in RTS, Strategy

ZeroK: Zero-K patch version v0.9.6

From ZeroK: link to original post

Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.

Fixes
  • Fixed bombers trying to attack with no ammo
  • Fixed "Hadron collider" unit launching exploit. Buildings can no longer be placed in open factories.
  • Fixed Strike Commanders always having cloak
  • Jumping resets a unit's velocity again
  • Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed
  • Slowing weapons now affect construction speed
  • Fixed Storage description
  • Healthbars cannot show negative health values.

Interface
  • Fixed Ctrl+C selection of commanders with more than one commander
  • Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc
  • Command menu tabs can be scrolled with [,] and [.]

Balance
  • Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)
  • Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000
  • Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15
  • Tick: Param time 30s -> 25s; Damage 4k -> 3.5k
  • Behemoth: cost 3000 -> 2500
  • Firewalker is more accurate
  • Bandit turret turns 55% faster

Graphics
  • Pyro has a new model/texture
  • VR Grid no longer obscures weapon effects and the like
  • Behemoth has a flashier weapon effect