Zero-K v1.11.8.1 - Lobster Brained
Lobsters have been taught to not fire when it would be redundant, making Lobster balls much easier to manage. Overkill prevention in general has a tweak, and some APIs were extended to make modding easier. The Artefact Control game mode which saw some testing about a month ago is now live. In terms of balance, Redback has a bit of a nerf and some of the least used units - Skuttle, Phoenix and Emissary - have small buffs.
Balance
**Duck **can now be dodged by a Glaive trying as hard as it can to run away.
- Missile fuel time 2s -> 1.5s
**Redback **is worse at taking map control and assaulting defenses.
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Cost 230 -> 240
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Speed 1.85 -> 1.75
**Skuttle **can see enemies before they break its cloak.
- Line of sight 280 -> 330
Emissary aims faster and no longer benefits from manually turning.
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Body turn rate reduced 105 -> 84 degrees/second
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Gun aim rate increased 40 -> 70 degrees/second
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Resets its gun between shots (as much as possible) in case it has to move.
**Phoenix **moves faster and hits its target sooner.
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Speed 8 -> 8.1
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Projectile gravity 0.7 -> 0.72
Unit AI
Overkill prevention, the system that prevents ten Scalpels firing at a single Glaive, is now available for Lobster, and is suspended for units set to hold fire. It is controlled by a state toggle that is hidden by default because there is very little reason to touch it. The state toggle can be enabled under Settings/Interface/Commands, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding Space and clicking on a unit, then pressing Edit Behaviour.
**Lobster **is smarter, no longer firing unless there is a visible valid target.
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This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.
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As a result, telling a tight clump of Lobsters to fire causes only two to shoot.
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This behaviour can be configured with the hidden Overkill Prevention state.
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Removed the Force Fire command by default. This can be configured via another hidden state toggle.
Overkill prevention is now suspended by default when units are set to Hold Fire.
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Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.
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Most units default to "Enable for Fire at Will". The theory being that if you set a unit to hold fire you care more about its target dying than about overkill.
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Nothing defaults to "Enable for auto targeting", but it may be useful to try out.
Impaler now has an even stronger preference for targeting structures over units.
Interface
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Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)
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Cleaned up some inconsistent unit highlighting and selection. Units under interface panels cannot be clicked on by default, tooltips do not appear, and units are not highlighted.
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Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.
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Drag selection can still terminate over a UI panel.
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Add some translations for the commander selector.
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Updated Global Build AI with some fixes and documentation (thanks esainane).
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Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)
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Local widgets are no longer disabled for spectators on rooms with local widgets disabled.
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Added Italian translations for the main menu (thanks fvasco)
Campaign
- Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)
Maps
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Added boxes for Onyx Cauldron 2.0
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Improved lighting on Skulduggery (thanks Shaman)
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Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.
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Fixed an issue with void water with new shaders on some graphics cards.
Artefact Control
Added a control point game mode called Artefact Control under Experimental.
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Several artefacts are spawned on each side of the map.
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Each team controls half at the start of the game.
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Artefacts have 11k health and heal at 100 hp/second.
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Artefacts respawned with switched allegeance when destroyed.
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If a team controlls all the artefacts, they win.
Modding
Changed some keys in unit def files to match the lua UnitDefs table. Mods with the old keys are still supported.
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buildCostMetal -> metalCost
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buildCostEnergy -> energyCost
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energyUse -> energyUpkeep
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metalUse -> metalUpkeep (vanilla ZK doesn't use this)
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maxDamage -> health
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maxVelocity -> speed
Other changes.
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Unit defs no longer require unitname since it must match the table key, so it is redundant.
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Unit defs are now also read from subfolders of 'units'.
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Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.
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The game exits to menu when unit defs fail to load, rather than crashing.
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Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.
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Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
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Fixed backwards compatibility for Spring.GetPlayerRulesParams.
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Added customparams.buggeroff_angle for factories, in radians.
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Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.
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Fixed modding away the Sniper reload move penalty breaking the script.
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Cleaned up the build icon generator gadget.
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Napalm effects now contain an example of sin (replaces taylor series).
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Improved modded energy generator tooltips.
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Mexes suport morphing.
Fixes
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Fixed commshare sometimes preventing resign or causing a crash when the game ends.
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War music no longer counts morph as violence.
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Fixed missing vote resign button.
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Marginal turret overshoot can no longer be circumvented with command insert.
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Fixed a few build icons incorrectly implying that a floating structure is built underwater.
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Fixed commander selector button image.
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Fixed backwards 'motion blur' on ejected shells.
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Fixed some large structure wreckages having much too large collision volumes.
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