Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Zero-K
Zero-K v1.8.3.0 - Bolas added, sea rework and balance tweaks
Hovercraft have a new heavy raider - the Bolas - bringing its unit count from a uniquely-low eight to a healthy nine. The question "How can Claymore be less janky when it is required to beat Scallop?" has been answered by reworking the Hover and Amph factories around a Scallop that must float to fire. Alongside this rework are changes for some of the more maligned units of the two factories, including tweaks to Dagger and Duck to bring them closer to other raiders in power.
Apart from tacking the longstanding issue of Claymore, we also tackle the longstanding issue of the general uncatachability of artillery. Additionally there are some small adjustments based on the previous update, a Ripper nerf, a Redback buff, and the matchmaker map pool has been rotated.
Balance
Metal Extractor health 750 -> 700
Hovercraft
Added Bolas, a heavy disruptor raider hovercraft.
Cost 190
Health 760
Speed 94.5 (for comparison, Bandit is 90 and Blitz is 102)
Disruptor beam with 116 DPS and 4x slow damage (essentially a Dart that shoots 3.33x faster)
Range 225
Dagger:
Fixed a longstanding bug that prevented Dagger and Gauss turret projectiles hitting maximum range when elevated.
Cost 80 -> 75
Speed 144 -> 147
Damage 95 -> 100
Reload 3 -> 2.8
Range 210 -> 220
Claymore:
Health 1650 -> 1320
Speed 99 -> 75
Brake rate increased by 200%
Range 270 -> 280
Damage 900 -> 600
Reload 8 -> 5.5
AoE 298 -> 160
Depthcharges move immediately instead of floating for a few seconds first.
Removed self-damage (this is consistent with all low-moderate AoE weapons).
Land depthcharge now rolls along the ground towards targets at a range of 160.
Removed manual fire ability.
Mace:
Speed 66 -> 61.5
Turn rate 560 -> 400 (note that the recent changes are 560 -> 896 -> 640 with the 1.6x multiplier)
Lance collision volume is now smaller and should result in less friendly fire.
Amphibious Bots
Duck:
Damage 115 -> 130
Turn rate improved by 75% (still 30% slower than Bandit and Glaive).
Increased turret turn rate by 58%
Speed 84 -> 90
Shoots one projectile every 2s, instead of two every 4s.
Scallop:
Floats to fire.
Speed 45 -> 48
Depth charge range 230 -> 300 (matches shotgun)
Depth charge AoE 100 -> 128
Buoy:
Cost 300 -> 280
Speed 42 -> 51
Lobster:
Cost 320 -> 230
Land Bots
Glaive:
Fixed a recent bug that removed Glaive weapon spray. The fix makes Glaive slightly worse against small and distant units, making raider interactions more interesting.
Bandit:
Health 320 -> 340
DPS increased by 2.5%
Thug:
Cost 180 -> 170
Puppy:
Speed 105 -> 102
Damage 410 -> 720 (so it can kill a mex)
Range 170 -> 160
Reload Time 1s -> 1.5s
Pyro:
Health 620 -> 700
DPS increased by 8%
Toad:
Health 2000 -> 2100 so it unambiguously survives Likho.
Venom:
Speed 2.7 -> 2.8
AoE 160 -> 128
Reload 1.73 -> 1.5
EMP 600 -> 450
Real damage 18 -> 40
Redback:
Turret turn rate buffed by 22%
Reload time 0.33 -> 0.3
Land Vehicles
Ripper:
Damage 280 -> 270 (used to be 220)
Reload 1.6 -> 1.7 (used to be 1.63)
Range 300 -> 285
Increased turret turn rate by 75%
Kodachi:
No change, I'd just like to mention that a Kodachi 1-shot kills mexes with 700 health.
Blitz:
Cost 285 -> 280
Air
Blastwing:
Cost 55 -> 45 (it no longer 1-shots mexes, so it is free to find more general use).
Gnat:
Health 420 -> 370
Applied -0.8 target priority to shoot at Gnats. Locust is now prioritised after Gnat.
Bomber health buffs:
Thunderbird 1000 -> 1120
Phoenix 720 -> 900
Artillery
Most artillery is a bit easier to catch, especially heavy artillery:
Sling 1.2% slower (for roundness)
Phantom 3.4% slower
Racketeer 5.5% slower
Firewalker 3.4% slower
Badger 10% slower (increased range 730 -> 750 to compensate)
Fixed local gesture, teamcolour, and unit marker settings.
