Featured image of post Open-Source RTS Zero-K: Updates v1.14.5.3 und v1.14.5.4 veröffentlicht

Open-Source RTS Zero-K: Updates v1.14.5.3 und v1.14.5.4 veröffentlicht

Das kostenlose Open-Source-RTS Zero-K wurde in Version v1.14.5.3 veröffentlicht - kurz darauf folgte v1.14.5.4 mit wichtigen Bugfixes für die neuen Features, darunter ein Fix für einen Linux-Grafikfehler bei den neuen Energiekabeln.

Änderungen in Version v1.14.5.3:

This update adds wires between structures to visually connect energy grids. This makes grids easier to use and more satisfying to build. We have also added commander eggs, which let players rebuild lost commanders. The egg can also be transported and thrown, to take advantage of its disabling explosion.

On the more regular side of things we have a revert of the Hermit regeneration experiment, and numerous features and fixes. These include a new attrition graph for the endgame stats, and a lighting system update to fix the Pylon light bug.

Balance

  • Fixed commander morph costs being unintentionally far too high.
  • Added Commander Egg. Costs 600 metal. Morphs to commander for free if the team has lost commanders. Hatched commanders are given to players without a commander. Can be thrown and detonated for 20k disarm and slow damage.
  • Hermit loses its regeneration. Idle auto heal time 10 -> 60 seconds. Idle auto heal rate 10 -> 5 hp/s
  • Singularity Reactors can be built on the edge of the map again.
  • Discouraged movement blocking via nanoframe spam. Nanoframes placed in quick succession can be passed through until 15 metal is spent.

Features

  • Added grid wires between Metal Extractors and energy structures. Flow shows energy use and colour shows efficiency. Grid thorns flash when the grid is at capacity.
  • Added two attrition endgame graphs.
  • Ronin treats Scalpel and Moderator as skirmish targets, so tries to stay at max range.
  • Solar and Wind generators are now harder to select accidentally.

Fixes

  • Panning with middle mouse button no longer deselects terraform commands.
  • Fixed Pylon lights sometimes jittering around or drawing somewhere else.
  • Overhauled the entire weapon lighting system. Lights should render faster and generally look better.
  • Fixed the first Sparrow of the match being able to hover mid air.
  • Fixed incorrect burst damage for Starlight in the unit stats window.
  • Windmills no longer crash all gadgets when the energy multiplier option is set to zero.

Änderungen in Version v1.14.5.4:

This is a small fix update which also has some commander tweaks. The big wire change is that the settings are now local, which means people with the graphics bugs on Linux can disable them until we figure out the problem.

  • Fixed cable settings being global, i.e., the last player who toggled cables controlled cables for everyone. This is what caused the setting to look like it needed toggling to work properly.
  • Put cable settings in “simple settings” while we work out the linux graphics bugs.
  • Fixed various problems with uneven teams and resigned players not allowing a team to hatch their full complement of commanders.
  • Fixed Egg morph buttons being greyed out in some incorrect situations.
  • Hatched commanders no longer have free radar and income. This is to retain the game impact of an early commander kill.
  • Commander range module gives +25 range instead of +7.5%. This nerfs longer ranged weapons and buffs some shorter range ones.
  • Commander Dgun base range 200 -> 180 to partially counteract the above.
  • Eggs count as bombs for the transport drop prediction UI.
  • Eggs now have Move and Attack Move, which hatched commanders inherit.
  • Eggs no longer cancel their commands when completed.
  • Fixed free morphs being slowed down by the state of the rest of the economy.
  • Fixed EMP reference in various descriptions of the egg explosion.
  • Fixed SSAO widget (still disabled by default).
  • Reduced the radius of a few projectile lights.

Zero-K v1.14.5.3 Header

Zero-K Energiekabel GIF

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