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Zero-K v1.7.9.0 A Bunch of Fixes

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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.

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.
+13 / -0


5 years ago
Note: There are currently some problems with the server that can cause previous versions to be used in some cases. When hosting a game manually use "!game zk:stable" to workaround the issue. If you encounter the old version in singleplayer try joining an autohost to download the latest version. The matchmaker may be stuck with the old version for now.
+0 / -0
5 years ago
Damaged units no longer emit smoke while cloaked.

that is not a small change lol

very good update!
+2 / -0
5 years ago
I will no longer spot troll commanders :(
+0 / -0

5 years ago
when damaged, they emit special cloaked smoke, cuz that's a thing?
+2 / -0

5 years ago
You are an attractive frog
+3 / -0

5 years ago
what is with this new lighting when zooming out? this is quite painful to play with...
+3 / -0
5 years ago
I just made a thread about this bug DErankkatastrophe.
+0 / -0


5 years ago
Noooo! The Archer was nerfed.
That aside, it is nice the Jugglenaut is now working properly against Archer, though I admit it was fun chasing enemy Jugglenauts around with Archers and keep pushing them around.
+0 / -0


5 years ago
woah disintergrator buff!

also

quote:
Krow can no longer be made to oscillate to arbitrarily fast speeds.


I love spring engine
+0 / -0


5 years ago
Cloaked units did not smoke up until a bug was introduced about eight months ago.
+0 / -0


5 years ago
This appears to be the cause of the view distance change: https://github.com/spring/spring/commit/18f2c2241ae2cd00f638ddfeea23f7cc55f54499

I made a widget send the appropriate commands to set the old view distance and made v1.7.9.1.
+2 / -0

5 years ago
AUrankAdminGoogleFrog thank you for your efforts!
+8 / -0

5 years ago
what's a "metalhead gauss"?
+0 / -0


5 years ago
quote:
what's a "metalhead gauss"?


It is the name of a bug I found with gauss's animation script that causes it to rapidly open and close, like it's banging its head.
+3 / -0

5 years ago
lol that's epic.
+0 / -0
5 years ago
Also made me get banned when I abused it cus it caused lotsa lag!
+0 / -0