Zero-K lobby server has been moved to a different machine.
Please restart Zero-K lobby twice (to force it’s upgrade) or use address “lobby.zero-k.info” if you are using other lobby program than Zero-K
Zero-K: Zero-K v1.3.1.5
Units now deal as much damage as is stated in the detailed unit information panel (viewable by Space+Click on a unit). If a unit says it does 200 damage then it should kill a unit with 400 HP in two shots. There are a lot of cases so if you a unit that does not deal quite enough damage make sure to report it.
=== Balance ===
Some units have had their health updated to take the daamge change into account. Most were not changed. Here are some examples:
* Hammer 2 shots Defenders.
* Sharpshooter 1 shots Stardust.
* Raven 3 shots Zeus.
Archer:
* Removed self impulse on land because it could cause movement problems.
* Health 800 -> 820
Scythe:
* Health 800 -> 820
Recon Level 0 and 1:
* Health 1600 -> 1650
Sonar Station:
* Health 800 -> 750
Banisher:
* Doubled turret turn rate.
* LOS range 374 -> 400
Redback:
* LOS range 660 -> 366
Dante salvo is now wobblier because wobbly salvos are cool. It should consistently hit around the targeted area but do not use it if you are trying to hit a single target at long range.
=== UI ===
* Removed broken degrees sign from detailed unit information.
* Added elmo as distance unit for unit information until a better unit is found.
* Fixed a case where many resource bars could appear. The new resource bar has been enabled by default for everyone and the other two have been disabled.
=== Fixes ===
* New Singularity explosion is no longer invisible underwater.
* Halberd is no longer armoured while under construction. * Wolverine mines no longer spawn if they hit a shield.
NOTAJoke: #Charlie_Hebdo_
When it come to shooting, smile. ![]()
Zero-K Observed Matches: 2015/01/07: exploit(Cl) vs hokomoko(Cl) on Battle for Planet XVII – Zero-K
Zero-K Observed Matches: 2015/01/07: exploit(Cl) vs hokomoko(Am) on Sapphire Shores Dry – Zero-K
Zero-K Observed Matches: 2015/01/07: kaen(Cl) vs NorthChileanG(J) on Badlands – Zero-K
Zero-K: Zero-K v1.3.1.0
Balance is ongoing for the new Sumo and Banisher has been reroled to better fit the riot role. Funnelweb, Wolverine and Swift have received some nerfs to make them more extreme within their desired role without being too good.
Overdrive allocation in teamgames has been tweaked to make an economy player more immediately valuable to the team as a whole. We also have a new economy panel which should (hopefully) be the last one.
=== Balance ===
Swift:
* Health 360 -> 300
Wolverine:
* Range 800 -> 730
* Reload Time 5 -> 5.5
Panther:
* Real Damage 220 -> 190
Banisher transformed into a dedicated riot:
* Cost 780 -> 520
* Range 430 -> 340
* Damage 650 -> 440
* Reload time 4s -> 2.3s
Halved the most recent Brawler DPS nerf:
* Before: 21.5
* Recently: 15
* Now: 18.3
Sumo:
* Cost 2000 -> 1700
* Health 12.5k -> 13.5k
Funnelweb:
* Removed weapon.
* Has only one shield (to fix charge transfer and disarm problems).
* Viper (large drone) range 450 -> 350
* Firefly (small drone) range 400 -> 250
Gauss has a regeneration rate of 20 health/second when closed. This occurs even when under fire.
Units within an area cloaker now gain the default decloak radius . Exceptions are:
* Active area cloakers.
* Units with decloak radius smaller than the default.
In effect units such as Sniper and Skuttle will have much smaller decloak radius when under an area cloaker.
Invisible scouting is now a bit harder:
* Gremlin decloak radius 75 -> 140
* Flea decloak radius 75 -> 120
Singularity Reactor’s death now causes a gravitational implosion.
Slow and Disarm damage will now always apply to shields as damage with a 1/3 modifier (same behaviour as EMP).
=== Overdrive Allocation ===
* Mexes now have a fixed return of about 90 metal to the constructor. The time it takes to do this depends on the mex income.
* Halved the payback factor for energy structures. The builder of the structure already receives some benefit through the public OD pool as well.
* Maximum privatized OD share from 50% to 33%. This means that in a team with only one person producing energy they would get 33% of the OD as well as their public share.
=== UI ===
* The latest attempt at an economy panel is now the default. This one should be the last.
* Fixed selections window text clipping and image alignment.
* Space+click menu contains more information.
* Teal team colour is now reserved for the player’s own team, meaning spectators will not see one of the teams in that colour.
* Added a RoI Tracker widget to track teammmates’ return of economy investment, disabled by default.
* The widths of elements in Deluxe Player List are now configurable by character/digit count.
* Power-user widgets now have read access to additional parameters for overdrive, ground damage and floating and can skip the “Hide engine messages” filter (see next post for details).
=== Bugfixes ===
* Fixed Dante consistently interrupting its salvo.
* Fixed Doomsday Machine and Stardust being blocked by trees and wreckage (will now attempt to blast through them).
* Fixed unit rank display.
* Fixed spectators being able to control team 0’s retreat havens.
* Fixed spectators being able to place pre-game queues.
* Fixed Zenith meteors disappearing on impact.
* Fixed outdated Sumo and Urchin helptexts.
* Fixed Solar Collectors taking damage during construction being force-opened.
* Fixed a Jump UI crash when attempting to give a jump order to a mixed jumper/non-jumper selection.
* Fixed queuing jump orders for Jumpy Factory.
* Fixed Ctrl+MMB orbit rotation in COFC not working at high zoom-in levels. * Fixed extra drone construction that happened when attempting to spawn a drone when all slots were taken.
