Update log
Full Zero-K update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Balance
This release is mainly about tweaking a few overused units. Venom is slightly worse at stunning to counteract the overstun change, and other Spiders were buffed to compensate. Lobster now gives the enemy a little more time to react and Magpie should be easier to scare away. Terraform is also UI-nerfed against Missile Silo, as the Force Fire UI now warns you about unintended terrain interactions.
The engine was also updated, and it should stick this time as it was found to be quite stable in testing. The big feature is the adoption of quaternions for unit animation (just in the backend, no API changes), which makes units move and aim more smoothly. Missile trails are also much smoother, replacing the old jagged lines. These changes were blocked behind the game-side graphics update of a few months ago, and the work is ongoing. For example, this release includes a new shiny Likho texture by brunocb.
Balance
Lobster launch is slightly delayed and can be interrupted. It also costs slightly more, but at least none of these nerfs are to launch range.
Cost 340 -> 350
Reload time 14s -> 18s
Time from initial upwards launch to sideways impulse 0.16s -> 0.4s
Dead or disabled Lobsters no longer complete their launches from beyond the grave.
Magpie loses its exceptional health efficiency but gains a little damage efficiency (scary!)
Cost 220 -> 210
Health 900 -> 740
Venom is slightly worse at stunning, to the point that three are required to completely lock down a unit.
Reload time 1.13s -> 1.2s
Overstun time 0.5s -> 0.3s
Hermit deepens the Cloak-Spider ability exchange.
Now heals at 10 hp/s after 10 seconds of not taking damage.
Redback is tougher and is better at aiming.
Health 900 -> 980
Turret swivels 50% faster.
Range 300 -> 310
Tarantula gains damage to compete with lighter and faster anti-air.
Damage 270 -> 310
Thug has a better weapon.
Turret turn rate buffed by 20%
Reload time 4s -> 3.9s
Projectile speed buffed by 2.4%
Damage 170 -> 180
Skuttle deals slightly more damage on near misses.
Area of effect edge effectiveness 0.3 -> 0.4
Claymore is better behaved at sea.
Fixed a bug that prevented it from aiming directly behind itself.
Flail leans into its weakness as it seems slightly too good since its buff.
Reload time 5.2s -> 5.4s
Mariner becomes one of the more efficient constructors.
Cost 200 -> 170
Build range 330 -> 350
Ultimatum is slightly cheaper and harder to find.
Cost 2500 -> 2400
Decloak radius 120 -> 110
Amphibious water regeneration is no longer active when flying over the water.
Interface
Queued jump commands now activate as soon as a units stun or disarm wears off. Previously the command could be delayed by up to half a second. This means that Pyro will always be able to find a split second in which to jump away from a pair of Venoms.
The Force Fire area of effect preview now indicate when a vertically launched missile would hit terrain (Impaler, Trinity, Missile Silo etc).
Added size settings for healthbars ingame under Settings/Interface/Healthbars (thanks therxyy).
Units no longer lose experience when they damage units that were previously killed on the same game frame. For some reason this mostly affected Jugglenaut.
Graphics
Updated Likho texture to take advantage of the new tech (thanks brunocb).
Missile trails are no longer jagged.
Unit animations are now smoothly interpolated between
Source
