ZeroK: Zero-K patch version v0.9.6

Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.

Fixes

  • Fixed bombers trying to attack with no ammo
  • Fixed “Hadron collider” unit launching exploit. Buildings can no longer be placed in open factories.
  • Fixed Strike Commanders always having cloak
  • Jumping resets a unit’s velocity again
  • Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed
  • Slowing weapons now affect construction speed
  • Fixed Storage description
  • Healthbars cannot show negative health values.

Interface

  • Fixed Ctrl+C selection of commanders with more than one commander
  • Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc
  • Command menu tabs can be scrolled with [,] and [.]

Balance

  • Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)
  • Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000
  • Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15
  • Tick: Param time 30s -> 25s; Damage 4k -> 3.5k
  • Behemoth: cost 3000 -> 2500
  • Firewalker is more accurate
  • Bandit turret turns 55% faster

Graphics

  • Pyro has a new model/texture
  • VR Grid no longer obscures weapon effects and the like
  • Behemoth has a flashier weapon effect

ZeroK: Zero-K v0.9.4 + Spring engine 85.0 dual christmas release!

Christmas comes early for good boys and girls! Santa’s bringing a new version, with lots of bugfixes and an awesome increase in framerate!

(Unfortunately, we also had to reset your widget settings and keybinds. Sorry about that. You should back up Documents/My Games/Spring/uikeys.txt if you modified it manually.)

Engine
Should no longer crash on default settings with Intel cards
Implemented a new terrain rendering system (much much faster)
Improved pathfinding

General
Added awards for building mexes and doing damage with commanders

Modules
Added a torpedo module

Balance
Felon: HP 1000 -> 1400, cost 700 -> 650
Dominatrix works faster on damaged units; cost 400 -> 420
Typhoon (corvette): HP 2400 -> 2200, damage per shot 11 -> 10
Shipyard HP increased 50% (4000 -> 6000)

Graphics
New Welder (tank constructor) model
Fixed missing subs and precision bomber weapon effects when hitting underwater targets
Improved Skeeter, Pillager and Crabe weapon FX
Krow corpse scaled down to fit unit

Interface
Fixed crashes in player list and unit XP display
Added Map category to widget list

ZeroK: Zero-K adopts Spring engine v84.0 + new game version

After the abortive engine update to 83.0, we’ve formally adopted the new Spring version 84.0 with its numerous fixes. Concurrently, we’re also releasing a new game version, v0.9.

CHANGELOG

Engine

  • Linux desyncs should be fixed
  • Vehicles maintain speed on turning properly
  • Reduced pathfinding lag and improved “flow”
  • Heightmap changes (e.g. terraform) invisible outside LOS
  • Radar plane LOS not based on ground position
  • Players are no longer defeated if they lose all units (including /take) as long as their allyteam is alive.
  • Units target things that they can no longer see for a lot less time
  • Units no longer attack recently captured units
  • /advshading command replaced with /advunitshading; analogous /advmapshading command added (try this if you’re experiencing lag or graphics-related crashes)
  • /dynamicsun command added – toggles dynamic sun shading. May be buggy, recommend disabling.

Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with ‘/advmapshading’ and ‘/dynamicsun’. Otherwise update graphics drivers and if problems persist create a ticket.

Lobby

  • It is now possible to set “Data folder” where all content is stored (maps, games, engine, configs, logs) -> for people who run c: on small SSD
  • Fixes to default configs

General

  • Fixed Spidermonkey egg issues
  • Commanders which forgo a weapon at level 1 can keep the free peashooter at level 3
  • Pylon locked

New unit, Felon. A heavy shieldbot walker which uses shield charge to power its fun.

  • 700 cost
  • Slow speed
  • Shielded
  • Accurate LLT range
  • It uses shield charge to fire, use with Thugs and reduce it’s damage output by shooting it.
  • Discharge from full shield does 1600 damage in 2.4 seconds
  • DPS is 27 when drained and reliant on regen.

Balance

  • On-fire effect from Firewalker, Inferno and corresponding commander weapons much shorter (so it expires quickly if you leave the burning area)
  • Moderator does 33% less slow damage
  • Slow effect capped at 50%
  • Merl cost reduction (800 -> 700) and damage increased (650 -> 700)
  • Puppy range increase (145 -> 155) and health increase (60 -> 80)

Modules:

  • Hellfire Grenade burns a much larger area; reloads more slowly and costs more
  • Disruptor bomb does 25% more slow damage
  • Kodachi AoE down to almost what it used to be
  • Gauss rifle a bit stronger
  • Missile launcher range down (450 -> 415) – now requires two range modules to outrange LLTs
  • Standoff Rocket a bit cheaper

GFX

  • Fixes to VR grid; disabled on all default settings except maximum
  • Improved large napalm effects

GUI

  • Fixed many playerlist issues
  • Core selector should work in spectator mode
  • Fixed incorrect values reported by resource bar
  • Fixed randomness in music player

ZeroK: PlanetWars round 11

After some hiccups, we’re finally launching the eleventh round of PlanetWars!

After the Empire Reborn conquered the galaxy, for a while there was a great peace. But gradually, the carefully formed unity of the empire began to crack under racial tension and anti-Imperial feelings.

Many common humans, chafing under the rule of authoritarian central government, revolted in the cause of Liberated Humanity. On the other end, the genetic nobility sought to reassert their lost power under the banner of the Dynasty of Earth. In between them were the Cybernetic Front, augmented humans suppressed under the new human-purity society, who now fight to be treated as they deserve. And amidst the chaos, the once-enslaved miltary AIs of the Free Machines rose in revolution once more.

All five factions want control of the galaxy, but only one will seize the day. Who will it be?

Rule changes
* When offering a lower diplomacy state than currently agreed on (e.g. declaring war), the other clan’s diplomacy offer is lowered to match.

* it is now possible to buy from locals from all same-faction planets

* only people directly involved in pw combat get influence:
– clan owning the planet
– clans who sent ships to planet
– people from same faction
– people from allied clans

  • not involved people auto sell their influence for $20 to locals
  • if there are no involved clans, all people are involved (insurgents attacking empty planet)

ZeroK: Well, that was embarassing.

As many of the players have noticed, round 10 of PlanetWars…did not go quite as anticipated. Besides the persistent difficulty in creating balanced teams, the rule setup also resulted in the Synthetic Front achieving a runaway economic victory.

As such, we’ve ended the round and will be going back to the drawing board for the round 11 design for a while. The SynthFront victory will probably be recorded in the Hall of Fame, but not incorporated into the running story. It’s not yet clear whether the two-faction system can be salvaged, or written off and PlanetWars restored to five factions.

We apologize for the inconvenience, and hope to see you again in the next round!