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!

ZeroK: More casts!

Tensions rise as factions gear up for the looming planetwars, so here’s something to lighten your spirits: five new casts by CArankAdminShadowfury333!

Amongst other pretty things, these feature rather cunning and exemplary use of blastwings and scrubbers.

HD Zero-K 2013/10/03 – 1v1 (Obs): Steel_Blue(Sh) vs norm0616(Sh) on Battle for Planet XVII
HD Zero-K 2013/10/03 – 1v1 (Obs): Cyberpony(Gs/Cl) vs Googlefrog(J/Air) on Iced Coffee
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov) vs Saktoth(LV) on Red Comet Game 1
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov/Gs) vs Saktoth(LV) on Red Comet Game 2
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov) vs Saktoth(LV/Air) on Red Comet Game 3

ZeroK: The factions condense

?But if you’re thinkin’ about my baby
It don’t matter if you’re black or white ?

In preparation for the next round of PlanetWars, the five factions have been condensed into two, according to their alignments at the end of the previous round. Thus:

Machines, Cyber, Empire -> Synthetic Pact
Dynasty, Liberty -> Dynasty of Man

If you wish to have your clan moved to the other faction, please file a request in the comments thread 🙂

ZeroK: More casts!

Just so you don’t get very bored, there’s three new casts by ShadowFury33 – including one where Godde tries to kill Kyubey, apparently over a contract gone bad.

HD Zero-K 2013/09/25 – 1v1 (Obs): Godde(Sp) vs Kyubey(Cl) on Calayo 2
HD Zero-K 2013/09/25 – 1v1 (Obs): cortezthekiller(Cl) vs CyberneticPony(J/Gs) Battle for Planet XVII
HD Zero-K 2013/09/25 – 1v1 (Obs): steel_blue(LV/Gs) vs norm0616(Hov) on Finns Revenge

ZeroK: Zero-K v1.1.9.9 – Small updates since v1.1.9.0

We’ve had a few versions since v1.1.9.0. Some of them were to fix bugs and some were just because I can. To help people keep track I’ve compiled a list of change for all those versions. Some of the changes have been in effect for several days and there are even fixes for things that nobody noticed.

We have a nice new endgame stats screen which fits with the rest of the UI. Currently it only displays the old stats but as soon as someone has the time it should be easy enough to slot new stats in.

There are some noticeable balance changes such as AA target priority and some light bomber buffs. The amphibious raiders have been messed with again; Duck regained tracking and Archer lost quite a bit of range. Vamp is a bit slower to make Avengers more important for interception and Nukes are more expensive because Godde sort of suggested it and it sounds like a good idea.

Full changelog here: http://zero-k.info/Wiki/ReleaseNotes2

ZeroK: Zero-K v1.1.9.0

In this version we’ve accumulated more changes than would be expected for 3 weeks work. On the visuals front we have a new Chainsaw model by aiphee and many new wreckages by Kerr. The Improved Newton widget by Wolas has been modified and added. There are some small tweaks to balance as well as more major changes to mechanics.

Balance Tweaks

The raiders for the Tank and Amphibious factories are now slightly more powerful although Duck lost it’s homing. Archer has much better accuracy and reliability. Phoenix and Shadow have been buffed as part of the ongoing bomber rebalance. Krow is 10% cheaper.

Commanders

The Shock Rifle, Disintegrator and Torpedo Launcher have been tweaked. SLAM Rocket has been reworked into a vertical launch weapon.

Scouting

Scouting should be more ‘interesting’ now that we’ve blocked or nerfed some of the most powerful ways to scout. Athena has an increase decloak radius, Fighters have reduced sight range and Newton launched units cannot see the ground because they are too high up. Vulture can see further in an attempt to promote ‘conventional’ scouting.

Disarm

Stiletto and Racketeer now deal their own kind of disable damage called Disarm. It acts exactly like EMP with two exceptions: affected units are able to move and flash yellow. If you’re on the receiving end of a disarm attack you can choose to retreat or push onwards. This is much better for gameplay than a long EMP time Stiletto, if you’re hit by one of those you can just sit back and watch your units die with no chance for interaction.

Detriment

After being deemed detrimental for FFA play, Detriment now moves slower and hits softer. Additionally air transports slow down when transporting very heavy units. A Vindicator transporting a Detriment moves at about 25% speed.

A full changelog is available here: http://zero-k.info/Wiki/ReleaseNotes2