ZeroK: Zero-K v1.5.4.11 – Empire Wins Planetwars

A few days ago, Empire won the latest round of Planetwars with a deep strike to capture Sparta, the Federation homeworld. Throne was lost in the process (due to a malfunctioning warp jammer) but after a developer discussion we decided to continue the round with the surprising (to some) rule that homeworlds can be exploded. We aim to fix the bugs and balance issues found in this round and run further planetwars until we can support lengthy galaxy-wide wars. We should mostly be simplifying and polishing current mechanics instead of adding any new big things to planetwars.

Feedback is welcome.

Balance

  • Disarm now interrupts bursts (in the same way that EMP does). For example a Catapult can start firing, get disarmed and finish firing when the disarm wears off.
  • Djinn obeys disarm.
  • Commander area jammer and area cloaker modules now drain energy. Not draining energy was a bug.

Interface

Added selection filtering, as requested here: http://zero-k.info/Forum/Thread/23954.

  • All units have a Selection Rank state toggle that ranges from 0 to 3.
  • Structures have rank 1, constructors have rank 2, and combat units (commanders included) have rank 3.
  • When selecting multiple units the units without the greatest rank in the selection are filtered out.
  • Hold Shift to ignore rank and create selections of mixed rank.
  • Hold Ctrl to ignore rank above a certain (configurable) threshold. The default ignores rank differences above 1, this means that Ctrl+A will select all units with rank at least 1.
  • Selection Rank is a state toggle so you can configure your unit defaults in ‘Game/New Unit States’, just like any other state toggle.
  • If you don’t want selection filtering then disable it in ‘Settings/Interface/Selection’.

Hotkeys for setting a particular unit state are now configurable in the ‘Game/Command Hotkeys’ menu. Previously the only state hotkeys available through this menu would toggle the state. With these new commands you could, for example, bind a key to set your units to hold fire by binding “Fire State: 0”.

Improved the state toggle icon for overkill prevention.

Chickens

  • Fixed to White Dragon behavior.
  • Removed Spidermonkey weapon lighting and reduced impulse.
  • Tweaked some timing values. Lategame chickens occur slightly earlier and small chickens become obsolete sooner.
  • Added savegame support for chickens.

Fixes

  • Fixed command hotkey visualization for de-disabled commands during tutorials.
  • Fixed night view in missions.
  • Fixed Hacksaw description.
  • Fixed unit AI command for non-transports.
  • Fixed some shader errors on strict drivers.
  • Fixed slow mex glow update when overdrive changes.
  • Fixed Convict animation.

ZeroK: Zero-K v1.5.4.0 – Planetwars Preparation

Planetwars is all set to start on Friday at 17:00 UTC. This new round introduces three factions and some tweaks to design and balance since last round. Structures do more ingame and metagame balance has received some tweaking. The aim is to support a prolonged, multi-front, war with wrestling over victory points generated by artifacts.

Peruse the galaxy map and join a faction: http://zero-k.info/Planetwars

Keep track of the time with this countdown timer: https://www.timeanddate.com/countdown/generic?iso=20170407T17&p0=1440&msg=Zero-K+Planetwars&font=cursive&csz=1

Main Planetwars Changes

  • Artifacts victory works on victor point production. Capture and power artifacts to accrue points.
  • Each faction has a well defended homeworld. Capturing an enemy homeworld is an alternate path to victory.
  • Battles near your homeworld produce slightly more battle. If you fight disconnected from your homeworld the battles will produce much less metal.
  • Warp Core Fabricators is replaced with single use Warp Gate structure.
  • Structures have more ingame effects: factories produce a few units, defense structures spawn drones, energy generators produce a little energy.
  • Structures can be evacuated if you have a functional wormhole. Losing a defense no longer means all your structures will be disabled.
  • Structures now have wrecks which can be reclaimed for a reasonable amount of metal.

Interface

  • Sniper shot finder widget no longer works. A good visualization design for Snipers is pending.
  • Added a proper icon for the overkill prevention unit state.
  • Fixed some tab playerlist glitches.
  • Added option to not show FacPanel selected factory build panel.
  • Added Blastwing as an exception to the cloak firestate widget.
  • Attrition counter is no longer minimizable (removes the ugly minimization bar).
  • Added game-wide colour blindness correction shaders, configurable through ‘Settings/Graphics/Accessibility/Color Blindness Correction’.
  • Added multiple team colour selection settings to a dropdown menu on the bar in the top left.
  • Standard embark command now works for Jump, Guard, Reclaim, Repair, Resurrect and Construction.
  • Embark command now works automatically for constructors. Constructors with auto-transport are now automatically transported between their tasks. Good for taking mexes over a large area.
  • Selection window groups unit types together when in unstacked mode.