Fixed some aiming and ally avoidance issues for a few multi-barrel units (Gremlin, Harpy, Raptor, Bandit, Rogue and Razor).
Fixed Mex team RoI.
Fixed move commands sometimes being drawn on the ocean floor.
Fixed amph float jittering caused by a hard water boundary.
Fixed an overshoot gadget crash.
Fixed Siren failing to fire at very close units.
Made terraform commands more resilient to malformed input.
Fixed Buoy (and other floating units) sometimes cancelling move orders while they sink.
Zero-K v1.8.2.6 - Fixes
This is a small patch with some fixes for the recent update.
Welder now has a 3x3 footprint instead of 2x2. Clumps of Welders no longer completely block each other from firing.
Fixed a rare bloom toggling bug.
Fixed the implementation of construction priority for repair pads.
Fixed a case where the mex placement snap-to-spot line would fail to appear.
Added energy to the Raven/Owl mission in the campaign.
Fixed Raven dive overkill prevention.
Fixed AI sorting in the rewritten playerlist.
Removed the 'second playerlist' (engine playerlist was not being disabled).
Fixed the TAB playerlist in ZeroWars.
Fixed reloading for the extra bombers found in the ZeroWars mod.
Zero-K v1.8.2.3 - Superfluid Update
Forged in a thread of thirteen pages, shaped over many 1v1s, and tempered in a pot of lobsters. This release is about pacing, flow, and a focus on what makes ZK fun. In response to your feedback we have analysed and tested large parts of the game. The result is units that feel better to control, tweaks to some of the mechanics that were highlighted as frustrating, and more ways to make it past the earlygame. The changes are still somewhat experimental so be sure to post feedback.
In other development news, PetTurtle is developing a mod called ZeroWars where players send waves of units to push back and destroy the enemy team. He is still making sweeping changes to the gameplay, trying to find what works best, and it will be interesting to see what sort of game mode comes out of it.
Raiders and Responsiveness
To start us off we'll make everything a bit more responsive, just so it feels better to control. There is plenty of room to make vehicle-types less unwieldy while keeping them feeling like vehicles.
Tank, Rover, Ship and Hovercraft acceleration and brake rate increased by 20%
Tank, Rover, Ship and Hovercraft turn rates increased by 60%
Other ground unit turn rates increased by 20%
Bomber manoeuvrability improved by a difficult-to-quantify amount (rudder buffs ranging from 12% to 44%, whatever 'rudder' means).
Now to attack the heart of the feedback - earlygame swingyness. A lot of this is down to the highly demanding interactions of light raider combat.
Glaive health 200 -> 240
Glaive damage reduced by 17%
Bandit health 265 -> 320
Bandit damage reduced by 17%
Scorcher health 420 -> 480
Scorcher damage reduced by 20%
Glaive, Bandit, Dagger, Scorcher and Pyro now shoot at units running away from them at the edge of their range. This removes the situation where a Glaive chasing a Glaive could be unable to fire but still receive fire.
In an ideal world the other raiders would be rebalanced around these changes, but there is only so much time in the day, and the overall balance deemed 'reasonable' in 1v1 testing.
Without the "retreat bonus" it, unsurprisingly, becomes harder to retreat. Extra vision should give players more time to choose whether to engage, and besides, it gives raiders a nice bit of extra utility. Here are the changes to vision:
Glaive, Bandit, Duck: 500 -> 560
Flea 560 -> 620
Puppy 560 -> 640
Pyro 420 -> 560
Dart 580 -> 660
Scorcher 400 -> 560
Dagger 560 -> 640
Kodachi 600 -> 680
Blitz 450 -> 560
Hunter 450 -> 560
Ground-Attack turrets increased by 48
Bombers 660 -> 780
Newton, Gauss, Faraday, Stardust, Urchin, Lotus, Picket, Stinger, Desolator, Raven, Pheonix, Thunderbird and Wyvern snuck in to the list of vision buffs! Not to worry, the turret buff is to prevent radar wobble overshoot and the bomber buff mitigates some issues with bombers losing sight of their target.
Expansion and Economy
Raiding is only half of the earlygame, with the other half being economic growth. These change slows down expansion, removing the requirement to expand at a breakneck pace in every direction from the very start of the game.
