ZeroK: Zero-K v1.12.4.0 – Combat Engineer The most experimental change of this patch gives Engineer Commanders the ability to build units out in the field. The goal is to make it more than the base building chassis. A much more normal change accentuates the speed of Strike Commanders by reduci… Continue Reading →
OpenHV: 20240401 Fixed start cash 💵 in fire watch 🚒 mission. Fixed rendering glitches with mothership. Fixed not all unit production buildings allowing power down. Fixed not all helicopters being able to automatically target other aircraft. Fixed miners not deploying … Continue Reading →
Widelands 1.2 Released The Widelands Development Team is proud to announce the immediate availability of the stable release Widelands 1.2. Windows installer 64 bit · 32 bit Mac packages (64 bit) MacOS ≥ 12 Intel · MacOS ≥ 14 Arm Linux (64 bit) AppImage · Flatpak · PPA S… Continue Reading →
ZeroK: Cold Take #9 – Energy as Supply Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.Read it here: https://store.steampowered.com/news/app/334920/view/5969030636… Continue Reading →
Widelands 1.2 Release Candidate The Widelands Development Team is proud to announce that the Release Candidate for Widelands 1.2 is now available for download. Windows installer 64 bit · 32 bit Mac packages (64 bit) MacOS ≥ 12 Intel · MacOS ≥ 14 Arm Linux (64 bit) AppImage Source… Continue Reading →
ZeroK: Cold Take #8 – Smoothly Flowing Economy Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.Read it here: https://store.steampowered.com/news/app/334920/view/410228786… Continue Reading →
ZeroK: Cold Take #7 – Jumpjets and Jumplegs Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.Read it here: https://store.steampowered.com/news/app/334920/view/6001679204174153483 Continue Reading →
ZeroK: Cold Take #6 – Physics vs. Formulas Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?Read it here: https://store.steampowered.com/news/app/334920/view/395816887… Continue Reading →