ZeroK: Zero-K v1.6.7.3 – Fixes

Recent work has been mostly focused on fixes, the most important one being the mex stacking bug that would allow players to extract infinite income from a single metal spot. We’ve nevertheless managed to introduce some minor features as well.

Features

  • Resource bars: flow can now be represented as a number instead of as >>> arrows. Space+click the resource bar to configure (“Flow as arrows” checkbox).
  • Chicken: Custom now has two more options: queen health multipler and vave size multiplier
  • There’s now an option to enable the campaign commander chassis in games, look under the Start tab
  • Mex spot income text now keeps upright when rotating the camera
  • Kudos skins for donators no longer require account level 10 to use
  • Added new sound for tacnuke launches by Apelsinsaft
  • The teams matchmaker now guarantees a minimum win chance for each team. This should make it a little more lenient towards parties.
  • !predict now shows teams and win chances in team games before they start
  • Matchmaker battles now have more descriptive titles

Bugfixes

  • Fixed stacked mexes receiving income
  • Fixed fall damage being much less than intended (on flat ground, the vertical component was ignored)
  • Fixed various shader compilation errors
  • Fixed control groups being affected by selection priority
  • Fixed Iris not waiting for stragglers guarding it after loading the game
  • Fixed wreckage becoming unresurrectable after game load
  • Fixed morph message inconsistency (now says X -> Y, previously said just X for commanders and Y for everything else)
  • Fixed wrong burst damage shown for selected Blitz
  • Fixed a comsharing (squad) error if bot owner drops before the game starts
  • Fixed an error when sharing a +0 mex to an ally
  • Fixed movement errors that occurred in extremely long (2h+) games
  • Fixed an error if the chicken queen tries to land/takeoff after game over
  • Fixed some errors for floaters being picked up by transports
  • Fixed missing lights for Raven and Impaler weapons
  • Fixed units not being as accurate as they should at lower veterancy levels
  • Fixed an exploit where a spec could force-resign the players on team 0
  • Fixed the entire squad being resigned if one member resigned
  • Fixed team names for Frozen Planet v3
  • Fixed website issues with commander morph configuration
  • Fixed FFA win chance predictions
  • Sped up balance algorithm

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.