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A new version, with a new factory (and a new naming scheme).
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1 |
A new version, with a new factory (and a new naming scheme).
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\n
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This
is
the
biggest
stable
release
for
a
long
time
with
almost
a
month
since
the
last
one
as
there
were
a
lot
of
changes
that
could
not
be
partially
implemented.
The
new
Amphibious
factory
is
arguably
the
biggest
change
and
took
significant
development
time.
This
version
also
includes
a
months
worth
of
small
fixes
and
balance
adjustments
that
is
normal
for
a
stable,
the
delay
just
means
there
are
more
of
them
at
once.
|
3 |
This
is
the
biggest
stable
release
for
a
long
time
with
almost
a
month
since
the
last
one
as
there
were
a
lot
of
changes
that
could
not
be
partially
implemented.
The
new
Amphibious
factory
is
arguably
the
biggest
change
and
took
significant
development
time.
This
release
is
congruent
with
an
engine
release
so
a
lot
of
long
standing
bugs
are
fixed.
This
version
also
includes
a
months
worth
of
small
fixes
and
balance
adjustments
that
is
normal
for
a
stable,
the
delay
just
means
there
are
more
of
them
at
once.
|
4 |
\n
|
4 |
\n
|
5 |
Enjoy!
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Enjoy!
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\n
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\n
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=== New Factory: Amphibious Bots ===
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=== New Factory: Amphibious Bots ===
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The underwater amphibious bot factory has finally been added. There were always vague plans to flesh out the underwater combat ever since the rudimentary implementation in CA was removed.
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9 |
The underwater amphibious bot factory has finally been added. There were always vague plans to flesh out the underwater combat ever since the rudimentary implementation in CA was removed.
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10 |
\n
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This factory should diversify and flesh out the underwater combat in sea as well as acting as another flex factory on mixed sea-land maps. There are a few new unit concepts in this factory so it may even be land viable (similar to hovercraft). Remember, at this point balance is not expected!
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11 |
This factory should diversify and flesh out the underwater combat in sea as well as acting as another flex factory on mixed sea-land maps. There are a few new unit concepts in this factory so it may even be land viable (similar to hovercraft). Remember, at this point balance is not expected!
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\n
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Descriptions of the units can be found here: http://zero-k.info/Wiki/factorypage_amph
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Descriptions of the units can be found here: http://zero-k.info/Wiki/factorypage_amph
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There is an amphibious teleporter with a short demonstration video. http://www.youtube.com/watch?v=RtFXN25NJTs
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There is an amphibious teleporter with a short demonstration video. http://www.youtube.com/watch?v=RtFXN25NJTs
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=== Balance ===
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=== Balance ===
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Athena is no longer ploppable. The major motivation is to remove the blind factory RPS and remove the extremely fast landgrab it creates.
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Athena is no longer ploppable. The major motivation is to remove the blind factory RPS and remove the extremely fast landgrab it creates.
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Snake (Mainline Submarine) Damage and Health increased ~10%:
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Snake (Mainline Submarine) Damage and Health increased ~10%:
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* Damage 410 -> 450
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* Damage 410 -> 450
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* Health 1250 -> 1400
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* Health 1250 -> 1400
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\n
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\n
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Hunter (torpedo ship):
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Hunter (torpedo ship):
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* Health 1800 -> 1600
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* Health 1800 -> 1600
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\n
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\n
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Halberd (Hovercraft Assault):
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Halberd (Hovercraft Assault):
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* Range 300 -> 200
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* Range 300 -> 200
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* Shoots an energy pulse projectile instead of a missile.
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* Shoots an energy pulse projectile instead of a missile.
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\n
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Penetrator:
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Penetrator:
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* Range 1050 -> 1020
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* Range 1050 -> 1020
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\n
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Low ROF lasers now penetrate shields if the change is below beam damage/5. Put simply they are significantly worse at shield penetration. This affects Annihilator, Penetrator, Bantha, Stinger (HLT) and Grizzly.
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Low ROF lasers now penetrate shields if the change is below beam damage/5. Put simply they are significantly worse at shield penetration. This affects Annihilator, Penetrator, Bantha, Stinger (HLT) and Grizzly.
