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Zero-K v. has been released - Lobster Brained
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Supreme Banshee

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

PostPosted: Sat Aug 26, 2023 7:41 pm    Post subject:  Zero-K v. has been released - Lobster Brained
Subject description: Overkill is not an option!
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Are you picking this up? Good! A new version of Zero-K has been released a while ago. 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 is what we know about Zero-K v.

Lobsters have been taught to not fire when it would be redundant, making Lobster balls much easier to manage. Overkill prevention in general has a tweak, and some APIs were extended to make modding easier. The Artefact Control game mode which saw some testing about a month ago is now live. In terms of balance, Redback has a bit of a nerf and some of the least used units - Skuttle, Phoenix and Emissary - have small buffs.


Duck can now be dodged by a Glaive trying as hard as it can to run away.

  • Missile fuel time 2s -> 1.5s

Redback is worse at taking map control and assaulting defenses.

  • Cost 230 -> 240
  • Speed 1.85 -> 1.75

Skuttle can see enemies before they break its cloak.

  • Line of sight 280 -> 330

Emissary aims faster and no longer benefits from manually turning.

  • Body turn rate reduced 105 -> 84 degrees/second
  • Gun aim rate increased 40 -> 70 degrees/second
  • Resets its gun between shots (as much as possible) in case it has to move.

Phoenix moves faster and hits its target sooner.

  • Speed 8 -> 8.1
  • Projectile gravity 0.7 -> 0.72

Unit AI

Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster and disabled for units set to hold. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour.

Lobster is smarter, no longer firing unless there is a visible valid target.

  • This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
  • As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
  • This behaviour can be configured with the hidden Overkill Prevention state.
  • Removed the Force Fire command by default. This can be configured via another hidden state toggle.

Overkill prevention is now suspended by default when units are set to Hold Fire.

  • Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
  • Most units default to "Enable for Fire at Will". The theory being that if you set a unit to hold fire you care more about its target dying than about overkill.
  • Nothing defaults to "Enable for auto targeting", but it may be useful to try out.

Impaler now has an even stronger preference for targeting structures over units.


  • Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
  • Cleaned up some inconsistent unit highlighting and selection. Units under interface panels cannot be clicked on by default, tooltips do not appear, and units are not highlighted.
  • Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
  • Drag selection can still terminate over a UI panel.
  • Add some translations for the commander selector.
  • Updated Global Build AI with some fixes and documentation (thanks esainane).
  • Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
  • Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
  • Added Italian translations for the main menu (thanks fvasco)


  • Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)


  • Added boxes for Onyx Cauldron 2.0
  • Improved lighting on Skulduggery (thanks Shaman)
  • Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
  • Fixed an issue with void water with new shaders on some graphics cards.

Artefact Control
Added a control point game mode called Artefact Control under Experimental.

  • Several artefacts are spawned on each side of the map.
  • Each team controls half at the start of the game.
  • Artefacts have 11k health and heal at 100 hp/second.
  • Artefacts respawned with switched allegeance when destroyed.
  • If a team controlls all the artefacts, they win.


Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.

  • buildCostMetal -> metalCost
  • buildCostEnergy -> energyCost
  • energyUse -> energyUpkeep
  • metalUse -> metalUpkeep (vanilla ZK doesn't use this)
  • maxDamage -> health
  • maxVelocity -> speed

Other changes.

  • Unit defs no longer require unitname since it must match the table key, so it is redundant.
  • Unit defs are now also read from subfolders of 'units'.
  • Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
  • The game exits to menu when unit defs fail to load, rather than crashing.
  • Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
  • Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
  • Fixed backwards compatibility for Spring.GetPlayerRulesParams.
  • Added customparams.buggeroff_angle for factories, in radians.
  • Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
  • Fixed modding away the Sniper reload move penalty breaking the script.
  • Cleaned up the build icon generator gadget.
  • Napalm effects now contain an example of sin (replaces taylor series).
  • Improved modded energy generator tooltips.
  • Mexes suport morphing.


  • Fixed commshare sometimes preventing resign or causing a crash when the game ends.
  • War music no longer counts morph as violence.
  • Fixed missing vote resign button.
  • Marginal turret overshoot can no longer be circumvented with command insert.
  • Fixed a few build icons incorrectly implying that a floating structure is built underwater.
  • Fixed commander selector button image.
  • Fixed backwards 'motion blur' on ejected shells.
  • Fixed some large structure wreckages having much too large collision volumes.

For further information about Zero-K, visit the Official Website, and Forums. You can grab the latest version of Zero-K by clicking Here. And that's all for now! Have fun and enjoy Zero-K!

Key Words: #News #Release #Spring #ZeroK 


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