Want more zero-K experience beside just playing?
Why not watch some videos!
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Shadowfury333 has uploaded some nicely commentated replays.

Have there been any Recent Advances?
Want more zero-K experience beside just playing?
Why not watch some videos!
Player ![]()

![]()
Shadowfury333 has uploaded some nicely commentated replays.
This weekend, raider units of Zero-K can roam freely, galloping in valleys, making laser shows and shooting plasma at singularities.
Staple low tech defensive structures defender and lotus are offline for maintenance 🙂
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
There is now a new Zero-K lobby, I hope that auto-upgrade worked well on your system 🙂
This new version also works on Linux and should work on Mac with little tweaks.
To install on Linux, run something like that:
quote:
sudo apt-add-repository ppa:spring/ppa
sudo apt-get update
sudo apt-get install spring mono-complete xprintidle p7zip wget
http://zero-k.info/lobby/Zero-K.exe
mono Zero-K.exe
On Windows there is now a new feature to use external browser instead of built in, and lots of little tweaks.
Both platforms now share identical executable and self update at the same time.
Unfortunately that means I had to strip some WPF vector visuals form ZKL, but they can now be recreated using bitmaps and manual rendering. So please hold on until I get some artist help 🙂
ZKL for linux wont be able to download engine 91.0 because it does not exist as a static build yet.
If you do have a working 91.0 for linux, make a symlink in .spring/engine/91.0/spring to make ZKL use it.
ZK now at 1.1.3.6 with engine 91 .. until performance and other issues are fixed (aahhhh the smoothnesss!)
Please use the standard Zero-K lobby on Windows or WebLobby (http://weblobby.springrts.com/) and NOTAlobby on Linux to join games.
You can of course still host any version of the game and engine (!setengine command) and Oxygen host hosts latest game with engine 94.1.
After fighting through a swarm of bugs we are ready to release a version of Zero-K compatible with Spring 94.1. We’ve been hard (and slow) at work fixing compatibility issues and working around new engine bugs. There are many important fixes in this engine version so hopefully it has been worthwhile.
Non-ZKL users will need to update their engine but with the appearance of Weblobby and static builds for Linux this should be easy.
== Engine ==
Pathfinding around terrain has been significantly improved. This is most noticeable for units with low slope tolerance and large turning circle. Units get themselves stuck on terrain much less often.
Plane related bugs have been fixed. There should no longer be an occasional plane which misses the airpad and has to be reclaimed. Bombers can be given orders after an attack ground order without messing up their queue.
Area of effect damage is now based on distance to hitsphere instead of distance to the center of a unit. This makes a lot more sense and fixes issues involving large units not take damage unless hit directly.
Apparently the whole game should run significantly faster.
== Other Changes ==
Bertha, Tremor, Pillager, Disco Rave Party, Behemoth, Warlord and Catapult no longer avoid terrain when aiming. This is either because they are good at knocking down walls or because they are too inaccurate and high trajectory for terrain to matter.
Gauss weapons deal predictable damage based on the footprint of the unit they are targeting. Scrubber damage has been increased from 90 to 110 to counteract this.
Chicken Swarmers can form writhing masses which packed densely enough. Watch out, they can flow over small barriers.
== Fixes==
* Modified overall mex values for Evergreen_Haven-Redux-v02, MountDustmoreV3, Riverbedv2
* Reduced center supermexes for FolsomDamFinal, Deadlands, Motkottava_Nakkivahvero-v01
* Moved metal spot from on top of geo spot in AquariusCrossing
* Fixed missing metal spots in Atuminoa, Quoth v1
* Fixed some structure hitvolumes which were large enough for attackers to hide inside.
* Outlaw vibrates when firing.
* Fixed crash while placing Missile Silo caused by some graphics cards. * Fixed some small, rare crashes or bugs (as always).
Major changes for this version are the ability to use priority for stockpile and morph, a Stiletto nerf and changes to the way keybinds are handled. There are also a lot of code changes a fixes.
The keybinds change has reset all keybinds. Players which modified keybinds through the ingame menu will need to rebind them. Players using uikeys.txt have a few options for keybind migration. Additional information: http://zero-k.info/Wiki/KeybindFile
== Engine ==
For now we are sticking with the old engine (91.0) because the update has many bugs which we cannot fix. Most of the bugs which we can fix have been fixed.
Most of the remaining bugs are graphical bugs or crash bugs which occur for some people and not others. We cannot test for these bugs. To prevent future releases like this we just need some players to occasionally try the BLEEDING EDGE host to make sure it still works. Players who experienced bugs in 93.2 should do this frequently for now such that we can actually get an engine release that works.
== Morph & Stockpiling Priority ==
Now you can set priority to morph and weapon stockpiling just like regular construction priority.
== Balance ==
Large Shields:
* 5% less regen rate (60 -> 57 in all 3 cases).
Stiletto
* Stun Time 15s -> 13s
* EMP Damage reduced by 10%
Outlaw:
* Can fire underwater
Clam:
* Health 1300 -> 850
== Interface ==
* The new ZK keybinds system is now operational. See here for more information http://zero-k.info/Wiki/KeybindFile
* More keybind-able buttons added to EpicMenu interface.
* EpicMenu also allows player to use the old ui_keys.txt instead of the new ZK_keys.lua. Go to Settings/Misc to set this option.
* F4 now will also highlight ally wrecks in addition to enemy wrecks.
* Build ETA text now has an outline for better visibility.
