ZeroK: Zero-K v1.6.5.5 – Fix update: the return

More fixes for issues that some of us just couldn’t leave well enough alone, and other things besides.

Features

  • Added autosave functionality

GUI

  • Added option to not automatically unpause the game in singleplayer when closing menu
  • Added a slider to scale healthbar size
  • Pregame building queue anti-spam: now limited to 30 buildings
  • Camera pan speed setting in main menu affects all camera types
  • Prettier loading bar
  • Reorder main menu options to be more easily readable
  • Tweak load game menu

Bugfixes

  • Fixed game ending before start if someone quits
  • (Perhaps) fixed main menu blackout bug
  • Fixed Flux Amplifier damage bonuses
  • Misc. fixes

Miscellaneous

  • Steam updates to lobby menu/client should be much smaller now

ZeroK: Zero-K v1.6.5.2 – Fixes

The commander regeneration bug prompted an urgent fix. We also managed to get in an improvement to Missile Silo controls, and address various other issues while we were at it.

UI

  • Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.

Bugfixes

  • Fixed commanders’ autorepair scaling with their buildpower.
  • Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).
  • Fixed Swift speed boost’s cooldown bar.
  • Fixed metal spot circle thickness and mex animation speed with high metal mults.
  • Fixed commanders displaying the wrong decloak distance.