Новости Zero-K
Объявления разработчиков, обновления и обсуждения.
Cold Take #46 - Giving and Taking Feedback
A lot of the polish in Zero-K is driven by player feedback. A single complaint can be enough to spark a re-investigation of some part of the game to check for improvements. Case in point, the recently (https://store.ste…
Читать и обсудить →Cold Take #45 - Automatic Dodging
Simulated projectile physics is a core part of Zero-K, both for the aesthetics and as a balance tool. Rather than using armour classes, light units are nimble enough to dodge most of the projectiles meant for heavier tar…
Читать и обсудить →Zero-K v1.14.8.0 - Unit Icons and Magpie Nerf
This update improves the command menu by adding larger build icons with a higher resolution. The bottom of the UI also has a scale setting as we move towards better support for increasingly large screens. There are also …
Читать и обсудить →Cold Take #44 - Choice vs. Automation
Automation means making tasks complete themselves without player intervention. The concept has a bit of baggage, at least in RTS, as people worry it means that a game will play itself. Some spin-off genres have found suc…
Читать и обсудить →Zero-K v1.14.7.0 - Guard and Pulsing Balls
This update polishes a few mechanics and includes quite a few fixes. Singularity Reactors get their wobbly balls back and the guard command should be much more useful. Disarm no longer hard-disables jumpers while winding…
Читать и обсудить →Cold Take #43 - Levels of Customisation
Zero-K is extremely customisable, which is great but risks making the game unapproachable. The problem with customisation is that it asks players to optimise their own experience without necessarily giving them the backg…
Читать и обсудить →Zero-K v1.14.6.0 - By Popular Demand
Space clicking wrecks and build options is back by popular demand ( https://github.com/ZeroK-RTS/Zero-K/issues/5742, https://github.com/ZeroK-RTS/Zero-K/issues/5747 and https://github.com/ZeroK-RTS/Zero-K/issues/5750 ). …
Читать и обсудить →Cold Take #42 - Reclaimable Wrecks
The basic reclaim mechanic is as follows: units leave wrecks when they die, and these wrecks can be harvested by constructors for extra metal. This sounds like a simple enough mechanic, but the more I think about it, the…
Читать и обсудить →Zero-K v1.14.5.4 - Wire and Egg Fixes
This is a small fix update which also has some commander tweaks. The big wire change is that the settings are now local, which means people with the graphics bugs on Linux can disable them until we figure out the problem…
Читать и обсудить →Zero-K v1.14.5.3 - Eggs and Wires
This update adds wires between structures to visually connect energy grids. This makes grids easier to use and more satisfying to build. We have also added commander…
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