RTS
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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 v1.0.6.5
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
ZeroK: QuickMatch/Juggler neutered
ZeroK: Zero-K v1.0.5.7
ZeroK: Zero-K v1.0.5.1
May’s first stable version brings with it both gameplay and interface improvements.
Gameplay
- Added a resurrection award
- Added rising lava, controllable with modoptions
Units
Slasher
- Cost 125 -> 140 (12%)
- HP 500 -> 560 (12%)
- Damage 32 -> 50 (56%)
- Speed 2.5 -> 2.8
Angler
- Missiles fire over 2.8s instead of all at once (Shadow will drop its bomb before being killed)
- Reload time 8 -> 10
Bantha
- Missiles are exclusively EMP; can be fired in a volley
- Loses the super optic blast
Leveler
- Doubled terrain smoothing effect
Dirtbag
- Leaves a smaller mound
Felon
- Range 450 -> 440
Licho
- Missile slower, turns better
All vehicles, tanks, hovers and ships accelerate 3x faster
Fixed some building yardmaps
Terraform costs half as much
All units prefer not to fire at unarmed targets (including Dirtbag and Razor’s Kiss)
Graphics
- Changed comm teleport effect
- Tweaked sumo texture
Interface
- Added progress bar for midgame join/rejoin
- Fixed a bug where mexes could be placed off their spots
- Float and Fire at Radar can be hotkeyed
- Pause screen no longer closed with right-click; Space-click for options instead
- Kamikaze units aren’t counted for resign on self-d
- Minimum weapon reload time for healthbar display can be changed
- Build ETA can be set to display only on holding down Shift
- Fixes to pylon circle drawing
ZeroK: Zero-K v1.0.4.20
Metals spots has been tweaked slightly for automatic compatibility with more maps. In some cases a map was too broken for this so an override has been added.
Anti-gunship AA has been nerfed slightly in the continued attempt to make gunships more useful. Jethro is now a cloaky AA unit and hopefully some sort of Veh AA can fill Jethro’s old role.
The main UI changes are grid hotkeys for factory units and Outlaw has a button to constantly fire as well as an improved effect.
Metal Spots
UI:
- Size of minimap circle now independent of map size.
- By using larger metal icons the income visualisation can handle income up to 1000.
There are now configs for:
- Azure Rampart
- Charlie in the Hills v2.1
- EE-RiverGlade-v02
- Lava And Two Hills
- Porky_Islands
- TheBeachBeta
Fixes:
- May have fixed desync in finder algorithm.
- Fixed metal mult modoption.
- Slightly reduced spot merge detection range.
- Mexes with less than 0.2 income are discarded.
Balance
Jethro (cloaky AA):
- Now cloaks (0.1 static, 0.5 moving)
- Cost 100 -> 150
- DPS increased 50%
- Range 760 -> 700
- Speed 3.5 -> 2.9
Archangel (Jump AA):
- EMG dps is back to what it was before the XP change. This is a reduction of 30% from last version.
Cobra and Copperhead (flak cannons):
- DPS reduced 10% (to try and make Gunships better).
Quake (seismic missile):
- Cost 500 -> 400
UI
Factory build options now have grid layout hotkeys. These work a bit differently to structure grid hotkeys.
- Unit creation only requires one key press.
- The hotkeys are always active when Units tab and a factory is selected.
- Modifiers Shift (5x) and Alt (insert at start of queue) modifiers work with these hotkeys.
- These may conflict with how some current people like to use the UI so there is an is an option “Settings/Interface/Integral Menu/Disable Units Hotkeys” to turn it off.
Set Target and Cancel Target are now bindable through the menu Game/Commands tab.
Outlaw can be toggled on/off to constantly fire. Improved weapon gfx to be cleaner and more accurately depict the AoE speed.
Fixes
- Fixed some wreck names.
- ‘Anti-Armor’ units are now called ‘Anti-Heavy’
- Gauss now shoots through wreckages (it was suppose to and has done so in the past).
ZeroK: Zero-K v1.0.4.17 – Mex control, Communism and Gunship balance
Today we throw off the shackles of broken metalmap layouts and confusing extractor incomes. No more will otherwise good maps be unplayable and no one can miss the clearly displayed power of super mexes. Mex placement now has a UI, is limited to specific spots and is entirely configurable game side on a per-map basis.
As far as balance goes Gunship roles have been extremified and Tremor has received quite a buff.
Mex Placement
Mex placement is now limited to specific locations on the map.
Interface:
- Mex placement snaps to mex spots.
- Spot line width and I-Beam count indicates income.
- Spot colour indicates whether the spot is under allied control.
Mechanic Changes:
- Mex constructor no longer receives 5% extra base income.
- Metalmap view cannot be used to increase scout view range.
- Mexes now start as soon as they are built (previously there was a 3s delay to gather resource data).
Compatibility:
- Cloud metal maps with large extractor radius are not supported. Examples are Bazillion Battlefield and Castles.
- Those with small extractor radius still work. For example Duck and Speedmetal.
- Game-side configs can be added to completely replace a metalmap. This can be used to fix the few liked cloud metalmaps and to fix maps that look good but have broken metalmaps.
Widgets:
- Area Mex, Mex Snap and Prospector have been removed and partially merged into a single widget.
- If you disable this widget you’re stuffed.
Communism/economy change
Base income of metal extractors is now 50% private and 50% shared when mex is built.
This ratio falls down to 0% private and 100% shared over 5 minutes.
Ready behaviour change
Start location can now be chosen at any time and there is no ready button. The game with start 4s after every player has chosen a start location.
Balance
Tremor:
- AOE increased 11%
- DPS increased 23%
- Impacts smooths terrain.
Weapononised terrain smoothing is reduced for mid air explosions (as in when projectiles impact a shield high above the ground).
Seismic missile can shoot underwater.
Brawler. It should emphasise range and not being hit by most land units.
- Speed 4.7 -> 4
- Uses more of it’s range while strafing.
Blackdawn. Should be hit and run with ground interaction.
- Speed 4.65 -> 4.5
- Health 2900 -> 3400
- Cruise Altitude 210 -> 150 (to compare Banshee is at 100)
- Range 450 -> 300
Rapier. If it is going to defend other gunships it needs to be able to keep up
with them and deal reasonable damage.
- Speed 3.8 -> 4
- Health 1300 -> 1100
- Damage 150 -> 200 (1 shot better vs Vamp)
- Range 300 -> 340
Banshee. This just needs to be a bit better.
- DPS increased 5%
- Range increased by 20
Gnat. Needs to be less extreme “completely win or die”.
- Health 90 -> 120 (This is over the Defender boundary, am I mad????)
- Range increased by 20
Strider Hub:
- Costs 550 -> 600m (for consistency)
Bantha:
- Added laser overcharge special weapon.
GUI
Structures in the build menu are ordered by cost.
Geo hightlight activates when build geo is selected. Geos are now drawn on the minimap with a big X.
Bombers now require repeat enabled to retain an attack command.
Lobby now contains “safe mode” switch that should be ultra safe even for ultra crappy video cards.
Fixed
- Rector repair speed was too high.
- Mex, wind, carrier, HLT, defender, LLT aimvolume tweaks. Allied units are better at shooting past them.
- Fix Dante script error.
- Initial state “hold position” preset should work reliably.
- Fixed Archangel DPS