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ZeroK: More Planetwars Testing

With the Steam release fast approaching we have launched another test Planetwars to fix any lingering issues and ensure that it all works. For stability there are few new features however we have found the time to do some balance changes on the structures. The largest change is that victory points decay at 1/turn if at least two factions have VP, this is similar to the influence decay mechanic for planets.

It would be foolish to run Planetwars over the release as it is not the best place for brand new players and there are potential server load issues. We’ve been running these tests to let us run a full lore-and-all round shortly after the release. Exactly when will depend on circumstances.

ZeroK: Zero-K v1.6.3.5 – Sea and Rogue Fix

The most noticeable features of this versions is a balance pass for sea and a fix for the Rogue buff. The projectile speed buff for Rogue was accidentally not applied due to a bug. This has been fixed. We’ve also made other fixes and balance changes, including engine stability fixes that are not listed here.

Balance

Shogun:

  • Cost 4K -> 5K
  • HP 12K -> 8K
  • Reload time 10s -> 15s (DPS 450 -> 300)

Corsair:

  • Cost 220 -> 240
  • Speed 3.2 -> 2.7
  • Damage 512 -> 234
  • Reduced spray angle and projectiles per shot.
  • Reload time (for each shotgun) 2.4s -> 2.0s

The weapon changes make its shotgun the same as that of a Scallop.

Cutter:

  • Slightly increased size.
  • Reload time 1.5s -> 2.0s
  • Range 330 -> 260
  • Damage 34 -> 35

Hunter:

  • Increased model and collision size by a bit less than 50%.

Mistral:

  • Damage 280 -> 200 per rocket.

Siren:

  • Health 4000 -> 3750

Envoy:

  • Health 2500 -> 2000

Rogue:

  • Fixed the bug that prevented the projectile speed buff from 170 -> 200 taking effect.
  • Health 570 -> 580

Glaive:

  • Speed 3.9 -> 3.85

Note that Glaive had 3.8 speed and cost 65 metal this time last year.

Increased Gremlin DPS by 5.4%.

Tarantula buff:

  • Cost 400 -> 380.
  • Damage 220 -> 260.
  • Projectile velocity increased 22%.

It has much less DPS/cost than Vandal so the change is probably safe.

Phoenix:

  • Health 650 -> 720
  • Possibly increased the spray angle of its bombs.

Early Engineer commander nerfs:

  • Level 1 buildpower 12 -> 10. Other levels are unchanged so you now consistently gain 2 BP per level up to 20.
  • Build range 250 -> 220 but with a bonus of +12 per level up to a maximum of 280.

Other commanders:

  • Build range 128 -> 144

Sight range buffs:

  • Dirtbag 300 -> 350
  • Mason 255 -> 273
  • Welder 280 -> 300

Added overkill prevention for Stinger and Grizzly.

Interface

  • Reduced Grizzly laser brightness.
  • Reduced some spider reply volumes.
  • Fixed some burst damage displays on the UI.
  • Moved HUD skin options to advanced options.
  • Selection rank now only inherits through commander morph.
  • Updated old avatars.
  • Fixed some units failing to fire at wrecks (such as Tremor).

Previous Versions

  • Locust fire angle 90 -> 135
  • Optimized Tremor.
  • Fixed Adv. Radar animation.
  • Fixed the double cloak cost bug.
  • Fixed Solar AI.
  • Fixed overhead icons for captured units.

ZeroK: Zero-K v1.6.3.2 – Rabbit Hole of Balance

The smooth aiming update from early February is paying dividends in balance disruption. Units with high turn rate (ie Reaver) and high fire rate (ie Reaver) gained the ability to jink while constantly firing at their target, effectively increasing their DPS. We’re working to address this, as well as to make Tank and Jumpbot back into real factories.

Balance

Units can now be force fired at trees, rocks and wrecks to clear paths and deny reclaim.

Reaver:

  • Auto regen +30 -> +20
  • DPS reduced by 7.2%

Kodachi:

  • Auto regen +10 -> +15
  • Burn time lots -> 5s.
  • Damage 120 -> 150.
  • Ground fire DPS increased by 25%.

Blitz:

  • Removed unique EMP explosion as it is often detrimental.
  • Normal damge 170 -> 200
  • Reload time 2.6 -> 2.7 (old value was 3)

Ogre:

  • Health 1650 -> 1850

Pyro:

  • Increased burn chance from 10% to 40%.

For the mathematically disinclined this corresponds to a 95% chance to set units on fire after a second of continuous fire. Previously the burn chance after a second was 47%.

Made puppies not terrible:

  • Removed goo inefficiency (goo cost 75m -> 50m).

Grizzly:

  • Health 9000 -> 8400

Siren:

  • Now hits, even if it misses (like Ripper).

Dante

  • Increased Flamethrower burn chance to 40%.

Commanders:

  • Build power module nerfed from 5bp to 4bp.
  • Increased Flamethrower burn chance to 40%.
  • Engineer commander now aims prior to firing, resulting in a slightly longer effective unpack time.

Faraday:

  • Reload time 2.4 -> 2.6 (pre-buff was 2.8)

Personal shields now start at 100% charge. This affects some shieldbots and commanders.

Unit AI:

  • Fencer now uses its limited AI to keep away from Ogre (default off).
  • Units no longer try to jink around Kodachi.
  • Kodachi tries to keep at maximum range against more types of unit.

Interface

  • Added ‘Edit Behaviour’ to space+click menu opens the initial unit states menu entry for the unit.

Fixes

  • Fixed random startboxes.
  • Fixed Welder firing jerkyness.
  • Fixed enemy cloak visual error.
  • Fixed projectile lights stacking issue.
  • Fixed pause button issue.
  • Fixed rare Raven issue that could cause it to be stuck low.
  • Fixed Cutter Debris size.