RTS
There are 599 posts filed in RTS (this is page 36 of 60).
ZeroK: 2v2 Tournament September 29th 2018
Openage: D8: Openage modding API – The Transformers
0AD: 0 A.D. Financial Report, September 2018
In the interest of transparency, the Wildfire Games team would like to report on its finances as of 2018-09-08. 0 A.D. has funds in two places: Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”); An account on Flattr, a Sweden-based microdonation provider. … Continue reading
Openage: D7: Openage modding API – Too many villagers!
ZeroK: Zero-K v1.6.9.0
With this update, the Cyclops will hopefully no longer dominate the 1v1 scene. We also have a sizable number of fixes and other improvements to go with it.
Balance
- Replaced Cyclops’ combination cannon/slow beam with a single disruptor cannon
- This is intended to enforce its role as an anti-heavy unit, reducing its effectiveness against small units
Graphics
- Added new Strike Commander skins: Chitin, Renegade
Sounds
- New sounds for various weapons
- Zombie mode sounds are back
GUI
- Missile silo has a “select missiles” button
Fixes
- Fixed units sometimes being permanently disabled by lightning
- Save/load now handles morph properly
- Fixed Outlaw (and similar) sphere GFX not appearing underwater
- Fixed lights being cut off when slightly offscreen
- Fixed gaps in blocks of nanoframes started with Q
- Athena no longer appears in gesture menu
- Workaround campaign disappearing terraform bug: restore effects of initial non-building terraform on game load
- Smarter parsing of disabled units string
- Fixed various Lua errors appearing ingame
Misc.
- Mex placement widget can no longer be disabled (accidentally or otherwise)