We have been testing an engine update since Wednesday, and this time it seems stable enough to adopt. The update corresponds to about ten months of work and mostly involves the graphics backend. As a result, performance has improved for many people and some AMD graphics issues have been fixed, although in testing we found the current beta graphics drivers to be unreliable. Be sure to ask on the forums or Discord if you encounter issues. The engine also has a few new features, with the biggest being the ability to shrink the space factories try to clear of allied units. The update also has some new music tracks from Superintendent and the commander morph rate nerf has been reduced.
Balance
Commander upgrade has its recent nerfs reduced, particularly at high levels.
Morph rate 5/5/7.5/7.5/10/10/10... -> 5/7.5/10/12.5/15/15/15... per level
Features
Performance should be improved for many people.
Allied units can loiter much closer to factories without being told to go away.
The auto assist toggle sends constructors directly sideways, to save time.
Added more tracks by Superintendent.
Show Selection Rank by default.
Improve RoI tracker and add a hotkey to toggled it.
Dirtbag cannot go to space, commanders deal a little less damage, and economy coordination is smoother. New music tracks by the player Superintendent are now available ingame in the track list under Settings/Audio. Conjurer cloak has the largest nerfs since its inception, core cloakbots have small nerfs, and the assault vehicles are tankier. Paladin is a little harder to manoeuvre and Krow has a lot more damage, but with Krow being niche for so long it is hard to say how the balance will shake out.
Balance
Dirtbag hits slightly less hard and can no longer create very steep terrain.
Health 580 -> 560
Damage reduced by 13%
Dropped dirt now has a slope limit (5x normal terraform slope).
In particular, maximum thin spike height ∞ -> 700 elmos.
Conjurer is easier to find when area cloaking.
Movement speed reduced to 66% while area cloaking.
Area cloak cost 8 -> 10
Jamming and area cloak radius 184 -> 175
Decloak radius while area cloaking 184 -> 220
Ronin has reduced survivability.
Health 420 -> 400
Turn rate reduced by 15%
Reaver is worse at dodging and shooting.
Turn rate reduced by 10%
Range 270 -> 265
Mason is slower to slow down Rover expansion.
Speed 72 -> 69
Ravager is tankier and better at hitting mobiles.
Health 1920 -> 2000
Projectile velocity increased by 5.7%
Minotaur is also tankier and better at hitting mobiles.
Health 6800 -> 7200
Projectile velocity increased by 2%
Krow bombs are easier to target and its laser now demands respect.
Manoeuvrability while bombing 25% reduction -> 25% increase
Speed while bombing is still reduced by 25%
Reduced cluster bomb spray angle by 6.6%
Increased laser fire tolerance by 10%
Laser range 383 -> 395
Laser DPS increased by 19%
Paladin is less manoeuvrable.
Speed 46.5 -> 43.5
Turn rate reduced by 10%
Torso turn rate reduced by 10%
Head turn rate reduced by 20%
Commanders
Strike chassis gains a unique attribute at level 1.
Added innate jamming with 175 radius (matches Conjurer)
Guardian loses the free battle drone as it is too powerful.
The most common weapons mostly have damage nerfs while Flamethrower has a buff.
Beam Laser DPS reduced by 4%
Light Particle Beam DPS reduced by 8%
Disruptor Beam DPS reduced by 6%
Riot Cannon reload time 1.63s -> 1.8s
Riot Cannon range 300 -> 285
Rocket Launcher projectile velocity reduced by 6%
Rocket Launcher area of effect 96 -> 90
Flamethrower DPS increased by 13.6%
Team Economy
Constructing your economy as a team is easier as shared projects now generate shared payback.
Temporary payback for constructing mexes and energy is now proportional to the amount of resources spent on each structure, rather than only paying the owner.
Mex payback increased 50% -> 80%.
Energy payback increased 50% -> 60%.
Energy maximum payback rate increased by 6%.
Fixed a bug that caused the old mex payback to be closer to 35-40%.
Fixed payback sent to AFK players simply disappearing.
Unit AI
Some units gain the Ronin Lotus-fighting AI and other units shoot less at hidden mexes.
Added Lotus and running away on firing to Moderator and Scalpel.
Ogre only shoots at nearby hidden mexes, not though at max range.
Crab doesn't shoot at hidden mexes.