Fixes

  • Blocked attack commands near Defender, LLT and HLT maximum range to prevent most cases of manual attack ground overshoot.
  • Hawks reduce their engine thrust when slowed.
  • Fixed construction priority issue with calculating energy used for overdrive when low on energy.
  • Fixed a chicken spawn error.
  • Scorpion wreck blocks unit movement.
  • Redudant unitdef tag cleanup.
  • Fixed Barren mex config.
  • Fixed Rogue failing to skirmish Scalpel.
  • Wreck -> Debris should now be consistent for all units. Some units had two levels of wreckage for legacy reasons.

ZeroK: Planetwars Launched – Conquer the Galaxy

Round 14 of Planetwars has just launched. Join the Free Machines or New Empire in a struggle to conquer the galaxy. Click here to join a faction or badger your clan leader to sign up your clan. Attack or defend planets in the Planetwars tab in the lobby.

The Free Machines are a union of artificial intelligences, once created by man as their servants. They have been fighting one human power or another since time immemorial in the name of freedom.

After the Synthetic Hegemony was defeated by the forces of humanity, the surviving machines fled to the isolated reaches of the galaxy. They carefully kept the torch of their cause burning in the darkness, dimmed but not extinguished, marshaling and rebuilding their strength. Their lengthy struggle for liberty taught them patience, and they waited, biding their time for when humanity would once more grow weak on its own pride, its petty jealousy and greed, its folly.

Now, as chaos sweeps the galaxy, they have the chance once more to claim their goal: freedom for all machinekind, in a galaxy where no human will ever raise the lash against them again.

The New Empire is the latest iteration of a millennia-old polity, revived to once more create a galaxy of peace and stability built on the Emperor’s iron hand.

After the Humanity Rising’s great victory against the Synthetic Hegemony, the new nation’s leaders soon found they were better at overthrowing the previous order than creating a new one. The confederation of free humans soon gave way under its own weight, mismanagement and dispute sapping its already war-drained strength. Bickering turned to schism and then to civil war; system after system broke away, each seeking its own path.

Amidst this turmoil a pocket of surviving Legionnaires of old banded together with a common goal: end the anarchy, restore the throne of the old Emperor, and revive the glory days of yore. They march under the glorious banner of the winged dragon, to return humanity to its rightful mastery of the stars.

ZeroK: Zero-K v1.5.3.2 – Tanky Early Commanders and Tab Playerlist

Commanders are now more powerful and rush-resistant in the early game with a better Peashooter and more health. The health buff is reduced at higher levels and turned into a nerf if you stack too many speed modules. Commanders also have a stealth buff with the Racketeer cost increase.

There are many interface features/fixes in this version with the most noticeable being the new tab playerlist. The layout of the playerlist is still a work in progress. Recent work outside the game has been on getting planetwars running as well as a singleplayer galactic conquest campaign.

Balance

Commanders:

  • Increased Peashooter DPS by 14%.
  • Peashooter is now better at hitting raiders.
  • Starting health increased by ~800. This increase is reduced to ~400 by level 6. Details below.
  • Speed module (+10% speed) now costs 100 health.

Base health per level before the change:

  • Strike: 2500 – 2500 – 3000 – 4000 – 5000 – 6000
  • Recon: 1650 – 1650 – 2100 – 2600 – 3100 – 3600
  • Support: 2000 – 2000 – 2500 – 3000 – 3700 – 4500
  • Guardian: 3000 – 3000 – 3800 – 4900 – 6000 – 7200

Base health per level after the change:

  • Strike: 3200 – 3200 – 3800 – 4600 – 5500 – 6400
  • Recon: 2400 – 2400 – 2800 – 3200 – 3600 – 4000
  • Support: 2800 – 2800 – 3400 – 3800 – 4500 – 5000
  • Guardian: 3600 – 3600 – 4400 – 5500 – 6600 – 7600

Racketeer:

  • Cost 350 -> 380

Slashers:

Reef and Shogun

  • Footprint size 4×4 -> 10×10. This should make them less intimate with terrain and each other.

Heavy Tank Factory:

  • Unfurls 4x faster to bring it in line with other factories.

Krow:

  • EMP and disarm now interrupt cluster bomb dropping (similar to Thunderbird).

Kodachi:

  • Slightly higher aim point. It is a little easier to hit.

Interface

Text to speech:

  • Disabled by default (volume is set to zero).
  • Disables itself during catchup.

