Games Planet
ZeroK: May 1v1 Tournament now on the 27th
ZeroK: 1v1 Tournament May 27th 2017
FreeOrion: FreeOrion v0.4.7 released
FreeOrion: FreeOrion v0.4.7 released
ZeroK: Zero-K v1.5.4.11 – Empire Wins Planetwars
A few days ago, Empire won the latest round of Planetwars with a deep strike to capture Sparta, the Federation homeworld. Throne was lost in the process (due to a malfunctioning warp jammer) but after a developer discussion we decided to continue the round with the surprising (to some) rule that homeworlds can be exploded. We aim to fix the bugs and balance issues found in this round and run further planetwars until we can support lengthy galaxy-wide wars. We should mostly be simplifying and polishing current mechanics instead of adding any new big things to planetwars.
Feedback is welcome.
Balance
- Disarm now interrupts bursts (in the same way that EMP does). For example a Catapult can start firing, get disarmed and finish firing when the disarm wears off.
- Djinn obeys disarm.
- Commander area jammer and area cloaker modules now drain energy. Not draining energy was a bug.
Interface
Added selection filtering, as requested here: http://zero-k.info/Forum/Thread/23954.
- All units have a Selection Rank state toggle that ranges from 0 to 3.
- Structures have rank 1, constructors have rank 2, and combat units (commanders included) have rank 3.
- When selecting multiple units the units without the greatest rank in the selection are filtered out.
- Hold Shift to ignore rank and create selections of mixed rank.
- Hold Ctrl to ignore rank above a certain (configurable) threshold. The default ignores rank differences above 1, this means that Ctrl+A will select all units with rank at least 1.
- Selection Rank is a state toggle so you can configure your unit defaults in ‘Game/New Unit States’, just like any other state toggle.
- If you don’t want selection filtering then disable it in ‘Settings/Interface/Selection’.
Hotkeys for setting a particular unit state are now configurable in the ‘Game/Command Hotkeys’ menu. Previously the only state hotkeys available through this menu would toggle the state. With these new commands you could, for example, bind a key to set your units to hold fire by binding “Fire State: 0”.
Improved the state toggle icon for overkill prevention.
Chickens
- Fixed to White Dragon behavior.
- Removed Spidermonkey weapon lighting and reduced impulse.
- Tweaked some timing values. Lategame chickens occur slightly earlier and small chickens become obsolete sooner.
- Added savegame support for chickens.
Fixes
- Fixed command hotkey visualization for de-disabled commands during tutorials.
- Fixed night view in missions.
- Fixed Hacksaw description.
- Fixed unit AI command for non-transports.
- Fixed some shader errors on strict drivers.
- Fixed slow mex glow update when overdrive changes.
- Fixed Convict animation.
ZeroK: Zero-K v1.5.4.4 – Balance Tweaks
ZeroK: PlanetWars starts!
Restarting Development
ZeroK: Zero-K v1.5.4.0 – Planetwars Preparation
Planetwars is all set to start on Friday at 17:00 UTC. This new round introduces three factions and some tweaks to design and balance since last round. Structures do more ingame and metagame balance has received some tweaking. The aim is to support a prolonged, multi-front, war with wrestling over victory points generated by artifacts.
Peruse the galaxy map and join a faction: http://zero-k.info/Planetwars
Keep track of the time with this countdown timer: https://www.timeanddate.com/countdown/generic?iso=20170407T17&p0=1440&msg=Zero-K+Planetwars&font=cursive&csz=1
Main Planetwars Changes
- Artifacts victory works on victor point production. Capture and power artifacts to accrue points.
- Each faction has a well defended homeworld. Capturing an enemy homeworld is an alternate path to victory.
- Battles near your homeworld produce slightly more battle. If you fight disconnected from your homeworld the battles will produce much less metal.
- Warp Core Fabricators is replaced with single use Warp Gate structure.
- Structures have more ingame effects: factories produce a few units, defense structures spawn drones, energy generators produce a little energy.
- Structures can be evacuated if you have a functional wormhole. Losing a defense no longer means all your structures will be disabled.
- Structures now have wrecks which can be reclaimed for a reasonable amount of metal.
Interface
- Sniper shot finder widget no longer works. A good visualization design for Snipers is pending.
- Added a proper icon for the overkill prevention unit state.
- Fixed some tab playerlist glitches.
- Added option to not show FacPanel selected factory build panel.
- Added Blastwing as an exception to the cloak firestate widget.
- Attrition counter is no longer minimizable (removes the ugly minimization bar).
- Added game-wide colour blindness correction shaders, configurable through ‘Settings/Graphics/Accessibility/Color Blindness Correction’.
- Added multiple team colour selection settings to a dropdown menu on the bar in the top left.
- Standard embark command now works for Jump, Guard, Reclaim, Repair, Resurrect and Construction.
- Embark command now works automatically for constructors. Constructors with auto-transport are now automatically transported between their tasks. Good for taking mexes over a large area.
- Selection window groups unit types together when in unstacked mode.
Fixes
- Blocked attack commands near Defender, LLT and HLT maximum range to prevent most cases of manual attack ground overshoot.
- Hawks reduce their engine thrust when slowed.
- Fixed construction priority issue with calculating energy used for overdrive when low on energy.
- Fixed a chicken spawn error.
- Scorpion wreck blocks unit movement.
- Redudant unitdef tag cleanup.
- Fixed Barren mex config.
- Fixed Rogue failing to skirmish Scalpel.
- Wreck -> Debris should now be consistent for all units. Some units had two levels of wreckage for legacy reasons.