Update log
Full Zero-K update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Balance
- Server
- Gameplay
This release includes an amazing new soundtrack by Vladislav Lapochkin (D.700). It is the new default, and all previous soundtracks can still be selected ingame under Settings/Audio. Big thanks to everyone who contributes music, eventually we will have enough to give each factory its own theme.
The contributions don't stop with an hour of new music. This release also has some Gunship tweaks by Ixzine and a Dante rework based on a mod by StiofanKingofAwoo. The Dante changes are designed to turn it into a brawler, rather than a standoff missile platform, and will require feedback. There are even a few Planetwars balance changes that have come out of our ongoing live testing.
This release also includes an unknown number of unintentional balance changes. It all started when some units were found in violation of a few subtleties of weapon design, which let them fire early at targets entering their range. This was hard to overlook because triggering this behaviour involved a bit of fighting the UI. The fix resulted in general aim improvements, might affect some unit interactions. Please report any issues.
Balance
Dante is better at brawling and leans less on the range of its rockets.
Health 11k -> 15k
Speed 52.5 -> 57
Flamer burn time 15s -> 37.5s
Rocket effective range A Lot -> about 400
Rocket AoE 228 -> 168
Rocket direct damage 120 -> 150
Rocket burn time 37.5s -> 5s
Rocket sets the ground on fire in much the same way as Firewalker.
Constable is slightly more efficient.
Cost 140 -> 135
Fencer no longer responds to Set Target or Force Fire commands near the edge of its range. To compensate it now targets the edge of units, rather than their centre.
Stinger also now targets the edge of units, giving it slightly more effective range.
Locust can see a bit further and is easier to use.
Sight range 500 -> 560
Fire arc 150 -> 180
Harpy survives more Tarantula shots.
Health 1200 -> 1250
Nimbus is better at using its range.
Sight range 660 -> 740
Planetwars
Planetwars is undergoing live testing, which has revealed a few issues to do with units and systems that are relatively new to Zero-K. The balance changes are aimed at bringing Odin in line with other means of rushing the secondary objectives. This update also has some interface tweaks, and the match aborting and excess player count issues have been resolved server-side. We expect to make a server update and unpause the current round within a few hours of this release.
The command structure is much cheaper so that it can be repaired at a faster rate. This lets it survive an Odin shot provided there is 10 BP nearby.
Cost 1000 -> 150
Drone count 6 -> 4
Each side now has two command structures.
Both have to be destroyed to receive the influence bonus.
The extra structure has around 60% the health, cost, and size of the main structure
The extra structure only spawns two drones.
Increased to health of some structures so that they survive an Odin rush.
Wormhole Generator health 12k -> 15k
Improved Wormhole health 15k -> 18k
Generally reduced planetwars structure cost by around 25%, to make them a bit easier to repair.
Targeting Behaviour
Units are now better at leading their shots. This is a new engine feature that uses precise calculations rather than a rough approximation. Units would previously predict how long it would take to hit
Source
