Zero-K: Zero-K v1.0.3.3, everything works now?

It has only taken 3 tries to fix almost all of the bugs in the last release. I’ll list them here so everyone can start reporting things for v1.0.3.4 with full knowledge of what should have been fixed.

The latest engine release badly broke area reclaim, resurrect and repair behaviour. The main fix in v1.0.3.3 is a workaround of that bug that appears to work a lot of the time.

jseah’s static AA intelligence improvement is now enabled. Static AA avoids overkill and is less baitable. It didn’t quite make it into the main stable due to time constraints.

The last 3 versions mostly fix oversights in v1.0.3.0. Here is a summary:
* Fix Penetrator damage (for a few games it did 6k damage, 2x too much).
* Tweaked new Skeeter model waterline (it looked a bit too buoyant).
* Fixed infinite duration damage over time fire.
* Newton and Jugglenaut gravity beams can target Amphibious units.
* Added factory guard toggle button for Amphibious factory.
* The “whuwhuwhwhu” teleport sound is now played locally as intended. It will not be heard map wide.
* Big Bertha can target gunships if you force it to and now prefers to target statics. It used to have no target preference.
* Fixed small bug with jumpjet velocity prediction.
* Fixed a rare and minor bug in CAI unit choice.

Zero-K: Zero-K v1.0.3.0 w/ Spring 87.0

A new version, with a new factory (and a new naming scheme).

This is the biggest stable release for a long time with almost a month since the last one as there were a lot of changes that could not be partially implemented. The new Amphibious factory is arguably the biggest change and took significant development time. This release is congruent with an engine release so a lot of long standing bugs are fixed. This version also includes a months worth of small fixes and balance adjustments that is normal for a stable, the delay just means there are more of them at once.

Enjoy!

=== New Factory: Amphibious Bots ===

The underwater amphibious bot factory has finally been added. There were always vague plans to flesh out the underwater combat ever since the rudimentary implementation in CA was removed.

This factory should diversify and flesh out the underwater combat in sea as well as acting as another flex factory on mixed sea-land maps. There are a few new unit concepts in this factory so it may even be land viable (similar to hovercraft). Remember, at this point balance is not expected!

Descriptions of the units can be found here: http://zero-k.info/Wiki/factorypage_amph

There is an amphibious teleporter with a short demonstration video. http://www.youtube.com/watch?v=RtFXN25NJTs

=== Balance ===

Athena is no longer ploppable. The major motivation is to remove the blind factory RPS and remove the extremely fast landgrab it creates.

Snake (Mainline Submarine) Damage and Health increased ~10%:
* Damage 410 -> 450
* Health 1250 -> 1400

Hunter (torpedo ship):
* Health 1800 -> 1600

Halberd (Hovercraft Assault):
* Range 300 -> 200
* Shoots an energy pulse projectile instead of a missile.

Penetrator:
* Range 1050 -> 1020

Low ROF lasers now penetrate shields if the change is below beam damage/5. Put simply they are significantly worse at shield penetration. This affects Annihilator, Penetrator, Bantha, Stinger (HLT) and Grizzly.

Merl:
* Damage 700 -> 800

Tremor:
* AOE 130 -> 144

Pillager:
* Range 1140-> 1180

Hovercon, differentiated from Mason:
* Speed 2.7 -> 2.8
* HP 900 -> 800

Necro (Shieldbot Constructor):
* Cannot Rez
* HP 660 -> 800
* Cost 130 -> 140
* Shield 900 charge, 12 regen (worse per cost than Thug, equal would be 14)

Newton (Gravity Turret):
* Reduced the occurrence of complete ineffectiveness.

Mobile cloaker and shield are now amphibious. Static cloaker and shield float.

Increased Sumo’s usable range though at long range it has very low damage.

Terraform:
* 18ish% cheaper.
* The construction point of a terraform segment is placed on the segment boundary in the direction towards the constructors that have been told to construct it. The direction updates if the constructors move.

Re-added fall damage and it is now handled more consistently than previously.
* Units are no longer elastic, they lose 70% of their velocity on a ground bounce.
* Fall damage is based on velocity and mass and should be consistent.
* Collisions between units cause no damage because such collisions can happen without flying through the air. This is clear to anyone who has played Hovercrafts.
* Units take a proportion of their health in extra damage if they land outside the map. The damage linearly increases to 100% of their health from 0 up to 800 elmos beyond the map edge. Approximately Hammer range for reference.

=== Chicken ===

Reduced easy chicken difficulty.

=== UI ===

Added optional range display for selected units. Enable through Control -> Settings -> Defence Ranges -> Show selected units ranges.

Space+click on most UI elements now brings up the options window for that element.

Rector (Cloakbot Constructor) and Ultimatum (anti mech walker) automatically cloak when built be default. The initial states setting for personal cloak has been reset to default values.

Reordered factory tab and factory buildlists along more logical lines. The factory tab is grouped by type with easier factories to the left. Factory build lists has categories ordered internally by cost. These are:
Constructor – Everything Else – Artillery – Anti Air – Mine – Unarmed.

