In this version the Tank Foundry is bestowed with two reliable raiders, there are some tweaks for Hover and Rover, and we make an attempt at diversifying the commander chassis. Amphibious units have some minor tweaks and major fixes as part of the continual attempt to make them more generally useful.
In non-unit changes, terraform can no longer be used near enemy units. This removes a source of APM frenzy and allows terraform to be buffed for other purposes. There is a new variant of Brutal AI and we have added a few hooks in the game definitions that make it easier to mod.
AI
Added a Brutal AI personally with a focus on economy and escalation.
Balance
Kodachi is now a more standard raider. Instead of a single large, high-reload, large fireball it fires a stream of small fireballs. The fireballs travel quite slowly, giving fast units a chance to get away, and only burn the ground for 1.5 seconds. It has received some health and speed nerfs to bring it more in line with other raiders.
Blitz is a little heavier and slower, since Kodachi should be able to take up more raiding responsibility.
Cost 280 -> 300 (where it was before all the tweaking)
Health 1100 -> 1250
Speed 102 -> 97.5
Reload 2.6333 -> 2.6
Ogre is better against small units and those that try to run away.
Can shoot at retreating targets at max range.
Fires two missiles, Picket-style, with a gap of 0.3s
Reload 2.133s -> 2.3s
Damage 420 -> 2x240
Scorcher regains some of the DPS it lost in the superfluid update.
DPS increased by 5% (84% of previous, up from 80%).
Fencer became a little too manoeuverable and needs less damage if Hover is to be more viable.
Reduced manoeuverability (still greater than pre-superfuild).
Reload time 0.733s -> 0.766s
Ripper is still finding its place after becoming a more buildable unit.
Health 1100 -> 1020
Speed 66 -> 63
Turn Rate 707 -> 624 (was 442)
Reload 1.7s -> 1.766s
Damage 270 -> 260
Range 285 -> 280
Sight Distance 347 -> 350
Dagger is one of those knife-edge units and needs small tweaks.
Range 220 -> 215 (was 210).
Bolas is better at escorting.
Health 720 -> 780
Range 220 -> 230
Claymore might see use on land.
Cost 330 -> 320
Land Range 160 -> 220
Reaver has a tweak to make it better against Glaive.
Range 270 -> 275
Damage 40 -> 45
Reload 0.466 -> 0.5
Sight Distance 345 -> 350
Conch needs to be faster for Amph to be more generally useful, and now has a unique ability.
Speed 51 -> 54
Armours while idle.
Duck has room to be a decent sea raider thanks to the other changes to sea.
Torp range 150 -> 210
Scallop deals more AoE damage to non-primary targets to make it a bit better against Ducks.
Depthcharge Edge Effectiveness 0 -> 0.6
Lobster is finicky enough without a high fire delay.
Multiplied aim rate by 3.
Seawolf is better at bursting down enemy ships.
Damage 250 -> 260
Funnelweb can no longer block two Shockleys.
Max Shield 23000 -> 19400
Terraform can no longer be worked on when enemies are nearby.
Buildrate slows by 50x while visible enemy units are nearby.
Made all terraform segments cheaper by 12.
Commanders
It is time to address the dominance of the Recon chassis. Instead of nerfing jumpjets, and potentially ruining the fun, we're differentiating commanders by buildpower and buffing the other chassis.
Recon uses jump to expand rapidly and a BP nerf tones down this advantage.
Buildpower 10 -> 8
Strike is made distinctive with more speed than Guardian.
Speed 40.5 -> 43.5
Regen 5/5/12.5/20/27.5/35 -> 5/5/10/16/25/35
Guardian is fairly plain so it has gained drones as an experiment.
Three units, Bolas, Puppy and Scallop, were a bit overtuned and so they are the focus of this patch. As a new unit, it is better for Bolas to be a bit on the side of OP, Puppy will be revisited later, and Scallop was too good against units intended to force it to the surface. Big seismic effects now ignore structures and there are some small raider tweaks.
Balance
Bolas:
Health 760 -> 720
Range 225 -> 220
Reload Time 0.3s -> 0.33s
Puppy:
Reverted changes from v1.8.3.0.
