in RTS, Strategy

ZeroK: Zero-K v1.1.12.4

From ZeroK: link to original post

This stable exists to fix some compatibility issues with Spring 95.0+. However as I was making a stable release and seem to be the most active balancer I decided to do some balance tweaks as well. People like to know about these sorts of thigs

Balance



Large Shields:
  • Regeneration rate 57 -> 50 charge per second.

Brawler:
  • Cost 800 -> 760

Banshee:
  • Turret tolerance 180 -> 90 degrees
This makes it worse at fly-overs and at shooting aircraft.

Stiletto:
  • Cost 600 -> 550

Vandal:
  • Damage 70 -> 80

Panther:
  • Speed 3.9 -> 3.6
  • Normal Damage 160 -> 180
  • EMP Damage 800 -> 1600
  • Reload Time 2.5s -> 3s
  • Max Paralysis time 1s -> 2s

Reduced debris damage 50 -> 20. This is mainly because debris damage was previously 0 and Blastwing became ridiculous.

Other Things



Fixed fixedwing and bomber unit type detection in gadgets for 95.0+. This was causing the "bombers fail to shoot" issue and probably some others but nobody noticed those.

Fixed Tick ejection from transports.

Amphibious units now automatically float when a transport is told to load them.

- Updated Bloom shader to use in-shader Gaussian distribution. This allows for
resolution-independence, and seems to perform better, at least on 2-year-old or
newer graphics cards.

- Removed Blur and Glow Amplifier settings, and Dilate pass setting from Bloom
shader. Added Maximum Highlight Brightness setting, which sets the maximum
brightness that will be added to the scene.

- Modified bloom thresholding to smoothly threshold. Pixels near the threshold
add nearly nothing, and it scales linearly to Maximum Brightness.