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Zero-Okay

Zero-Okay

2023-11-19 04:43:09

This replace introduces two new bombers to fill out the plane roster. One is a bit like a lightweight Likho, and one other is sort of a heavy Raven, however there’s much more to every. Different planes have tweaks and buffs, akin to an space reveal capacity for Sparrow, and a heavier Phoenix. Some gunships even bought in on the motion, with probably the most notable being a sizeable buff for Krow.

Different steadiness modifications embrace a bit extra well being for mild assaults, and higher spinning for Disco Rave Get together. When it comes to options, bombers are well-served right here as effectively, with choice icons for whether or not a bomber wants ammo, in addition to smoother touchdown paths.

There are a couple of additional options for modding, akin to scaling and tinting, which had been technically within the earlier hotfix. The marketing campaign has the brand new bombers, a couple of options, and a brand new Information web page which shows and aggregates your greatest stats for every mission. How briskly can the marketing campaign be accomplished, and with how few items misplaced?

Magpie is a lightweight nimble bomber armed with a pair of missiles. It offers much less injury than Raven, however makes up for it with pace, precision, and the power to shoot from the sting of AA protection.

  • Price 220
  • Well being 900
  • Pace 252 (between Raven and Likho)
  • Rearm time 20s
  • Vary 550
  • Harm 180 x 2
  • Can hit small raiders more often than not, and most plane.

Odin is a closely armoured rocket zeppelin that may fireplace a sluggish shifting disintegrator bomb or a cluster of non permanent shields.

  • Price 1500
  • Well being 5200
  • Pace 185 (between Raptor and most gunships)
  • Rearm time 35s
  • Bomb vary 200
  • Bomb injury, it is a disintegrator (5-shots Detriment)
  • The bomb may be very sluggish, even Detriment can dodge it.
  • Particular weapon fires seven shields at 550 vary.
  • Every defend has 3400 cost and a radius of 200.
  • Shields decay at 40 cost/s, expire at zero cost, and don’t hyperlink.

Sparrow can now increase, and divulges and decloaks every thing in an space when it dies.

  • Boosts by 5x for 3 seconds.
  • Destroys itself after increase.
  • Reveals an space of radius 400 for 12 seconds when it dies.
  • Revealed space scales up throughout increase, to a most of 640.

Phoenix is heavier and offers extra injury over an extended run.

  • Price 360 -> 460
  • Well being 1060 -> 1450 (90 greater than if simply scaling by value)
  • Lowered flip fee barely
  • Rearm time 5s -> 8s
  • Drops 15 -> 18 bombs over 0.93 -> 1.7 seconds
  • Space of Impact 216 -> 320
  • Harm per bomb 25 -> 40
  • Burn time 10s -> 12s

Krow manoeuvrers a bit higher and fires beam lasers with extra injury.

  • Improved brake fee by 25%.
  • Pew pew lasers changed with burst beam lasers.
  • Harm elevated by 22%

Raptor is extra manoeuvrable and barely extra lethal.

  • Elevated flip fee whereas firing, to counteract the impact of slowing down.
  • Firing cone angle 90 levels -> 100 levels
  • Harm elevated by 4.2%

Locust is a tiny bit higher as raiding, as an incredible Locust is horrifying.

  • Pace 207 -> 212
  • DPS elevated by 2.5%

Thunderbird is barely more healthy.

Bolas has 4.5% extra DPS and might 1-shot Flea.

  • Reload 0.366 -> 0.433
  • Harm 34 -> 42

Ravager is tankier.

Knight is a bit tankier.

Hermit is tankier and quicker.

  • Well being 1500 -> 1550
  • Pace 51 -> 54

Skuttle can survive a single Jack poke.

Zephyr can be tankier, and now has missiles.

  • Well being 1900 -> 2200
  • Changed its entrance laser turret with missiles.
  • Missile injury 72 x 2
  • Reload time 1.6 seconds
  • Vary 1000 (identical as lasers)
  • The missiles have 30% much less DPS, however fireplace in a burst.

Disco Rave Get together has an interpolation of its Could spin fee nerfs.

