Zero-K: Zero-K v1.1.6.0 (finally)

After a three-month delay, huge cost overruns and the resignation of the Czech president, a new Zero-K stable is finally out! This one makes long-awaited balance changes to some particularly notorious units, and swats a good number of the most annoying bugs. Enjoy!

(The engine update will have to wait a little longer, we’re still getting some bugs worked out)

== Units ==
Outlaw:
* Damage 50 -> 20

Glaive:
* HP 190 -> 200

Bandit (through many engine changes) ended up with DPS which was 20% too high. This has been fixed.

Annihilator:
* Cost: 1800 -> 2200
* Range 1250 -> 1200
* Aimpoint to make it less able to hide behind terraform walls

Sumo:
* Now has disruptor beams each does 250 damage and 500 slow damage every 2 seconds (was 60 damage every 0.5 seconds)

Wolverine:
* HP 380 -> 450

Pillager:
* HP 700 -> 840
* Raw turnrate 329 -> 400

Dirtbag:
* Changed mound shape such that bots cannot pass them. This alleviates the factory based hardcounter and forces Shieldbots to use Dirtbag more intelligently, mindless spam could hurt yourself. Impassible area is about the size of a Windmill.
* Cost 20 -> 35
* Multiple Dirtbags no longer spread out when jumping on a single point
* Units bounce off mounds, it is now much harder to trap units by jumping on them. Quake (Seismic Missile) causes units to bounce around in the effected area as well.

Antinuke:
* Coverage 2000 -> 2500

Crane:
* Inherits land/fly state from factory

== Fixes ==
* Fixed Leviathan tacnuke failing to fire
* Allied units obstructing a factory will automatically get out of the way
* Fixed a number of bugs with unit wreckages
* Fixed lag monitor returning units captured by the enemy if the original owner lags
* Fixed keybinds not working on first run
* Fixed various mistakes in Award gadget
* Carrier and commander drones are now captured along with their parent
* CAI checks if a mex spot is reachable before trying to cap it
* HLT fires from correct barrel
* Fix to Lups distortion effect
* Fix non-standard Spy self-destruct time

== Miscellaneous ==
* New awards: Loot & Pillage and Traffic Cop
* Head Hunter award counts captures that last to the end of the game
* “Overwhelming numerical advantage” threshold (when weaker team’s units are revealed) occurs at 25:1 unit value ratio, instead of 100:1.
* Hide comm processing debug messages
* Map Edge Extension only enabled by default on High and Ultra graphics * Easy Facing only affects factories

TA Papercraft:Quad release!

Here is the next batch of unit models. The Core level 1 tanks are now filled out with the Spoiler mine laying vehicle, the Construction Vehicle and the scout Weasel:

Weasel

Construction Vehicle

Spoiler

The first of the Arm level 1 tanks is fresh out of the factory and is the most hated/feared unit in multiplay, the Flash:

Flash

Any similarities with the Spark are NOT a coïncidence, the Spark is based on the Flash.

All units are now available from the Downloads page, their instructions are found in the Properties popup in Pepakura Designer/Viewer.

SpringFiles: Sapphire Shores Dry

Version:  2 Spring Maps Freeware

Dry edition of Sapphire Shores V2

V2 Changes:
– New Texture
– Smoother heightmap (uses lowpass now)
– Improved specular lighting
– New splat mapping, detail texes, new detail tex when /advmapshading off
– Crystal features
– Better atmosphere and lighting conditions
– Reduced wind from 10-25 to 10-20 (to compensate somewhat for crystals)
– Typemapped different areas of hardness (ground, crystal, rock), default hardness 150 > 175

Made by: The Yak
Based from BeachInvasionBeta by 123v
Sapphire Crystals: Recolored Tiberium crystals by Lathan

Made with World Machine, GIMP, Notepad++, SpringMapEdit, FilterForge

No relevance to any cartoon ponies whatsoever.

screen00063_0.pngscreen00053_1.pngscreen00060_0.pngscreen00059_0.pngRelated links:  http://springrts.com/phpbb/viewtopic.php?f=13&t=30217 Author / Publisher:  The Yak