Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Zero-K
Planetwars Starts on June 23rd
The Federation, Empire and Dynasty will attempt to conquer the galaxy starting this Saturday at 1000 UTC. Pick a faction and log in at https://zero-k.info to elect faction leaders responsible for ship deployment, war infrastructure and diplomacy.
Zero-K v1.6.5.6 - Balance and map updates
Here are some balance changes a result your feedback and our matchup data. Tanks and Thunderbird have received nerfs while the Rover and Spider riots have small buffs. We have also rotated out four maps from the matchmaker.
Maps
Added:
Otago 1.1
Shimmershore v1.0
Zed 2.3
Obsidian_1.5
Removed:
Desert Needle Small 3.2
Vittra v2.1
Barren 2
Hide_and_Seek_v03
Balance
Blitz has less damage to nerf it against Glaive and a little less range to nerf it against everything.
Damage 200 -> 180
Range 260 -> 245
Ripper should generally be better against raiders.
Range 290 -> 300
Reload 1.7 -> 1.633
Widow has a bit more range to help it reach tall turrets on cliffs.
Range 100 -> 120
Thunderbird hits targets in a thinner line but should do approximately the same amount of single target damage.
AoE 192 -> 160
Spray angle reduced by 1/6th
Damage (per bolt) 675 -> 650
Redback and Scorpion particle beams have a bit more burst. This is a 5% increase to DPS.
Damage 60 -> 70
Reload 0.3 -> 0.333
Content
Added a jumpjet loadscreen by thetryhardrabbit
Added a sonic gun sound by Apelsinsaft
Fixes
Fixed Chainsaw firing issue.
Fixed some unit shader issues on poor graphics cards.
Fixed set target command in rectangle mode.
Zero-K v1.6.5.5 – Fix update: the return
More fixes for issues that some of us just couldn't leave well enough alone, and other things besides.
Features
Added autosave functionality
GUI
Added option to not automatically unpause the game in singleplayer when closing menu
Added a slider to scale healthbar size
Pregame building queue anti-spam: now limited to 30 buildings
Camera pan speed setting in main menu affects all camera types
Prettier loading bar
Reorder main menu options to be more easily readable
Tweak load game menu
Bugfixes
Fixed game ending before start if someone quits
(Perhaps) fixed main menu blackout bug
Fixed Flux Amplifier damage bonuses
Misc. fixes
Miscellaneous
Steam updates to lobby menu/client should be much smaller now
Zero-K v1.6.5.2 – Fixes
The commander regeneration bug prompted an urgent fix. We also managed to get in an improvement to Missile Silo controls, and address various other issues while we were at it.
UI
Missile Silo now launches the oldest missile it has (or the next one it builds, if none are ready) when it receives a Force Fire order.
Bugfixes
Fixed commanders' autorepair scaling with their buildpower.
Fixed some issues with save/load (this included such fun things as crawling bombs exploding in their factory).
Fixed Swift speed boost's cooldown bar.
Fixed metal spot circle thickness and mex animation speed with high metal mults.
Fixed commanders displaying the wrong decloak distance.
1v1 Tournament - Saturday May 19th
A standard 8-16 player 1v1 single elimination tournament will be held this Saturday. Sign up in this thread: https://zero-k.info/Forum/Thread/25420
In other news, our lingering matchmaker issues have been reproduced, fixed and deployed. The fix of a few days ago was accidentally not deployed due to a database problem. Please report any issues.
Matchmaking improvements and fixes
Here is a server update with some matchmaking bugfixes, as well as some improvements. The rare game start delay issues should now be fixed, with the removal of some server locks. The locks were likely responsible for many issues. There were requests to not mix parties and solo player. We've addressed this by making parties of 2 always play 2v2 and parties of 3 always play 3v3.
Please keep reporting issues, as they have been quite tough to track down.
Zero-K v1.6.5.1 - Balance update
We have taken a look at games and feedback and come up with a small balance update. Inconsistent, and sometimes drastic, unit interaction with gravity guns and other sources of impulse have also been fixed.
Glaive is now slightly less cost effective, but their behavior is unchanged.
Cost 60 -> 65
Welder was dealing a lot more damage than intended, possibly due to an engine update or fixed scripting issue.
Cost 220 -> 230
DPS 72 -> 45
Pyro may now be more effective in groups.
Now avoids shooting through allies.
Constable is lighter as an experiment.
Cost 160 -> 130
Buildpower 5 -> 4
Seawolf escaped the ongoing sea changes:
Cost 200 -> 220
Shogun has a respite from the recent nerf, which was a bit too far:
Reload time 15s -> 12.5s
Fixed rapid-fire matchmaker accept
Players were erroneously not receiving matchmaker notifications in cases where they were sent from the server in quick succession. This could cause a player to reject a match without even realizing it. This has now been fixed.
Zero-K v1.6.5.0 - Fancy shields
The fixes and features have stacked to the point that it is time to make a content release. The most noticable change is the much improved shield shader, which only just missed out on inclusion in our initial release. A notable fix is to overkill prevention against healing targets as this was reasonably easy to trigger with light artillery.
Added fancy hex grid shield with a wobble effect on impact.
Improved Ramp terraform tooltip to make it clearer how to change height.
"Exit to Lobby" resigns. If you want to leave and reconnect, for whatever reason, go to Lobby (F11) and press Leave.
Default to All Chat when you have no teammates.
Added a button to the top left of the UI for defence range settings. Added a setting to draw scouted radar ranges.
Updated Kamikaze trophy icon.
Fixed some main menu tooltip bugs.
Fixed some reconnection detection issues.
Fixed low command visibility settings.
Fixed Guardian steel skin.
Fixed overkill prevention against targets which are regenerating or being repaired.
Fixed various minor bugs an errors, especially relating to save/load.
Matchmaker - No longer terrifying
Teams matchmaking will no longer create one-sided games, now that we have added a sanity check on the minimum allowed win rate of the underdog. The matchmaker has always had rating bounds but they were no match for the team constraints imposed by parties.
Well, no more, with the new sanity check nobody need fear clicking the matchmaker button, partied or otherwise.