Metal Extractor cost 75 -> 90
Metal Extractor health 400 -> 750
Starting resources increased 250 -> 300 (to pay for such expensive Mexes)
Unarmed constructors have a bit more health to make it more difficult to lose really early in the game. Commander radar is just nice.
Commanders start with radar (except in the campaign).
Wind Generator health 130 -> 150
Conjurer health 450 -> 600
Convict health 650 -> 780
Weaver health 820-> 980
Mason health 900 -> 1000
Quill health 800 -> 960
One last sweeping change: a repair nerf.
Repair now costs 75% energy and build time (up from 50%).
Costlier repair pushes retreat-and-repair lineups later into the game, where energy is cheaper, giving early compositions more time to shine. It also nerfs those Gauss/Faraday forests that have been spotted brewing in the pots.
Speaking of Faraday.
Faradary health 1700 -> 1600
Faraday reload time 2.6 -> 2.7
Lets stack a bomber nerf on top of a repair nerf, especially for Raven. We'll tell ourselves that the usability buffs make up for it.
Rearming a bomber drains 10 energy per second.
Raven rearm time 5s -> 10s
Improved/fixed Raven attack and overkill behaviour so it does not need to circle so much if its initial target dies.
Like the repair change, the effect of this nerf drops off and disappears as the game goes on. Note that this is only a nerf to those players that manage to promptly reuse their bombers.
Balance and... Bugs
Time for some more sedate balance changes. Knight now 2-shots Glaive, Ripper 'might' not be terrible, and Constable is due a nerf.
Knight damage 240 -> 230
Ripper damage 220 -> 280
Ripper reload time 1.63s -> 1.6s
Constable cost 120 -> 140 (an unrelated nerf)
Tremor:
Cost 1500 -> 1600
Range 1300 -> 1200
Area of Effect 160 -> 140
Mechanics fixes/tweaks:
Dominatrix now reloads for 6x Build Percent seconds when it captures a nanoframe, instead of for 12 seconds.
Metal from overflowing allies is now shared evenly between teammates. Previously it was weighted by the team member's available storage.
Fixed Hacksaw, Ogre and Tarantula overkill prevention values
Raised Fencer aimpoint so it can be targeted over the lip of ramps.
Singleplayer and Coop
Updated the skirmish AI, making Brutal harder.
Made the Dominatrix mission (planet Ganong) fairer in light of the Dominatrix rework from prior versions.
Made some later missions (planets Hibiliha, Lalata, Karuwal and Onsally) easier on the Easy difficult setting.
Fixed the factory in the terraform mission (planet Kirdipan) failing to produce more than one Dirtbag.
Improved the quality of your allies in missions on the Easy difficulty setting.
Fixes to campaign mission briefings.
Other Changes
Here are some graphical tweaks, UI improvements, and performance fixes.
Added Guernsey.
Rewrote the default playerlist - the last unreasonably performance heavy UI widget.
Jumpjet units automatically jump if they were thrown by a Newton and are about to land or leave the map. This can be toggled with the ingame setting 'Settings/Interface/Falling Units/Jump on prediction'.
The AI turned out to be a bit too keen to use the new Conjurer area cloak ability. Here is a quick fix for that, along with some other tweaks.
Fixed AI opponents always using Conjurer area cloak and excessively draining their own energy.
Fixed a bug where Conjurers would use their area cloak decloak range when using personal cloak under a certain set of conditions.
Increased Conjurer area cloak decloak range 128 -> 192 (same as their area cloaker radius).
Ravens dive slightly lower.
Increased the effect of impulse weapons on planes (not gunships) by 10%.
Improved the rearm pad code and added it to the priority system.
Hacksaw turns 25% faster and its missiles are better at homing.
Fixed Knight attack-move behaviour.
Fixed some issues caused by Phantom trying to shoot and kite at the same time.
Skirmishing units stay slightly further away from retreating targets with significantly less speed than them.
Updated Constable description.
Zero-K v1.7.11.0 - Balance and Quick Modding
This is a balance update, primarily regarding Emissary and Cloakbots, and also includes some vital fixes. There is now a quick modding system that can be used to test out balance, or perhaps just to create wacky game modes. The current position of Cloakbots in the meta made them primes target for some !Fun! buffs.
Quick Modding
Many balance suggestions are expressed on the forum with no easy means of testing. To address this, there is a new setting during game setup, under Advanced Options, that can be used to change almost any aspect of the game, no rebuilding or rehosting required. Check out the wiki page to see how to make faster Glaives and long-ranged Bandits.