Cost 50 -> 45
No longer cloaks while reclaiming.
Added a goo gather state with options Off, On except cloaked (default), and On always.
Glaive:
Health 240 -> 230
Bandit:
Health 340 -> 330
Lotus:
Increased DPS by 5%
Scallop:
Range (both weapons) 300 -> 285
Siren:
Range 340 -> 355
Fixed tactical AI
Decreased hitvolume size to match the model
Increased brake rate by 19%
Decreased turn rate by 11%
Quake, Detriment and Disco Rave Party smoothing now affects structures.
Quake radius 256 -> 320
Improved the smoothing effect so vehicles are more able to use Quaked hills.
Fixes
Removed the Cancel Retreat hotkey from deep in the Settings menu. Fixed the Cancel Retreat hotkey in the Hotkeys menu.
Hovercraft have a new heavy raider - the Bolas - bringing its unit count from a uniquely-low eight to a healthy nine. The question "How can Claymore be less janky when it is required to beat Scallop?" has been answered by reworking the Hover and Amph factories around a Scallop that must float to fire. Alongside this rework are changes for some of the more maligned units of the two factories, including tweaks to Dagger and Duck to bring them closer to other raiders in power.
Apart from tacking the longstanding issue of Claymore, we also tackle the longstanding issue of the general uncatachability of artillery. Additionally there are some small adjustments based on the previous update, a Ripper nerf, a Redback buff, and the matchmaker map pool has been rotated.
Balance
Metal Extractor health 750 -> 700
Hovercraft
Added Bolas, a heavy disruptor raider hovercraft.
Cost 190
Health 760
Speed 94.5 (for comparison, Bandit is 90 and Blitz is 102)
Disruptor beam with 116 DPS and 4x slow damage (essentially a Dart that shoots 3.33x faster)
Range 225
Dagger:
Fixed a longstanding bug that prevented Dagger and Gauss turret projectiles hitting maximum range when elevated.
Cost 80 -> 75
Speed 144 -> 147
Damage 95 -> 100
Reload 3 -> 2.8
Range 210 -> 220
Claymore:
Health 1650 -> 1320
Speed 99 -> 75
Brake rate increased by 200%
Range 270 -> 280
Damage 900 -> 600
Reload 8 -> 5.5
AoE 298 -> 160
Depthcharges move immediately instead of floating for a few seconds first.
Removed self-damage (this is consistent with all low-moderate AoE weapons).
Land depthcharge now rolls along the ground towards targets at a range of 160.
Removed manual fire ability.
Mace:
Speed 66 -> 61.5
Turn rate 560 -> 400 (note that the recent changes are 560 -> 896 -> 640 with the 1.6x multiplier)
Lance collision volume is now smaller and should result in less friendly fire.
Amphibious Bots
Duck:
Damage 115 -> 130
Turn rate improved by 75% (still 30% slower than Bandit and Glaive).
Increased turret turn rate by 58%
Speed 84 -> 90
Shoots one projectile every 2s, instead of two every 4s.
Scallop:
Floats to fire.
Speed 45 -> 48
Depth charge range 230 -> 300 (matches shotgun)
Depth charge AoE 100 -> 128
Buoy:
Cost 300 -> 280
Speed 42 -> 51
Lobster:
Cost 320 -> 230
Land Bots
Glaive:
Fixed a recent bug that removed Glaive weapon spray. The fix makes Glaive slightly worse against small and distant units, making raider interactions more interesting.
Bandit:
Health 320 -> 340
DPS increased by 2.5%
Thug:
Cost 180 -> 170
Puppy:
Speed 105 -> 102
Damage 410 -> 720 (so it can kill a mex)
Range 170 -> 160
Reload Time 1s -> 1.5s
Pyro:
Health 620 -> 700
DPS increased by 8%
Toad:
Health 2000 -> 2100 so it unambiguously survives Likho.
