Поиск по STEAMB

Игры и программы по онлайну, скины по объёму продаж

Ничего не найдено

Попробуйте другое название или переключите категорию.

Меню

Zero-K v1.11.8.1 - Lobster Brained

1 / 1 · 100%

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.

  • Cost 230 -> 240

  • 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.

  • Body turn rate reduced 105 -> 84 degrees/second

  • Gun aim rate increased 40 -> 70 degrees/second

  • Resets its gun between shots (as much as possible) in case it has to move.

**Phoenix **moves faster and hits its target sooner.

  • Speed 8 -> 8.1

  • 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.

  • This prevents it from firing when it would do absolutely nothing, provided there are no invisible enemies nearby.

  • As a result, telling a tight clump of Lobsters to fire causes only two to shoot.

  • This behaviour can be configured with the hidden Overkill Prevention state.

  • 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.

  • Added the "Enable for Fire at Will" and "Enable for auto targeting" states. Previously it just had enabled/disabled.

  • 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.

  • 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

  • Added a minimum wind icon and number to the left column of the wind generator tooltip during placement (thanks Porkchop)

  • 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.

  • Selecting through the panel at the bottom of the screen can be configured under Settings/HUD Panels/Selected Units Panel.

  • Drag selection can still terminate over a UI panel.

  • Add some translations for the commander selector.

  • Updated Global Build AI with some fixes and documentation (thanks esainane).

  • Added username team colour in chat and removed white outlines for dark names (thanks Birdulon)

  • Local widgets are no longer disabled for spectators on rooms with local widgets disabled.

  • Added Italian translations for the main menu (thanks fvasco)

Campaign

  • Tweaked campaign text and replaced some Artefacts with more suitable structures (thanks Thorneel)

Maps

  • Added boxes for Onyx Cauldron 2.0

  • Improved lighting on Skulduggery (thanks Shaman)

  • Improved water on Cull, Lost v2 and Lowland Crossing Revised v2.

  • 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.

  • Several artefacts are spawned on each side of the map.

  • Each team controls half at the start of the game.

  • Artefacts have 11k health and heal at 100 hp/second.

  • Artefacts respawned with switched allegeance when destroyed.

  • 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.

  • buildCostMetal -> metalCost

  • buildCostEnergy -> energyCost

  • energyUse -> energyUpkeep

  • metalUse -> metalUpkeep (vanilla ZK doesn't use this)

  • maxDamage -> health

  • maxVelocity -> speed

Other changes.

  • Unit defs no longer require unitname since it must match the table key, so it is redundant.

  • Unit defs are now also read from subfolders of 'units'.

  • Set undefined burst rates to 0 (rather than 0.1) as it can interfere with weapon modding.

  • The game exits to menu when unit defs fail to load, rather than crashing.

  • Added game-side GG.UnitModelRescale(unitID, scale) from Unit Level Ups.

  • Added backwards compatibility for Spring.GetUnitIsBeingBuilt.

  • Fixed backwards compatibility for Spring.GetPlayerRulesParams.

  • Added customparams.buggeroff_angle for factories, in radians.

  • Added customparams.metal_extractor_mult to support the creation of higher tier metal extractors.

  • Fixed modding away the Sniper reload move penalty breaking the script.

  • Cleaned up the build icon generator gadget.

  • Napalm effects now contain an example of sin (replaces taylor series).

  • Improved modded energy generator tooltips.

  • Mexes suport morphing.

Fixes

  • Fixed commshare sometimes preventing resign or causing a crash when the game ends.

  • War music no longer counts morph as violence.

  • Fixed missing vote resign button.

  • Marginal turret overshoot can no longer be circumvented with command insert.

  • Fixed a few build icons incorrectly implying that a floating structure is built underwater.

  • Fixed commander selector button image.

  • Fixed backwards 'motion blur' on ejected shells.

  • Fixed some large structure wreckages having much too large collision volumes.

Читать в Steam ↗

Комментарии 0

Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.

Обсуждение ещё не началось.

    Настройки cookies

    Вы можете изменить выбор в любой момент. Отказ от аналитики не ограничивает доступ к сайту.

    Технологии, провайдеры и сроки хранения