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Zero-K v1.7.3.5

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2 months ago

This version addresses a few problematic units, has further refinements to the commander income change, and includes engine-related fixes. Flea is more expensive, Shieldbots have been buffed, and players now have innate base income. Keeping up to date with the latest engine version has allowed us to coordinate and incorporate some performance improvements.

Balance


Each player now generates some base income that is not tied to any unit or structure. This makes commander sniping a little less lucrative and ensures players can always rebuild from one constructor in a FFA.
  • Each team receives +2 base metal and energy income per player (technically, per spawned commander).
  • This base income is split evenly between the active, non-resigned, players on the team.
  • Commander income reduced +6/+8 -> +4/+6.
  • Factories and Strider Hub no longer produce +0.5/+0.5.

Flea has good interactions but is a bit too cheap for its overall power. Instead of trying to make it individually weaker, we simply reduced the number of Fleas that players can field.
  • Cost 20 -> 25

Redback is a bit bad for a riot, and should also see more use with the weaker Flea.
  • Cost 250 -> 240

Bandit has trouble raiding due to its low speed, however, it has too much range for a speed buff to be feasible. Instead, we buffed Bandit within the Shieldbot theme by increasing its survivability.
  • Health 250 -> 265

Outlaw was more powerful years ago, but was nerfed down to the level of other riots. Many other riots were subsequently buffed, but Outlaw missed out and is now considered to be a relatively poor riot.
  • Damage 20 -> 35
  • Slow Damage 75 -> 105 (multiplier 3.75 -> 3)
  • Buffed explosion speed by 9% because it seems to match the graphics better.

Felon aim delay has been removed, although it appeared to be non-functional previously.

Racketeer now has improved targeting AI. It is now able to keep high cost units permanently stunned against mixed armies.

Mace is a little too good at catching skirmishers and is by no means a weak riot.
  • Range 350 -> 345

Duck gained an arc in the previous release, but also gained the ability to miss raiders in some situations. This has been fixed.
  • Halved arc angle.
  • Increased missile turn rate by 12.5%.

Ronin now moves a little faster while reloading.
  • Reload movement speed modified 75% -> 80%.

Zenith now has few, more powerful, meteors to help with performance.
  • Damage 1000 -> 2000
  • Meteor rate 0.7s -> 1.2s
  • Maximum capacity 500 -> 300

The Commander Disintegrator damage has been increased by 42% to match the Ultimatum buff from the previous release. Previously the Commander Disintegrator dealt more damage than Ultimatium.

The terrain smoothing fall-off exponent of weapons such as Quake and Tremor has been reduced from 2 to 1.5. The effect is that weapons with a smoothing effect now create smoothed areas with gentler slopes around the edges.

Features


  • Added a depth of field shader.
  • Added/improved start boxes for Anteer Strait and Server.
  • Added reload time to Dominatrix ingame stats window.

Fixes


  • Fixed a recently introduced engine bug in which constructors would sometimes walk around their construction order without starting construction.
  • Fixed a bug in which constructors building spaced lines of buildings could become stuck deciding how to move out of the way of their own construction.
  • Fixed a texture crash on old hardware.
  • Fixed some crashes on launching Speed Metal map variants.
  • Fixed an method of circumventing bonus objective unit losses in the campaign missions via reclaim.
  • Fixed a shield merge crash related to using a non-default shield link setting.
  • Fixed a transport error related to picking up floating amphibious units.
  • Fixed AI memory usage, which should fix a few crashes.
  • Potentially improved performance in various ways, introduced bugs.
+14 / -1
2 months ago
Domi's left untouched even after increasing cost of spam unit.

Seriously.

They. Need. A. Range. Nerf.
+1 / -0

2 months ago
I think all of these are good, some may prove risky, but thumbs up.
+0 / -0


2 months ago
Dominatrix is on the list of problematic units that I am keeping an eye on. It doesn't have a thread or list of replays, and is indirectly affected by this release. I didn't really want to tackle Rovers in this release after making such large Spider and Sheildbot changes.
+3 / -0
2 months ago
thanks for your efforts to the game! you (all) are awesome.
+0 / -0

2 months ago
I think Lonster is now broken, the ability to throw around friendly units doesn't seem to work at all.
+1 / -0


2 months ago
quote:
They. Need. A. Range. Nerf.

Range nerf Dominatrix -> Rover has no answer to Ogre or Mace = remove Rover from the game.
+6 / -0

2 months ago
I think magic metal from nowhere is just going to drag things out.
+2 / -0
2 months ago
Overall I am happy.

I don't mind some units being a bit more powerful than others; I feel perfect balance is impossible. Flea is probably a bit too weak now but, I could be wrong.

I like the magic metal from nowhere because there are some players that resign early and it would be nice to get their metal income. It's not a very large amount of metal so I don't think it will drag games out except maybe on porctastic maps like Icy Run.

Firepluk has probably done a little jig on seeing this:

"The Commander Disintegrator damage has been increased by 42% to match the Ultimatum buff from the previous release. Previously the Commander Disintegrator dealt more damage than Ultimatium."

No commander is safe!

Thanks for buffing Outlaw, it really was underwhelming.
+0 / -0
2 months ago
these are good changes. is the quake missile buffed by the change some how?
+0 / -0