Venom:
Speed 2.7 -> 2.8
AoE 160 -> 128
Reload 1.73 -> 1.5
EMP 600 -> 450
Real damage 18 -> 40
Redback:
Turret turn rate buffed by 22%
Reload time 0.33 -> 0.3
Land Vehicles
Ripper:
Damage 280 -> 270 (used to be 220)
Reload 1.6 -> 1.7 (used to be 1.63)
Range 300 -> 285
Increased turret turn rate by 75%
Kodachi:
No change, I'd just like to mention that a Kodachi 1-shot kills mexes with 700 health.
Blitz:
Cost 285 -> 280
Air
Blastwing:
Cost 55 -> 45 (it no longer 1-shots mexes, so it is free to find more general use).
Gnat:
Health 420 -> 370
Applied -0.8 target priority to shoot at Gnats. Locust is now prioritised after Gnat.
Bomber health buffs:
Thunderbird 1000 -> 1120
Phoenix 720 -> 900
Artillery
Most artillery is a bit easier to catch, especially heavy artillery:
Sling 1.2% slower (for roundness)
Phantom 3.4% slower
Racketeer 5.5% slower
Firewalker 3.4% slower
Badger 10% slower (increased range 730 -> 750 to compensate)
Forged in a thread of thirteen pages, shaped over many 1v1s, and tempered in a pot of lobsters. This release is about pacing, flow, and a focus on what makes ZK fun. In response to your feedback we have analysed and tested large parts of the game. The result is units that feel better to control, tweaks to some of the mechanics that were highlighted as frustrating, and more ways to make it past the earlygame. The changes are still somewhat experimental so be sure to post feedback.
In other development news, PetTurtle is developing a mod called ZeroWars where players send waves of units to push back and destroy the enemy team. He is still making sweeping changes to the gameplay, trying to find what works best, and it will be interesting to see what sort of game mode comes out of it.
Raiders and Responsiveness
To start us off we'll make everything a bit more responsive, just so it feels better to control. There is plenty of room to make vehicle-types less unwieldy while keeping them feeling like vehicles.
Tank, Rover, Ship and Hovercraft acceleration and brake rate increased by 20%
Tank, Rover, Ship and Hovercraft turn rates increased by 60%
Other ground unit turn rates increased by 20%
Bomber manoeuvrability improved by a difficult-to-quantify amount (rudder buffs ranging from 12% to 44%, whatever 'rudder' means).
Now to attack the heart of the feedback - earlygame swingyness. A lot of this is down to the highly demanding interactions of light raider combat.
Glaive health 200 -> 240
Glaive damage reduced by 17%
Bandit health 265 -> 320
Bandit damage reduced by 17%
Scorcher health 420 -> 480
Scorcher damage reduced by 20%
Glaive, Bandit, Dagger, Scorcher and Pyro now shoot at units running away from them at the edge of their range. This removes the situation where a Glaive chasing a Glaive could be unable to fire but still receive fire.
In an ideal world the other raiders would be rebalanced around these changes, but there is only so much time in the day, and the overall balance deemed 'reasonable' in 1v1 testing.
Without the "retreat bonus" it, unsurprisingly, becomes harder to retreat. Extra vision should give players more time to choose whether to engage, and besides, it gives raiders a nice bit of extra utility. Here are the changes to vision:
Glaive, Bandit, Duck: 500 -> 560
Flea 560 -> 620
Puppy 560 -> 640
Pyro 420 -> 560
Dart 580 -> 660
Scorcher 400 -> 560
Dagger 560 -> 640
Kodachi 600 -> 680
Blitz 450 -> 560
Hunter 450 -> 560
Ground-Attack turrets increased by 48
Bombers 660 -> 780
Newton, Gauss, Faraday, Stardust, Urchin, Lotus, Picket, Stinger, Desolator, Raven, Pheonix, Thunderbird and Wyvern snuck in to the list of vision buffs! Not to worry, the turret buff is to prevent radar wobble overshoot and the bomber buff mitigates some issues with bombers losing sight of their target.
Expansion and Economy
Raiding is only half of the earlygame, with the other half being economic growth. These change slows down expansion, removing the requirement to expand at a breakneck pace in every direction from the very start of the game.