* More buttons for unit visibility widgets in Settings/Graphics/Unit Visibility and Settings/Interface/Selection. ie: XrayShader, Outline, Halo, TeamPlatter and Spotter widget.
* Shadow setting now uses a slider.
* Added a “Select Next Player” button to Settings/Interface/Spectating.
== Graphic ==
Nuclear and Singularity explosions now create a bright lighting effect. This requires the engine settings MaxDynamicMapLight and MaxDynamicModelLight to be greater than 0.
== Widget ==
* Various improvements in COFC operation, such as smoother unit tracking.
* Map Edge Extension widget can now draw a curvature effect for the region outside the playable map (VFX). The fog effect at the playable map edge can also now be toggled.
* Added Commander Info (Comm-n-Elo Startpos. Info) widget that shows ally commander selection.
* The KeyboardMenu now has buttons for building units.
* The ShowAllCommands widget will now always show commands for current selection when “Show only on shift” is enabled. Its settings are now in Settings/Interface/Command Visibility.
== MetalSpot ==
* Added custom metal spots for PizzaTime_v02.
* Added custom metal spots for StormSiege_v3.
* Added custom metal spots for Grts_Messa_008.
== BugFixes ==
* Fixed Space+Click on player list not working.
* Rapier wreck now use new model instead of old one.
* Fixed commander facing direction during gamestart.
* Fixed Weaver wreck/debris giving 12/6 more metal than it should have.
* Fixed CAI continuing to work when its team is killed.
* Fixed rare case of unit exiting factory and not going idle (NoStuckInFactory widget).
* Fixed chicken queen kill award. Now players can get the queen kill award.
Add experimental impulse jumpjet option to ModOption. Requires Spring93.1.1++ and therefore is not enabled by default.
Saturday March 30, 2013, 18:00 GMT
Maps: To be determined
Early Rounds: Best of 3
Semifinals: Best of 5
Finals: Best of 7
Prize Pool: $100
Payouts:
First: $50
Second: $30
Third: $20
Matches will be streamed live in 1080p HD!
If you are looking for someone to practice against, try #evolution or #tourney.
To sign up. send an email to tournament@evolutionrts.info with your Lobby Nickname. [SmuG]flopflop[ROBO] or [Evo]Forboding_Angel can answer any of your questions in the lobby or in the forums at http://www.forums.evolutionrts.info
This tournament is open to all. No entry fee. Signups will be accepted until the tournament actually starts.
Linux users welcome! If you need help getting Evolution RTS going on Linux, just make a post in the forums and I’ll help you get it situated.
Can’t wait to see you all there!
Forget the new engine version, we’re going in! New graphics, some long-awaited balance changes, and even a funky new GUI skin await in this February’s stable.
== Graphics ==
* New models for Crane, Rapier, Valkyrie and Vindicator by Exit_Wound
* New EMP missile trails
* New slowbeam, Halberd & Buoy impact FX
* Add flashing effect when a unit is resurrected
* Fixed Dominatrix beam position
* Fixed Detriment triple gun animation
* Fixed normals on amphibs and some jumpbots
== Units ==
Annihilator:
* Cost 1500 -> 1800
* Reload time 8s -> 10s
DDM:
* Main cannon range 700 -> 650
Phoenix
* No longer deforms ground
Starlight
* Fixed divergence between continuous and pulse beams at long range
Firefly (companion drone):
* Health 160 -> 200
Newtons are less effective against gunships.
Valkyrie accelerates and ascends/descends much faster (general buff, nerfs transport launchers).
All aircraft can be ordered to manually land at airpads, not just bombers.
Anti-air missiles can be fired at much higher targets depending on the missile’s flight time.
Sumo:
* Jump reload time 18s -> 15s
Disco Rave Party:
* Yellow shot damage 0 -> 800
Wreckages for Flea and Gnat. Now all non-suicidal units (not Claw, Tick, Roach, Blastwing, Puppy, Skuttle) should have wreckages.
Fixed some impulse values for weapons (in particular, this includes a buff for Leveler, commander Riot Cannon and Concussion Shell, Disco Rave Party and Zenith).
== Commanders ==
Singleplayer (non-modular) comms can morph to higher levels.
Hellfire Grenade:
* Reload time 16s -> 12s
High Power Servos:
* Speed bonus 10% -> 15%
== Interface ==
* Keybinds are now saved to LuaUI/Configs/zk_keys.lua, rather than being hidden in LuaUI/Configs
* Resorted many menu options to make the menu less cluttered. As a side effect, some options may be reset.
* New GUI skin: Twilight
* Any unit’s description window can be accessed through Help -> Unit Descriptions
* Binding a key to a unit command also binds Shift+key, if it was not part of the original keyset
* Camera mode selection uses radio buttons
* Construction priority has a floating icon (when Shift is held)
* Added option for selection window background color
* Fixed cursor transparency under certain hardware settings
* Fixed clickable areas on chat
* Fixed negative healthbars
* Auto Reclaim/Heal/Assist is now under Units category in list
== CAI ==
* CAI checks for enemies near mex spots before attempting to mex
* Constructors with jumpjets will use them to escape enemies
== Chicken ==
* Speed mode is now a modoption
* New chicken defense, the Rafflesia static shield
== Missions ==
* Persistent messages are stored in history; look better in non-default skins
== Misc. ==
* Advanced (COFC) camera handles more smoothly and reliably; resets state with just Ctrl+Alt+middleclick (previously Shift was needed as well) * Widget settings are backed up at each run
Thanks to an intrepid inside source, we have access to previously-secret footage of the Zero-K developer team discussing the game’s story. Enjoy 🙂