Balance
Conjurer:
Jam radius: 256 -> 192
Can area cloak with 192 radius and 8 energy drain.
Knight:
Range: 280 -> 350 (to see if the game breaks).
Sling:
Cost 110 -> 100
Range 840 -> 860
Projectile speed increased 3.8%.
Dagger:
Damage: 100 -> 95 (Glaive is the only small unit affected by this change).
Sight range: 660 -> 900 (very few units have more than 600 LoS).
Laser range: 820 -> 850
Reef:
Disarm missile tracks.
Faraday:
Health: 2200 -> 1700
Hacksaw:
Range: 480 -> 490
Fixes
Made the build height display (Alt+Scrollwheel) show the water level.
Fixed units sometimes skirmishing cloaked units.
Fixed Dgun commander aiming.
Fixed an exploit that allowed a player to crash the game (exploited around the 11th).
Fixed Scorpion aimpos, allowing many units to hit it reliably again.
Fixed the commander window closing itself randomly.
Fixed slowbeam target selection.
Fixed wade effects.
Fixed extended Raven usage spamming the minimap with dots.
Minor performance improvements.
Engine Update (Spring 104.0.1-1429-g1add37c)
Fixed some rare crashes.
Fixed a bug that allowed players to select AI units.
Fixed draw distance fog.
Zero-K v1.7.10.0 - Story and Fixes
We return from a bit of a break in development with a campaign update and an experimental performance improvement.
The old campaign mission text, while serviceable, lacked much in the way or narrative or lore. ThornEel has replaced all the text with something much more evocative.
The performance improvement comes from tweaking the frequency of weapon aiming, a parameter that initially set early 2018. Visually, the change should be barely noticeable, however it is likely to impact balance. Benchmarks indicate that this tweak will result in the best performance seen since at least 2017, if not earlier.
Behaviour Fixes
Fixed the broken Starlight on planet Cipher.
Configured weapon aiming for a significant boost to game performance.
Fixed Kodachi being too eager to become a wreck.
Fixed firing at buried or otherwise obscured Berthas by raising its aimpoint.
Fix a bug related to Gunships climbing steep cliffs.
Other Fixes
Fixed the most common cause of lag when selecting units as a spectator.
Fixed Area Mex causing duplicate commands in some cases.
Fixed a bug with queuing construction orders for incomplete Strider Hubs.
Updated Russian translations.
Fixes for depth-of-field.
Fixed shadows and shaders for some old graphics cards.
Fixed wading unit wakes.
Fixed economy module description.
Swapped some ally teamcolours for better distinguishability in small games.
Puppy Goo now updates wreck tooltips correctly.
Zero-K v1.7.9.0 A Bunch of Fixes
Policing a list of banned exploits sucks for any competitive game as it is a task rife with ambiguity. Two exploits were revealed quite recently, and while the community has been good enough to avoid breaking the game, it is best to fix them as soon as possible. Hence this update.
Zero-K would not be Zero-K without creative use of physics weapons so only the most broken aspects of the mechanics were patched. The real feature of this release is that players are again free to experiment without constraint. At this point, every trick or tactic that is possible within the game mechanics is allowed. Have fun!
(Note that using mechanics to troll is neither a 'trick' or 'tactic'.)
Large Fixes
Lobstervators and Placestations can no longer be built arbitrarily high in the sky. This is achieved essentially by making Lobster and Placeholder gradually lose impulse power at an altitude of around 600 to 1000 elmos, preventing unbounded expeditions into the sky.
Krow can no longer be made to oscillate to arbitrarily fast speeds.
Claws have been fixed, resulting in a DPS buff for Badger of at least 25%.
Fix the 5th Claw missile not appearing. This is effectively a 25% damage buff.
Fixed Claw not spawning on direct hits.
Claw no longer randomly delays its shot upon spawning.
Fixed Claw failing to 1-shot a 200 health target.
Fixed some other cases where Claw would randomly fail to spawn.
Claws no longer bait enemy fire in the short gap between firing and death.
Chicken have received fixes for sea maps.
Chickens now have sonar and can see underwater
Removed chicken speed penalties on the sea.
Melee chickens now move on the oceanfloor.
Chicken projecties can shoot underwater.