Metal Extractor cost 75 -> 90
Metal Extractor health 400 -> 750
Starting resources increased 250 -> 300 (to pay for such expensive Mexes)
Unarmed constructors have a bit more health to make it more difficult to lose really early in the game. Commander radar is just nice.
Commanders start with radar (except in the campaign).
Wind Generator health 130 -> 150
Conjurer health 450 -> 600
Convict health 650 -> 780
Weaver health 820-> 980
Mason health 900 -> 1000
Quill health 800 -> 960
One last sweeping change: a repair nerf.
Repair now costs 75% energy and build time (up from 50%).
Costlier repair pushes retreat-and-repair lineups later into the game, where energy is cheaper, giving early compositions more time to shine. It also nerfs those Gauss/Faraday forests that have been spotted brewing in the pots.
Speaking of Faraday.
Faradary health 1700 -> 1600
Faraday reload time 2.6 -> 2.7
Lets stack a bomber nerf on top of a repair nerf, especially for Raven. We'll tell ourselves that the usability buffs make up for it.
Rearming a bomber drains 10 energy per second.
Raven rearm time 5s -> 10s
Improved/fixed Raven attack and overkill behaviour so it does not need to circle so much if its initial target dies.
Like the repair change, the effect of this nerf drops off and disappears as the game goes on. Note that this is only a nerf to those players that manage to promptly reuse their bombers.
Balance and... Bugs
Time for some more sedate balance changes. Knight now 2-shots Glaive, Ripper 'might' not be terrible, and Constable is due a nerf.
Knight damage 240 -> 230
Ripper damage 220 -> 280
Ripper reload time 1.63s -> 1.6s
Constable cost 120 -> 140 (an unrelated nerf)
Tremor:
Cost 1500 -> 1600
Range 1300 -> 1200
Area of Effect 160 -> 140
Mechanics fixes/tweaks:
Dominatrix now reloads for 6x Build Percent seconds when it captures a nanoframe, instead of for 12 seconds.
Metal from overflowing allies is now shared evenly between teammates. Previously it was weighted by the team member's available storage.
Fixed Hacksaw, Ogre and Tarantula overkill prevention values
Raised Fencer aimpoint so it can be targeted over the lip of ramps.
Singleplayer and Coop
Updated the skirmish AI, making Brutal harder.
Made the Dominatrix mission (planet Ganong) fairer in light of the Dominatrix rework from prior versions.
Made some later missions (planets Hibiliha, Lalata, Karuwal and Onsally) easier on the Easy difficult setting.
Fixed the factory in the terraform mission (planet Kirdipan) failing to produce more than one Dirtbag.
Improved the quality of your allies in missions on the Easy difficulty setting.
Fixes to campaign mission briefings.
Other Changes
Here are some graphical tweaks, UI improvements, and performance fixes.
Added Guernsey.
Rewrote the default playerlist - the last unreasonably performance heavy UI widget.
Jumpjet units automatically jump if they were thrown by a Newton and are about to land or leave the map. This can be toggled with the ingame setting 'Settings/Interface/Falling Units/Jump on prediction'.
This is a balance update, primarily regarding Emissary and Cloakbots, and also includes some vital fixes. There is now a quick modding system that can be used to test out balance, or perhaps just to create wacky game modes. The current position of Cloakbots in the meta made them primes target for some !Fun! buffs.
Quick Modding
Many balance suggestions are expressed on the forum with no easy means of testing. To address this, there is a new setting during game setup, under Advanced Options, that can be used to change almost any aspect of the game, no rebuilding or rehosting required. Check out the wiki page to see how to make faster Glaives and long-ranged Bandits.
Balance
Conjurer:
Jam radius: 256 -> 192
Can area cloak with 192 radius and 8 energy drain.
Knight:
Range: 280 -> 350 (to see if the game breaks).
Sling:
Cost 110 -> 100
Range 840 -> 860
Projectile speed increased 3.8%.
Dagger:
Damage: 100 -> 95 (Glaive is the only small unit affected by this change).
We return from a bit of a break in development with a campaign update and an experimental performance improvement.
