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.

ZeroK: Zero-K v1.0.12.3

Merry Christmas! Just a small update to keep your game experience in top shape for when Santa comes. Even for those of you who were more naughty than nice. Enjoy!

Balance

  • Flamethrower units do not avoid shooting friendlies (prone to labhax)
  • Djinn automatically deploys when idle
  • Restore old vehicle slopemods. They are now better at climbing hills.

Graphics

  • New heatray impact GFX
  • Dante and Bantha have idle anims
  • Fixed some irregularities with Dante’s flamethrower

UI

  • Unit icons rotate to face camera
  • Improved bomber dive tooltip

Misc.

  • Optimizations for terraform texture handler and reclaim HP handler
  • Image Preloader is always on; disables itself if running after game start
  • Units are instantly transferred when a player resigns using the give-when-afk system
  • Fix Thug error on death

ZeroK: Zero-K v1.0.10.8

Zero-K v1.0.10.8

A moment of free time spawns a flurry of much needed fixes. Pathing should be improved. New wreck models by psimyn.

Fixes

  • Outlaw decloaks while firing using the on/off toggle.
  • Rogue stands higher and is now much less prone to friendly fire.
  • Units no longer decloak when they vigorously bump wrecks.
  • Fixed bomber jamming.
  • Fixed Stiletto aiming AI. It can now be left to it’s own devices if you do not feel the need to specify bombing run direction.
  • Blackdawn footprint 2×2 -> 3×3
  • Fixed some amphibious unit deaths, they were gibing to easily.

Pathing

Increased Tank, Vehicle, Ship and Hover deceleration. They should become stuck less often.

Increase Tank and Vehicle slopemod to that of Hovercraft. They are now slower when climbing ramps. This change aims to make Tanks and Vehicles avoid areas which they can become stuck.

Applied a fix which should improve global pathfinding and make ramps update faster.

Balance

Detriment:

  • Shoulder weapon replaced with old vertical launch missile. The missile smooths terrain.

The changes to Rapier and Gnat are from 6 days ago.

Gnat:

  • Cost 70 -> 90
  • Speed 8 -> 7.5
  • Damage 320 -> 400
  • HP 175 -> 300
  • EMP time 7s -> 2.5s
  • Reduced strafe distances so it is consistently within range
  • Dramatically reduced accuracy. It is much worse against small units and turrets.

Rapier:

  • Range 340 -> 360

Other

  • Added psimyn’s wreck models for Angler, Archer, Duck, Djinn and Racketeer
  • Display DPS widget disables on F5 (gui hide).