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Zero-K v1.12.9.0 - Maps and Mobile AA
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Banshee
Supreme Banshee


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

PostPosted: 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!
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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.


Magpie is a bit cheaper to support.
  • Rearm time 15s -> 13s


Phoenix takes noticeably longer to shoot twice.
  • Rearm time 10s -> 13s


Maps

These maps have been added.

Features
  • Updated the skirmish AI.
  • Experiment with new lighting on some energy structures.
  • Added focal depth hotkeys for the depth of field widget.
  • Added team selection to the cheat sheet (top left with cheats enabled).
  • The startbox editor can now apply box transforms and save them directly to files.


Fixes
  • The skirmish AI no longer crashes if it somehow gains and then loses a factory plate.
  • Minor fixes for French translations.
  • Fixed some tips for planet Blackmire.
  • Fix tiny movement stutter when line-moving over the wreckage.
  • Fix a graph bug that would sometimes overcount army losses.
  • Fix spec team change when selecting unseen enemies.
  • Fix a rare teleport bug.
  • Fix (i.e., remove) the fog effect on a few maps.
  • Fixed structures with move commands giving up on them before finishing their morph.


You can learn more about Zero-K by visiting the Official Website, and Forums. Zero-K is available for download Here. And that's all for now! Have fun and enjoy Zero-K!


Key Words: #News #Release #Spring #ZeroK 

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