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.
Balance
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.
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.
Interface
- 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)
Campaign
- Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
Maps
- 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.
Modding
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.
Fixes
- 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.