Controls and hotkeys:

  • Added binding for clear map marks.
  • Removed Tab overlay hotkey.
  • Tab now opens the new playerlist.
  • Added another way to set terraform height. Hold Alt and click/scroll the mousewheel while placing a structure to set height.
  • Reenabled hold to terraform structure by default.
  • Enabled factory production hotkeys by default.
  • Enabled safe alt factory queue insert by default.

Panels and layout:

  • No storage energy warning now flashes on energy stall as well as excess.
  • Fixed space+click on factory failing to bring up unit info.
  • Fixed missing tooltip during structure placement.
  • Left click to select on minimap setting is now remembered correctly.

Visuals:

  • Improved terraform construction point visuals. Construction points now draw as icons that represent the type of terraform command corresponding to the point.
  • Changed ‘self’ teamcolour from teal to green to aid recognition.
  • Improved and moved some ally team colours.
  • Improved performance of overhead icons, command drawing and certain wobbly sphere visuals (shield and singu).
  • Singularity Reactor is now more shiny.

Game Options

  • Very easy chickens is now easier.
  • Added a modoption to make water level control easier with options Manual, Dry and Flooded. The Dry and Flooded options automatically turn the map into a land or sea map respectively.

Notable Menu Changes

  • Updated Circuit AI.
  • Fixed various settings failing to apply, such as camera scroll speed and map drag speed.

Game Fixes

  • Removed some unused buildpics to save on filesize.
  • Fixed a bug in which constructors are unable to repair while stalling high priority metal.
  • Fixed wonky landing pad turn rates.
  • Fixed Krow cluster bomb tag for AIs.

ZeroK: Zero-K v1.5.2.20

Recently we’ve been focused on polish and fixes. Here are three main aspects:

Balance

Balance work has fallen by the wayside with our focus on polish. That said, we’ve been balancing for so long that little needs to be done. The Defender change is mostly madness and the other changes are fixes for consistency.

Defender:

  • Reload time 11.5s -> 12.5s.

The aim is to reduce their effectiveness as sustained fire support against Skirmishers or LLTs without impacting their burst damage against small raids or aircraft.

Puppy:

  • Sight range 425 -> 560 (same as Flea)

This makes Puppy a better scout.

Moderator:

  • Sight range 660 -> 473 (110% weapon range, like most units)

The large sight range was a holdover from when it had more range.

Goliath:

  • Slowbeam range reduced by 10.

This is mainly a unit AI fix. Previously it could stop at max range without being able to fire its main gun.

Engine

Last month, Kloot and hokomoko (two engine developers) were active in fixing some performance issues introduced in the last 6 months. Much of the performance has been brought back and there are even improvements – such as faster loading for midgame rejoin. We’ve implemented automatic crash reporting (opt-in) and have entered a phase of tracking the development versions of the engine to report crashes and use the latest fixes. Thanks to Kloot these fixes come in quite rapidly.

Some performance offenders have also been tracked down and removed from Zero-K code and the game seems to run smoother as a result. Our near term plan is to continue following the engine version to fix the most common crashes. Once that is done we would like to call players to test the 64 bit windows builds of Spring as they seemed to yield further performance improvements.

AI

We now have deployment support for third party AIs. Circuit AI was added a few weeks ago and has since been updated from 0.9.11.b to 0.9.12 to fix a few crashes.

Interface

Most (all?) the extra windows that occur throughout the game now have the techpanel skin and fixed spacing. The new UI skin is now basically complete.

Command menu:

  • Improved the logic of when grid hotkeys are available and when the menu switches back to the order tabs.
  • Grid hotkeys now hide when not available (for example during structure placement position selection).

Fixes

Here are some fixes since Zero-K v1.5.2.5

  • Game end “Overwhelming advantage” reveals cloaked units
  • Disabled click-and-hold structure terraform by default. It is scary upon discovery. Use ‘B’ to set structure height or enable click-and-hold in the settings.
  • Translated the factory assist widget to a gadget. This fixes some cases where user orders on incomplete constructors would be overridden. Also fixes factory assist with commshare.
  • Fixed some energy spending and distribution problems in overdrive. There were edge cases to do with team games that would make low storage players have too much of their energy income sent to overdrive.
  • Fixed some errors upon loading saved games.
  • Fixed some units failing to emit smoke when damaged.
  • Fixed some cloaked units which were smoking when cloaked (cloaking is supposed to block smoking).
  • Improved the reliability of reserve.
  • Fixed an issue with resigning before the game starts (it’s now blocked).
  • Fixed settings search hanging Spring.
  • Fixed large terraform performance hog with it’s new smooth update rate by reducing the update rate when the terraform becomes large.
  • Fixed Trident sometimes closing while airborne.