in RTS, Strategy

ZeroK: Zero-K v1.8.4.4 – Engine Update

From ZeroK: link to original post

Recent engine development focused on a single number - the CPU usage of terrain rendering - and a new version is ready for release. The old renderer was quite expensive when zooming around, even lategame, whereas the new one is barely noticeable. For the best results consider tweaking your map detail settings.

Along with the engine update we have fixed a few issues from v1.8.4.0. The elo options in !proposebattle now work and there is a larger teams matchmaker. Lingering Lobster bugs are gone and Crab has some additional fixes.

Engine


  • Map rendering is much faster. This should be especially noticeable on lower-spec computers.
  • Nanoframes no longer decloak. As a side effect terraform construction points are no longer placed far underground.

Lobby


  • Fixed the minelo and maxelo options in !proposebattle.
  • Split the 2v2 - 4v4 matchmaker queue into 2v2 - 3v3 and 4v4 - 6v6.

Game


  • Fixed Lobster throw bugs and unreliability. The improvements of v1.8.4.0 are now properly live.
  • Hacked around Crab uncurling issues to make the bug less common.
  • Units no longer run away from economic structure AoE if the structure is in a hole.
  • Fixed some map trees having unintentionally low energy values.
  • Added compatibility for some maps that set the energy values and reclaim time of trees too high.