Zero-K: Zero-K v0.8.13.1

A lot of little things have been improved. A few bugs fixed, a new mech and superweapon. Reserve metal is now properly implemented as a slider on the resource bars and mobile AA should be a bit better against Shadow.

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GUI
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Decoupled reserve metal from storage structures, reserve is now controllable with a slider bar on the resource bar. Energy is also reserved at the metal reserve level, does not affect non-constructor energy drain.

* Healtbars in unit selection and tooltip are now colored.
* Added minimisation buttons to Minimap, Chat and Playerlist.

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New Units
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Scorpion, a cloaking all terrain mech with a deadly stinger. Slow and expensive for it’s combat power this unit is best used stealthily to pick off unaware opponents.

The Zenith is a superweapon on the scale of the Planetary Energy Chisel. It calls numerous meteors from the sky to rain death upon your enemies, as an added bonus the meteors have some metal which can be reclaimed.

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Balance
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EMP missile
* Removed unintentional homing

Jethro
* Speed 3 -> 3.5

Archangel
* Health 1050 -> 1500 (now in line with Tarantula)
* Removed jump charge time.
* Increased aim speed dramatically (4.5x) because it could aim much slower than turn. This was annoying to use and unrequired.
* Made bullets fire properly on fixedwing (engine brokenness)

Copperhead:
* Fires properly on fixedwing (engine brokenness)

Shadow:
* HP: 1250 -> 1200
* Speed: 10 -> 8.8

Snake (light sub)
* HP:1100 -> 1250 (2 shots from prec bomber and sniper sub)

Serpent (sniper sub)
* Damage 1200->1100
* HP:2600 -> 2300 (So that its HP can be cut while still 3-shooting other sniper subs).

Torpedo Frigate
* HP: 1750->1800

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Bugfixes
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Fixed patrol orders in gunship factory queue

Overdrive behaviour improvement (may fix a bug that occurs at high energy).

Zero-K: Empire has won PlanetWars + Zero-K v0.8.12

Congratulations to Empire of the Old Earth led by Saktoth and his Imperial Vanguard Legion for surprisingly winning season 8 using cunning diplomacy and efficient warfare.

For more information check hall of fame: http://zero-k.info/Forum/Thread/314

We are also releasing new version of Zero-K and lobby:

Changes:

* storages now reserve the metal stored. To use it you need to set construction to high priority. Morphing or weapon reload (nuke) automatically taps from reserve.

* clan icons and avatars are visible in lobby and ingame. New playerlist shows rank icons and clan icons too (only works 100% for people who use Zero-K lobby).

* ingame GUI streamlined – playerlist, console with chat history and epic menu can be all displayed/hidden by pressing escape. Console appears when you start typing text. Important ally and enemy chat messages appear in bubbles.

* text to speach is silent for spectators

* various lobby tweaks in tooltips and player lists. Its possible to filter people by clan shortcut. Settings of lobby now contain frequently used engine settings like windowed mode or hw cursor.

* various minor planetwars tweaks – ships that cannot reach planet (broken wormholes) return home. Also ships orbiting allied planets return home.

Zero-K: Zero-K v0.8.11

Nothing fancy in this version, just a generally improved experience.

Design:
* Made some tweaks that should hopefully improve vehicle movement
* Commanders of disconnected people spawn at 30s instead of 2 minutes
* Bad target category improvements for Dominatrix and Reaper
* Fixed shipyard footprint etc. issues
* Chicken: changed some tooltips; added a new supporter chicken; made queen health scale with arrival time; added tech time floor
* Removed reload bonus with xp.
* Double commander recipient in planetwars now also has double storage. This is to prevent excess at the start of the game.
* Added target setting on the move functionality. It can be completely controlled with hotkeys but by default it will keep a unit’s target when an explicit attack command is cancelled by a move command.

Simplified armour system:
* Razor’s Kiss damage reduction 0.2 -> 0.25
* Pitbull damage reduction 0.15 -> 0.25
* Pitbull health 2250 -> 3000 to compensate
All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33.

Interface:
* Nano turret added to Unit AI -> Initial States menu under Static.
* Changed style of terraform icons.

Balance:
* Krow bomb reload time 20s -> 30s
* Hammer projectile even slower
* Napalm missile and Firewalker:Ground fire duration increased 1.5x, DPS halved
* Slight tracking added to prec bomber, it can hit subs that jitter out of the way
* Venom damage 800 -> 600
* Bantha cost 12000 -> 10500

Graphics:
* New Shield texture, small jitter effect for large shields.
* Added some pointless flashing lights to things