in RTS, Strategy

ZeroK: Zero-K v1.3.6.0

From ZeroK: link to original post

The recent lack of releases has caused this release to be extra large. It is packed with a bunch of minor fixes and decently sized balance changes. The balance changes mostly act on wacky extra stuff (Sea and Jumpjets) instead of the 'core' game. This version (or a soon to be released hotfix) is the last version of ZK to run on 91.0.

The image from the newly released map, Incandecence.


Balance



Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:
  • Cost 90 -> 85

Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:
  • Reload 15 -> 18

Recluse has a small buff to see if it can regain usefulness:
  • Cost 300 -> 280

Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:
  • Cost 300 -> 240

Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.
* AoE 256 -> 128
* Projectiles 2 -> 10
* Increased spray angle on projectiles.
* Duration 20 -> 16
* Cost 1200 -> 900

Fixed and slightly buffed gravity guns to compensate for engine changes.

Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.


Sea Balance



As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.

Scallop redesigned as an effective underwater riot:
* Much more able to hit fast things
* AoE 64 -> 100
* Damage 180 -> 360
* Reload 1 -> 2
* Range 430 -> 230
* Sonar Range 300 -> 350

Hunter also redesigned as an effective riot with can outrange Scallops:
* Health 1850 -> 1200
* Damage 96 -> 186
* Impulse significantly reduced.
* Range 340 -> 350
* Reload 1.4 -> 2.2
* Improved tactical AI

Typhoon speed buff (otherwise Hunter beats it):
* Speed 2.5 -> 3.0

Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:
* Health 375 -> 600
* Range 290 -> 210
* Reload 7.5 -> 5.5

Enforcer:
* Cost 900 -> 800


UI



Banisher now has overkill prevention

Replay control improved
  • speed buttons show current speed
  • there is an optional progress bar
  • clicking the progress bar jumps to the selected time

Misc


[Spoiler]

Bugfixes


[Spoiler]

======= Version 1.3.5.1 =======

Version 1.3.5.1 was live for most of May but did not receive a release post at the time. Most of the changes were minor and making pictures is hard. The changelog is included here for completeness

Balance


  • Roaches and Ticks are now visible when ejected from a transport mid-air
  • Gauss footprint: 2x2 -> 3x3
  • Jump cooldown obeys status effects and is preserved through morph
  • Submarines taken out of water are targetable by land weapons and receive full damage from them
  • Quill now has a nano-arm animation, replacing arbitrary 2s delay before building

=== UI ==
  • Added Insert and Delete keybinds for building rotation. They coexist with the previous keybinds, this is to fix the German keyboard problem
  • Ravager now skirmed by Slasher Tactical AI
  • Added an option for mex circles to show owner colour
  • Unit Marker improved: added factories to the mark list and you can now pick which units to mark
  • Reorganised the help section of the F10 menu. There's now a basic ingame wiki here alongside the unit list
  • Various improvements to Central Build AI

Misc


[Spoiler]

Bugfixes


[Spoiler]