Zero-K: Zero-K v0.9.9.3

This is mainly a release to fix muffa’s unit transfer crash but it also comes with a few features that have been in the works.

Balance:
* Mace range 370 -> 355
* Scalpel projectile slightly faster and with less acceleration

Added hovering unit state icons:
* Icons hover over units when shift is held to indicate firestate, movestate and armorstate.
* Configure icon activation and size though “Settings -> Interface -> Hovering Icons”
* Free Factory and Low Power icons are integrated into the system so prevent overlaps.

Terraform:
* Changed extra cost function from area to perimter.
* Thin wall cost is unchanged, large areas are cheaper.
* Leveler, Banisher and Goliath projectiles smooth terrain.

Bugs:
* Fixed missing debris for Gunship Factory.
* Fixed state update upon unit transfer between teams.
* Fixed core selector crash.
* Possibly fixed occasional extra commander on rejoin.

Added a nice looking exit menu to workaround muffa’s crash that could be triggered with the default engine exit menu.

Mobile Cloaker and Shield now flee enemies. As with all unit AI use hold position to enabled it only for the fight command and click the light bulb to always disable it.

Catapult can now target gunships.

Replaced extremely powerful CAI commanders with commanders that players could feasibly start a game with.

Zero-K: Zero-K v0.9.9

Version number++ because the number bloat was getting really silly.

General
* Fixed smart retargeting of slow weapons
* Fixed marker placement when units are transfered due to lag/AFK
* Fixed solars closing and “under attack” sounds playing when “hit” by a friendly Outlaw
* Aircraft factories float rather than resting on seafloor
* Chicken: Replaced egg AI selections with a single egg modoption

Balance
* Fixed an issue where missile cruiser had considerably lower stats than intended
* Fixed torpedo frigates not having sonar
* Fixed EMP missile homing when it should not
* Screamer missiles are free to stockpile
* Scorpion has a new multi-stunner special attack

GUI
* Jumpjet GUI is drawn for queued orders even if the last order in the queue is such that the start position of jump is not precisely known (construction, area orders)
* Removed the massively annoying blinking of point tracker
* Initial States includes gunship strafe

Graphics
* Bigger Jack model

Zero-K: Zero-K v0.9.8.8

Quite a few balance changes in this version. Some nerfs to Kodiachi and Pyro which seemed to dominate the raider game. Thug and Outlaw tweaks to improve their role.

Kodiachi. Attempted to make it worse vs Raiders and Riots and a bit easier to use.
* Doubled turret turn speed.
* Turnrate 616 -> 750.
* Damage 300 -> 120.
* Groundfire duration 200 -> 300 (a static unit should receive the same damage
as before).
* Range 250 -> 225

Outlaw. More range and slow to make it better vs the longer ranged raiders.
* AOE: 512 -> 600 (this is diameter)
* Wavefront speed reduced 40%. This makes it worse against fast low hp things
so it doesn’t completely WTFOMG them.
* Damage 100 -> 75
* EdgeEffectiveness 0.75 -> 0.95 (better damage at range)
* Reload Time: 0.9 -> 0.85
* Slow Damage: 36 -> 55

Pyro. Was probably accidentally buffed with engine and prediction change.
* Range 280 -> 260
* DPS reduced 15%

Thug. Increased weight by ~12.5%
* Cost: 160 -> 180
* HP: 850 -> 960
* Shield: 1100 -> 1250
* Regen: 15 -> 18
* Starting power 650 -> 850 (I think 2/3 starting sounds nice).
* Damage 150 -> 170

Felon:
* Starting power 600 -> 800 (for consistent 2/3 with Thug)

Firestorm:
* Health 580 -> 660 (to survive 1/2 Hacksaw)

Banisher:
* Reverted Double ROF
* Range 400 /> 460 instead

Zero-K: Auto auto hosts and the mighty Player Juggler

Back with more infrastructure improvements in the quest to cut your game waiting times and improve satisfaction 🙂

There are now specialed managed hosts – they have a star in the lobby.
=====================================

* TEAMS – makes 2 team games,pick maps based on player counts

* 1v1 – for 1v1 battles,picks 1v1 maps

* FFA – for free for all – they pick ffa map based on player count, balance ffa

* COOP – for Chikens and CAI fights – pick chicken maps, balances for 1 vs bots and add its own normal chicken if players dont

All of those managed hosts auto balance on !start and are prefered way to play now.

Please use them instead of hosting your own, because only those participate in another addition:

The Player Juggler
==================
Player juggler is a way to merge classical matchmaking with normal battleroom based gaming.
Its a system that moves waiting people together based on their preferences.

Each person can set his/her prefences on home page.
Juggler takes into account things like player preferences, current battle, elo, clan to make suitable changes.

How to use it?
* First go and set your personal preferences. If you set something as dislike, juggler will never move you to disliked battle type.
* Next join the managed autohost of battle type you want to play – say FFA autohost.
* Wait,every 2 minutes juggler checks available people waiting on other managed autohosts (including those that joined running battle late) and if sensible games can be made from the people, it moves them together into games.

For details about inner workings check: http://code.google.com/p/zero-k/wiki/PlayerJuggler

Other minor additions
==========
* !map (no params) on autohosts picks next suitable map (managed only)
* TEAMS autohosts give extra comms to smaller team
* major springie rewrite with lots of changes