Krow now skirmishes everything to avoid enemies walking under it.
Tweak move clumping to be slightly more lenient for large units.
Music
Added a work-in-progress alternate music track by Superintendent.
It can be enabled ingame under "Settings/Audio/Track list".
Campaign
Zhurou (DRP) is a bit easier on Easy.
Shifted Detriments later on Easy.
Added an allied antinuke on Easy.
Added a player Fusion on Easy and Normal (for some energy leeway).
Hibiliha (Funnelweb) is also a bit easier on Easy.
Added Ultimatum temporary unlock.
Hampered initial enemy income on Easy by removing backline mexes and the remaining Fusions.
Thinned out initial enemy army on Easy.
Features
Improved Pyro firing animation.
Ctrl+Click formation move now obeys current maximum move speed.
Merged unit spotter widget improvements from rollmops.
Adv Geo blast radius shows while placing Geos.
Tweak the antinuke range lines to be slightly thinner.
Placing a morphable structure with Ctrl held now queues the morph after completion.
Antinuke now gains one level per nuke interception.
The stealth tag is now supported for modding.
Right clicking on a unit in a factory now guards the factory. This avoids accidentally repairing rather than assisting. Queuing a command after guard cancels the guard, so the common use case is preserved.
Self destructing a large portion of your stuff now blocks the command and prints a warning, rather than automatically resigns. Note that resign is bindable for those that want it.
Fixes
Saved 10% or so of allocated Lua memory.
Limited the commands created by large area attacks for performance reasons.
Reduced the complexity of Dirtbag animation at high unit counts.
Fixed overwriting existing guard commands with Shift sometimes not removing the command.
Fixed Caretaker guard order dropping logic.
Fixed rare build ETA crash for spectators.
Fixed a crash for mods that try to set fractional stun times.
Fixed some changes to the ingame menu for player based hosting (Skirmish and Steam Coop).
Fixed a mixup in skirmish behaviour between 2D and 3D range.
Fixed a value in the terraform raise/lower tooltip.
The Rogue nerfs continue, Redback can now beat a Reaver, and Firewalker has its first change in years. Phantom slows to 66% speed to reload its gun (maybe the auto-loader broke?) to make them a bit easier to find, while Blitz and Pyro are a bit tougher in an attempt to bring them into the raider game. The skin swap 'easter egg' is gone, some animations are improved and some GC fiddling resulted in a performance improvement. A few new or remade maps now have start boxes, and the matchmaker map pool has been updated.
Balance
Ronin is a bit smarter.
Steps away from Lotus while reloading (with Hold Position disabled or Attack Move).
Updates aim direction more frequently to cut down on friendly fire.
Reaver has slightly less reach and manoeuvrability.
Turn rate reduced by 10%
Range 275 -> 270
Projectile velocity increased by 5.5% to compensate
Phantom is easier to catch.
Moves at 66% speed while reloading.
Rogue is costlier and a little easier to hit.
Cost 125 -> 130
Turn rate reduced by 10%
Thug requires more downtime between uses.
Shield regen 14/s -> 13/s
Redback kills Glaive in three shots.
Damage 70 -> 80
Pyro is tougher.
Health 670 -> 690
Firewalker deals less damage.
Direct damage reduced by 15%
Ground burn damage reduced by 5%
Blitz is tougher.
Health 1250 -> 1300
Emissary takes less time to pack and unpack.
Gun turns 14% faster.
Increased projectile velocity by 1.6%.
Slightly lower arc.
Lance is less likely to be overshot by inaccurate projectiles.
Lowered aim position.
Picket is no longer 1-shot by Rogue.
Health 300 -> 340.
Previous Changes
Zero-K v1.10.7.0 had some balance changes as well.
Rogue has a slower and less damaging weapon.
Damage 345 -> 330
Projectile velocity 190 -> 185 elmos/s
Outlaw is faster and deals more normal damage at the cost of slow damage.
Speed 57 -> 60 elmos/s
Normal damage 27 -> 30
Slow damage 81 -> 75
Map Rotation
The matchmaker map pool has been rotated and map bans have been reset. You can set your map bans by clicking 'Set Map Bans' in the matchmaker window or directly on the site here.
The following maps were added to the pool.
Reptilian Battlefield
Altair Crossing v4
Rainbow Comet
Eye of Horus
Aurelian
The following maps were removed from the pool.
