RTS
There are 599 posts filed in RTS (this is page 35 of 60).
ZeroK: Zero-K v1.6.12.0 – Archer fix and Constable buff
ZeroK: Engine Testing – Beta Branch Edition
The issues with the AI from the last engine update attempt have been resolved. This time, instead of applying the latest update, we’re asking players to test the beta branch. Be sure to report any issues and post if you test so we can judge the effectiveness of the beta branch approach.
In other news, @_Shaman is coordinating players to nominate Zero-K for the “Most Fun with a Machine” Steam award and nominations close in two days. See this thread for more information: http://zero-k.info/Forum/Thread/27434
Openage: D10: Openage modding API – Restocking farms
ZeroK: Engine Update
ZeroK: Zero-K v1.6.11.3
The bulk of this update consists of technical changes required to make Zero-K compatible with the latest engine version. We aim to update the engine version shortly, if everything goes to plan.
The benchmarking from last week successfully found an effect and we’d like to thank everyone (around 100 people) who submitted a benchmark. The one-click benchmark has been changed to compare the old and new engine versions.
Balance and Behaviour
- Lobster now adjusts its trajectory against particularly high or low targets for more consistent lobbing.
- Commander heatray no longer fails to gain damage with range modules.
- Bandit unit AI now skirmishes against more targets.
- Artemis missiles now cost 80 metal each (up from being free).
- Widow no longer fires at radar dots by default.
Fixes
- Fixed small hovercraft sometimes failing to leave their factory automatically.
- Blocked gunship direct control exploit.
- Fixed dive bomber performance impact when diving many shields.
- Fixed Mearth.
- Fixed occasional random reordering of matchmaker queues.