Zero-K
Steam News 12 April 20261mo ago

Zero-K v1.14.4.0 - New Music and Brawny Dante

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 contribut…

Update log

Full Zero-K update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix4 additions25 changes1 removal
  • UI and audio
  • Balance
  • Server
  • Gameplay
addedThis 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.
addedThe 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.
changedThis 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.
changedBalanceDante is better at brawling and leans less on the range of its rockets.
changedBalanceHealth 11k -> 15k
changedBalanceSpeed 52.5 -> 57
Health11k to 15kSpeed52.5 to 57Flamer burn time15s to 37.5sRocket AoE228 to 168

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

Steam News / 12 April 2026

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