RTS
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OpenRA: Release 20210321 and a new website
Warzone2100: Release 4.0.0 beta2
ZeroK: Zero-K v1.9.30 – Anti-Bait Update
The big feature in this update is bait prevention. Units and turrets, such as Artemis, should be significantly better now that they can more precisely obey your wishes. Felon is a beneficiary as it can be told to avoid armoured units, but it may be kept in check by another new behaviour: Most units now fire at the edge of small shields if there is nothing else in range.
There are few actual balance changes to better observe the ramification of the latest advances in unit command. Apart from that there are a few features and fixes, such as the ability to click on names in the endgame stats to highlight a line, and improved map filtering.
Balance
Advanced Radar moves towards justifying its cost, as an experiment.
- Cost 500 -> 400
- Sight 800 -> 1120
- Range 4000 -> 5600
Claymore has a smaller collision volume.
Duck missiles have less fuel, but still enough to hit land targets.
Jugglenaut and Newton now have aim lookahead (aiming towards targets that are about to enter range).
Behaviour
Units and turrets reload time or costly projectiles can now be told to avoid low value targets. This can be configured under Settings/Unit Behaviour or controlled with the Avoid Bad Targets state, which is shown by default. The states are:
- Disabled.
- Free – Avoid light drones, Wind, Solar, Claw (Badger mines), Dirtbag, nanoframes up to 50 metal and armoured targets (except Crab).
- Light – As above, as well as units costing less than 90, Razor, Sparrow and unidentified radar dots.
- Medium – As above, as well as units costing less than 240, except Stardust, with the addition of Raptor.
- Heavy – As above, as well as units costing less than 420.
Some units default to Free and a few default to Light. The behaviour is overridden by Attack Move as well as manual targeting.
Units are also more opportunistic when it comes to fighting shields, now firing at nearby small shields if nothing else is in range. Most non-artillery do this and it is essentially a range buff against shieldballs. This behaviour, called Ward Fire, can be configured in Settings/Unit Behaviour or enabled as a state toggle under Settings/Interface/Commands.
There are also a few improvements to Attack Move.
- Siren brings its main gun into range on Attack Move.
- Most skirmishers and assaults no longer engage drones on Attack Move, however they will still fire at them if nothing else is in range.
Interface
- Individual players can now be highlighted in the endgame graphs by clicking on their name.
- Improved the filter box of the map list.
- Renamed ‘Map Selection’ to ‘Set Map Bans’ in the Matchmaker Tab.
- Selecting Puppy, Athena, Caretaker and Strider Hub enables the reclaim highlight overlay.
- Unit info screens now show movement type.
- Clarified Reaver and Hercules helptext.
Fixes
- Greased Tremor rotary drive.
- Fixed Crab curling?
- Fixed Adamantine Mountain team names.
- Fixed newly constructed units sometimes not following factory waypoints.
- Fixed overkill prevention sometimes knowing too much about unidentified radar dots.
- Fixed trouble toggling Puppy Goo.
- Fixed some parts of long terraform queues being cancelled prematurely.
- Removed Leaper Chickens from planets Sapphire and Vis Ragstrom.
Warzone2100: Release 4.0.0 beta1
OpenHV: 20210221
0AD: New Release: 0 A.D. Alpha 24: Xšayāršā
Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 24: “Xšayāršā” (pronounced: Khsha-ya-ṛsha), the twenty-fourth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after Xerxes the Great, ruler of the Achaemenid Empire from 485 to 465 BC. Youtube: … Continue reading
ZeroK: Zero-K v1.9.2.0 – Hot Stardust and Curtailed Cloaking
This is a balance patch, with changes to raiders, artillery, turrets, cloaking and drones. Each of the medium turrets has been nerfed, with a large nerf for Stinger, a fancy nerf for Stardust, and small nerfs for Faraday and Gauss. Most of the raiders with high burst damage have less range, as they may have been buffed a bit too much by the aiming improvements of last year. Some of the more oppressive artillery is a little worse, area cloaking is harder to use in general combat, and commander drones should be less annoying to fight.
Other changes include an excellent new walk animation for Outlaw and some behaviour fixes for Attack-Move.
Units
Duck reliably hits units as small as Glaive, but lost a little range. It is a little sad to see a physics trick go, but Amphbots should not be balanced around around swingy raider interactions.
- Land range 240 -> 235
- Projectile velocity increased by 10%
- Projectile turn rate increased by 39%
Venom lost some range and health.
- Range 245 -> 240
- Health 750 -> 740
Dagger lost the most range because it is the fastest.
- Range 212 -> 205
Blitz didn’t lose any range because it is not as popular as other burst damage raiders.
Claymore is more reliably useful, but we are taking care to not make it too powerful too quickly.
- Health 1260 -> 1300
- Projectile speed increased by about 50% (both on land and sea)
- Range 300 -> 280 (both on land and sea)
Sling loses some damage in sympathy with Stinger.
- Damage 150 -> 140
Badger loses most of the 25% damage buff caused by fixing its 5th Claw bomblet.
- Mine damage 200 -> 170.
Tremor finally loses the ability to fire while moving, and must pack up to move.
Turrets
Stardust now ‘heats up’ as it fires, reducing fire rate as it does so. This allows it to retain most of its power against raiders while dealing less sustained damage to tankier assaults.
