The Cursed: The Cursed 1.15 released!

“The Cursed” is a very unique FREE realtime-strategy game based on the Spring engine (Windows & Linux). The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh mixture of gameplay elements from many popular RTS games.

Engines of War: Release: Spring 84.0 — The DragonSlayer!

Yeah, it was long ago that Spring 0.82 was released. 1 year, 2 months & 23 days to be precise, or just 449 days. Much water ran down the rivers. Tunisia, Egypt & Libya freed themselves from their despots. Nuclear power mocked official estimates of risk probability again. Duke Nukem Forever was released. Pigs learned to fly. And now: 84.0 finally gets released!

Zero-K: Zero-K adopts Spring engine v84.0 + new game version

After the abortive engine update to 83.0, we’ve formally adopted the new Spring version 84.0 with its numerous fixes. Concurrently, we’re also releasing a new game version, v0.9.

= CHANGELOG =
Engine
* Linux desyncs should be fixed
* Vehicles maintain speed on turning properly
* Reduced pathfinding lag and improved “flow”
* Heightmap changes (e.g. terraform) invisible outside LOS
* Radar plane LOS not based on ground position
* Players are no longer defeated if they lose all units (including /take) as long as their allyteam is alive.
* Units target things that they can no longer see for a lot less time
* Units no longer attack recently captured units
* /advshading command replaced with /advunitshading; analogous /advmapshading command added (try this if you’re experiencing lag or graphics-related crashes)
* /dynamicsun command added – toggles dynamic sun shading. May be buggy, recommend disabling.

Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with ‘/advmapshading’ and ‘/dynamicsun’. Otherwise update graphics drivers and if problems persist create a ticket.

Lobby
* It is now possible to set “Data folder” where all content is stored (maps, games, engine, configs, logs) -> for people who run c: on small SSD
* Fixes to default configs

General
* Fixed Spidermonkey egg issues
* Commanders which forgo a weapon at level 1 can keep the free peashooter at level 3
* Pylon locked

New unit, Felon. A heavy shieldbot walker which uses shield charge to power its fun.
* 700 cost
* Slow speed
* Shielded
* Accurate LLT range
* It uses shield charge to fire, use with Thugs and reduce it’s damage output by shooting it.
* Discharge from full shield does 1600 damage in 2.4 seconds
* DPS is 27 when drained and reliant on regen.

Balance
* On-fire effect from Firewalker, Inferno and corresponding commander weapons much shorter (so it expires quickly if you leave the burning area)
* Moderator does 33% less slow damage
* Slow effect capped at 50%
* Merl cost reduction (800 -> 700) and damage increased (650 -> 700)
* Puppy range increase (145 -> 155) and health increase (60 -> 80)

Modules:
* Hellfire Grenade burns a much larger area; reloads more slowly and costs more
* Disruptor bomb does 25% more slow damage
* Kodachi AoE down to almost what it used to be
* Gauss rifle a bit stronger
* Missile launcher range down (450 -> 415) – now requires two range modules to outrange LLTs
* Standoff Rocket a bit cheaper

GFX
* Fixes to VR grid; disabled on all default settings except maximum
* Improved large napalm effects

GUI
* Fixed many playerlist issues
* Core selector should work in spectator mode
* Fixed incorrect values reported by resource bar
* Fixed randomness in music player

Zero-K: PlanetWars round 11

After some hiccups, we’re finally launching the eleventh round of PlanetWars!

After the Empire Reborn conquered the galaxy, for a while there was a great peace. But gradually, the carefully formed unity of the empire began to crack under racial tension and anti-Imperial feelings.

Many common humans, chafing under the rule of authoritarian central government, revolted in the cause of Liberated Humanity. On the other end, the genetic nobility sought to reassert their lost power under the banner of the Dynasty of Earth. In between them were the Cybernetic Front, augmented humans suppressed under the new human-purity society, who now fight to be treated as they deserve. And amidst the chaos, the once-enslaved miltary AIs of the Free Machines rose in revolution once more.

All five factions want control of the galaxy, but only one will seize the day. Who will it be?

Rule changes
* When offering a lower diplomacy state than currently agreed on (e.g. declaring war), the other clan’s diplomacy offer is lowered to match.

* it is now possible to buy from locals from all same-faction planets

* only people directly involved in pw combat get influence:
– clan owning the planet
– clans who sent ships to planet
– people from same faction
– people from allied clans

* not involved people auto sell their influence for $20 to locals
* if there are no involved clans, all people are involved (insurgents attacking empty planet)

Zero-K: Zero-K updates to Spring Engine 83!

At last, we are switching to the latest engine version which features many improvements (performance, visuals) and fixes (vehicle pathing).
Full changelog is here https://github.com/spring/spring/blob/master/doc/changelog.txt

ATTENTION:
TO UPDATE SMOOTHLY:
* on windows, restart Zero-K lobby 2x and join the game
* if on linux, wait for package update and follow links at http://springrts.com/

Note that this engine is a major update and it will certainly contain new bugs too. We will be addressing those asap.
Enjoy!

Zero-K: Well, that was embarassing.

As many of the players have noticed, round 10 of PlanetWars…did not go quite as anticipated. Besides the persistent difficulty in creating balanced teams, the rule setup also resulted in the Synthetic Front achieving a runaway economic victory.

As such, we’ve ended the round and will be going back to the drawing board for the round 11 design for a while. The SynthFront victory will probably be recorded in the Hall of Fame, but not incorporated into the running story. It’s not yet clear whether the two-faction system can be salvaged, or written off and PlanetWars restored to five factions.

We apologize for the inconvenience, and hope to see you again in the next round!