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Following up from our big update last week we've spent some time looking in to strange resolution issues some players have reported and have just released a small patch to fix these issues.
There were a few distinct issues reported, most of which we were able to replicate across Windows 8.1 and Windows 10 machines using a variety of DPI scaling settings within Windows. The latest version of the game now appears to scale the graphics and mouse correctly regardless of what resolution or DPI setting you're using and should work correctly in windowed and fullscreen modes.
Changes in this patch include:
- Fixed issue where mouse was locked to the top left corner.
- Fixed issue where the game rendered off-screen.
- Fixed issue where the game would launch in a very small window.
- Fixed issues with NVIDIA Dynamic Super Resolution.
- Added 2560x1440 window resolution for high res monitor users.
- Made F12 key hide the HUD and Mouse cursor (for Steam screenshots).
We're working on fixing other reported issues and want to hear if players encounter issues or have any feedback and suggestions for improvement.
Since our last update to Z Steel Soldiers (which re-introduced Skirmish Mode) we’ve been busy collating community feedback, looking into issues that some players reported and generally finding ways we can improve the game based on suggestions that have been made by our fans.
Our latest update includes some fixes, new features, and graphical changes which we think improve the game and provide an all round better gameplay experience:
Fixed black textures on Intel GPUs with newer drivers and/or Windows 10.
Fixed shader issues experienced on certain GPUs.
Fixed a crash when using the Weather Centre.
Fixed a stall after viewing the cutscene after completing the final level of the campaign.
Fixed a bug in the line-of-sight system which affected the visibility of enemy units at the very edge of the visible range.
Fixed a bug where vehicles would rotate on the spot the wrong-way before moving.
Fixed a bug where the Cargo Bug and Helicopters would take a very long time to land.
Fixed visual bug where terrain LOD would cause popping while zooming in and out.
Fixed visual bug where terrain reflections would not always reflect correctly.
Fixed a bug with robot bounding boxes causing some strange looking bullet collisions.
Fixed a bug with the construction robot beam not correctly animating between construction robot and whatever he was healing or constructing.
Fixed a bug with the technician’s conversion beam effect.
Fixed a visual bug where a building was untextured in level 10
Fixed a bug where power bars would appear in the top left of the screen.
Locked the mouse to the window, especially useful for players with multiple monitors or those wanting to play the game in a window.
Various improvements to AI and pathfinding. Not only is the algorithm now much faster but it may now also return more optimal paths.
Added Steam Cloud Save support.
Added game timer to the screen. On Skirmish Time Limit mode, it will count down and turn red when nearing end of the game.
Robots now show visible signs of damage by emitting sparks, smoke, and fire, as they become increasingly more damaged.
Updated idle states of robots so they look more natural while standing around.
Enabled anisotropic filtering by default.
Mouse click now skips cutscenes (as well as the space bar).
Integrated Steam’s internal crash reporting system.
Added options to change fog-of-war and shadow quality for low end machines.
Added true fog-of-war effect. This enhances the current fog-of-war (which simply hid enemy units not in range of your own units) by obscuring the map and objects directly.
Added slight animation to trees and bushes.
Improved lighting of the terrain providing more contrast between light and shade.
Updated terrain colouring and blending to better show steep cliffs and hills.
Added self-casting shadows to the terrain.
Made vehicle tracks more persistent and more transparent leaving a lot more detail on the map as the game progresses.
Significantly increased number of trees in the forest levels.
Added lighting and shadows to terrain details and decals.
Updated building textures to make them look more consistent when placed together.
Enhanced the water shader to improve specular reflections.
Refactored lighting across all objects for consistency.
Improved the glow effect around Zod and other major characters.
Replaced mission markers on the planet with TransGlobal and MegaCom logos.
Z Steel Soldiers © 2014 The Bitmap Brothers, all rights reserved. Z Steel Soldiers © 2001 The Bitmap Brothers, all rights reserved. The Bitmap Brothers name and logo is a trademark of the Bitmap Brothers who is whole owned by Michael J Montgomery.
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