  • Purpose pace 4 -> 2.5 -> 3 levels/s.
  • Spin up time 60 -> 120 -> 90 seconds.
  • Spin drop whereas turning is unchanged, however much less spin is misplaced for any given flip as a result of elevated flip fee.
  • Magpie is unlocked on Fel Diacia (the Thunderbird mission) and Odin is unlocked on Bavhakya (the Likho mission). Anybody with these missions full could have their items unlocked.
  • Added a Information tab to the Profile menu on the marketing campaign display. This display can type and show your victories with least items misplaced, within the shortest time, with bonus targets and difficulties. Sadly the info is just not retroactive.
  • Eliminated a couple of Lucifers from simpler difficulties on Onsally (the Phoenix mission).
  • Labored across the Dominatrix construct choices bug for the Rover Meeting on Ganong (the Dominatrix mission).
  • Clarified Lalata major goal textual content (the Jugglenaut mission).
  • Added Items Misplaced to endgame graphs.
  • Unit photos for bombers now have an icon exhibiting whether or not it is able to fireplace.
  • Plane now easily glide and cease when touchdown on airpads. That is technically a nerf as they take barely longer to land.
  • Improved shotgun visuals, with minor steadiness implications.
  • Grizzly now goals easily and holds its gun regular because it fires.
  • Tweaked the automated handicap mode to present decrease handicaps for rankings above 2000.
  • Moved Raptor to the AA slot (D) of the Airplane Plant and Sparrow to secondary scout/raider (S).
  • Taught the opponent AI about Magpie.
  • Items can now be tinted, rescaled and made glowing through the customparams model_tint (“R G B”), model_glow (“R G B A”), and model_rescale. Color values are from 0 to 1.
  • Free items (0 steel and vitality value) now not must explicitly specify a non-zero buildtime (earlier launch).
  • Added a perform to results/napalm for producing generic fireballs ala Inferno.
  • Air pads now name ReammoComplete, if it’s a items script, when bombers are rearmed.
  • Added command AIR_MANUALFIRE for plane, since they can’t use the in-engine sort.
  • Fastened Tremor wheels not spinning.
  • Gravity weapons push and pull a bit extra persistently.
  • Jack can now not fake to be a missile in enemy Missile Silos.
  • Gradual injury makes shields cost slower once more (it broke sooner or later)
  • Fastened bombers typically seeming to disregard a transfer command.
  • Assault Transfer on bombers is now could be now eliminated after they shoot, until the bomber is about to repeat. Beforehand this solely labored for some bombers.
  • Bombers are actually a lot better at touchdown on Reef. A lot better. Horrific issues may occur earlier than.
  • Repair solar on Mercurial and Rogues River.


Posted by AUrankAdminGoogleFrog 27 hours in the past – comment

This can be a hotfix launch for an engine bug that may very well be used to put geos wherever.

  • Items can now be tinted, rescaled and made glowing through customparams:

model_tint = "1.0  0.5  0.0" -- R G B
model_glow = "0.1  0.2  0.3  1.0" -- R G B A
model_rescale = 1.23,

  • Free items (0 steel and vitality value) now not must explicitly specify a non-zero buildtime.
  • Assist some not too long ago added engine interfaces, see `engine_compat.lua`. Be aware that ZK hasn’t but migrated.
  • Repair an exploit to do with geo placement.
  • Repair the “Allow Drive Fireplace Command” default state for Lobster.
  • Repair Dominatrix breaking when capturing very low completion nanoframes of very costly items.
  • Repair awards for sharing and seize to think about nanoframes at their actual worth.
  • Repair a chat crash if utilizing the “shade labels the participant color” choice.
  • Repair Onyx Cauldron utilizing incorrect bins in coop comp stomps.
  • Repair cloaked constructors revealing themselves by reclaiming if utilizing the automated constructors widget.
  • Land items now finally hand over when ordered to maneuver deep into an inaccessible place (akin to a big sea).


Posted by AUrankAdminGoogleFrog 33 days in the past – comment

Lobsters have been taught to not fireplace when it could be redundant, making Lobster balls a lot simpler to handle. Overkill prevention basically has a tweak, and a few APIs had been prolonged to make modding simpler. The Artefact Management recreation mode which noticed some testing a couple of month in the past is now reside. When it comes to steadiness, Redback has a little bit of a nerf and among the least used items – Skuttle, Phoenix and Emissary – have small buffs.

Duck can now be dodged by a Glaive making an attempt as onerous as it may well to run away.

  • Missile gas time 2s -> 1.5s

Redback is worse at taking map management and assaulting defenses.

  • Price 230 -> 240
  • Pace 1.85 -> 1.75

Skuttle can see enemies earlier than they break its cloak.

Emissary goals quicker and now not advantages from manually turning.

  • Physique flip fee decreased 105 -> 84 levels/second
  • Gun goal fee elevated 40 -> 70 levels/second
  • Resets its gun between pictures (as a lot as attainable) in case it has to maneuver.

Phoenix strikes quicker and hits its goal sooner.

See Also

  • Pace 8 -> 8.1
  • Projectile gravity 0.7 -> 0.72

Overkill prevention, the system that forestalls ten Scalpels firing at a single Glaive, is now accessible for Lobster and disabled for items set to carry. It’s managed by a state toggle that’s hidden by default as a result of there’s little or no motive to the touch it. The state toggle will be enabled below Settings/Interface/Instructions, and per-unit defaults to be set in Settings/Unit Behaviour/Default States, or by holding House and clicking on a unit, then urgent Edit Behaviour.

Lobster is smarter, now not firing until there’s a seen legitimate goal.

  • This prevents it from firing when it could do completely nothing, supplied there are not any invisible enemies close by.
  • Consequently, telling a good clump of Lobsters to fireside causes solely two to shoot.
  • This behaviour will be configured with the hidden Overkill Prevention state.
  • Eliminated the Drive Fireplace command by default. This may be configured through one other hidden state toggle.

Overkill prevention is now suspended by default when items are set to Maintain Fireplace.

