Zero-K - GoogleFrog
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.
  • Added Light Drones: 1/1/2/2/3/3
  • Added Heavy Drones: 0/0/0/1/1/2
  • Companion Drone build delay 15s -> 12s (all chassis)
  • Battle Drone build delay 25s -> 18s (all chassis)
Support needs to be faster to compete with other chassis.
  • Speed 36 -> 39
  • Buildpower 10/12/14/16/18/20 -> 12/14/16/18/21/24
Speed modifiers are now absolute rather than relative, and cloaking comes with a speed penalty.
  • High Power Servos: Speed +8% -> +3
  • High Density Plating: Speed -10% -> -3
  • Damage Booster: Speed -2.5% -> -1
  • Adv. Targeting System: Speed -2.5% -> -1
  • Added a speed penalty of -8 to Personal Cloak.
Modding
  • Maps that include gamedata/unitdefs_post.lua have it loaded in addition to the game version, instead of replacing it.
  • Multiple morphs for a single unit can now be set in customParams.
Fixes
  • Fixed Scallop depth charges failing to reach their target in shallows.
  • Duck and Scallop torpedo projectiles hit more consistently.
  • Fixed the little jump that sometimes happens to floater units when they reach the sea floor.
  • Floating units thrown by Lobster now float correctly when they hit the water.
  • Crab now fires while changing state and is no longer 'stunlocked' by swarms of units shooting at it.
  • Fixed a target retention issue caused by quickly issuing Force Fire then Move orders.
  • Added startboxes for Barracuda Bay, Blindsidem Oktagon v3 and TL Dropzone.
  • Removed swarm AI for units fighting Knight.
  • Space+Click unit information shows commander drones.
  • Made some selection circles better match unit size.
  • Fixed Bandit and Scorcher sometimes shooting sideways.
  • Potentially fix a morph bug that allowed facplop to be duplicated.
Zero-K - GoogleFrog

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.
Zero-K - GoogleFrog

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)
  • Lance 15.9% slower
  • Impaler 11.1% slower
  • Emissary 16.6% slower
  • Tremor 20.5% slower
  • Merlin 25% slower
  • Shogun 13.6% slower
  • Envoy speed unchanged
  • Reef speed unchanged
Matchmaker Map Rotation
  • Added: Izki Channel (1v1 only), Hourglass, Leyline, Mercurial, Banana Republic.
  • Removed: Aurelian (only from 1v1), Fifteen Platforms, Wanderlust, Thornford, Gecko Isle.
Fixes
  • Fixed local gesture, teamcolour, and unit marker settings.
  • Fixed some aiming and ally avoidance issues for a few multi-barrel units (Gremlin, Harpy, Raptor, Bandit, Rogue and Razor).
  • Fixed Mex team RoI.
  • Fixed move commands sometimes being drawn on the ocean floor.
  • Fixed amph float jittering caused by a hard water boundary.
  • Fixed an overshoot gadget crash.
  • Fixed Siren failing to fire at very close units.
  • Made terraform commands more resilient to malformed input.
  • Fixed Buoy (and other floating units) sometimes cancelling move orders while they sink.
Zero-K - GoogleFrog
This is a small patch with some fixes for the recent update.
  • Welder now has a 3x3 footprint instead of 2x2. Clumps of Welders no longer completely block each other from firing.
  • Fixed a rare bloom toggling bug.
  • Fixed the implementation of construction priority for repair pads.
  • Fixed a case where the mex placement snap-to-spot line would fail to appear.
  • Added energy to the Raven/Owl mission in the campaign.
  • Fixed Raven dive overkill prevention.
  • Fixed AI sorting in the rewritten playerlist.
  • Removed the 'second playerlist' (engine playerlist was not being disabled).
  • Fixed the TAB playerlist in ZeroWars.
  • Fixed reloading for the extra bombers found in the ZeroWars mod.
Zero-K - GoogleFrog

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'.
  • Improved rocket trail visuals (non-homing missiles).
  • Many micro-optimisations.
Zero-K - GoogleFrog
The AI turned out to be a bit too keen to use the new Conjurer area cloak ability. Here is a quick fix for that, along with some other tweaks.
  • Fixed AI opponents always using Conjurer area cloak and excessively draining their own energy.
  • Fixed a bug where Conjurers would use their area cloak decloak range when using personal cloak under a certain set of conditions.
  • Increased Conjurer area cloak decloak range 128 -> 192 (same as their area cloaker radius).
  • Ravens dive slightly lower.
  • Increased the effect of impulse weapons on planes (not gunships) by 10%.
  • Improved the rearm pad code and added it to the priority system.
  • Hacksaw turns 25% faster and its missiles are better at homing.
  • Fixed Knight attack-move behaviour.
  • Fixed some issues caused by Phantom trying to shoot and kite at the same time.
  • Skirmishing units stay slightly further away from retreating targets with significantly less speed than them.
  • Updated Constable description.
Zero-K - GoogleFrog

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).
Dirtbag:
  • Speed: 2.5 -> 2.6
  • Sight: 350 -> 280
  • Damage: 36 -> 45
Blitz:
  • Cost 300 -> 285
Emissary:
  • Speed: 2.7 -> 2.4 (Impaler 2.25, Lance 2.2, Tremor 2.25)
  • Range 1180: -> 1120
  • AoE: 96 -> 84
  • Projectile velocity reduced by 4.5%
  • Added overkill prevention vs. static targets.
Constable:
  • Buildpower: 4 -> 5
Toad:
  • Sight range: 660 -> 900 (very few units have more than 600 LoS).
  • Laser range: 820 -> 850
Reef:
  • Disarm missile tracks.
Faraday:
  • Health: 2200 -> 1700
Hacksaw:
  • Range: 480 -> 490
Fixes
  • Made the build height display (Alt+Scrollwheel) show the water level.
  • Fixed units sometimes skirmishing cloaked units.
  • Fixed Dgun commander aiming.
  • Fixed an exploit that allowed a player to crash the game (exploited around the 11th).
  • Fixed Scorpion aimpos, allowing many units to hit it reliably again.
  • Fixed the commander window closing itself randomly.
  • Fixed slowbeam target selection.
  • Fixed wade effects.
  • Fixed extended Raven usage spamming the minimap with dots.
  • Minor performance improvements.
Zero-K - GoogleFrog
  • Fixed some rare crashes.
  • Fixed a bug that allowed players to select AI units.
  • Fixed draw distance fog.
Zero-K - GoogleFrog

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.
  • Puppy Goo now updates wreck tooltips correctly.
Zero-K - GoogleFrog

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).
  • Zenith is able to damage itself.
  • Removed pulsating teamcolour.
...