as a word, could be confusing).
* Engineer and Recon can only equip one basic weapon. It makes sense as they only have one gun. They should be made powerful in other ways.
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* Engineer and Recon can only equip one basic weapon. It makes sense as they only have one gun. They should be made powerful in other ways.
* The weapons allowed for each chassis have changed. Some weapons have been removed or modified. There are some new weapons.
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* The weapons allowed for each chassis have changed. Some weapons have been removed or modified. There are some new weapons.
* Some conversions have been removed, mostly the 0-choice ones (those that increase range).
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* Some conversions have been removed, mostly the 0-choice ones (those that increase range).
  
 
A few experimental features are already possible with the new system. These includes:
 
A few experimental features are already possible with the new system. These includes:
* Commanders have no upgrade limit (base cost increases though).
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* Commanders have no upgrade limit (base cost increases though).
* Base commanders can be built from Strider Hub (1000 metal, no economy).
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* Base commanders can be built from Strider Hub (1000 metal, no economy).
* Stackable drone modules.
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* Stackable drone modules.
  
 
This is just the initial implementation. Once this system is tested we hope to add more interesting features and balance, things not seen in the previous commander system. Each chassis should be able to fulfill a few roles so pregame RPS will not be as worrying as it was before.
 
This is just the initial implementation. Once this system is tested we hope to add more interesting features and balance, things not seen in the previous commander system. Each chassis should be able to fulfill a few roles so pregame RPS will not be as worrying as it was before.
  
 
== Balance / Mechanics ==
 
== Balance / Mechanics ==
* '''Disarm''' no longer destroys wreckage and map features (trees, rocks etc).
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* [b]Disarm[/b] no longer destroys wreckage and map features (trees, rocks etc).
* '''Resurrecting''' now decloaks.
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* [b]Resurrecting[/b] now decloaks.
* '''Resurrecting''' now costs 200% of the original energy cost (was 125%).
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* [b]Resurrecting[/b] now costs 200% of the original energy cost (was 125%).
* '''Jumping''' with jetpack (Pyro, Jack, Freaker, Recon Commander) now decloaks.
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* [b]Jumping[/b] with jetpack [tooltip=Pyro, Jack, Freaker, Recon Commander][color=orange][?][/color][/tooltip] now decloaks.
* '''Defender''' reload time obeys status effects (EMP, slow, disarm)
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* [b]Defender[/b] reload time obeys status effects [tooltip=EMP, slow, disarm][color=orange][?][/color][/tooltip]
* '''Trident''', '''Flail''' and '''Racketeer''' now home onto radar dots.
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* [b]Trident[/b], [b]Flail[/b] and [b]Racketeer[/b] now home onto radar dots.
* '''Reef''':
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* [b]Reef[/b]:
** time between starting a new drone: 3 → 5 s (can build 4 in parallel)
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  * time between starting a new drone: 3 → 5 s (can build 4 in parallel)
** drone build time: 15 → 25 s
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  * drone build time: 15 → 25 s
** drone max wander range: 1600 → 1000 elmo
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  * drone max wander range: 1600 → 1000 elmo
* '''Funnelweb''' and '''Commander Companion Modules''':
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* [b]Funnelweb[/b] and [b]Commander Companion Modules[/b]:
** time between starting a new Firefly (light drone): 10 → 15 s
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  * time between starting a new Firefly (light drone): 10 → 15 s
** Firefly build time: 3 → 6 s
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  * Firefly build time: 3 → 6 s
** time between starting a new Viper (heavy drone): 20 → 25 s
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  * time between starting a new Viper (heavy drone): 20 → 25 s
** Viper build time: 3 → 9 s
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  * Viper build time: 3 → 9 s
* '''Quill''' less annoying to use through manoeuvrability improvements:
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* [b]Quill[/b] less annoying to use through manoeuvrability improvements:
** turn rate: 81 → 90 °/s
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    * turn rate: 81 → 90 °/s
** time from max speed to full stop: 1 → 0.1 s (Deceleration 90 → 1350 elmo/s², max speed = 84 elmo/s)
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    * time from max speed to full stop: 1 → 0.1 s [tooltip=Deceleration 90 → 1350 elmo/s², max speed = 84 elmo/s][color=orange][?][/color][/tooltip]
* '''Tremor''' can damage itself with stray shots.
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* [b]Tremor[/b] can damage itself with stray shots.
  
 
== UI / Misc ==
 
== UI / Misc ==
* LoS view is no longer enabled in the pregame setup.
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* LoS view is no longer enabled in the pregame setup.
* Added time display to spectator panel.
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* Added time display to spectator panel.
* Added Unit Shapes highlighting to units under the cursor (colour-coded blue for own, yellow for allies, red for enemies) and inside a selection box.
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* Added Unit Shapes highlighting to units under the cursor [tooltip=colour-coded blue for own, yellow for allies, red for enemies][color=orange][?][/color][/tooltip] and inside a selection box.
* Added option to Unit Shapes to show ally selections with each player's colour while spectating.
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* Added option to Unit Shapes to show ally selections with each player's colour while spectating.
* Selection: renamed "DGun" reload timer to "Special".
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* Selection: renamed "DGun" reload timer to "Special".
* Added an option to hide command panel when spectating.
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* Added an option to hide command panel when spectating.
* Improved Blastwing explosion effect.
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* Improved Blastwing explosion effect.
* Reduced Claw missile hit sound.
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* Reduced Claw missile hit sound.
  
