ZeroK: Ladder rework

Ladder ratings have been modified to be more intuitive. Now your ladder rating will always increase when you win a game and decrease when a game is lost. The rank brackets are now global and equal for all users. Once you reach a 20% threshold in the next bracket, you will rank up. Once you go more than 20% below your current bracket, you will rank down. Ratings will change less between games.

The way this is implemented is with two major changes. Firstly, ladder rating is only updated playing a game. So there will be no rating changes when you’re not playing and it will never go opposite to whether you won/lost. Additionally, the rating changes use a moving average to smooth out changes. Secondly, the target rating for the ladder rating is now a monthly average. This means that instead of just looking at your most recent rating, your rating over the whole past month will be averaged, weighted by the number of games played each day. This should make for more stable monthly ladders.

There’s also been a fix for people who haven’t played within the last 30 days still being displayed on the ladders. This means that there will be less rated players, and thus less purple ranks (top 1%).

ZeroK: Zero-K v1.7.9.0 A Bunch of Fixes

Policing a list of banned exploits sucks for any competitive game as it is a task rife with ambiguity. Two exploits were revealed quite recently, and while the community has been good enough to avoid breaking the game, it is best to fix them as soon as possible. Hence this update.

Zero-K would not be Zero-K without creative use of physics weapons so only the most broken aspects of the mechanics were patched. The real feature of this release is that players are again free to experiment without constraint. At this point, every trick or tactic that is possible within the game mechanics is allowed. Have fun!

(Note that using mechanics to troll is neither a ‘trick’ or ‘tactic’.)

Large Fixes

Lobstervators and Placestations can no longer be built arbitrarily high in the sky. This is achieved essentially by making Lobster and Placeholder gradually lose impulse power at an altitude of around 600 to 1000 elmos, preventing unbounded expeditions into the sky.

Krow can no longer be made to oscillate to arbitrarily fast speeds.

Claws have been fixed, resulting in a DPS buff for Badger of at least 25%.

  • Fix the 5th Claw missile not appearing. This is effectively a 25% damage buff.
  • Fixed Claw not spawning on direct hits.
  • Claw no longer randomly delays its shot upon spawning.
  • Fixed Claw failing to 1-shot a 200 health target.
  • Fixed some other cases where Claw would randomly fail to spawn.
  • Claws no longer bait enemy fire in the short gap between firing and death.

Chicken have received fixes for sea maps.

  • Chickens now have sonar and can see underwater
  • Removed chicken speed penalties on the sea.
  • Melee chickens now move on the oceanfloor.
  • Chicken projecties can shoot underwater.

Medium-Sized Fixes

  • Flamethrowers no longer occasionally penetrate shields.
  • Fixed Starlight aiming. It can now snipe a Gnat at max range.
  • Fixed Widow occasionally missing.
  • Fixed structures failing to block anything (so they could be stacked) when placed on particular sharp cliffs.
  • Jugglenaut is now able to target Archer.
  • Fixed issuing a duplicate construction order with Shift+Right Click not canceling the order.
  • Unit states are no longer reset to their default upon loading a game.

Small Fixes

  • On/Off state can now be toggled on units that are under construction.
  • Disintegrators now lead moving targets correctly.
  • Fixed units eventually failing to follow patrol orders.
  • Damaged units no longer emit smoke while cloaked.
  • Jumpjets now work on non-amphbious units flying over the sea.
  • Metal spot circles now update with changes to nearby terrain.
  • Glint is invulnerable while its parent Starlight lives.
  • Removed some of the sharp speed and frequency limits that determine whether a Lobster can launch a unit. The limits now consist of a gradual loss of impulse power.
  • Another attempt at metalhead Gauss.
  • Improved hitboxes for Athena and Scorpion.
  • Improved hitboxes for the deathclones of Athena, Scorpion, Phoenix, Wasp, Moderator, Raptor, Owl, Tarantula, Venom, Recluse, Ravager, and Dominatrix.
  • Added a deathclone for Sparrow.
  • Fixed the disruptor bomb sound for Commanders and Disco Rave Party. Toned down the high frequencies.
  • Fixed Zenith with the Fire Once modifier (Ctrl + Force Fire).
  • Zenith is able to damage itself.
  • Removed pulsating teamcolour.

