ZeroK: Zero-K v1.0.7.8 + new PlanetWars beta

The new, improved PlanetWars is currently undergoing beta testing. All players are welcome to participate in this game of galactic conquest (and report any bugs you see). Bear in mind though that we may decide to reset the galaxy when round 12 formally commences.

In the meantime, here’s some stuff you asked for (and some you didn’t but was a good idea anyway). Enjoy!

Game

If there are two teams left and one has over 100x the assets of the other, the smaller team’s units are permanently revealed (and any units outside the map bounds are killed outright).

Overdrive scheme can be changed in modoptions. The options are:

  • Investment Return (default): Energy sources give increased OD income to their owner until they have paid for themselves, after which it gradually declines to the normal sharing rate. Lifetime ROI (not counting normal share) is 150%.
  • Delta-based: awards bonus metal based on change in contribution to the change in OD energy input, relative to three minutes ago.
  • 100% share
  • 50% share (previous)

Interface

  • Improved chat console
  • Optimizations for several widgets (particularly the Deluxe Player List)

Graphics

  • Improved LOS mode – displays radar with a blue outline at the edge of coverage. Radar colors are completely configurable in Settings/Graphics/Radar View Colors.
  • New Shadow model
  • New CaptainBenz models for Hermit and Infiltrator.
  • Big mushroom cloud (from Silencer) dissipates faster
  • New map icons for several energy structures, particularly solar and geos
  • Tweaked some award icons

Balance

  • Banisher range 460 -> 430
  • Crasher damage 400 -> 320

Start resources reduced:

  • Resources 650 -> 400
  • Storage 1000 -> 500

Commanders

  • Baseline comm pays 50 metal for its beam laser

ZeroK: Zero-K v1.0.6.8

This release mainly exists to fix the invulnerable Annihilator change of v1.0.6.6. Rapier is also slightly de-nerfed and maybe people won’t cringe when new players make Archer.

Balance

Rapier:

  • Revert range nerf (320 -> 340)
  • Reduce damage nerf (180 -> 190)
  • Speed nerf instead (4 -> 3.9)

Archer:

  • Generates water at 1/8th rate when on land.
  • 33% more impulse.
  • 16% more damage.

Fixes

  • Annihilator is no longer invulnerable to most weapon types.
  • Underwater health regen disabled for unbuilt and emped units.
  • Fixed mah partially drawn relay lazor.
  • Fixed some torpedo sounds that were accidentally played globally.
  • Fixed rare player list problem.

ZeroK: Zero-K v1.0.6.3

The art of commander design takes on a radical new form even as the balance of power in the skies shifts.

Balance

Vamp:

  • HP 975 -> 1100.
  • Slows to 50% speed when firing weapons.

Avenger:

  • Missile damage 160 -> 200
  • Missile reload 4.5 -> 5.2
  • This is a 8% buff theoretical DPS buff

Rapier:

  • Range 340 -> 320
  • Damage 200 -> 180

Banshee:

  • Fire angle 120 -> 180 (Fire arc is now a half sphere).

Dirtbag:

  • Sight distance 350 -> 200 so it is no longer ridiculously good at scouting.

Clam:

  • HP 1300 -> 1100

Valkyrie moves vertically twice as fast. This makes it faster to pickup and drop. Also nerfs stratosphere transports.

Scorcher and Push Newton prefer close targets. Pull Newton and Jugglenaut prefer far away targets.

Commanders

Commanders now have five levels. Intrinsic bonuses (HP and special stats) are much lower than before; make up the difference with modules. New base morph costs are 100/400/200/300.

Heatray module:

  • Cost 125 -> 100

Napalm Grenade:

  • Cost 50 -> 125
  • Reload time 12 -> 16

Physics

  • Transportiee mass is taken into account when applying gravity gun impulse.
  • A transportiee hit by a gravity gun will transfer the impulse to the transporter, so it is now possible to launch larger things when they are in transports.

Note that Valkyrie has about 90 mass and Skuttle has 200 mass.

== Icons==

Newton icon DefenceRiot -> DefenceSupport to differentiate it from Stardust.

Hacksaw and Chainsaw AA icons have a bar behind them, they are “skirm aa”. This is to differentiate the icon from Razor’s Kiss and Cobra.

Fixes

  • Fixed the most recent Hammer Thing.
  • Baseline comm can be selected after custom comm.
  • Fixed reclaim HP gadget. Reclaiming a unit no longer reduces it’s health.
  • Fixed strange damage reduction when tilted for Sumo.
  • Windmills now face the opposite direction
  • Fixed Crabe death clone.
  • Fixed Clam build time.

Misc

  • High or Low construction priority overrides builder priority.
  • Esc cancels terraform drawing.
  • Moving order-type stipple for settarget lines.

ZeroK: Zero-K v1.0.5.9

The Balance Corps are out in force tonight, administering beatings left and right. Several bugfixes and interface improvements have also been spotted making their way into the city.

Interface

  • Metal/energy reserve must now be enabled in options (Settings/Interface/Resource Bars. Metal and energy reserve can be set independently of each other with right-click.
  • Bots get their own name in tooltip and awards screen rather than that of owning player.
  • Clippy Comments: Rank limit defaults to off
  • Mex circles are drawn at sea level rather than sea floor

== Balance==

Rocko

  • Speed 2.1 -> 2.2
  • Range 440 -> 450

Tremor. The DPS buff in v1.0.4.17 was written as 23% but was accidentally 66%. The buff since before v1.0.4.17 is now 12.5% more DPS with 50% more projectiles.

  • Range 1400 -> 1300
  • Damage 200 -> 135

Merl

  • Range 1400 -> 1500 (back to pre-nerf that was ages ago)

Buoy

  • Speed 1.5 -> 1.4
  • HP 1250 -> 1200
  • 25% larger hit volume and model

Amphibious units heal when underwater (because salt water is good for metal). This is to make them better underwater while no better on land.

  • Clam 20 hp/s
  • Duck 10 hp/s
  • Archer 20 hp/s
  • Buoy 25 hp/s
  • Scallop 25 hp/s
  • Grizzly 40 hp/s
  • Angler 20 hp/s
  • Djinn 30 hp/s

Banshee

  • Auto heals 10 hp/s after 5s of taking no damage (same as Glaive)

Slasher

  • 2x deploy and undeploy time

Sniper

  • Weapon velocity 1000 -> 850
  • Projectile looks pointier.

Felon

  • Shield radius 100 -> 120
  • Requires 0.3 seconds to charge up before firing
  • Shield regen rate 20 -> 18
  • Range 440 -> 430

Thug

  • Shield regen rate 18 -> 16

Convict

  • Shield regen rate 10 -> 9

Skuttle

  • Decloak distance 150 -> 160
  • Jump speed 6 -> 5.2
  • Jump height 200 -> 120
  • HP 320 -> 250

Gnat

  • HP 120 -> 175
  • Range 240 -> 260

LLT

  • Sight distance 506 -> 520. Otherwise units with 450 range can sometimes shoot LLT without LLT being able to see it.

Firewalker

  • Cost 1250 -> 1200

Typhoon

  • Both guns can now shoot in all directions.

Bugfixes

  • Fixed clearing of bomber airpad reservations
  • Unit should no longer be able to hide in shipyard’s hitsphere
  • Fixed some script error messages
  • Playerlist no longer cuts off at bottom in FFA

Misc

  • Commander Cluster Bomb and Scorpion’s multi-stunner will ignore features in their path