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 →
ZeroK: Zero-K v1.0.4.0 Somehow quite a few changes made it into this version. The new flow field style pathing has been enabled for almost all units (even enemy units) to see if it is an improvement. An across the board 1/6th build power reduction is now being tested. Gravit… Continue Reading →
ZeroK: v1.0.3.9 + Spring 88.0 v1.0.3.9Thanks CaptianBenz for the great new Bantha model. Apart from the model there are a reasonable number of small fixes. Lastly Spring 88.0 has been released, there are few new fixes in this one since the dev version. Now that there is an official… Continue Reading →
ZeroK: v1.0.3.7 + New Engine Important Engine ChangeSpring 87.0.1-68-g6cefe1d is now in use for most of the autohostsThe next engine release looks at best a few days away. The bugs are already fixed in the development branch of spring but the engine devs are not releasing because… Continue Reading →
ZeroK: Multitouch + pen research progress "Bilhamil" has posted another video featuring his ongoing research:Controls look much more advanced now and allow you to do basically all normal things :)To see older videos of the multi touch RTS technology check:and Continue Reading →
ZeroK: Zero-K v1.0.3.3, everything works now? It has only taken 3 tries to fix almost all of the bugs in the last release. I'll list them here so everyone can start reporting things for v1.0.3.4 with full knowledge of what should have been fixed.The latest engine release badly broke area recla… Continue Reading →