ZeroK: Zero-k v1.2.3.7 – Messing with Jumpies

This release messes with some underused Jumpjet units and makes Pyro less frustrating. There are some other minor things such as an easy way to split targets when using area attack. On the infrastructure front we have completely split 1v1 and Everything Else ELO.

Balance

Moderator is more expensive and now has a high reload time Disruptor Beam.

Pyro aims much faster and has a little overshoot.

Placeholder has a slightly smaller Area of Effect and significantly increased duration.

Djinn

  • Speed 1.4 -> 1.8

Support Commanders Build Power increase has been flattened to +2 per level starting at level 1.

Minor Stuff

  • CTRL+area_attack will split target among selected unit.
  • There is a new marker ‘ping’ sound and the maximum number of marker sounds at once is 3.
  • New Heaving Particle Beam sound.
  • Blackdawn description: Heavy Raider/Riot Gunship -> Heavy Raider/Assault Gunship
  • A small window will pop-up to show active non-default modoptions.
  • Improvement for Edge Extension visual effects.

Fixes

  • Fixed an Overdrive error.
  • Fixes for airplane rearming.
  • Removed lagmonitor at game end to prevent fluctuating unit transfer.
  • Morphing a unit no longer kills its drones.
  • Fixed Penetrator wreck.

ZeroK: Zero-K v1.2.3.0 – Sea, Spider and Capture the Flag

Capture the Flag mode is now live and sea has received a significant rework. The Ship factory has been redesigned and torpedoes can hit hovercraft. Spiders have a new unit and there are some tweaks to other units. Performance should be improved, especially in the lategame.

New Spider Unit

The Redback has been added to act as a conventional riot unit for the Spider factory. It is armed with a particle beam. Beefy wheeled raiders will give it trouble so use terrain (and Venoms) to your advantage.

Capture the Flag

Capture the Flag mode can now be enabled. The default mode adds flag capture as a victory condition. Additionally there are options to add Commander respawn and flag based resource income. See the wiki page for more information: http://zero-k.info/Wiki/CaptureTheFlag

Sea Rework

All Ships and Subs are effectively new units so their changes will not be stated here. They are generally cheaper and have better defined roles.

Torpedoes can now hit hovercraft. Amphibious unit health regeneration is now based on water depth, not unit height. The main effect is that floating units heal at their full rate.

Balance Changes

Scallop

  • Cost 350 -> 280

Buoy

  • Health 1200 -> 1250

Scalpel

  • Damage 330 -> 310
  • Can shoot into water.
  • Always turns at full speed, this will significantly reduce time spent accelerating after small turns.

Puppy

  • Range 155 -> 170

Tick

  • AoE 320 -> 352

Panther

  • Reload Time 2.5 -> 3

This was the value before the previous version. There was a small nerf to other attributes in the previous version and reload time was reduced accidentally.

Fixes/Tweaks

  • Significantly improved overdrive performance. This will be noticeable lategame.
  • Razor’s Kiss -> Razor
  • Disarm damage is transferred when you morph.
  • Capture hierarchy is preserved through morph.
  • Fixed Mace and Lotus beam stutter.
  • Minor unit selection shapes fixes.
  • Minor fixes to aircraft rearming.
  • Raise terraform snaps to increments of 6 when Alt is held. This is the height required to block vehicles.
  • Fixed a delay in updating the movement speed of slowed ground units.