in RTS, Strategy

ZeroK: Zero-K v1.2.7.9

From ZeroK: link to original post

In this version we try to bring back Vehicles by half undoing some nerfs from a few months ago. Hovercraft have recieved a bit of a hit to try to bring them into line. Hopefully the changes do not overshoot.

Balance


Dagger:
* Cost 85 -> 90

Mace:
* Speed 2.2 -> 2.1

Slasher:
* Cost 150 -> 140 (undoing the cost part of the nerf which also lowered damage).

Ravager:
* Speed 2.9 -> 2.95 (undoing the speed part of the nerf which also lowered projectile velocity).

Wolverine:
* Can fire backwards.
* Slightly lower ballistic arc height.

Geothermal Power Plants can be built underwater.

Unit AI


Everything that skirms Glaives now skirms Skuttle. This was an oversight.

Everything that skirms Bandits now skirms constructors, mobile AA, Eraser and Aspis. Placing these units at the front of an army was able to trick skirmishers into not moving away from the entire army. This came up in a battle when a group of Rockos did not skirm a ball of Outlaws and Convicts.

Dart is now considered a less important target than Scorcher and Slasher.

Interface


Added a setting for the initial value of reserve. Energy has 5% reserve by default. Resources below the reserve threshold will not be used by constructors on normal and low priority.

Fixes


* Shield link behaviour should make more sense. It used to have strange link limitations. This version has no strange rules and only takes charge from neighbours.
* Fixed commander skin drawing.
* Fixed epicmenu search showing duplicate result of same options if that option use radiobuttons
* Removed A Magnificent Journey and Freedom's Calling peace tracks. They start too slowly.
* Fixed the appearance of a singleplayer ready button.
* Fixed Battleship death.