V1.5.3.2

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Commanders are now more powerful and rush-resistant in the early game with a better Peashooter and more health. The health buff is reduced at higher levels and turned into a nerf if you stack too many speed modules. Commanders also have a stealth buff with the Racketeer cost increase.

There are many interface features/fixes in this version with the most noticeable being the new tab playerlist. The layout of the playerlist is still a work in progress. Recent work outside the game has been on getting planetwars running as well as a singleplayer galactic conquest campaign.

Balance

Commanders:

* Increased Peashooter DPS by 14%.
* Peashooter is now better at hitting raiders.
* Starting health increased by ~800. This increase is reduced to ~400 by level 6. Details below.
* Speed module (+10% speed) now costs 100 health.

Base health per level before the change:

* Strike:   2500 - 2500 - 3000 - 4000 - 5000 - 6000
* Recon:    1650 - 1650 - 2100 - 2600 - 3100 - 3600
* Support:  2000 - 2000 - 2500 - 3000 - 3700 - 4500
* Guardian: 3000 - 3000 - 3800 - 4900 - 6000 - 7200

Base health per level after the change:

* Strike:   3200 - 3200 - 3800 - 4600 - 5500 - 6400
* Recon:    2400 - 2400 - 2800 - 3200 - 3600 - 4000
* Support:  2800 - 2800 - 3400 - 3800 - 4500 - 5000
* Guardian: 3600 - 3600 - 4400 - 5500 - 6600 - 7600

Racketeer:

* Cost 350 -> 380

Slashers:

* Now run out of range of short ranged turrets (not by default, since they are set to hold position and have tactical AI disabled by default).
* The @Xivender thing should now be fixed thanks to an engine change by @hokomoko

Reef and Shogun

* Footprint size 4x4 -> 10x10. This should make them less intimate with terrain and each other.

Heavy Tank Factory:

* Unfurls 4x faster to bring it in line with other factories.

Krow:

* EMP and disarm now interrupt cluster bomb dropping (similar to Thunderbird).

Kodachi:

* Slightly higher aim point. It is a little easier to hit.

Interface

Text to speech:

* Disabled by default (volume is set to zero).
* Disables itself during catchup.

Controls and hotkeys:

* Added binding for clear map marks.
* Removed Tab overlay hotkey.
* Tab now opens the new playerlist.
* Added another way to set terraform height. Hold Alt and click/scroll the mousewheel while placing a structure to set height.
* Reenabled hold to terraform structure by default.
* Enabled factory production hotkeys by default.
* Enabled safe alt factory queue insert by default.

Panels and layout:

* No storage energy warning now flashes on energy stall as well as excess.
* Fixed space+click on factory failing to bring up unit info.
* Fixed missing tooltip during structure placement.
* Left click to select on minimap setting is now remembered correctly.

Visuals:

* Improved terraform construction point visuals. Construction points now draw as icons that represent the type of terraform command corresponding to the point.
* Changed 'self' teamcolour from teal to green to aid recognition.
* Improved and moved some ally team colours.
* Improved performance of overhead icons, command drawing and certain wobbly sphere visuals (shield and singu).
* Singularity Reactor is now more shiny.

Game Options

* Very easy chickens is now easier.
* Added a modoption to make water level control easier with options Manual, Dry and Flooded. The Dry and Flooded options automatically turn the map into a land or sea map respectively.

Notable Menu Changes

* Updated Circuit AI.
* Fixed various settings failing to apply, such as camera scroll speed and map drag speed.

Game Fixes

* Removed some unused buildpics to save on filesize.
* Fixed a bug in which constructors are unable to repair while stalling high priority metal.
* Fixed wonky landing pad turn rates.
* Fixed Krow cluster bomb tag for AIs.