Official: Engine Testing – 102.0-RC1

Due to several major performance issues in 101.0, a new version is planned soon-ish so here’s the first release candidate.
Your test games will help us make sure such issues won’t slip into 102.0.

Without further ado:

See the download page for how to get it.

If you find a bugs, please report to Mantis.
Please attach infolog.txt as file, if you crash!

Happy testing! :-)

Zero-K: Zero-K v1.4.3.0 to v1.4.3.3

The past week has seen nerfs to Warriors, drops, Warrior drops and now drops in general. Valkyrie may need some buffs to make it better in the midgame but we will solve that problem when we reach it. We also have the weapon shiny gadget by Beherith from BAR (with modifications). Here are the changes.



  • DPS 285 -> 265 [?]
  • Cost 210 -> 220 m [?]
  • Regen 40 -> 30 hp/s


  • Cost 80 -> 100 m
  • Altitude 80 -> 140 elmo

Valkyrie and Vindicator speeds are now more affected by the mass of the unit they are transporting[?].

  • Relatively heavy units are transported at 66% the speed that they used to be transported.
  • Lighter units are slower to transport than they used to be. In particular Warrior causes Valkyrie to slow to 75% speed where previously Valkyrie was not slowed at all.
  • Very light units are unaffected. This is relative to their transporter. For example Warrior still does not cause any slowdown for Vindicator because Vindicator is a beast.

Fixed overkill prevention for long ranged missile units.


Weapon fire is now shiny[?]. Better shader code and more shiny things will follow. If knows how to write shaders their help would be very welcome. The shiny is enabled for everyone because we would like to test a range of hardware to see whether it causes errors or too much performance loss.


  • Fixed endgame graph jaggedness, added some parameters.
  • Fixed debris of killed nanoframes not showing the owner.
  • Fixed Spectator Panels causing a LuaUI crash.
  • Fixed the resign message not showing if the player was the last on his team [?]
  • Fixed team names when two teams being filled with members of the same clan.
  • Fixed Commanders showing range circles for unequipped weapons.
  • Fixed idle constructors not showing as idle in the Quick Selection Bar after move commands.
  • Fixed Context Menu not showing Commander regeneration.
  • Fixed Commander wreckage using old names.
  • Fixed tooltips showing wrong Commander buildpower.

EvoRTS: Web Host server failure

Unfortunately our web hosting provider has suffered a file system failure resulting in a loss of tons of data. Thankfully I have pretty recent backups, but the database was damaged rather extensively and a lot of media (images for the most part) that I did not have backed up was lost. I’m working to restore the site. It may be a little while before it’s back to 100%. I’m sorry for the trouble.

The post Web Host server failure appeared first on Evolution RTS.

Official: Spring 101.0 Released

Hello springers, your favourite engine is here, and it’s better than ever!

Spring 101.0 brings us numerous features, fixes and performance improvements introduced in over 1200 commits since 100.0.

Most of the new features are described in this video created by gajop (thanks!).

We can also describe changes in words:

Lua Feature & Map shaders
It is now possible to set custom shaders for features and map drawing from lua.

Line of Sight refactor
Line of sight calculation performance was greatly improved allowing it to be smoothly updated every simulation frame.

Transports refactor
The hard-coded transport behaviour was tweaked to allow the attachment of any unit to any other unit from lua.

Internal pr-downloader support
An essential step towards in-game lobby, it already allows rapid tags to be used in game dependencies and in start scripts.

Thanks to everyone who helped testing, reporting and fixing !

The changelog contains more details .

Please test Spring 101.0 as it will be set as default version on lobby server in a week or so (exact time TBD) if no blocking bugs are found.

Most users won’t need a download link, as lobbies can download them automatically. For completeness:

Download Links

Note: Please report bugs to our bug-tracker. Thanks! vid.jpg

Zero-K: Zero-K v1.4.2.13 – Dynamic Commander Balance

The community has done great work over the last two weeks exploring the new and improved Warrior. This version has a nerf to Warrior which reduces the previous buff while retaining the unique parts of the warrior; regeneration and damage. We have begun the promised commander weapon design fix with an attempt to equalize their power levels and give each weapon a distinct purpose.

Other nice changes include a fix to the longstanding Slasher overkill prevention issue, reasonable team names and rally points for rearming bombers. Use of rally points should improve bomber turnaround.

In other news RUrankAdminikinz is working on a nice ZK themed Weblobby and the release of Spring 101.0 is looming. The new engine has some nice features but is hampered by ATI graphics errors. Access to ATI testing is stalling our ability to make ZK compatible.


Nerfs to Warrior as a partial reduction of the recent buff. The aim is to harden the counter by skirmishers and reduce overlap with the Zeus assault role.

  • Cost 200 -> 210 (old was 220)
  • Range 280 -> 270 (same as old)
  • Health 880 -> 820

Commander morphing receives a design pass. Most of the effort was applied to basic weapons.

  • Basic weapons are now balanced around 50 cost and have designed strengths and weaknesses[?].
  • Commanders can equip duplicates of basic weapons.
  • Manual fire weapon reload time increased to at least 25s to reduce their spam annoyance. Some buffs. Costs are normalized to 150.
  • Cheapened morph base cost by 50 to level 3 and 100 for higher levels.
  • Slightly cheaper drone modules.

Valkyrie can no longer transport Enforcer.

Fixed Slasher overkill prevention.

Djinn weight lowered:

  • cost 800 -> 750
  • health 2600 -> 2500

Artillery accuracy improved:

  • Hammer can no longer miss a Defender [?]
  • Pillager can no longer miss a Stinger [?]

Tactical AI:

  • Added tactical AI for Ravager.
  • More things skirmish Warrior (for example, Ravager).
  • Removed broken Scorcher behaviour[?].


Air Repair/Rearm Pad can now have rally points. Aircraft that leave an Air Repair/Rearm Pad or a Airplane Plant with an empty command queue will inherit the queue of their pad. This mirrors the behaviour of factory queues. Reef is unaffected.

Better team names:

  • instead of “team 0”, teams now have recognizable names, for example “Team North”, “GBC” or “Team Sprung” [?]
  • the game-over screen now tells spectators who won (in the above format; was just “game over” previously).

Other changes:

  • Line-move now shows dots for the projected unit positions. This is option is enabled by default for new and current players. We need to know whether it works for all graphics cards.
  • Loading progress bar is now more accurate.
  • Added a “show always” option for armor and build-priority state icons.

Changed defaults for new players:

  • Fight is now hotkeyed under A and Attack is under F. The commands are also renamed.
  • Engine info screen hotkey: ‘i’ -> ‘Ctrl+i’
  • LoS view toggle hotkey: ‘L’ -> ‘Ctrl+L’
  • Default command visibility: always shown for selected units, hold Shift for all units (previously was hold shift for selected units, no way to see all units).


  • The game can now result in a draw in two cases: everyone dies at the same time (eg. two opposing roaches blow each other), or all alive teams are dropped (eg. when the non-dropped team resigns after the other drops).
  • Wreckage, rocks, trees etc. no longer disappear without a trace when destroyed/crushed/reclaimed but make a small dirt poof instead.
  • Trainer comms default to HMG/radar at level 1 and ablative/regen at level 2.
  • CAI no longer avoids linking its fusion reactors.
  • Fix CAI having wrong idea about energy economy.