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Zero-K v1.12.1.1 - Ship Shape
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Supreme Banshee

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

PostPosted: Mon Jan 22, 2024 3:08 am    Post subject:  Zero-K v1.12.1.1 - Ship Shape
Subject description: It is time to set sail and balance the seas!
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Ladies and gentlemen! Zero-K v1.12.1.1 has been published by the Zero-K's team a while ago. For those unaware of what is being written here, 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 updates from Zero-K v1.12.1.1:


This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest is that Siren and Envoy are much heavier and that Reef drones capture units. This should give smaller ships time to shine and make the larger ships more impactful. Many ship hitboxes have been fixed to better match their size and shape, some visual sizes were tweaked, and ship wakes have been improved for look and consistency.

Beyond the shipyard, there is an experimental Ronin buff that makes it much faster when out of combat, as well as buffs for Grizzly and Magpie. There are a few more Cloakbots buffs, foreshadowed by the matchup chart in last week's Cold Take. In terms of features, the ingame menu can be brought up over the Victory/Defeat screen in the campaign, and Comet Catcher Redux/Remake has the classic corner start boxes for 1v1.


Siren is larger and heavier. Even though its average damage output is unchanged, the increased range, rate of fire, and explosion radius are a noticeable buff against swarms of light units.
  • Cost 600 -> 900 (+50%)
  • Visually 20% larger
  • Physically about 18% larger
  • Health 5200 -> 7800 (+50%)
  • Range 270 -> 290 elmos
  • Now, it prepares to aim at units about to enter the range.
  • Reload time 1.7s -> 1.066s
  • Damage 280 -> 175
  • Explosion radius 95 -> 100 elmos

Envoy is larger, heavier, and fires in a burst. It can 1-shot Lance but is still vulnerable to them.
  • Cost 850 -> 1200 (+41%)
  • Visually 20% larger
  • Physically about 9% larger
  • Health 2000 -> 2600 (+30%)
  • Turn rate reduced by 7%
  • Burst 1 -> 2
  • Reload time 5s -> 7.3s (damage output increased by 37%)

Reef size matches its model, and drones now capture enemy units.
  • Physically about 20% larger
  • Each drone captures at 55% the rate of Dominatrix
  • A drone reloads for 5 seconds after capture
  • Capture control is transferred to the Reef
  • Drone health 180 -> 260
  • Drone altitude 150 -> 120 elmos
  • Drone weapon range 360 -> 250 elmos
  • Maximum drone count is still 8.

Hunter looked too large but was physically too small.
  • Visually 10% smaller
  • Physically 7% larger

Mistral now looks like it costs more than Hunter.
  • Visually 15% larger
  • Physically 42% larger

Corsair has the AI improvement many riots and raiders received a while ago.
  • Now prepares to aim at units about to enter range.

Ronin is much faster when out of combat and half a recent health nerf has been reverted.
  • Health 380 -> 400
  • Speed 69 -> 84 elmos/s
  • Reload slowdown 80% -> 66% (55.2 -> 55.4 with the base speed buff)
  • Fixed the reload animation so it shoots as soon as it reloads, except when firing backward.
  • It is now slowed for the full reload rather than speeding up for a split second at the end.

Reaver has a few of its recent nerfs partially reverted. The focus is on making it easier to build early.
  • Regen rate 15 -> 20 hp/s
  • Range 265 -> 270 elmos

Gremlin is better overall and cloaks for free.
  • Cost 140 -> 130
  • Cloak cost 0.1e/0.5e -> 0e
  • Decloak radius 140 -> 125 elmos
  • Speed 87 -> 93 elmos/s

Grizzly is healthier and cheaper to move it out of the Cyclops cost range.
  • Cost 2000 -> 1900
  • Health 8400 -> 8700
  • Turn rate increased by 5%

Magpie is yet to break the game, so it can try rearming faster.
  • Rearm time 18s -> 15s

  • Improved the look and consistency of most ship wakes.
  • The mission Victory/Defeat screen is now displayed behind the ingame menu.
  • Added N to toggle hold fire to the default hotkeys.
  • Added classic corner 1v1 boxes to Comet Catcher Redux/Remake.
  • Improved lighting on Izki Channel v1.0 and MiniChess_v2.
  • Incidental ability sounds (such as Djinn) are now controlled by the battle volume slider.
  • Added support for modded Push/Pull weapons on units with On/Off toggles.

  • Shielded Chickens now float since shields are disabled underwater.
  • Fixed Reef looks peculiar when it tries to beach itself.
  • Fixed visual jitter for capture and Lobster effect lines on moving units.
  • Fixed initial queue mid-queue removal.
  • Fixed Battle Value Tracker rounding for numbers less than 10.
  • Tweak map extension grid thickness to avoid triggering a hardware bug with GoogleFrog's screen.
  • Modded tint and glow now survive reloading Lua.
  • Fixed some issues with shutting down the depth of field shader.
  • Update JSON library for a bit better performance.
  • Fixed a very rare health bar bug.
  • Fixed an overhead icon bug.

You can learn more about Zero-K by visiting the Official Website, and Forums. You can download Zero-K v1.12.1.1 Here. And this is all for today! Enjoy Zero-K and provide your feedback about it so it can get better.

Key Words: #News #Release #Spring #ZeroK 


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