Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Sep 21, 2024 10:31 pm Post subject:
Zero-K v1.12.9.0 - Maps and Mobile AA
Subject description: Air strike.... no longer confirmed!
Greetings, commander! Zero-K v1.12.9.0 has been posted as we speak by the team of Zero-K. For those who are not acquainted 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. The changes from Zero-K v1.12.9.0 were announced with the following words:
Quote:
The diversification of bombers over the past year has been great, but it also highlighted some problems with a few mobile anti-air units. This patch tries to carefully resolve these deficiencies and shift things slightly away from Phoenix and towards Magpie. The two bombers finally agree on rearming time.
This update coincides with an AI update and the addition of around two dozen new maps. Try them out, perhaps against the new AI, and give feedback on your favorites. If, instead, you prefer 1v1, check out Fight Club later today (Saturday) at 1900 UTC and on every first and third Saturday for the rest of the year.
Balance
Gremlin creeps back towards its old low price.
Cost 130 -> 120
Tarantula contributes more to mixed anti-air defenses.
Damage 260 -> 270
Flail hits sooner.
Range 800 -> 820
Missile spends 16.7% less time flying straight up.
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