The old campaign mission text, while serviceable, lacked much in the way or narrative or lore. ThornEel has replaced all the text with something much more evocative.
The performance improvement comes from tweaking the frequency of weapon aiming, a parameter that initially set early 2018. Visually, the change should be barely noticeable, however it is likely to impact balance. Benchmarks indicate that this tweak will result in the best performance seen since at least 2017, if not earlier.
Behaviour Fixes
Fixed the broken Starlight on planet Cipher.
Configured weapon aiming for a significant boost to game performance.
Fixed Kodachi being too eager to become a wreck.
Fixed firing at buried or otherwise obscured Berthas by raising its aimpoint.
Fix a bug related to Gunships climbing steep cliffs.
Other Fixes
Fixed the most common cause of lag when selecting units as a spectator.
Fixed Area Mex causing duplicate commands in some cases.
Fixed a bug with queuing construction orders for incomplete Strider Hubs.
Updated Russian translations.
Fixes for depth-of-field.
Fixed shadows and shaders for some old graphics cards.
Fixed wading unit wakes.
Fixed economy module description.
Swapped some ally teamcolours for better distinguishability in small games.
Policing a list of banned exploits sucks for any competitive game as it is a task rife with ambiguity. Two exploits were revealed quite recently, and while the community has been good enough to avoid breaking the game, it is best to fix them as soon as possible. Hence this update.
Zero-K would not be Zero-K without creative use of physics weapons so only the most broken aspects of the mechanics were patched. The real feature of this release is that players are again free to experiment without constraint. At this point, every trick or tactic that is possible within the game mechanics is allowed. Have fun!
(Note that using mechanics to troll is neither a 'trick' or 'tactic'.)
Large Fixes
Lobstervators and Placestations can no longer be built arbitrarily high in the sky. This is achieved essentially by making Lobster and Placeholder gradually lose impulse power at an altitude of around 600 to 1000 elmos, preventing unbounded expeditions into the sky.
Krow can no longer be made to oscillate to arbitrarily fast speeds.
Claws have been fixed, resulting in a DPS buff for Badger of at least 25%.
Fix the 5th Claw missile not appearing. This is effectively a 25% damage buff.
Fixed Claw not spawning on direct hits.
Claw no longer randomly delays its shot upon spawning.
Fixed Claw failing to 1-shot a 200 health target.
Fixed some other cases where Claw would randomly fail to spawn.
Claws no longer bait enemy fire in the short gap between firing and death.
Chicken have received fixes for sea maps.
Chickens now have sonar and can see underwater
Removed chicken speed penalties on the sea.
Melee chickens now move on the oceanfloor.
Chicken projecties can shoot underwater.
Medium-Sized Fixes
Flamethrowers no longer occasionally penetrate shields.
Fixed Starlight aiming. It can now snipe a Gnat at max range.
Fixed Widow occasionally missing.
Fixed structures failing to block anything (so they could be stacked) when placed on particular sharp cliffs.
Jugglenaut is now able to target Archer.
Fixed issuing a duplicate construction order with Shift+Right Click not canceling the order.
Unit states are no longer reset to their default upon loading a game.
Small Fixes
On/Off state can now be toggled on units that are under construction.
Disintegrators now lead moving targets correctly.
Fixed units eventually failing to follow patrol orders.
Damaged units no longer emit smoke while cloaked.
Jumpjets now work on non-amphbious units flying over the sea.
Metal spot circles now update with changes to nearby terrain.
Glint is invulnerable while its parent Starlight lives.
Removed some of the sharp speed and frequency limits that determine whether a Lobster can launch a unit. The limits now consist of a gradual loss of impulse power.
Another attempt at metalhead Gauss.
Improved hitboxes for Athena and Scorpion.
Improved hitboxes for the deathclones of Athena, Scorpion, Phoenix, Wasp, Moderator, Raptor, Owl, Tarantula, Venom, Recluse, Ravager, and Dominatrix.
Added a deathclone for Sparrow.
Fixed the disruptor bomb sound for Commanders and Disco Rave Party. Toned down the high frequencies.
Fixed Zenith with the Fire Once modifier (Ctrl + Force Fire).