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Merl:
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Merl:
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* Damage 700 -> 800
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* Damage 700 -> 800
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\n
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Tremor:
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Tremor:
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* AOE 130 -> 144
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* AOE 130 -> 144
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\n
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\n
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Pillager:
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Pillager:
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* Range 1140-> 1180
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* Range 1140-> 1180
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\n
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\n
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Hovercon, differentiated from Mason:
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Hovercon, differentiated from Mason:
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* Speed 2.7 -> 2.8
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* Speed 2.7 -> 2.8
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* HP 900 -> 800
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* HP 900 -> 800
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\n
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Necro (Shieldbot Constructor):
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Necro (Shieldbot Constructor):
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* Cannot Rez
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* Cannot Rez
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* HP 660 -> 800
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* HP 660 -> 800
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* Cost 130 -> 140
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* Cost 130 -> 140
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* Shield 900 charge, 12 regen (worse per cost than Thug, equal would be 14)
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* Shield 900 charge, 12 regen (worse per cost than Thug, equal would be 14)
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\n
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\n
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Newton (Gravity Turret):
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Newton (Gravity Turret):
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* Reduced the occurrence of complete ineffectiveness.
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* Reduced the occurrence of complete ineffectiveness.
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Mobile cloaker and shield are now amphibious. Static cloaker and shield float.
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Mobile cloaker and shield are now amphibious. Static cloaker and shield float.
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Increased Sumo's usable range though at long range it has very low damage.
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Increased Sumo's usable range though at long range it has very low damage.
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Terraform:
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Terraform:
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* 18ish% cheaper.
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* 18ish% cheaper.
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* The construction point of a terraform segment is placed on the segment boundary in the direction towards the constructors that have been told to construct it. The direction updates if the constructors move.
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* The construction point of a terraform segment is placed on the segment boundary in the direction towards the constructors that have been told to construct it. The direction updates if the constructors move.
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Re-added fall damage and it is now handled more consistently than previously.
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Re-added fall damage and it is now handled more consistently than previously.
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* Units are no longer elastic, they lose 70% of their velocity on a ground bounce.
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* Units are no longer elastic, they lose 70% of their velocity on a ground bounce.
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* Fall damage is based on velocity and mass and should be consistent.
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* Fall damage is based on velocity and mass and should be consistent.
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* Collisions between units cause no damage because such collisions can happen without flying through the air. This is clear to anyone who has played Hovercrafts.
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* Collisions between units cause no damage because such collisions can happen without flying through the air. This is clear to anyone who has played Hovercrafts.
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* Units take a proportion of their health in extra damage if they land outside the map. The damage linearly increases to 100% of their health from 0 up to 800 elmos beyond the map edge. Approximately Hammer range for reference.
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* Units take a proportion of their health in extra damage if they land outside the map. The damage linearly increases to 100% of their health from 0 up to 800 elmos beyond the map edge. Approximately Hammer range for reference.
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\n
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\n
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\n
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=== Chicken ===
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=== Chicken ===
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\n
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Reduced easy chicken difficulty.
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Reduced easy chicken difficulty.
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\n
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=== UI ===
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=== UI ===
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\n
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Added optional range display for selected units. Enable through Control -> Settings -> Defence Ranges -> Show selected units ranges.
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Added optional range display for selected units. Enable through Control -> Settings -> Defence Ranges -> Show selected units ranges.
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Space+click on most UI elements now brings up the options window for that element.
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Space+click on most UI elements now brings up the options window for that element.
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Rector (Cloakbot Constructor) and Ultimatum (anti mech walker) automatically cloak when built be default. The initial states setting for personal cloak has been reset to default values.
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Rector (Cloakbot Constructor) and Ultimatum (anti mech walker) automatically cloak when built be default. The initial states setting for personal cloak has been reset to default values.
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Reordered factory tab and factory buildlists along more logical lines. The factory tab is grouped by type with easier factories to the left. Factory build lists has categories ordered internally by cost. These are:
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Reordered factory tab and factory buildlists along more logical lines. The factory tab is grouped by type with easier factories to the left. Factory build lists has categories ordered internally by cost. These are:
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Constructor - Everything Else - Artillery - Anti Air - Mine - Unarmed.
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Constructor - Everything Else - Artillery - Anti Air - Mine - Unarmed.
