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 Enabled
The quick matching system 'Juggler' has had improvements and has been re-enabled. Juggler preferences can now be set with Zero-K lobby and defaults to Never. Preferences are used to automatically search/create organise games with people that also want to play that kind of game.
QuickMatch is activated by button in Zero-K lobby multiplayer tab or by joining autohosts with Stars.
People who cannot use Zero-K lobby can set their preferences on their home page - "Game preferences".
There are now 3 levels of TEAMS host, small medium and large. These hosts will automatically start a game if the number of players is within their desired range. Automatic starting can be postponed with the command '!postpone'. Games which are too small can still be manually started and if a game is too large it will be split into two games with players sorted by elo. The game sizes are:
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Small 2v2 - 4v4
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Medium 4v4 - 8v8
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Large 5v5+
Please pay attention to this and configure your preferences based on your likes.
QuickMatch creates games from waiting people according to their preferences to satisfy greatest number of people.
1) It tries to make game of similar ELO skill. For 1v1 max ELO difference is 250 points.
2) It can only move you from your current game to new game if you like the new game type more than current game type, or same as current game type and moving you will allow other game to start, whilenot breaking current game.
3) Games where you are moved are always withing recommended player level for that game type (it will never move you to empty room alone etc).
Zero-K lobby/springies now also allow private hosting of unpassworded games.
Balance
Factories:
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Cost 550 -> 700
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Build Speed 5 -> 10
With the previous BP change it became a bit hard to spend at game start. This factory change is experimental so feedback would be helpful.
Penetrator, Annihilator and Sharpshooter do not fire at radar dots by default. They completely refuse to fire at a radar dot unless their 'fire at radar' state toggle is enabled.
Krow:
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Slows to 75% speed while dropping bombs.
Jugglenaut gets an anti unit special weapon. It can pickup all ground units around it and throw them at anything nearby.
Golliath:
Sumo:
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Cost 2200 -> 1900
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Jump range 300 -> 360
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Gun damage up 20%
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Stomp damage up 25%
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Stomp AOE 300 -> 340 (diameter)
Dominatrix can capture Dominatrix. This can form trees of control that completely flip when the head is killed.
Archer:
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3xish damage
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faster projectile.
Grizzly:
Clam:
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25% faster resurrect speed. This is more of a fix because resurrect should drain 7.5 energy whereas due to an oversight it drained 6.
Commander torpedo DPS increased 50%.
Submerging a units in water puts out fires.
Overdrive Distribution
More overdrive metal is given to team members who contribute their energy. 50% of the overdrive distribution is weighted by how much energy a player contributes. The other 50% is distributed evenly between all players.
Base metal extraction sharing is unchanged, this is still evenly distributed.
Physics
In unit-unit collision both units take damage. As an aside they also take the same amount of damage (unless of course one is armoured).
Licho no longer collides with aircraft. This is to prevent mid-air catastrophes. Other aircraft are already set to not collide.
Units skid around a bit more and don't take so much damage from sliding along the ground. Technically put speed for fall damage only uses 50% of the tangential component of velocity to the ground. The speed reduction vector is also mostly in the direction of the normal.
Pathing
Units should now stop to turn if given a movement order behind them. Slow turning units can now turn on the spot instead of wandering into turret range.
Lag Monitor
Units that the taker creates are not given to the afk player when they return. Exceptions are factories to give the afk player back their factory plop.
Afk players do not receive metal income. It is split between their teammates.
Removed sexism.
Graphics
New explosion effects for Merl and Pillager.
LOS + Radar view has been recoloured. Most importantly areas with LOS and no radar are not dark blue.
Sound
There are now game Victory and Defeat triggered music tracks.
Changed Buoy and Halberd weapon sound effect.
Fixes
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Fixed tooltips for BP 5/6 change.
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Fixed game over bug that would cause both teams to win if the last unit that died was a Puppy.
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Puppy should get stuck underground less.
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Puppy now takes 5s to self-d.
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Initial States should now correctly set states when units are received from other teams.
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Added buildpic for Bantha
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Reordered a few build menu items to obey cost ordering.
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Fixed Freaker description.
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Pillager can now shoot in all directions because it would not turn itself to shoot.