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Zero-K v1.11.1.0 - Extra Gridding
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jan 22, 2023 2:53 am    Post subject:  Zero-K v1.11.1.0 - Extra Gridding
Subject description: Equalizing team commanders and news posts too!
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Welcome back, commander! The crew from Zero-K has recently released Zero-K v1.11.1.0. For those unfamiliar with it, Zero-K is a free and open-source real-time strategy game that uses the Spring game engine. There is only one faction with 100+ varied units with unique abilities. It has physically simulated units and projectiles, and it allows terrain manipulation in battle. It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer online campaign. Here are the goodies that comes with Zero-K v1.11.1.0:

Quote:
This patch has an engine update, some superweapon tweaks, and extra gridding. Strider Hub now requires 50 grid energy. This is targeted at rushes in big team games, as every other use of Strider Hub should not have trouble finding 50 energy. The engine update changes how graphics states are handled over multiple games, which should improve load times and performance.

Bertha now requires a grid connection and is a bit better at knocking down walls. Grid for Bertha has been frequently requested for a long time, probably for thematic reasons, as finding 50 energy seems easy for most Berthas. Zenith had a large buff to knocking down walls just over a year ago, which turned out to be too much, so is slightly worse at it. Starlight aims slightly slower to give defenders a little more time.

Balance

Strider Hub requires grid to place striders and to spend resources.

  • Requires 50 grid energy to function.


Big Bertha requires grid and is better at knocking down walls.

  • Requires 50 grid energy to function.
  • Smooth radius  96 -> 120
  • Smooth effect increased 40% -> 50% (matches Zenith)
  • Structure smoothing multiplier 0% -> 25%


Zenith is worse at knocking down walls.

  • Smooth radius 140 -> 120
  • Structure smoothing multiplier 100% -> 50%


Starlight has reduced aim speed to enable a bit more counterplay, and because slow means epic.

  • Pitch rate 1.2 -> 0.75 deg/s (37.5% nerf)
  • Yaw rate 3.5 -> 2.5 deg/s (28.5% nerf)


High Density Plating was erroneously applying its improved form to all chassis.

  • Health for Strike, Recon, Engineer 2000 -> 1600


Features

  • Added the lobby option 'Equalize team commanders' under 'Start' to balance uneven custom games.
  • Improved performance and load times.
  • Added GameID to game rules params (widgets can read it).


Fixes

  • Fixed wrecks dropped by jumping units snapping to the ground.
  • Fixed commander experience not being updated correctly when upgrading.
  • Fixed water visuals on some maps (water was a bit too opaque).
  • Energy content no longer effects reclaim highlight colour (for mixed resource map features).
  • Ctrl-Click auto morph for structures is now disabled by Shift.
  • Fixed blast radius indicator for EMP blasts (Imp).
  • Improved the sun on Delta Siege Dry Deluxe V3.


You can learn more about Zero-K by visiting the Official Website, and Forums. You can download Zero-K v1.11.1.0 Here. And that's all regarding Zero-K for now. Stay tuned at PPM for more news about Zero-K!


Key Words: #News #Release #Spring #ZeroK 

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