- Gains 3.8% heat per shot.
- Loses 14.3% per second.
- Slow scales up to 50% at max heat.
- Starts with 100% heat.
Faraday is more of a weighty choice.
- Cost 250 -> 260
Gauss deals less damage to lean into its anti-artillery role.
- Reload 2s -> 2.1s
Stinger is less efficient and easier to assault.
- Cost 420 -> 450
- Health 2475 -> 2250
Mechanics
Starting metal is lower to give small units a bit more space to breathe.
- Income +6 metal, +8 energy -> +5 metal, +8 energy (-1 metal income for commanders).
- Initial resources 300 metal and energy -> 250 metal and energy.
Cloaking an army for general combat is now harder and less effective.
- Iris radius 440 -> 400.
- Increased recloak time for area cloaking 5s -> 6s.
- Default decloak radius for area cloaking is now 12*footprint + 56, instead of 75. This means most units have a decloak radius of 80, 92 or 104.
- Imp and Snitch, which have their decloak radius increased 75 -> 80. Other units with personal cloak are unaffected by the decloak radius change.
Companion Drones are cheaper and easier to catch with raiders.
- Cost 300 -> 200
- Range 180 -> 150
- Cruise Alt 100 -> 85
- Guardian progression 1/1/2/2/3/3 -> 1/1/2/2/2/3
Battle Drones are also cheaper, but Guardian Chassis only receives one for free.
- Cost 500 -> 350
- Range 240 -> 200
- Cruise Alt 100 -> 95
- Guardian progression 0/0/0/1/1/2 -> 0/0/0/0/1/1
Fractional reload times resulting from status effects are now rounded to the nearest frame, rather than round down. This buffs units with slow damage, particularly against units with a high rate of fire.
Behaviour
- Moving now consistently grants immunity to being kidnapped by enemy transports.
- Units on Attack-Move now periodically reset their target. This ensures that they don’t end up chasing retreating enemies through enemy lines.
- Improved Emissary movement packing.
- The Alt+N default terraform hotkey makes slightly higher walls.
- Added a Caretaker deathclone, it blocks movement like most deathclones.
- Made it a little easier to shoot Lotus and Stinger from the bottom of cliffs.
- Tactical AI is off by default for Emissary.
Visuals
- Improved Outlaw walk animation.
- Increased Bulkhead icon size slightly.
- Added checkbox options for unit halos, platters, selection halos, and selection shapes.
- Teamplatter widgets use the same base scaling as selection shapes.
- Map dimension and type are now shown below the map in the lobby.
Fixes
- Fixed EMP breaking factories.
- Fixed Archer unit AI sometimes closing range inappropriately.
- Fixed Puppy Gather settings under Unit Behaviour not being applied.
- Damaging or killing drones no longer counts towards endgame stats.
- Reduced the permeability of the side walls of Shielbot Factory, Cloakbot Factory and Hovercraft Platform.
- Fixed camera state recall and ctrl/alt+MMB rotation jitters for COFC (the advanced camera).
- Fixed build spacing widget crash on rapid camera rotation.
- Disabling a selection widget no longer enables the basic selection squares if any other selection widget is enabled.
- Fixed Area Mex with Space, and no other modifiers, held.
- Fixed map terraform masking not applying to smoothing.
OpenRA: Playtest 20210131
ZeroK: Zero-K v1.9.1.0 – Mod Page and Slower Kodachi
Tanks have been oppressive lately, with their ability to exert a lot of early pressure. Bakuhatsu suggested a slower Kodachi and organised some testing, which went fairly well, so we’re going with this large yet simple change. In other news, playing new mods is now as simple as a single button on the mod page, Dirtbag is the guinea pig for a new animation system, bombers are a bit easier to control, and various lingering bugs have been fixed.
Balance
Kodachi no longer outruns Glaive and Scorcher.
- Speed 117 -> 108
Features
- Bombers are smarter about rearming. They now temporarily skip to their next Move command after bombing, ignoring intervening Attack commands. This makes queuing a safe retreat after bombing a group of units much easier.
- Added a ‘Play This Mod’ button to mod pages on the site. See Future Wars for an example.
- Improved Dirtbag walk animation.
- Added Disarm Award.
- Added some Portuguese translations.
- Updated Russian translations.
Interface
- Save channel topic to avoid re-displaying it multiple times a session.
- Added a filter field for the map list.
- Added a toggle for excess metal flash under ‘Settings/HUD Panels/Economy Panel’.
- Added a toggle for Attrition Counter under ‘Settings/HUD Panels/Extras’ so it can be bound to a hotkey.
- Added free stockpile to ‘/luarules nocost’.
- Added a few tip window settings under ‘Settings/HUD Panels/Unit Stats Help Window’ – useful for tutorial videos.
Fixes
- Fixed a premature victory bug on Planet Tempest (as well as a few other missions).
- Fix terraform mex placement UI.
- Fixed airpads not working slower under slow/emp/disarm.
- Fixed a few poorly configured projectile lights.
- Fixed Slow Award damage calculation against commanders.
- Fixed team names on Adamantine Mountian.
- Fixes for the WIP Caretaker AI. It can be tested by enabling the widget ‘Auto Patrol Nanos v2’.