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=== Unit Renames ===
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=== Unit Renames ===
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* Firestorm -> Pheonix (Area Firebomber)
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* Firestorm -> Pheonix (Area Firebomber)
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* Necro -> Convict (Shieldbot Constructor)
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* Necro -> Convict (Shieldbot Constructor)
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* Cudgel -> Hermit (Spider Assault)
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* Cudgel -> Hermit (Spider Assault)
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* Pit Bull -> Gauss (Popup Gauss Turret)
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* Pit Bull -> Gauss (Popup Gauss Turret)
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\n
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\n
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=== Audio ===
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=== Audio ===
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Torpedo fire sound effect is now dependant on whether the torpedo was fired above or below the water. Urchin (Torpedo Turret) now has a submerged gun when in floating mode.
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Torpedo fire sound effect is now dependant on whether the torpedo was fired above or below the water. Urchin (Torpedo Turret) now has a submerged gun when in floating mode.
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Increased volume of ship unit replies.
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Increased volume of ship unit replies.
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Added 3 more music tracks by Denny Schneidemesser.
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Added 3 more music tracks by Denny Schneidemesser.
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\n
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=== Graphics ===
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=== Graphics ===
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Fixed area cloaker effect. It now fades out towards the top instead of stopping at a hard edge.
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Fixed area cloaker effect. It now fades out towards the top instead of stopping at a hard edge.
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New model for Skeeter (missile scout boat).
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New model for Skeeter (missile scout boat).
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Dominatrix control line is now stippled.
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Dominatrix control line is now stippled.
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=== Fixes ===
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=== Fixes ===
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Fixed artillery chase behaviour on idle and fight command. Arty only automatically gives itself an attack command for land attacking static defences.
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Fixed artillery chase behaviour on idle and fight command. Arty only automatically gives itself an attack command for land attacking static defences.
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* It will stop and attack turrets, prevents walking into turret range.
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* It will stop and attack turrets, prevents walking into turret range.
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* It will not gain automatic attack commands on mobile units. Prevents walking into turret range if the enemy unit retreated.
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* It will not gain automatic attack commands on mobile units. Prevents walking into turret range if the enemy unit retreated.
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* Affected units are; Hammer, Penetrator, Merl, Wolverine, Pillager and Racketeer.
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* Affected units are; Hammer, Penetrator, Merl, Wolverine, Pillager and Racketeer.
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\n
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Fixed small problems with Krow, Dante, Sumo, Recon Commander and Mace turret and firing animations. These were caused by a model optimisation script.
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Fixed small problems with Krow, Dante, Sumo, Recon Commander and Mace turret and firing animations. These were caused by a model optimisation script.
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Fixed cloak with shielded commanders. It is again impossible to cloak a commander which is carrying a shield.
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Fixed cloak with shielded commanders. It is again impossible to cloak a commander which is carrying a shield.
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Fixed small LLT overshoot exploit made possible by it's extendible barrel. The barrel extension animation has been removed.
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Fixed small LLT overshoot exploit made possible by it's extendible barrel. The barrel extension animation has been removed.
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128 |
Some prediction calculations now take jumpjet velocity into account.
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129 |
Some prediction calculations now take jumpjet velocity into account.
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Fixed queue loss on commander morph. May have fixed queue loss on unit transfer.
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131 |
Fixed queue loss on commander morph. May have fixed queue loss on unit transfer.
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=== Engine ===
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135 |
This release corresponds with an engine release (from 85.0 to 87.0). Here are some fixes that should be visible to players, full changelog is here https://github.com/spring/spring/blob/release/doc/changelog.txt
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136 |
* Fix Brawler/Blackdawn weapon jam when set to hold fire.
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137 |
* Fixed excessive unit bouncing while pathing (replaced with high frequency, inconsequential, bouncing).
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138 |
* Fixed permanent unit speed reduction after a "move at slowest speed in selection" command (Hold Ctrl and give a move comand).
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139 |
* Aircraft no longer take off and disappear if killed while landed.
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140 |
* Fixed a rare bug in which antinukes would fail to fire.
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* All terrain units no longer give up on move orders while climbing steep cliffs.
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142 |
* All BeamLasers could shoot through the surface of the water. This has been fixed and we're lucky noone noticed. Stiletto is now significantly better against ships because previously any beam that did not score a direct hit would explode on the sea floor. Now they explode on the sea surface so can hit via AOE.
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143 |
* Fixed rare invulnerability that would occur if a jumpjet unit becomes paralysed at the end of it's flight.
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* Units in transport are hittable again.
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* Reduced occurrence of jumpjet units becoming stuck on opponents.
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* Units under construction within factories are much easier to select.
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