 
== Fixes ==
 
== Fixes ==
* Fixed some cases where late spawning commanders spawned outside their start box.
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* Fixed some cases where late spawning commanders spawned outside their start box.
* Cloaker and shield jitter now disable during morph (these are effects high graphics settings).
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* Cloaker and shield jitter now disable during morph (these are effects high graphics settings).
* Control groups are maintained through morph.
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* Control groups are maintained through morph.
* Nanoframes leave the correct debris.
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* Nanoframes leave the correct debris.
* Tidal generator wreckage has the correct tooltip.
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* Tidal generator wreckage has the correct tooltip.
* Fixed Numpad Enter not working for chat.
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* Fixed Numpad Enter not working for chat.
* Fixed a crash caused by resigning during "Wait or Win".
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* Fixed a crash caused by resigning during "Wait or Win".
* Fixed spec panel crashing on AI games.
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* Fixed spec panel crashing on AI games.
* Fixed an UI crash when using build hotkeys with an Athena.
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* Fixed an UI crash when using build hotkeys with an Athena.
* Unit selection shapes and unit outlines effects now respect depth.
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* Unit selection shapes and unit outlines effects now respect depth.
* Healthbars are no longer shown for dying units, EMP is drawn correctly.
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* Healthbars are no longer shown for dying units, EMP is drawn correctly.
* Fixed music sometimes not playing while messing with the volume slider.
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* Fixed music sometimes not playing while messing with the volume slider.
* Most hovercrafts no longer create dust when cloaked (this is so they don't give away their position).
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* Most hovercrafts no longer create dust when cloaked (this is so they don't give away their position).
* Improvedstartbox rendering performance.
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* Improvedstartbox rendering performance.
* Teleportation noises are no longer audible in the fog of war.
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* Teleportation noises are no longer audible in the fog of war.
* Jumpers which die in mid air now have appropriate velocity for their wreck.
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* Jumpers which die in mid air now have appropriate velocity for their wreck.
* Morph no longer resets shield charge.
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* Morph no longer resets shield charge.
* Crabe has minor model and animation improvements.
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* Crabe has minor model and animation improvements.
  
 
== Content creation ==
 
== Content creation ==
* Startboxes exposed to Game Rules Params.
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* Startboxes exposed to Game Rules Params.
* Skirmish AI can now ask whether a start position is valid.
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* Skirmish AI can now ask whether a start position is valid.
 
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[spoiler]
 
Game rules params for boxes:
 
Game rules params for boxes:
<syntaxhighlight>startbox_max_n → highest box number (boxes are numbered from 0!)
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{{{startbox_max_n -> highest box number (boxes are numbered from 0!)
  
startbox_n_0 how many polygons in box #0 (polygons numbered from 1)
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startbox_n_0 -> how many polygons in box #0 (polygons numbered from 1)
startbox_polygon_0_1 how many vertices in polygon #1 of box #0 (vertices numbered from 1)
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startbox_polygon_0_1 -> how many vertices in polygon #1 of box #0 (vertices numbered from 1)
startbox_polygon_x_0_1_2 X coordinate of vertex #2 in polygon #1 of box #0
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startbox_polygon_x_0_1_2 -> X coordinate of vertex #2 in polygon #1 of box #0
startbox_polygon_z_0_1_2 Z coordinate of vertex #2 in polygon #1 of box #0
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startbox_polygon_z_0_1_2 -> Z coordinate of vertex #2 in polygon #1 of box #0
  
startbox_recommended_startpos whether recommended startpositions are available (1 or 0)
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startbox_recommended_startpos -> whether recommended startpositions are available (1 or 0)
startpos_n_0 how many recommended start positions in box #0 (positions numbered from 1)
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startpos_n_0 -> how many recommended start positions in box #0 (positions numbered from 1)
startpos_x_0_1 X coordinate of recommended startpos #1 in box #0
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startpos_x_0_1 -> X coordinate of recommended startpos #1 in box #0
startpos_x_0_1 Z coordinate of recommended startpos #1 in box #0
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startpos_x_0_1 -> Z coordinate of recommended startpos #1 in box #0
</syntaxhighlight>
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}}}
  
 
To have an AI ask about startpos validity of coordinates XXX/ZZZ (Y is irrelevant), send a Skirmish AI Message:
 
To have an AI ask about startpos validity of coordinates XXX/ZZZ (Y is irrelevant), send a Skirmish AI Message:
<syntaxhighlight>ai_is_valid_startpos:XXX/ZZZ</syntaxhighlight>
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ai_is_valid_startpos:XXX/ZZZ
 
and receive "0"/"1" as the return value.
 
and receive "0"/"1" as the return value.
 
  
 
{{Navbox changelog}}
 
{{Navbox changelog}}

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