Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Apr 07, 2024 3:59 am Post subject:
Zero-K v1.12.4.0 - Combat Engineer - is ready for combat!
Subject description: Finish him! Fatality!
Aloha! Reinforcements have arrived from Zero-K as Zero-K v1.12.4.0 has been recently released by their crew. 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 is the official announcement from Zero-K's staff about Zero-K v1.12.4.0:
Quote:
The most experimental change of this patch gives Engineer Commanders the ability to build units out in the field. The goal is to make it more than the base building chassis. A much more normal change accentuates the speed of Strike Commanders by reducing the speed of the competing Recon Commander. Planes have been tweaked slightly, with the most notable change being Sparrow stealing Owl's radar jammer. Disco Rave Party has some ludicrous buffs since the newish spin-up requirement had a greater-than-expected impact on its power relative to Zenith.
For all its weird experiments, this patch is more about tech than balance. The engine has been updated with a new decal rendering system that performs better and will let us do more with explosion scars. Unit selections are drawn much faster, and many of their edge cases have been solved. A new ambient occlusion shader gives everything a bit more sense of depth. This is on top of a bunch of fixes and polish that built up over the last few months.
No Cold Take this week because there was a lot to do for the patch.
Balance
Engineer Commander can now pick a unit to build out in the field.
Use the Copy Factory Blueprint command on a friendly functional factory to select a unit.
The unit can be switched during the game.
A unit is automatically selected from the plopped factory.
Set your plop selection under Settings/Unit Behaviour/Default States/Misc/Blueprint.
Recon Commander is slower to let Strike have an identity as the speediest commander.
Speed 43.5 -> 40.5 elmos/s
Jump reload time 22/22/20/18/18/16 -> 22/22/20/20/18/16 s
Aircraft can no longer fly so far outside the map.
The external map border starts 400 elmos away, down from 800 elmos.
The border is softer, so brushing it is less drastic.
Graphics
Added new explosion crater scars to use the engine's new decal system. The new scars have better performance, stick to the ground properly, and have new features such as glow and variation by weapon type.
Added a screen space ambient occlusion widget. Basically, it adds subtle shading to put shadows in every nook and cranny. The widget is enabled for hardware that supports deferred rendering, which is most hardware.
Improved the walk animations of the Engineer and Recon Commanders.
Disco Rave Party has firing dust and complains every time it tries to turn.
Improved the look of Ogre missile explosions.
Fixed jittery Detriment launch smoke.
Improved Detriment and Jugglenaut stomp effects.
Made a few effects that were simulation-limited run at >30Hz if able.
Reaver aims more smoothly.
Interface
Updated selection circle rendering (thanks moreginger, and Beherith, for the original shader). Selections look similar but render much faster and resolve a few graphical edge cases suffered by the previous widget. Selection visuals can be configured under Settings/Interface/Selection/Default Selections.
Jumpleg units retain jump commands while in midair so they can jump as soon as they find the ground.
Hermit auto skirmishes from slightly further away, making it better at dealing with Redback (thanks, Mach565).
Improved replay controls (thanks, moreginger).
Improved Athena and Newton selection volumes.
Control groups now obey selection rank.
Added an option for control groups to ignore some ranks.
Autogroups can now be used for buildings.
Autogroups no longer override manual groups set during production.
Added incomplete French and Ukrainian translations.
Maps
Added lava to Stronghold because it looks like it wants it.
Added boxes for Ravaged Remake v1.2
Awards
Some awards show up in almost every game in nonsensical ways. To address this, the minimum threshold for a few awards has been raised.
Spoils of War requires 3.3x more reclaim.
Slow King requires 2x more slow damage.
Peacemaker requires 4x more disarm damage.
Modding
Add customParams.turn_accel_factor to control the angular inertia of units.
Add Spring.Utilities.ConcatArrays to concatenate arrays.
Fixes
Fixed split switching spectators to players in the split room.
Fixed load order of replays so the most recent replays show up first.
Fixed Bellicose Islands boxes (edge gap east).
Fixed a rare issue with the external map grid (thanks to AntlerForce).
Fixed Newton launcher auto-jump, sometimes causing jumps on the launch pad.
Fixed Envoy overkill prevention.
Fixed command insert not working with line formations.
Fixed jumping units sometimes using their walk animation mid-air.
Fixed shields sometimes do not activate when rapidly thrown out of the water.
Units no longer move to clear the "entrance" of plane factories when a plane is built.
Units that start retreating are no longer automatically deselected for spectators.
Fixed the select damaged/healthy hotkey presets.
Fixed Fire Once leaving Set Target applied.
Fixed Restore is not working correctly on random maps and maps with changed water level.
Fixed Sparrow's wingtip ribbons.
Fixed teleportation sometimes leaves tracks.
Fixed slow and Stardust heat rounding.
Fixed missing ghosts for some campaign-only structures.
Fixed orbital drops of ships trying to land ships on the sea floor.
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