=== Unit Renames ===

* Firestorm -> Pheonix (Area Firebomber)
* Necro -> Convict (Shieldbot Constructor)
* Cudgel -> Hermit (Spider Assault)
* Pit Bull -> Gauss (Popup Gauss Turret)

=== Audio ===

Torpedo fire sound effect is now dependant on whether the torpedo was fired above or below the water. Urchin (Torpedo Turret) now has a submerged gun when in floating mode.

Increased volume of ship unit replies.

Added 3 more music tracks by Denny Schneidemesser.

=== Graphics ===

Fixed area cloaker effect. It now fades out towards the top instead of stopping at a hard edge.

New model for Skeeter (missile scout boat).

Dominatrix control line is now stippled.

=== Fixes ===

Fixed artillery chase behaviour on idle and fight command. Arty only automatically gives itself an attack command for land attacking static defences.
* It will stop and attack turrets, prevents walking into turret range.
* It will not gain automatic attack commands on mobile units. Prevents walking into turret range if the enemy unit retreated.
* Affected units are; Hammer, Penetrator, Merl, Wolverine, Pillager and Racketeer.

Fixed small problems with Krow, Dante, Sumo, Recon Commander and Mace turret and firing animations. These were caused by a model optimisation script.

Fixed cloak with shielded commanders. It is again impossible to cloak a commander which is carrying a shield.

Fixed small LLT overshoot exploit made possible by it’s extendible barrel. The barrel extension animation has been removed.

Some prediction calculations now take jumpjet velocity into account.

Fixed queue loss on commander morph. May have fixed queue loss on unit transfer.

=== Engine ===

This release corresponds with an engine release (from 85.0 to 87.0). Here are some fixes that should be visible to players, full changelog is here https://github.com/spring/spring/blob/release/doc/changelog.txt
* Fix Brawler/Blackdawn weapon jam when set to hold fire.
* Fixed excessive unit bouncing while pathing (replaced with high frequency, inconsequential, bouncing).
* Fixed permanent unit speed reduction after a “move at slowest speed in selection” command (Hold Ctrl and give a move comand).
* Aircraft no longer take off and disappear if killed while landed.
* Fixed a rare bug in which antinukes would fail to fire.
* All terrain units no longer give up on move orders while climbing steep cliffs.
* All BeamLasers could shoot through the surface of the water. This has been fixed and we’re lucky noone noticed. Stiletto is now significantly better against ships because previously any beam that did not score a direct hit would explode on the sea floor. Now they explode on the sea surface so can hit via AOE.
* Fixed rare invulnerability that would occur if a jumpjet unit becomes paralysed at the end of it’s flight.
* Units in transport are hittable again.
* Reduced occurrence of jumpjet units becoming stuck on opponents.
* Units under construction within factories are much easier to select.

EvolutionRTS: Evolution RTS v2.3 Released!

NotaLobby Login

Evolution RTS version 2.3 has been released. So many changes have taken place that it is difficult to create a coherent list, but I’ll touch on the highlights. Many of the changes aren’t specific to the game itself.

As an example, the game guide has moved to a proper wiki, http://www.wiki.evolutionrts.info ( http://www.rtfm.evolutionrts.info ), moreover, the entire game has been documented. More or less. There are a few small things that need to be added, but for the most part you can learn more than you ever wanted to know about Evolution RTS by simply reading up on the documentation.

Other huge news is that NotaLobby 2.1 is now the default lobby client. It is incredible. It is beautiful, and it is easy as hell to use. I could not be more excited about it!

Map updates galore, plus, several new maps, most notably, Craggy Creek and Proving Grounds.

Important game changes are as follows:

  • Unit movement completely reworked to make unit pathing the best it has ever been.
  • Hover factory has been split in half to allow for easier pathing of units in and around it.
  • Addition of new transport gadgets that cause the target unit to be transported to stop once the transport gets within range. This means that transport aircraft will no longer stupidly follow the unit, waiting for it to stop so that they can be lifted. Once the transport gets close, the target unit is issued an all stop order.
  • FPS mode has been completely disabled. Basically because it’s a gimmick, doesn’t work very well, and there is quite realistically no reason to ever use it.
  • Factory hitspheres have been drastically altered. Particularly, the aircraft factory. The aircraft plant now uses per piece collision volumes. The upshot is that you can’t use it as a chump blocker anymore (Google Frog, I’m looking at you :-)).

That’s pretty much the skinny of it! I cannot stress how important of a release this is. The amount of work that has been done behind the scenes is staggering and I am incredibly proud of the result! The NotaLobby update has been released to Desura, and once it is approved, everyone will get it. If you have not tried out Evolution RTS before, please, give it a try! The wiki will be updated soon with NotaLobby specific information soon. It’s worth noting that the chat channel for Evolution RTS is simple “Evolution” (add it to your chat channels in “community”).

Thanks everyone for your support! Enjoy!!!

Zero-K: PlayerJuggler disabled

Because poll shows that most players wish to either wait for SpringLobby support (which is nowhere to be seen) or to push forward with more advanced matchmaking, system is put offline for now.

