ZeroK: Zero-K v1.1.6.0 (finally)

After a three-month delay, huge cost overruns and the resignation of the Czech president, a new Zero-K stable is finally out! This one makes long-awaited balance changes to some particularly notorious units, and swats a good number of the most annoying bugs. Enjoy!

(The engine update will have to wait a little longer, we’re still getting some bugs worked out)

Units

Outlaw:

  • Damage 50 -> 20

Glaive:

  • HP 190 -> 200

Bandit (through many engine changes) ended up with DPS which was 20% too high. This has been fixed.

Annihilator:

  • Cost: 1800 -> 2200
  • Range 1250 -> 1200
  • Aimpoint to make it less able to hide behind terraform walls

Sumo:

  • Now has disruptor beams each does 250 damage and 500 slow damage every 2 seconds (was 60 damage every 0.5 seconds)

Wolverine:

  • HP 380 -> 450

Pillager:

  • HP 700 -> 840
  • Raw turnrate 329 -> 400

Dirtbag:

  • Changed mound shape such that bots cannot pass them. This alleviates the factory based hardcounter and forces Shieldbots to use Dirtbag more intelligently, mindless spam could hurt yourself. Impassible area is about the size of a Windmill.
  • Cost 20 -> 35
  • Multiple Dirtbags no longer spread out when jumping on a single point
  • Units bounce off mounds, it is now much harder to trap units by jumping on them. Quake (Seismic Missile) causes units to bounce around in the effected area as well.

Antinuke:

  • Coverage 2000 -> 2500

Crane:

  • Inherits land/fly state from factory

Fixes

  • Fixed Leviathan tacnuke failing to fire
  • Allied units obstructing a factory will automatically get out of the way
  • Fixed a number of bugs with unit wreckages
  • Fixed lag monitor returning units captured by the enemy if the original owner lags
  • Fixed keybinds not working on first run
  • Fixed various mistakes in Award gadget
  • Carrier and commander drones are now captured along with their parent
  • CAI checks if a mex spot is reachable before trying to cap it
  • HLT fires from correct barrel
  • Fix to Lups distortion effect
  • Fix non-standard Spy self-destruct time

Miscellaneous

  • New awards: Loot & Pillage and Traffic Cop
  • Head Hunter award counts captures that last to the end of the game
  • “Overwhelming numerical advantage” threshold (when weaker team’s units are revealed) occurs at 25:1 unit value ratio, instead of 100:1.
  • Hide comm processing debug messages
  • Map Edge Extension only enabled by default on High and Ultra graphics
  • Easy Facing only affects factories

ZeroK: Zero-K v1.1.4.0 with Spring 94.1

After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We’ve been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.

Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.

Engine

Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.

Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.

Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.

Apparently the whole game should run significantly faster.

Other Changes

Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.

Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.

Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.

== Fixes==

  • Modified overall mex values for Evergreen_Haven-Redux-v02, MountDustmoreV3, Riverbedv2
  • Reduced center supermexes for FolsomDamFinal, Deadlands, Motkottava_Nakkivahvero-v01
  • Moved metal spot from on top of geo spot in AquariusCrossing
  • Fixed missing metal spots in Atuminoa, Quoth v1
  • Fixed some structure hitvolumes which were large enough for attackers to hide inside.
  • Outlaw vibrates when firing.
  • Fixed crash while placing Missile Silo caused by some graphics cards.
  • Fixed some small, rare crashes or bugs (as always).

ZeroK: Zero-K v1.1.2.0

Forget the new engine version, we’re going in! New graphics, some long-awaited balance changes, and even a funky new GUI skin await in this February’s stable.

Graphics

  • New models for Crane, Rapier, Valkyrie and Vindicator by Exit_Wound
  • New EMP missile trails
  • New slowbeam, Halberd & Buoy impact FX
  • Add flashing effect when a unit is resurrected
  • Fixed Dominatrix beam position
  • Fixed Detriment triple gun animation
  • Fixed normals on amphibs and some jumpbots

Units

Annihilator:

  • Cost 1500 -> 1800
  • Reload time 8s -> 10s

DDM:

  • Main cannon range 700 -> 650

Phoenix

  • No longer deforms ground

Starlight

  • Fixed divergence between continuous and pulse beams at long range

Firefly (companion drone):

  • Health 160 -> 200

Newtons are less effective against gunships.