ZeroK: Zero-K v1.7.8.2 – Superweapon Balance and Gunship Buffs

In this version we take a closer look at superweapon balance and buff some gunships. As is the way with superweapons, they ended up more expensive but also more awesome. The gunship buffs are more experimental and aimed at producing more variety in air play.

The new save/load system has been fixed and re-enabled. This system saves many more details about the game, so report any new issues you find. Some other notable other changes are the performance improvement for Tremor, fancier unit textures, friendly fire fixes, and Ravens that are better at bombing on tall cliffs.

Matchmaking

  • Added Frosty Cove, Crubick Plains, Frostburn, Shimmershore.
  • Removed Into Battle, Onyx Cauldron, Shifting Sands, Izki Channel.

Balance

Some of the gunships have been left behind by the evolving nature of balance and meta. Some (Revenant) were never that good. With these changes we may see more than Nimbus, Trident, and Krow.

Wasp:

  • Cost 260 -> 240
  • Health 600 -> 850
  • Speed 3.1 -> 3.2

Gnat:

  • Health 350 -> 420
  • Damage 600 -> 700
  • Range 180 -> 160

Locust:

  • Turret arc 160 degrees -> 180 degrees
  • Buffed DPS by 4%

Harpy:

  • Speed 3.65 -> 3.8

Revenant:

  • Cost 900 -> 850
  • Health 3400 -> 3600
  • Manoeuvrability buffed by 11%
  • Range 300 -> 270

Many players noticed last month’s Zenith buff so we have taken a closer look at the balance between superweapons. Disco Rave Party, at 36k cost, is now the cheapest, which is appropriate for its relatively low range and DPS. Starlight is no longer countered by terraform and has a healthy range advantage over Zenith, so it is a bit more expensive.

Disco Rave Party:

  • Reload time (for each weapon type) 6.1s -> 6s

Zenith:

  • Cost 32k -> 40k
  • Damage 2000 -> 1600
  • Stockpile rate 1.2s -> 1s
  • Fixed a bug that caused it to be unable to fire at max range, resulting in a range buff of 8800 -> 9000

Starlight:

  • Cost 40k -> 45k
  • ‘Aiming’ Laser DPS 5400 -> 4500
  • Main Laser damage 5400 -> 18k
  • The Main Laser is now extremely good at cutting through terrain.
  • Range 9000 -> 10500. The build UI shows 10000 range to account for the effect of shooting a laser from high in the sky.

Light Particle Beam Commander weapon:

  • DPS 180 -> 210
  • Range 310 -> 300

Made Light Particle Beam and Heavy Particle Beam consistent with the -25% DPS of Disruptor Ammo.

The line of sight of land units launched into the sky is now larger. In terms of a 3D shape, line of sight is now an elongated sphere whereas previously it was an inverted cone.

Graphics/Interface

  • Increased the highlight of small wrecks.
  • Added a shader that automatically infers normals for units and features that lack them. It makes the units look more detailed when viewed close up.
  • Increased the minimum shield transparency as they would be near-invisible at very low values.
  • Improved the effect of the Starlight main laser.
  • Fixed broken unit information entries (space + click) of Disco Rave Party, Zenith, and Starlight.
  • Added a state toggle to Lobster to make it ignore attack commands.

Fixes

  • Fixed and applied the improved save game system.
  • Reduced the CPU load (due to terraform) of Tremor by around 50% and allocation load by around 99.5%.
  • Increased the amount Raven can climb against targets on cliffs. It is now much better at hitting units on tall terraform hills (up to around 1000 elmos).
  • Blocking the the Starlight beam from the ground station to the satellite now interrupts the beam from the satellite.
  • Maps with completely impassible areas now have those areas applied.
  • Fixed some dual-weapon friendly fire. This fixes Detriment, Envoy, Ogre, Hermit, and Siren.
  • Fixed a case in tactical AI behaviour that caused Scorcher to jink out of its own range.
  • Fixed cautious riot units (Mace, Ripper, Ogre) backing out of range of explosive structures.