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Zero-K v1.8.3.2 - Tank Raiders and Commander Diversity

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Date Editor Before After
3/19/2020 10:29:56 AMPLrankAdminSprung before revert after revert
Before After
1 [img]http://zero-k.info/img/news/3287.png[/img] 1 [img]http://zero-k.info/img/news/3287.png[/img]
2 In this version the Tank Foundry is bestowed with two reliable raiders, there are some tweaks for Hover and Rover, and we make an attempt at diversifying the commander chassis. Amphibious units have some minor tweaks and major fixes as part of the continual attempt to make them more generally useful. 2 In this version the Tank Foundry is bestowed with two reliable raiders, there are some tweaks for Hover and Rover, and we make an attempt at diversifying the commander chassis. Amphibious units have some minor tweaks and major fixes as part of the continual attempt to make them more generally useful.
3 \n 3 \n
4 In non-unit changes, terraform can no longer be used near enemy units. This removes a source of APM frenzy and allows terraform to be buffed for other purposes. There is a new variant of Brutal AI and we have added a few hooks in the game definitions that make it easier to mod. 4 In non-unit changes, terraform can no longer be used near enemy units. This removes a source of APM frenzy and allows terraform to be buffed for other purposes. There is a new variant of Brutal AI and we have added a few hooks in the game definitions that make it easier to mod.
5 \n 5 \n
6 === AI === 6 === AI ===
7 Added a Brutal AI personally with a focus on economy and escalation. 7 Added a Brutal AI personality with a focus on economy and escalation.
8 \n 8 \n
9 === Balance === 9 === Balance ===
10 [b]Kodachi [/b]is now a more standard raider. Instead of a single large, high-reload, large fireball it fires a stream of small fireballs. The fireballs travel quite slowly, giving fast units a chance to get away, and only burn the ground for 1.5 seconds. It has received some health and speed nerfs to bring it more in line with other raiders. 10 [b]Kodachi [/b]is now a more standard raider. Instead of a single large, high-reload, large fireball it fires a stream of small fireballs. The fireballs travel quite slowly, giving fast units a chance to get away, and only burn the ground for 1.5 seconds. It has received some health and speed nerfs to bring it more in line with other raiders.
11 \n 11 \n
12 [b]Blitz [/b]is a little heavier and slower, since Kodachi should be able to take up more raiding responsibility. 12 [b]Blitz [/b]is a little heavier and slower, since Kodachi should be able to take up more raiding responsibility.
13 * Cost 280 -> 300 (where it was before all the tweaking) 13 * Cost 280 -> 300 (where it was before all the tweaking)
14 * Health 1100 -> 1250 14 * Health 1100 -> 1250
15 * Speed 102 -> 97.5 15 * Speed 102 -> 97.5
16 * Reload 2.6333 -> 2.6 16 * Reload 2.6333 -> 2.6
17 \n 17 \n
18 [b]Ogre [/b]is better against small units and those that try to run away. 18 [b]Ogre [/b]is better against small units and those that try to run away.
19 * Can shoot at retreating targets at max range. 19 * Can shoot at retreating targets at max range.
20 * Fires two missiles, Picket-style, with a gap of 0.3s 20 * Fires two missiles, Picket-style, with a gap of 0.3s
21 * Reload 2.133s -> 2.3s 21 * Reload 2.133s -> 2.3s
22 * Damage 420 -> 2x240 22 * Damage 420 -> 2x240
23 \n 23 \n
24 [b]Scorcher [/b]regains some of the DPS it lost in the superfluid update. 24 [b]Scorcher [/b]regains some of the DPS it lost in the superfluid update.
25 * DPS increased by 5% (84% of previous, up from 80%). 25 * DPS increased by 5% (84% of previous, up from 80%).
26 \n 26 \n
27 [b]Fencer [/b]became a little too manoeuverable and needs less damage if Hover is to be more viable. 27 [b]Fencer [/b]became a little too manoeuverable and needs less damage if Hover is to be more viable.
28 * Reduced manoeuverability (still greater than pre-superfuild). 28 * Reduced manoeuverability (still greater than pre-superfuild).
29 * Reload time 0.733s -> 0.766s 29 * Reload time 0.733s -> 0.766s
30 \n 30 \n
31 [b]Ripper [/b]is still finding its place after becoming a more buildable unit. 31 [b]Ripper [/b]is still finding its place after becoming a more buildable unit.
