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v1.0.3.7 + New Engine

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Date Editor Before After
3/17/2012 5:58:07 PMAUrankAdminSaktoth before revert after revert
Before After
1 === Important Engine Change === 1 === Important Engine Change ===
2 Spring 87.0.1-68-g6cefe1d is now in use for most of the autohosts 2 Spring 87.0.1-68-g6cefe1d is now in use for most of the autohosts
3 \n 3 \n
4 The next engine release looks at best a few days away. The bugs are already fixed in the development branch of spring but the engine devs are not releasing because they don't know how broken 87.0 is. Some of the bugs are serve and have no workaround so for now we are using the development branch. 4 The next engine release looks at best a few days away. The bugs are already fixed in the development branch of spring but the engine devs are not releasing because they don't know how broken 87.0 is. Some of the bugs are serve and have no workaround so for now we are using the development branch.
5 \n 5 \n
6 Command Inactivity - Broken area commands, guard commands, patrol commands (with reclaim and repair) are fixed. 6 Command Inactivity - Broken area commands, guard commands, patrol commands (with reclaim and repair) are fixed.
7 \n 7 \n
8 Sea Nanoframe targeting - Torpedoes can target nanoframes in sea. The workaround for this bug was broken. 8 Sea Nanoframe targeting - Torpedoes can target nanoframes in sea. The workaround for this bug was broken.
9 \n 9 \n
10 Chicken Crash - The common crashes experienced in chicken games should be fixed. 10 Chicken Crash - The common crashes experienced in chicken games should be fixed.
11 \n 11 \n
12 Stuck units in factory - This is fixed. 12 Stuck units in factory - This is fixed.
13 \n 13 \n
14 Users Zero-K Lobby do not have to worry because they will automatically update. Users of other lobbies on Windows could take this opportunity to update to ZKL (or download an installer). Linux users will have to compile the engine from source or wait at least a few days for packaged 88.0. 14 Users Zero-K Lobby do not have to worry because they will automatically update. Users of other lobbies on Windows could take this opportunity to update to ZKL (or download an installer). Linux users will have to compile the engine from source or wait at least a few days for packaged 88.0.
15 \n 15 \n
16 Windows install (for non-ZKL users) - http://springrts.com/dl/buildbot/default/develop/87.0.1-68-g6cefe1d/ 16 Windows install (for non-ZKL users) - http://springrts.com/dl/buildbot/default/develop/87.0.1-68-g6cefe1d/
17 \n 17 \n
18 Building on Linux guide - http://springrts.com/wiki/Building_Spring_on_Linux 18 Building on Linux guide - http://springrts.com/wiki/Building_Spring_on_Linux
19 \n 19 \n
20 With up to this commit in develop branch https://github.com/spring/spring/commit/6cefe1d4e60432a67bcc29bd3bd252278b8ddeb6 20 With up to this commit in develop branch https://github.com/spring/spring/commit/6cefe1d4e60432a67bcc29bd3bd252278b8ddeb6
21 \n 21 \n
22 \n 22 \n
23 === Balance === 23 === Balance ===
24 \n 24 \n
25 We are honing in on a balanced Amphibious Factory. Here are the changes since v1.0.3.4 25 We are honing in on a balanced Amphibious Factory. Here are the changes since v1.0.3.4
26 \n 26 \n
27 Buoy 27 Buoy
28 * Range 430 -> 450 28 * Range 430 -> 450
29 * Removed weapon AOE (it does not need this vs ships) 29 * Removed weapon AOE (it does not need this vs ships)
30 * Slow damage 400 -> 250 30 * Slow damage 400 -> 250
31 * Reduced water drag, rise is faster. It rises so fast that on an average depth map (90 deep) it pops right of the water like a cork. This causes the first shot fired by Hunter to pass right underneath it. 31 * Reduced water drag, rise is faster. It rises so fast that on an average depth map (90 deep) it pops right of the water like a cork. This causes the first shot fired by Hunter to pass right underneath it.
32 \n 32 \n
33 Convict: 33 Convict:
34 * HP 800 -> 650 34 * HP 800 -> 650
35 * Shield Regen 12 -> 10 35 * Shield Regen 12 -> 10
36 \n 36 \n
37 Scalpel
38 \n
39 \n
40 Duck 37 Duck
41 * Speed 2.6 -> 2.7 38 * Speed 2.6 -> 2.7
42 \n 39 \n
43 Scalpel: 40 Scalpel:
44 * Turn rate 500 -> 600 41 * Turn rate 500 -> 600
45 * Damage 600 -> 660 42 * Damage 600 -> 660
46 * HP 640 -> 680 (because 1 shoting each other is a bit too extreme) 43 * HP 640 -> 680 (because 1 shoting each other is a bit too extreme)
47 * Range 440 -> 450 (still dancing around LLT range) 44 * Range 440 -> 450 (still dancing around LLT range)
48 \n 45 \n
49 Scrubber: 46 Scrubber:
50 * Cost 90 -> 85 47 * Cost 90 -> 85
51 \n 48 \n
52 === Fixes === 49 === Fixes ===
53 \n 50 \n
54 * Some amph units had area mex command. 51 * Some amph units had area mex command.
55 * Disabled AA micro until it is fixed. 52 * Disabled AA micro until it is fixed.
56 * Fixed some Pillager, Penetrator and Tremor targeting behaviour. 53 * Fixed some Pillager, Penetrator and Tremor targeting behaviour.
57 * Torpedo Boat and Sub both have Bouncing torpedoes so they can shoot in very shallow water. 54 * Torpedo Boat and Sub both have Bouncing torpedoes so they can shoot in very shallow water.