ZeroK: New Rating System

We have recently switched to a new rating system. Elo is being replaced by Whole history rating. Although generally very similar to the old ratings, this means that rating values have changed for every player. Here are the most important things to know about the new system:

Core concepts that remained the same

  • Winning increases your rating, losing decreases your rating.
  • Defeating a higher rated player counts more than defeating a lower rated player.
  • Chance of victory is derived directly from the difference in rating between two players.
  • Rating decreases during periods of inactivity but is fully restored after playing a few games.

Main differences to the old system

  • The rating reacts faster to skill changes, especially noticeable for newer and casual players.
  • Instead of a single rating, the entire history of each player is memorized.
  • There are small daily rating adjustments. These are independent of activity and serve to optimize the rating’s accuracy based on past games.

Why change a working system?

  • Lessen the impact of smurfs due to much faster rating adjustments even for old accounts.
  • More accurate and stable ladders that are less susceptible to the outcome of single games.
  • The new system is a base for additional statistics that weren’t possible before.

This is just a very basic summary. If you want to learn more I suggest you check out the related forum thread or the original publication.

ZeroK: Campaign Week 8 – Spiders, Ships (and a Tournament)

This week’s campaign missions are another two-for-one, unlocking units with two unusual movement types: spiders and ships. These factories are a bit unorthodox and allow for new strategies. As usual, post feedback for these missions in the feedback thread: http://zero-k.info/Forum/Thread/24530

Experience-per-level has been re-scaled to lower the maximum level and give players more time around level four. There are also other fixes, including a fix for losing when a resurrected commander dies.

In other news, a tournament is being arranged for next weekend. See this thread for more details: http://zero-k.info/Forum/Thread/24531

ZeroK: Zero-K itch.io release

The itch.io release push is complete. Thanks to everyone who contributed, commented or configured the page. Here is the link: https://zerok.itch.io/zero-k

How does this affect those here? Many reading this already have Zero-K. Well, itch.io is potentially a way to gain players but it takes a little interaction on our part. If people could

  • Create itch account and rate or review our itch page,
  • Refer friends/strangers via our itch page,
  • Generally be whatever a “Mobilized Fanbase” is,

then we should climb in the itch rankings and be seen by many more people. You need itch to rate or review but it seems worth getting in any case, it’s like a game jam that never stops giving.

ZeroK: Campaign Week 3 – Shieldbots and Zero-K v1.5.11.1

This week we explore the Shieldbot region of the galaxy, with five shieldbot missions and a bonus mission. We have also released a Zero-K update, as well as some fixes and tweaks to the mission from week 2. Make sure to post feedback as these mission tweaks would not have occurred without it.

Post feedback here: http://zero-k.info/Forum/Thread/24441

Balance/Behaviour

Fencer:

  • ‘Buffed’ by raising its aim point by 10 elmos. Now it aims from the extended position of its missile launcher. It is technically now able to shoot over allies, wrecks and reclaims in more situations.
  • Fixed ‘The Slasher Bug’ (in the engine, applies when the engine is updated in the next few days). This also affects other units on Attack Move.

Hovercraft footprints:

  • Dagger now pathfinds like a 2×2 unit (previously it thought it was 3×3).
  • Increased the footprints of Lance and Mace from 3×3 to 4×4. Might reduce Lance teamkill
  • Extended the Hovercraft factory to fix factory blocking, similarly to Shieldbot and Cloakbot factory.

Interfaces/Fixes

  • Added Impulse Mode preset to Settings/Hotkeys/Commands.
  • Added an option to filter out ally commands in show all commands.
  • Improved manual fire tooltip.
  • Improved state toggle consistency. All grey icons now use the same grey.
  • Fixed Shogun wake.
  • Added a drone construction toggle state.
  • Improved retreat state tooltip.

Missions

Tweaks:

  • Fixed Avalanche version on the Gremlin mission.
  • Adjusted the Phantom mission. The enemies now make Thug and Felon to encourage Phantom use. Added some terraforming to fix the maps poor pathfinding.
  • Added enemies that drop in midway through the Stinger/Stardust mission to increase the challenge later into the mission.
  • Made the Knight/Windgen mission more difficult on harder difficulty levels.

Fixes:

  • Hide chat box until it is first opened.
  • Fixed a case where the commander tab could fail to highlight.