Zero-K Changelog

What's new in Zero-K 1.6.12.0

Feb 7, 2019
  • Balance:
  • Archer fires in pulses to remove its unintended ability to hold units in place. It is cheaper to compensate.:
  • Cost 200 -> 180
  • Range 300 -> 275
  • Continuous firing replaced with 0.66s reload time.
  • DPS 104 -> 72
  • Limpet is apparently to be buffed until it reaches degeneracy.:
  • Cost 180 -> 150
  • Speed 3.9 -> 4.1
  • Constable is now able to fend off two Fleas.:
  • Now deals 15 real damage per shot.
  • Added tactical AI.
  • Puppy now aims at its target instead of simply firing forwards and putting its faith in homing alone.
  • Moderator no longer 1-hits itself, providing much-needed hope for the Jump vs. Jump matchup.:
  • Damage 500 -> 460
  • Slow damage 1500 -> 1840 (matches Dart slow factor).
  • Health 450 -> 480
  • Level 1 Commanders now have a beam laser instead of their weak pew-pew laser. Morph costs have been incraesed and weapon costs reduced to compensate.
  • Features:
  • Improved amphibious unit selection sound.
  • Added a subtle unit outline setting and enabled outlines by default (at the insistence of Drone).
  • Widened the bounds on wave spawn interval and burrow spawn time for custom chicken games.
  • Fixes:
  • Fixed Kirdipan.
  • Fixed economy panels not showing when spectating a FFA with the spectator resource bars enabled.
  • Fixed Zenith targeting on high ground.

New in Zero-K 1.5.2.20 (Feb 20, 2017)

  • Balance:
  • Wyvern is still a powerful attrition bomber, just with a slower rate of attrition:
  • Rearm time increased 5s -> 30s. Previously all planes would take 5s to rearm.
  • Hawk is tankier to cement its superiority and should be nicer to control:
  • Health 1000 -> 1100
  • No longer reduces turnrate when firing (only speed and acceleration are reduced).
  • Rapier is much more vulnerable to anti-air and slightly more vulnerable to riot units. It is also worse at covering territory:
  • Speed 3.9 -> 3.65
  • Range 360 -> 350
  • Flail has its missile escapabilty brought in line with other missile anti-air units:
  • Flight time 6s -> 3.5s
  • Lobby:
  • There are now four difficulty levels of AI: very easy, easy, medium and hard. These levels are selectable through the AI menu or as options in skirmish quick play. Survival mode (chickens) is also now an option in quick play.
  • The reports from players that they would use individual 3v3 and 4v4 matchmakers were greatly exaggerated. There are now three matchmaker queues
  • 1v1
  • Teams
  • Coop
  • The teams queue will make a game of size 2v2 to 4v4. The coop queue is a new queue which will have two to five players fight either CAI or chickens, depending on the map selected. It currently uses CAI but we are looking into replacing it with circuit AI of variable difficulty levels.
  • Fixes:
  • Removed unpathable areas from maps correctly.
  • Fixed savegames breaking factories.
  • Fixed esc interaction with the command menu. It now closes tabs correctly.
  • Fixed some image preloading.
  • Fixed (or at least reduced) a rare issue with large structures on spires/holes being stuck at 0% construction because the inbuilt Spring terraforming is trying to flatten the ground.
  • Removed misleading reload bar from bombers. Pheonix and Thunderbird now technically have 1s reload time, down from 10s, but since they take 5s to rearm this change should do almost nothing.

New in Zero-K 1.0.9.7 (Sep 29, 2012)

  • Balance:
  • Hammer
  • Range 820 -> 840
  • Phoenix, reverted fire burn time nerf. AoE nerf stands.
  • Max on fire time 10s -> 15s
  • Clam
  • Can no longer resurrect
  • Health 800 -> 1300
  • Athena
  • Can now resurrect
  • Health 200 -> 400
  • Speed 9.17 -> 7
  • Cloak cost (3, 10) -> (2, 5) (moving, static)
  • Jumpjet units without visible thrusters can no longer jump while flying through the air. This includes Sumo, Skuttle, Dirtbag and Archangel. Pyro, Can, Freaker and Recon
  • Commander can still jump from mid air.
  • Resurrect cost: 1.5x -> 1.25x energy and time
  • Graphics:
  • Reduced unit on fire effect particle count and removed smoke.
  • Terraform textures the map with a metal texture. This looks good, makes terraform more visible and indicates which units can walk on it.
  • Sparse squares as passable by everything.
  • Steeper slopes have dense squares and are not passable by vehicles.
  • Black walls are only passable by spiders.
  • GUI:
  • Minimap "clear" button removes all drawings.
  • Minimap metal map button displays mexes and geos without changing map to black.
  • Changed default colors for line of sight view to be much more brighter and bound F4 to new metal map display.
  • Lobby:
  • Removed ATI/Intel driver checks and compat. options, most drivers now work fine.
  • Added multithreaded engine checkbox.
  • Engine Fixes:
  • We have been using the new engine Spring 91.0 for a little while. It seems stable enough and comes with new fixes.
  • Crashing planes no longer fall through the map if stunned.
  • Beam Lasers and Lightning Guns are no longer blocked by stunned shields.
  • Lightning Guns can no longer shoot into water.
  • Fixed all the strange 'Defender does not fire' type behaviour.
  • Fixed rare issue with nanoframes reaching 100% health but not completing.
  • PlanetWars:
  • planet is only made neutral if owning faction loses all influence.
  • structures that need a planetary target (guerilla jumpgate, string connector, planetbuster) cannot be retargeted during their power-up sequence. If you change target, sequence starts again.
  • link connector is now active and can connect anywhere
  • planet buster leaves the planet so damaged that it cannot be economically exploited again
  • guerilla jumpgate is now active and projects 1.5 influence per turn
  • technologies are now active, they unlock units and provide 1 influence bonus per battle per tech
  • defensive structures - grid, interception network and bomber defneses - are
  • destroyed after successful invasion
  • Fixes:
  • Weapon targeting should be a lot more intelligent.
  • No damage is dealt after an Outlaw dies. This is a workaround for allied units receiving damage from allied outlaws which die.
  • Fixed ATI minimap bug.
  • Reduced occurrence of bomber and gunship landing bugs.
  • Jumpjets no longer act as an impulse capacitor.
  • Fixed units sometimes not flashing blue when emped and the UI is disabled.
  • Fixed UI keys bug.

