Zero-K: Zero-K v1.1.1.2

Lots of improvements were made over the month. UI optimizations, bugfixes, a few new features. But not all the changes are good, for there’s something strange in the neighborhood…

== New Halloween Ghost Possession gamemode (beta) ==
A galaxy is in danger, a new supernatural foe, ghosts possessing robots are stirring up trouble for it’s rulers.
In this gamemode, you are required not only to conquer the galaxy, but make sure not to fall to ghost possession and become a sword that kills your own allies!

The rules are simple, damage (lower health to 1/3) or emp (any amount) to unpossess any unit or structure. There are 5 difficulty levels. Just pick up one and play with or against your friends with this supernatural foe that picks neither side!

== General ==
* AFK players transfer metal along with units.
* New set of loading screens.

== Commanders ==
* Peashooter benefits from modules.
* Fixed Bombard Commander build power.

== Units ==

Tick:
* Cost 100 -> 120

Sumo – Weapon replaced:
* Scorpion style weapon.
* 120 dps each
* 320 range

Moderator
* Damage 178 -> 220
* Health 550 -> 680

Outlaw:
* Pulse 8% slower

Stiletto:
* removed stealth

Jumping units retain velocity and trajectory on morph

Merl renamed to Impaler

== GUI ==
* There has been a framework update which should dramatically increase performance. As a side effect some things look a bit different.
* Fixed a major performance leak.
* Set target command uses a circle instead of a rectangle by default.
* Added Newton defense range ring.
* Added persistent buildspacing widget. Buildspacing is now saved on a per-unit basis.
* Reverted A and F hotkey swap.

== Fixes ==
* SetTarget commands are now lost within 10-15 seconds from mobile units which out of LOS/radar.
* Fixed tactical AI failing to jink on approach when set to hold position.
* Fixed Nuke Silo’s lack of self-damage.
* Fixed units getting stuck in factories when queued orders are completed. * Fixed some labhax cases.

Zero-K: Zero-K v1.1.1.1 & Bombard Commander

A new commander has been added with model by CaptainBenz. The effect of the energy investment reimbursement system has been reduced.

== Commanders ==

* New Bombard Commander
* Battle Commander damage bonuses halved; removed artillery options.
* Strike Commander range bonus replaced with speed bonus (same percentages).
* New Rail Accelerator weapon mod for Gauss Rifle.
* Integrated Radar Module cost 450 -> 300.

== Overdrive Reimbursement ==

* Maximum repayment rate from 80% to 50%.
* Energy source repayment factor from 150% to 100%.

== Bugfixes ==

* Fix for lagmonitor transfers.
* Probable fix for overdrive irregularities.
* Fix Singularity reactor hitbox which could cause labhax.

== Interface ==

* Changed tooltips for Attack and Fight to make sense for their new default hotkeys; F for attack ground and A for fight. This is in line with all other RTS which use A for attack move. * This change barely affects current players because hotkeys are only set to default upon a setting reset.

Zero-K: Zero-K v1.0.12.3

Merry Christmas! Just a small update to keep your game experience in top shape for when Santa comes. Even for those of you who were more naughty than nice. Enjoy!

== Balance ==
* Flamethrower units do not avoid shooting friendlies (prone to labhax)
* Djinn automatically deploys when idle
* Restore old vehicle slopemods. They are now better at climbing hills.

== Graphics ==
* New heatray impact GFX
* Dante and Bantha have idle anims
* Fixed some irregularities with Dante’s flamethrower

== UI ==
* Unit icons rotate to face camera
* Improved bomber dive tooltip

== Misc. ==
* Optimizations for terraform texture handler and reclaim HP handler
* Image Preloader is always on; disables itself if running after game start
* Units are instantly transferred when a player resigns using the give-when-afk system * Fix Thug error on death

Zero-K: Zero-K v1.0.12.2

Lots of small fixes here and a few noticeable changes. Structures have become uncloakable to improve lategame raiding and FFA interaction. Saktoth has crafted a new LLT model and plans to finish a set of turrets. These release notes include changes from 1.0.12.0 which was released 5 days ago.

== Balance ==

Comm shield normalized with Thug shield:
* Power 1000 -> 1250
* Regen 14 -> 16

Doubled teleport speed.

Structures are impossible to cloak with the exception of Claw (Wolverine Mine) and Sneaky Pete. Additionally Sneaky Pete can now self-cloak.

Annihilator:
* HP 7k -> 6k.

Outlaw:
* Pulse propagates 4x faster.
* Slow Damage 55 -> 75
* Normal Damage 75 -> 50

Removed targetmoverror for Scallop, Venom, Faraday and Warrior. They are better at hitting small fast things.

Firewalker and Tremor will fire even if a feature is obstructing their “aim”.

Battleship and Behemoth can target gunships.