Medium-Sized Fixes
Flamethrowers no longer occasionally penetrate shields.
Fixed Starlight aiming. It can now snipe a Gnat at max range.
Fixed Widow occasionally missing.
Fixed structures failing to block anything (so they could be stacked) when placed on particular sharp cliffs.
Jugglenaut is now able to target Archer.
Fixed issuing a duplicate construction order with Shift+Right Click not canceling the order.
Unit states are no longer reset to their default upon loading a game.
Small Fixes
On/Off state can now be toggled on units that are under construction.
Disintegrators now lead moving targets correctly.
Fixed units eventually failing to follow patrol orders.
Damaged units no longer emit smoke while cloaked.
Jumpjets now work on non-amphbious units flying over the sea.
Metal spot circles now update with changes to nearby terrain.
Glint is invulnerable while its parent Starlight lives.
Removed some of the sharp speed and frequency limits that determine whether a Lobster can launch a unit. The limits now consist of a gradual loss of impulse power.
Another attempt at metalhead Gauss.
Improved hitboxes for Athena and Scorpion.
Improved hitboxes for the deathclones of Athena, Scorpion, Phoenix, Wasp, Moderator, Raptor, Owl, Tarantula, Venom, Recluse, Ravager, and Dominatrix.
Added a deathclone for Sparrow.
Fixed the disruptor bomb sound for Commanders and Disco Rave Party. Toned down the high frequencies.
Fixed Zenith with the Fire Once modifier (Ctrl + Force Fire).
Zenith is able to damage itself.
Removed pulsating teamcolour.
Zero-K v1.7.8.2 - Superweapon Balance and Gunship Buffs
In this version we take a closer look at superweapon balance and buff some gunships. As is the way with superweapons, they ended up more expensive but also more awesome. The gunship buffs are a long time coming and aimed at producing more variety in air play.
The new save/load system has been fixed and re-enabled. This system saves many more details about the game, so report any new issues you find. Some other notable other changes are the performance improvement for Tremor, fancier unit textures, friendly fire fixes, and Ravens that are better at bombing on tall cliffs.
Removed Into Battle, Onyx Cauldron, Shifting Sands, Izki Channel.
Balance
Some of the gunships have been left behind by the evolving nature of balance and meta. Some (Revenant) were never that good. With these changes we may see more than Nimbus, Trident, and Krow.
Wasp:
Cost 260 -> 240
Health 600 -> 850
Speed 3.1 -> 3.2
Gnat:
Health 350 -> 420
Damage 600 -> 700
Range 180 -> 160
Locust:
Turret arc 160 degrees -> 180 degrees
Buffed DPS by 4%
Harpy:
Speed 3.65 -> 3.8
Revenant:
Cost 900 -> 850
Health 3400 -> 3600
Manoeuvrability buffed by 11%
Range 300 -> 270
Many players noticed last month's Zenith buff so we have taken a closer look at the balance between superweapons. Disco Rave Party, at 36k cost, is now the cheapest, which is appropriate for its relatively low range and DPS. Starlight is no longer countered by terraform and has a healthy range advantage over Zenith, so it is a bit more expensive.
Disco Rave Party:
Reload time (for each weapon type) 6.1s -> 6s
Zenith:
Cost 32k -> 40k
Damage 2000 -> 1600
Stockpile rate 1.2s -> 1s
Fixed a bug that caused it to be unable to fire at max range, resulting in a range buff of 8800 -> 9000
Starlight:
Cost 40k -> 45k
'Aiming' Laser DPS 5400 -> 4500
Main Laser damage 5400 -> 18k
The Main Laser is now extremely good at cutting through terrain.
Range 9000 -> 10500. The build UI shows 10000 range to account for the effect of shooting a laser from high in the sky.
Light Particle Beam Commander weapon:
DPS 180 -> 210
Range 310 -> 300
Made Light Particle Beam and Heavy Particle Beam consistent with the -25% DPS of Disruptor Ammo.
The line of sight of land units launched into the sky is now larger. In terms of a 3D shape, line of sight is now an elongated sphere whereas previously it was an inverted cone.
Graphics/Interface
Increased the highlight of small wrecks.
Added a shader that automatically infers normals for units and features that lack them. It makes the units look more detailed when viewed close up.
Increased the minimum shield transparency as they would be near-invisible at very low values.
Improved the effect of the Starlight main laser.