You wont be moved to available games so pay more attention to stuff 🙂

Zero-K: Zero-K v0.9.9.4

This is a version of small changes. Panther is slightly better, Vindicator is slightly worse but retains the cool lasers. CaptainBenz finally finished his Catapult model and has tweaked the spider textures. Unit AI should show a slight improvement with velocity prediction inspired by canoba.

Added CaptianBenz’s Catapult model and updated some spider textures.

Fixed Initial States handing of Priority. All units have a Nanoframe Priority and constructors additionally have Constructor Priority.

Tactical AI:
* AA, skirms all gunships.
* Added enemy velocity prediction.
There are particularly noticeable improvement to poor turn rate units such as Dominatrix and Scalpel.

Reverted 25% Krow bomb reduction. That change was sneakily included in only in the previous stable.

Fixed CAI’s windmill nanoframe spam.

Increased Panther’s accuracy vs fast small units (Flea and Glaive).

Fixed bug where Outlaw would slow down allied repair.

Vindicator range reduction. Now it must fly over ground units to shoot them. It cannot snipe commanders with no retaliation.
* The lasers now have spherical range
* Range reduced 350 -> 300.

Added optional circular area command for manually bound Set Target commands. Fixed set target’s overzealous target tracking when targeting a cloaked unit.

Fixed small command menu quirk that occurred when it was clicked on with a terraform command selected.

EvolutionRTS: Single Player Campaign

Zero K Mission Builder - Evolution RTS Campaign Mission 1 - Turning the Tide
This is a conglomeration of the items I have posted on Google+ ( http://gplus.to/EvolutionRTS ) concerning the singleplayer missions/campaign. This newspost is for all of you who do not watch the Google+ Stream.

Evolution RTS  -  Jan 28, 2012  -  Public

Been working on singleplayer missions all night using the +Zero-KMission Builder made by Quantum. It’s pretty damn impressive.

I have the first mission all ready to go. Working on the second. It’s pretty involved. On the surface it seems REALLY hard, but in actuality, it’s a “work smarter, not harder” type of thing. Also involves a unit that most if not all of you have ever seen (kaiser will jump for joy when he sees it).

I’ve been doing a bunch of fixing game stuff too, as well as adding mission specific units.

Hit me with your mission ideas!

——

I have started preliminary work on the singleplayer mission launcher. Check out the design and tell me what you do/don’t like. If you happen to be familiar with visual basic express 2008, specifics are appreciated. If not, no worries, just point out what sucks and what doesn’t :-). [center]
Zero K Mission Builder - Evolution RTS Campaign Mission 1 - Turning the Tide

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Edit: This design is defunct, as Koshi is retooling SASI to handle it (linux users rejoice).

——

Evolution RTS  -  Feb 6, 2012  -  Public

Just a quick update. It’s been a few days and you guys might be wondering wtf I’ve been doing. Well, long story short, I’ve been fighting with the +Zero-K Mission builder. It’s really great, but in some ways it has some quirks.

One of those quirks is that it wouldn’t load the Evo maps properly. So, I started a great crusade to move all Evo maps over to a newer format. It’s extremely time consuming but it’s definitely a good thing to be doing. I also abstracted the map feature assets so that feasibly Evo maps could work with +Zero-K for example.

Slight problem The mission builder refuses to load them properly (still). My best guess is that it doesn’t understand how to read lua information files (newer map format). I’m waiting on Quantum (the creator) to get back with me about it.

Work on SASI as a mission launcher is progressing and I’ve made some progress on working out a story arc that doesn’t suck for the campaign. I’m also overhauling the Desura install.

When the next update comes, it’ll be a pretty important one.

——

Evolution RTS  -  3:00 AM  -  Public

Finished the first campaign mission tonight. And by finished, I mean all the scripting is done. I had to do some trickery to make the mission builder work with the map that increases the amount of crap I have to do to make the end mission work, but meh, no biggie.

First mission is set on New Iammas, and the people/military of New Iammas are on their last leg. In a daring attempt to beat back then enemy, you must take out their governing powerplant with nothing more than a few scouts, a light and heavy skirmisher, and 2 assaults. All this while the outpost (controlled by another allied overseer – you don’t have any control over the outpost units) is being raided and pummeled.

Good times 🙂 I want to give away details, but I don’t want to spoil the surprise lol.

I haven’t written the story for it yet, nor the mission briefings/ingame dialog/briefing, but I have a pretty solid idea to work from. I don’t know how many missions to aim for. Some of them may potentially be pretty short. Others may be either quite lengthy or quite short depending on the path you take to the end goal. I wish I could do achievements and rewards and stuff #keepdreaming

Zero-K: Stalemate!

With no end in sight after months of fighting, the warring factions of the galaxy are either unwilling or unable to continue. Infighting and internal political struggles are now the norm, as various figures dissatisfied with the current leadership attempt to take power for themselves. An effective “cold war” state has developed between the various factions, particularly the dominant Cybernetic Front and Empire Reborn, as overt fighting dies down.

It remains to be seen how long this tenuous peace will last, however, as new political systems and technological advances begin to change the face of the galaxy.

(PlanetWars? is closed for the time being. Stay tuned for new developments.)