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.

ZeroK: Zero-K v1.1.12.0

This update includes a slight nerf to the Vehicle factory and some fairly dramatic changes to Jumpbots. Behind the scenes we are working on compatibility with the latest development versions of the engine.

Experimental Freaker change:

  • Cost 240 -> 160
  • BP 7.5 -> 5
  • Health 650 -> 550
  • Speed 2.25 -> 2.1
  • Armed with a Slowbeam which has about 1/2 the range and 1/4 the DPS of Moderator.

The Placeholder is now buildable from the Jumpbot Factory. It is a support unit designed to suck opposing units into a clump and prevent them from escaping. Once some units are stuck they can be destroyed by the many short range AoE or face-melting weapons at the Jump Factory’s disposal.

Ravager:

  • Speed 2.95 -> 2.9
  • Projectile Speed 230 -> 215 (Thug is 200 for comparision).

Slasher:

  • Cost 140 -> 150
  • Damage 45 -> 40

Dominatrix:

  • Post-capture reload 8s -> 12s

Gauss Turret and Scrubber projectiles can only damage each unit they pass through once. Other Gauss projectiles will gain this behaviour when we move to the new engine because it is difficult to implement in 91.0.

Air transports have gained the ability to eject their cargo mid flight.

Kodachi projectile is now ballistic instead of a missile. Kodachi and Firewalker projectiles have new effects.

Damage dealt by flying debris has changed. The amount of debris from a Blastwing explosion has been tweaked to compensate.

The stop command no longer cancels Newton firezones. There is a dedicated command for this purpose.

Polish unit descriptions have been added for many units.

ZeroK: War breaks out, spaceways in chaos! (Planetwars 12)

In the midst of government instability in both factions, fighting has broken out across the galaxy. Some planets have been swayed to one faction or the other, others have been outright depopulated. The galaxy’s mercenaries are already bidding for contracts, hoping to earn fame and glory in the upcoming war. Amidst the tattered stars, the faction that can consolidate its position the fastest is certain to secure an advantage.

Who will prevail in this contest of blood and iron? Find out in this exciting new round of Planetwars!