Zeta Leporis RTS
Steam News 18 June 202511mo ago

Zeta Leporis RTS updated to v.0.4.68.2025

Changelog -Removed redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha…

Update log

Full Zeta Leporis RTS update

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

Extracted changes

0 fixes0 additions0 changes2 removals
  • Balance
  • Gameplay
removedRemoved redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.
removedmultiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.

Changelog

-Removed redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed.

multiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction now displays somewhat more properly. Various related issues remain. -Clients no longer attempt to control the AI players. -Client buildings now register construction completion and switch properly to constructed state. -Upgraded client buildings now replace their previous versions properly. -Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.

Source

Steam News / 18 June 2025

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