32 * Health 1100 -> 1020 32 * Health 1100 -> 1020
33 * Speed 66 -> 63 33 * Speed 66 -> 63
34 * Turn Rate 707 -> 624 (was 442) 34 * Turn Rate 707 -> 624 (was 442)
35 * Reload 1.7s -> 1.766s 35 * Reload 1.7s -> 1.766s
36 * Damage 270 -> 260 36 * Damage 270 -> 260
37 * Range 285 -> 280 37 * Range 285 -> 280
38 * Sight Distance 347 -> 350 38 * Sight Distance 347 -> 350
39 \n 39 \n
40 [b]Dagger [/b]is one of those knife-edge units and needs small tweaks. 40 [b]Dagger [/b]is one of those knife-edge units and needs small tweaks.
41 * Range 220 -> 215 (was 210). 41 * Range 220 -> 215 (was 210).
42 \n 42 \n
43 [b]Bolas [/b]is better at escorting. 43 [b]Bolas [/b]is better at escorting.
44 * Health 720 -> 780 44 * Health 720 -> 780
45 * Range 220 -> 230 45 * Range 220 -> 230
46 \n 46 \n
47 [b]Claymore [/b]might see use on land. 47 [b]Claymore [/b]might see use on land.
48 * Cost 330 -> 320 48 * Cost 330 -> 320
49 * Land Range 160 -> 220 49 * Land Range 160 -> 220
50 \n 50 \n
51 [b]Reaver [/b]has a tweak to make it better against Glaive. 51 [b]Reaver [/b]has a tweak to make it better against Glaive.
52 * Range 270 -> 275 52 * Range 270 -> 275
53 * Damage 40 -> 45 53 * Damage 40 -> 45
54 * Reload 0.466 -> 0.5 54 * Reload 0.466 -> 0.5
55 * Sight Distance 345 -> 350 55 * Sight Distance 345 -> 350
56 \n 56 \n
57 [b]Conch[/b] needs to be faster for Amph to be more generally useful, and now has a unique ability. 57 [b]Conch[/b] needs to be faster for Amph to be more generally useful, and now has a unique ability.
58 * Speed 51 -> 54 58 * Speed 51 -> 54
59 * Armours while idle. 59 * Armours while idle.
60 \n 60 \n
61 [b]Duck [/b]has room to be a decent sea raider thanks to the other changes to sea. 61 [b]Duck [/b]has room to be a decent sea raider thanks to the other changes to sea.
62 * Torp range 150 -> 210 62 * Torp range 150 -> 210
63 \n 63 \n
64 [b]Scallop [/b]deals more AoE damage to non-primary targets to make it a bit better against Ducks. 64 [b]Scallop [/b]deals more AoE damage to non-primary targets to make it a bit better against Ducks.
65 * Depthcharge Edge Effectiveness 0 -> 0.6 65 * Depthcharge Edge Effectiveness 0 -> 0.6
66 \n 66 \n
67 [b]Lobster [/b]is finicky enough without a high fire delay. 67 [b]Lobster [/b]is finicky enough without a high fire delay.
68 * Multiplied aim rate by 3. 68 * Multiplied aim rate by 3.
69 \n 69 \n
70 [b]Seawolf [/b]is better at bursting down enemy ships. 70 [b]Seawolf [/b]is better at bursting down enemy ships.
71 * Damage 250 -> 260 71 * Damage 250 -> 260
72 \n 72 \n
73 [b]Funnelweb [/b]can no longer block two Shockleys. 73 [b]Funnelweb [/b]can no longer block two Shockleys.
74 * Max Shield 23000 -> 19400 74 * Max Shield 23000 -> 19400
75 \n 75 \n
76 [b]Terraform [/b]can no longer be worked on when enemies are nearby. 76 [b]Terraform [/b]can no longer be worked on when enemies are nearby.
77 * Buildrate slows by 50x while visible enemy units are nearby. 77 * Buildrate slows by 50x while visible enemy units are nearby.
78 * Made all terraform segments cheaper by 12. 78 * Made all terraform segments cheaper by 12.
79 \n 79 \n
80 === Commanders === 80 === Commanders ===
81 It is time to address the dominance of the Recon chassis. Instead of nerfing jumpjets, and potentially ruining the fun, we're differentiating commanders by buildpower and buffing the other chassis. 81 It is time to address the dominance of the Recon chassis. Instead of nerfing jumpjets, and potentially ruining the fun, we're differentiating commanders by buildpower and buffing the other chassis.
82 \n 82 \n
83 [b]Recon [/b]uses jump to expand rapidly and a BP nerf tones down this advantage. 83 [b]Recon [/b]uses jump to expand rapidly and a BP nerf tones down this advantage.