New in Zero-K 1.0.8.7 (Aug 24, 2012)

  • Balance:
  • Grizzly:
  • HP 10k -> 9k
  • Goliath:
  • Replaced flamethrower with short ranged slow beam. 3x damage and reload time as that of Moderator.
  • Puppy:
  • Cannot eat map features.
  • Phoenix:
  • AoE 256 -> 216
  • Max on fire time 15s -> 10s
  • Duck:
  • Cost 200 -> 180
  • Avenger:
  • HP 300 -> 350
  • Missile Damage 200 -> 220
  • No longer auto targets ground units when patrolling.
  • Vamp:
  • Speed 10 -> 9.5
  • Vulture:
  • Speed 11 -> 12
  • HP 850 -> 950
  • Crane:
  • HP 180 -> 240
  • Athena:
  • Can build Djinn
  • Interface:
  • Fixed checkbox rendering
  • Old energy icon is now used for unpowered units.
  • Metal spot data is shown in replays.
  • Minimap can be resized when not in tweak mode but it cannot be expanded to take up the whole view.
  • Other:
  • Fixed amph factory killing things touching its backside (such as morphing geos).
  • Fixed tactical AI which broke due to new engine compatibility.
  • Merl has a "don't fire at radar" toggle.
  • Melee chicken attacks are no longer blocked by shields.
  • Initial states configuration now handles cloaked units properly.
  • Clippy complains less about energy."

New in Zero-K 1.0.7.0 (Jul 9, 2012)

  • Interface:
  • Added menu buttons for Set Target and Cancel Target
  • Attack warning removed for spectators
  • Possible fix for some crashes
  • Fixes to rejoin progress bar
  • Graphics:
  • Shield distortion FX removed completely from Felon; visible on larger shields only on Ultra settings
  • Commanders:
  • Fixed commander napalm artillery
  • Rocket launcher reload 3.2 -> 3
  • Artillery conversion cost 350 -> 300
  • Heavy napalm artillery damage 75 -> 100
  • Units:
  • Hunter
  • Health 1600 -> 1750
  • Turn rate 416 -> 480
  • Damage 360 -> 480
  • Range 430 -> 330
  • Reload 2.6 -> 4
  • AoE 16 -> 40
  • Slower and better turn rate for projectile.
  • Scallop:
  • Torp Damage 130 -> 110
  • Torp Range 460 -> 430
  • Regen 25 -> 10
  • Clam:
  • Health 1100 -> 800
  • Regen 20 -> 10
  • Rez cost and time increased 25% (same for comms too)
  • Snake:
  • Firing arc 180° -> 270°
  • Crusader:
  • Depthcharge AoE 32 -> 128
  • Slasher:
  • Damage 50 -> 45
  • Fixes to some turret aiming issues
  • Misc:
  • Regularized some map metal configs"

New in Zero-K 1.0.6.8 (Jun 18, 2012)

  • Balance
  • Rapier:
  • Revert range nerf (320 -> 340)
  • Reduce damage nerf (180 -> 190)
  • Speed nerf instead (4 -> 3.9)
  • Archer:
  • Generates water at 1/8th rate when on land.
  • 33% more impulse.
  • 16% more damage.
  • Fixes:
  • Annihilator is no longer invulnerable to most weapon types.
  • Underwater health regen disabled for unbuilt and emped units.
  • Fixed mah partially drawn relay lazor.
  • Fixed some torpedo sounds that were accidentally played globally.
  • Fixed rare player list problem.

New in Zero-K 1.0.5.7 (May 29, 2012)

  • Game:
  • Team commander ends mode is default ON
  • Autoforce waits 75 seconds for missing people (instead of 30) and will not act unless at least two teams have at least one connected player
  • Admin muting applies ingame as well as in lobby (but only if mute was applied before game started); individual player mutes to follow
  • Units:
  • Krow
  • Acceleration 0.154 -> 0.08, brake rate 3.75 -> 1.8
  • Speed 3.4 -> 3.3
  • Reduced bomb count by 5
  • Sumo
  • Cost 1900 -> 2000
  • Range 430 -> 400
  • Normalized sight distance to weapon range (was too high)
  • Big Bertha
  • Cost 6000 -> 5000
  • HP 4200 -> 4800
  • Goliath
  • Normalized sight distance to weapon range (was too high)
  • Slasher
  • Weapon no longer craters
  • Interface:
  • Unit selection screen displays unit reload times
  • Comm selection screen should no longer appear when spectating
  • A warning appears at start of game if lava is enabled
  • Chicken:
  • Redid defenses - now they draw from a common pool which fills with PAR and burrow kills
  • Base tech penalty for each burrow kill is 40 seconds (from 60)
  • White Dragon no longer stomps
  • Tweaked aggro coloring in panel
  • Misc:
  • Fixed Crabe script errors
  • Modified Venom and Crabe map icons"