ZeroK: Zero-K v1.0.6.5 After a day of commander-related chaos, some changes have been made which should hopefully settle things down a bit.Balance Shredder: DPS reduced 20% Copperhead: DPS reduced 5% CommandersRestored old HP values. Their maximum base HP is now the sa… Continue Reading →
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 … Continue Reading →
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 (Settin… Continue Reading →
ZeroK: QuickMatch/Juggler neutered Because people apparently cannot understand how it works and try to fight it and complain, juggler was mostly disabled now. – it wont split any game (you can have 32ppl small teams now) – it wont auto enable if you join managed host (with star in ZKL) … Continue Reading →
ZeroK: Zero-K v1.0.5.7 Some long-awaited balance changes in this one – whether they work as intended remains to be seen ;)Game Team commander ends mode is default ON Autoforce waits 75 seconds for missing people (instead of 30) and will not act unless at least two teams h… Continue Reading →
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 UnitsSlasher Cost 125 -> 140 (12%) HP 500 -> 560 (12%) Damage 32 -&… Continue Reading →
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…. Continue Reading →
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 specifi… Continue Reading →
ZeroK: Zero-K v1.0.4.9 v1.0.4.9GUI improvements: new keyboard controlled main menu new button under minimap to turn on simplified color scheme (all alies blue, all enemies red) default interface skin is now carbon (you can change that in settings) game treats placing … Continue Reading →
ZeroK: Zero-K v1.0.4.1 – v1.0.4.6 + Quickmatch Happy belated Easter! There are lots of gameplay adjustments in this one, but the most notable change is the new and improved???™ Quickmatch system. As always, refer to the changelog for details.Quickmatch Improved and EnabledThe quick matching system … Continue Reading →