Valkyrie accelerates and ascends/descends much faster (general buff, nerfs transport launchers).

All aircraft can be ordered to manually land at airpads, not just bombers.

Anti-air missiles can be fired at much higher targets depending on the missile’s flight time.

Sumo:

  • Jump reload time 18s -> 15s

Disco Rave Party:

  • Yellow shot damage 0 -> 800

Wreckages for Flea and Gnat. Now all non-suicidal units (not Claw, Tick, Roach, Blastwing, Puppy, Skuttle) should have wreckages.

Fixed some impulse values for weapons (in particular, this includes a buff for Leveler, commander Riot Cannon and Concussion Shell, Disco Rave Party and Zenith).

Commanders

Singleplayer (non-modular) comms can morph to higher levels.

Hellfire Grenade:

  • Reload time 16s -> 12s

High Power Servos:

  • Speed bonus 10% -> 15%

Interface

  • Keybinds are now saved to LuaUI/Configs/zk_keys.lua, rather than being hidden in LuaUI/Configs
  • Resorted many menu options to make the menu less cluttered. As a side effect, some options may be reset.
  • New GUI skin: Twilight
  • Any unit’s description window can be accessed through Help -> Unit Descriptions
  • Binding a key to a unit command also binds Shift+key, if it was not part of the original keyset
  • Camera mode selection uses radio buttons
  • Construction priority has a floating icon (when Shift is held)
  • Added option for selection window background color
  • Fixed cursor transparency under certain hardware settings
  • Fixed clickable areas on chat
  • Fixed negative healthbars
  • Auto Reclaim/Heal/Assist is now under Units category in list

CAI

  • CAI checks for enemies near mex spots before attempting to mex
  • Constructors with jumpjets will use them to escape enemies

Chicken

  • Speed mode is now a modoption
  • New chicken defense, the Rafflesia static shield

Missions

  • Persistent messages are stored in history; look better in non-default skins

Misc.

  • Advanced (COFC) camera handles more smoothly and reliably; resets state with just Ctrl+Alt+middleclick (previously Shift was needed as well)
  • Widget settings are backed up at each run

ZeroK: Zero-K v1.1.1.2

Lots of improvements were made over the month. UI optimizations, bugfixes, a few new features. But not all the changes are good, for there’s something strange in the neighborhood…

New Halloween Ghost Possession gamemode (beta)

A galaxy is in danger, a new supernatural foe, ghosts possessing robots are stirring up trouble for it’s rulers.
In this gamemode, you are required not only to conquer the galaxy, but make sure not to fall to ghost possession and become a sword that kills your own allies!

The rules are simple, damage (lower health to 1/3) or emp (any amount) to unpossess any unit or structure. There are 5 difficulty levels. Just pick up one and play with or against your friends with this supernatural foe that picks neither side!

General

  • AFK players transfer metal along with units.
  • New set of loading screens.

Commanders

  • Peashooter benefits from modules.
  • Fixed Bombard Commander build power.

Units

Tick:

  • Cost 100 -> 120

Sumo – Weapon replaced:

  • Scorpion style weapon.
  • 120 dps each
  • 320 range

Moderator

  • Damage 178 -> 220
  • Health 550 -> 680

Outlaw:

  • Pulse 8% slower

Stiletto:

  • removed stealth

Jumping units retain velocity and trajectory on morph

Merl renamed to Impaler

GUI

  • There has been a framework update which should dramatically increase performance. As a side effect some things look a bit different.
  • Fixed a major performance leak.
  • Set target command uses a circle instead of a rectangle by default.
  • Added Newton defense range ring.
  • Added persistent buildspacing widget. Buildspacing is now saved on a per-unit basis.
  • Reverted A and F hotkey swap.

Fixes

  • SetTarget commands are now lost within 10-15 seconds from mobile units which out of LOS/radar.
  • Fixed tactical AI failing to jink on approach when set to hold position.
  • Fixed Nuke Silo’s lack of self-damage.
  • Fixed units getting stuck in factories when queued orders are completed.
  • Fixed some labhax cases.