Comm Weapons
* Slowbeam Range 350 -> 400
* Assault Cannon Damage 320 -> 360
* Plasma Artillery (all versions) does 1/15 more damage

== Fixes ==

Fixed carrier transfer bug which caused them to exceed their drone limit. As an upshot capturing a drone or carrier does not affect the other units in the relationship. You can end up with drones housed at hostile carrier.

Dante can no longer turn while firing salvo. This helps prevent friendly fire.

Jump commands are removed at the end of a jump (as opposed to at the start). This means shift-queuing a self-d command at after a jump command has the desired effect.

Fixed the origin of lines drawn for teleport, capture, shield link and jumpjet UI.

* Fixed error upon Bantha death.
* Fixed rare bug in which jumpers would not move into jump range.
* Added Amphibious Factory to transport AI handling.
* Commanders gained after the battle starts are now spawned in the middle of the startbox.
* Single CAI spawns commanders in the middle of the startbox.
* Multiple CAIs on a team will spread out commander spawn locations.
* Fixed missing Blackdawn wreck.

== Visuals ==

* Prettier Flea and Dart weapon hit effect.
* Dirtbag has a jump animation.
* Added map icons for missiles.
* Increased Outlaw pulse transparency.
* Added linking arc from teleport beacon to the unit it is teleporting.
* New LLT model.
* Tidal generators have a proper wreckage.
* Rounded wheels for various Vehicles and Tanks.
* Improved Detriment and Bantha walkscripts.
* Messed with ally colours slightly.

== Other ==
* Replaced chicken comm penalty with Commander Junior.
* Added reasonable metal spot layout for Cooper Hill. * Added “wasMorphedTo” UnitRulesParam to indicate that unit creation was due to morph.

Zero-K: Zero-K v1.0.10.8

= Zero-K v1.0.10.8 =

A moment of free time spawns a flurry of much needed fixes. Pathing should be improved. New wreck models by psimyn.

== Fixes ==

* Outlaw decloaks while firing using the on/off toggle.
* Rogue stands higher and is now much less prone to friendly fire.
* Units no longer decloak when they vigorously bump wrecks.
* Fixed bomber jamming.
* Fixed Stiletto aiming AI. It can now be left to it’s own devices if you do not feel the need to specify bombing run direction.
* Blackdawn footprint 2×2 -> 3×3
* Fixed some amphibious unit deaths, they were gibing to easily.

== Pathing ==

Increased Tank, Vehicle, Ship and Hover deceleration. They should become stuck less often.

Increase Tank and Vehicle slopemod to that of Hovercraft. They are now slower when climbing ramps. This change aims to make Tanks and Vehicles avoid areas which they can become stuck.

Applied a fix which should improve global pathfinding and make ramps update faster.

== Balance ==

Detriment:
* Shoulder weapon replaced with old vertical launch missile. The missile smooths terrain.

The changes to Rapier and Gnat are from 6 days ago.

Gnat:
* Cost 70 -> 90
* Speed 8 -> 7.5
* Damage 320 -> 400
* HP 175 -> 300
* EMP time 7s -> 2.5s
* Reduced strafe distances so it is consistently within range
* Dramatically reduced accuracy. It is much worse against small units and turrets.

Rapier:
* Range 340 -> 360

== Other ==

* Added psimyn’s wreck models for Angler, Archer, Duck, Djinn and Racketeer * Display DPS widget disables on F5 (gui hide).

EvolutionRTS: Evolution RTS v4.8 is released and missions have arrived!

Evolution RTS - The Emperor's New Tech - Mission Image

Changelog
Add new mission “The Emperor’s New Tech”
Make the anti-air hovertank more potent (halve it’s reload time – it was severely underpowered)

Ok, here is the deal. Missions must be added through the Desura files, which means that any time I add a mission, they will not be immediately available due to Desura’s approval process. However, Desura is generally pretty fast so just hold your horses until the update comes along! 🙂

Important note

There is a tiny “bug” in the lobby at the moment, so I need to explain how to get the missions to show up in the singleplayer tab. I have already written it in a comment, so I’m just going to copy and paste it here.

“I’ve done a little looking and found a few bugs in the lobby implementation of missions. Basically, you have to select a specific version that you want to show missions for. In this case, it will be 4.7 and above.

So, in the singleplayer tab, it will show “NOTA” as the selected game (this is a lobby bug). Click on “Select Game”, and then choose “Advanced”, then choose the latest version of Evolution RTS listed. At the moment of this writing, that would be version 4.8 (but basically any version 4.7 and above) and hit ok, and the missions will display. You can then choose one and hit start and it should work just fine.”

So no worries, ezpz lemon squeezy! Hope you guys enjoy the new mission! I worked very long and very hard on it! And just so I don’t leave you more or less empty handed, here is a video of me playing it!

The mission’s name is “The Emperor’s New Tech” and it is an espionage mission where you must be sneaky sneaky. It’s extremely hard and extremely easy at the same time. If you work smarter and not harder, you will find it much easier. No more hints! 🙂

http://youtu.be/rwFRA10EEz4