84 * Buildpower 10 -> 8 84 * Buildpower 10 -> 8
85 \n 85 \n
86 [b]Strike[/b] is made distinctive with more speed than Guardian. 86 [b]Strike[/b] is made distinctive with more speed than Guardian.
87 * Speed 40.5 -> 43.5 87 * Speed 40.5 -> 43.5
88 * Regen 5/5/12.5/20/27.5/35 -> 5/5/10/16/25/35 88 * Regen 5/5/12.5/20/27.5/35 -> 5/5/10/16/25/35
89 \n 89 \n
90 [b]Guardian[/b] is fairly plain so it has gained drones as an experiment. 90 [b]Guardian[/b] is fairly plain so it has gained drones as an experiment.
91 * Added Light Drones: 1/1/2/2/3/3 91 * Added Light Drones: 1/1/2/2/3/3
92 * Added Heavy Drones: 0/0/0/1/1/2 92 * Added Heavy Drones: 0/0/0/1/1/2
93 * Companion Drone build delay 15s -> 12s (all chassis) 93 * Companion Drone build delay 15s -> 12s (all chassis)
94 * Battle Drone build delay 25s -> 18s (all chassis) 94 * Battle Drone build delay 25s -> 18s (all chassis)
95 \n 95 \n
96 [b]Support[/b] needs to be faster to compete with other chassis. 96 [b]Support[/b] needs to be faster to compete with other chassis.
97 * Speed 36 -> 39 97 * Speed 36 -> 39
98 * Buildpower 10/12/14/16/18/20 -> 12/14/16/18/21/24 98 * Buildpower 10/12/14/16/18/20 -> 12/14/16/18/21/24
99 \n 99 \n
100 Speed modifiers are now absolute rather than relative, and cloaking comes with a speed penalty. 100 Speed modifiers are now absolute rather than relative, and cloaking comes with a speed penalty.
101 * High Power Servos: Speed +8% -> +3 101 * High Power Servos: Speed +8% -> +3
102 * High Density Plating: Speed -10% -> -3 102 * High Density Plating: Speed -10% -> -3
103 * Damage Booster: Speed -2.5% -> -1 103 * Damage Booster: Speed -2.5% -> -1
104 * Adv. Targeting System: Speed -2.5% -> -1 104 * Adv. Targeting System: Speed -2.5% -> -1
105 * Added a speed penalty of -8 to Personal Cloak. 105 * Added a speed penalty of -8 to Personal Cloak.
106 \n 106 \n
107 === Modding === 107 === Modding ===
108 * Maps that include gamedata/unitdefs_post.lua have it loaded in addition to the game version, instead of replacing it. 108 * Maps that include gamedata/unitdefs_post.lua have it loaded in addition to the game version, instead of replacing it.
109 * Multiple morphs for a single unit can now be set in customParams. 109 * Multiple morphs for a single unit can now be set in customParams.
110 \n 110 \n
111 === Fixes === 111 === Fixes ===
112 * Fixed Scallop depth charges failing to reach their target in shallows. 112 * Fixed Scallop depth charges failing to reach their target in shallows.
113 * Duck and Scallop torpedo projectiles hit more consistently. 113 * Duck and Scallop torpedo projectiles hit more consistently.
114 * Fixed the little jump that sometimes happens to floater units when they reach the sea floor. 114 * Fixed the little jump that sometimes happens to floater units when they reach the sea floor.
115 * Floating units thrown by Lobster now float correctly when they hit the water. 115 * Floating units thrown by Lobster now float correctly when they hit the water.
116 * Crab now fires while changing state and is no longer 'stunlocked' by swarms of units shooting at it. 116 * Crab now fires while changing state and is no longer 'stunlocked' by swarms of units shooting at it.
117 * Fixed a target retention issue caused by quickly issuing Force Fire then Move orders. 117 * Fixed a target retention issue caused by quickly issuing Force Fire then Move orders.
118 * Added startboxes for Barracuda Bay, Blindsidem Oktagon v3 and TL Dropzone. 118 * Added startboxes for Barracuda Bay, Blindside, Oktagon v3 and TL Dropzone.
119 * Removed swarm AI for units fighting Knight. 119 * Removed swarm AI for units fighting Knight.
120 * Space+Click unit information shows commander drones. 120 * Space+Click unit information shows commander drones.
121 * Made some selection circles better match unit size. 121 * Made some selection circles better match unit size.
122 * Fixed Bandit and Scorcher sometimes shooting sideways. 122 * Fixed Bandit and Scorcher sometimes shooting sideways.
123 * Potentially fix a morph bug that allowed facplop to be duplicated. 123 * Potentially fix a morph bug that allowed facplop to be duplicated.
124 \n 124 \n
125 \n 125 \n