  • Added the “Allow for Fireplace at Will” and “Allow for auto concentrating on” states. Beforehand it simply had enabled/disabled.
  • Most items default to “Allow for Fireplace at Will”. The speculation being that when you set a unit to carry fireplace you care extra about its goal dying than about overkill.
  • Nothing defaults to “Allow for auto concentrating on”, however it might be helpful to check out.

Impaler now has a fair stronger choice for concentrating on buildings over items.

  • Added a minimal wind icon and quantity to the left column of the wind generator tooltip throughout placement (thanks Porkchop)
  • Cleaned up some inconsistent unit highlighting and choice. Items below interface panels can’t be clicked on by default, tooltips don’t seem, and items are usually not highlighted.
  • Choosing by way of the panel on the backside of the display will be configured below Settings/HUD Panels/Chosen Items Panel.
  • Drag choice can nonetheless terminate over a UI panel.
  • Add some translations for the commander selector.
  • Up to date International Construct AI with some fixes and documentation (thanks esainane).
  • Added username crew color in chat and eliminated white outlines for darkish names (thanks Birdulon)
  • Native widgets are now not disabled for spectators on rooms with native widgets disabled.
  • Added Italian translations for the primary menu (thanks fvasco)
  • Tweaked marketing campaign textual content and changed some Artefacts with extra appropriate buildings (thanks Thorneel)
  • Added bins for Onyx Cauldron 2.0
  • Improved lighting on Skulduggery (thanks Shaman)
  • Improved water on Cull, Misplaced v2 and Lowland Crossing Revised v2.
  • Fastened a problem with void water with new shaders on some graphics playing cards.

Added a management level recreation mode referred to as Artefact Management below Experimental.

  • A number of artefacts are spawned on both sides of the map.
  • Every crew controls half at first of the sport.
  • Artefacts have 11k well being and heal at 100 hp/second.
  • Artefacts respawned with switched allegeance when destroyed.
  • If a crew controlls all of the artefacts, they win.

Modified some keys in unit def recordsdata to match the lua UnitDefs desk. Mods with the previous keys are nonetheless supported.

  • buildCostMetal -> metalCost
  • buildCostEnergy -> energyCost
  • energyUse -> energyUpkeep
  • metalUse -> metalUpkeep (vanilla ZK would not use this)
  • maxDamage -> well being
  • maxVelocity -> pace

Different modifications.

  • Unit defs now not require unitname because it should match the desk key, so it’s redundant.
  • Unit defs are actually additionally learn from subfolders of ‘items’.
  • Set undefined burst charges to 0 (reasonably than 0.1) as it may well intrude with weapon modding.
  • The sport exits to menu when unit defs fail to load, reasonably than crashing.
  • Added game-side GG.UnitModelRescale(unitID, scale) from Unit Degree Ups.
  • Added backwards compatibility for Spring.GetUnitIsBeingBuilt.
  • Fastened backwards compatibility for Spring.GetPlayerRulesParams.
  • Added customparams.buggeroff_angle for factories, in radians.
  • Added customparams.metal_extractor_mult to help the creation of upper tier steel extractors.
  • Fastened modding away the Sniper reload transfer penalty breaking the script.
  • Cleaned up the construct icon generator gadget.
  • Napalm results now comprise an instance of sin (replaces taylor collection).
  • Improved modded vitality generator tooltips.
  • Mexes suport morphing.
  • Fastened commshare typically stopping resign or inflicting a crash when the sport ends.
  • Warfare music now not counts morph as violence.
  • Fastened lacking vote resign button.
  • Marginal turret overshoot can now not be circumvented with command insert.
  • Fastened a couple of construct icons incorrectly implying {that a} floating construction is constructed underwater.
  • Fastened commander selector button picture.
  • Fastened backwards ‘movement blur’ on ejected shells.
  • Fastened some giant construction wreckages having a lot too giant collision volumes.


Posted by AUrankAdminGoogleFrog 2 months in the past – comment

That is largely a small fixes replace for the earlier patch. It has a couple of steadiness chanegs and options although. Most notable are a slight Redback nerf and a sudden loss of life mode. The sudden loss of life mode would possibly see use within the upcoming match to place a cap on very lengthy video games, however we’re nonetheless ready to see what individuals consider it. In any case, it looks like a helpful mode to have.
Redback is worse at dodging projectiles.

  • Elevated collision form width by 11% and size by 25%.
  • Lowered flip fee by 5%.

Ogre now ignores terrain and wrecks when aiming and firing. It has ample AoE and arc for making the try and usually be useful.

Zeno now houses onto the precise place of a radar goal earlier – early sufficient to hit it.

  • Holding Alt whereas choosing items now filters out rank 3 (ie military items).
  • Added a sudden loss of life mode recreation choice, below Map. It causes the sport to finish shortly after a specified time through a contracting loss of life circle.
  • Fastened a missile impression indicator error.
  • Fastened a pathfinding difficulty to do with building orders on horrible terrain.
  • Tactical missiles now not have inconsistent half-prediction of enemy velocity. They now fireplace precisely the place they’re aimed.
  • Fastened distinction adaptive sharpening scaling with zoom stage.
  • Fastened moderator tooltip color within the foyer.
  • Improved Pylon collision and choice volumes.


Posted by AUrankAdminGoogleFrog 4 months in the past – comment

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