Fixed broken unit information entries (space + click) of Disco Rave Party, Zenith, and Starlight.
Added a state toggle to Lobster to make it ignore attack commands.
Fixes
Fixed and applied the improved save game system.
Reduced the CPU load (due to terraform) of Tremor by around 50% and allocation load by around 99.5%.
Increased the amount Raven can climb against targets on cliffs. It is now much better at hitting units on tall terraform hills (up to around 1000 elmos).
Blocking the the Starlight beam from the ground station to the satellite now interrupts the beam from the satellite.
Maps with completely impassible areas now have those areas applied.
Fixed some dual-weapon friendly fire. This fixes Detriment, Envoy, Ogre, Hermit, and Siren.
Fixed a case in tactical AI behaviour that caused Scorcher to jink out of its own range.
Fixed cautious riot units (Mace, Ripper, Ogre) backing out of range of explosive structures.
Zero-K v1.7.7.0 - Performance and Shading
This version is primarily aimed at large team games. The big exception is the Sparrow nerf which should address concerns about scouting being a bit too easy in 1v1. The large game changes focus on performance, interesting energy choices, and curtailing Berthas. Additionally, some of the poorer Commander weapons received buffs.
On the technical side, many bugs were fixed and the shader rewrite is ongoing. Report any issues that you experience as we were unable to test across all potential hardware setups.
Balance
Sparrow was being built too early. By making it much more expensive we hope that it will mostly appear in the midgame, and it may even be worth countering with a small amount of AA.
Cost 135 -> 235
Radar morph build power 5 -> 7.5 (20s -> 24s)
Buffed maneuverability, tightened turn circle.
Wind Generators are now much worse at high altitudes. This addresses the trivially good choice of Wind Generation on maps with large base plateaus. Singularity Reactors are now always more efficient.
The best wind range is now 1.0 - 2.5.
The minimum increases at 0.25 energy per 100 height on most maps.
The rate of increase is scaled down on maps with height difference that exceed 600.
The minimum wind height is now based partially on height of the lowest metal extractor.
Singularity Reactor is now more scoutable, snipable, and leave Fusion with the unique strength of underwater construction.
No longer able to be built underwater.
Big Bertha was a bit oppressive on maps of a particular size. Lower range forces a choice between a safe Bertha or a Bertha that can reach into your opponents base.
Range 6200 -> 5600
Aims 20% slower
Commanders
Light Particle Beam:
DPS 165 -> 180
Riot Cannon:
Range 275 -> 300
Reload 2s -> 1.63s
Heavy Rocket:
AoE 75 -> 96
Riot Cannon with Napalm Warhead:
DPS 86 -> 100
AoE 144 -> 170
Heavy Rocket with Napalm Warhead:
DPS 180 -> 135
AoE 128 -> 144
Leaves craters
Disruptor Ammo:
Increased Heavy Machine Gun and Shotgun normal damage DPS by 50%.
Napalm Warhead and Disruptor Ammo now consistently reduces direct damage by 25% when applied.
Interface/Graphics
Reworked the unit shading system. This allows for fancy things like emissivity and fallbacks for older hardware. Report any issues.
Disabled the click-and-hold terraform UIs by default.
The space+click unit information window now shows how much damage a status effect deals to shields, and even shows the breakdown in the case of mixed normal and status effect weapons.
All main objectives in the campaign complete when 'Victory' is declared. Note that you can still fail protection objectives if you die in the victory lap.
Zenith tooltip says that it controls 300 meteors, the correct amount.
Very low value wrecks are now less highlighted by wreck highlight.
Shields become more transparent at very low charge.
Lobby
Added a modoption to disable AI resign.
Added a modoption to disable Overwhelming Advantage.
Fixed factory rebuilding on Planet Bavhakya.
Updated the benchmarks.
Fixes
Fixed the performance regression of last week thanks to player benchmarking and updates by the engine devs.
Raven now predicts height changes when targeting units on spires or cliffs, and dives appropriately.
Terraform construction points are no longer revealed upon Overwhelming Advantage.
Added some leeway to possibly fix Widow missing (along with other melee and almost-melee units).
Fixed the Commander and factory selection bar being empty upon loading saved games.
Increased the priority of the Set Target command over Attack commands.
Significantly reduced the number of projectiles tracked by Lua, improving performance.
Fixed metalhead Gauss turret.
Applied some useless optimisation to the wind gadget and animation.