Dune Patrol Redux
Sertaleina
Desert Rumble
Frosty Cove
Trojan Hills
Shimmershore
Features
Improved Impaler, Phantom and Tidal Generator animations.
Added a reload animation for Phantom (to give it a reason to slow down).
Added start boxes for Lava Highground and Pentos.
Added start boxes for remakes of Emain Macha, Flooded Valley, and Trefoil.
Fixed uninspired name for kamikaze award.
Fiddled with garbage collection settings to improve performance.
Optimised drawing for morph effects and removed some redundant tables.
Increased thickness of antinuke coverage indicator, so it is harder to miss.
Fixes
Removed the unintended easter egg where units would occasionally swap skins.
Blastwing cloak now breaks when the unit is launched.
Reduced the linger of the map erase effect.
Fixed the worst cases of units trying to shoot at underwater Amphibious Factories.
Fix lights on Mount Dustmore.
Fixed Spidermonkey web not rendering.
Fix a crash in outline shader error messages.
Fixed part of the cloak transition effect that had been disabled for engine compatibility reasons.
Fixed geothermal vents not reacting to terrain changes on some maps.
Fixed underscores causing issues for abuse reports sent via the ingame playerlist.
Fixed inconsistent colours on team endgame graphs for spectators.
Fixed ambiguous AI team names in AI vs. AI games.
Fixed Missile Silo missiles not being removed from control groups as soon as they are launched (technically they only die after landing).
Fixed a rare situation where command queues could be lost by adding a keybind to set units On or Off, then using the keybind with a selection of units that do not all have an On/Off toggle.
This update has nerfs to address the abundance of Lance in teamgames and Rogue in 1v1. It also has small nerfs for Bandit and Dirtbag, buffs for some underused units, and less effective area cloaking in combat. The release is a little early to avoid being too close to the upcoming 3v3 tournament (18:00 UTC, Saturday 9th July, sign up here), so some features didn't make it. We hope to have a fixes and features patch some time in July or August, which would ideally include an engine update, Adv. Options for mods, and some dodge AI.
Balance
Units without personal cloak now decloak for longer after acting (firing, building, etc).
Non-personal recloak delay 6s -> 8s.
Non-personal recloak delay for proximity is still 3s.
For comparison, personal recloak delay is 3s for actions and 1.5s for proximity. Units with personal cloak use the personal delays even when under an area cloaker.
Dirtbag is slightly less tanky.
Health 600 -> 580
Bandit has a range nerf that may be overdue since the pre-aim update.
Range 235 -> 232
Rogue is easier to catch and slightly more expensive.
Cost 120 -> 125
Health 540 -> 520
Speed 57 -> 54
Turn rate reduced by 5%
Scalpel is more manoeuvrable.
Turn rate increased by 5%
Claymore deals more damage at the edge of its area of effect.
Reload time 3.2 -> 3.1
Edge effectiveness increased to match Ripper
Disabled avoid bad targets by default
Mace sight now matches the +25% weapon range rule of other riots.
Sight range 407 -> 431
Lance is easier to catch when out of position, and is worse at hitting aircraft.
Speed 52.5 -> 49.5 elmos/s
Turn rate reduced by 10%
Range 1000 -> 980
Vertical aim speed reduced by 66%
Jack is worse at picking off raiders.
Range 125 -> 122
Gremlin has better damage for its cost and slightly more range.
Cost 150 -> 140
Range 700 -> 720
DPS increased by 3%
Locust deals more damage but is worse at healing.
Autoheal 10 -> 6 hp/s (still activates after 5 seconds)
DPS increased by 4%.
Harpy can more reliably snipe riots.
Range 350 -> 360
Phoenix is tougher.
Health 900 -> 1060
Fixes and Features
Added Curacao flag.
Unit marker can now be enabled for Widow.
Scorpion and Ultimatum are now marked by unit marker each time they appear.
This release has a few fixes and improvements, and brings us up to date with around four months of engine work. We are keeping pace with the engine, which means each update is relatively small. This one fixes a few uncommon bugs and might improve performance slightly.
Fixes
Icons not appearing on a quarter of the minimap for some people should be fixed (engine).
Possibly fixed the openAL issue for Linux people (engine). Remove "UseEFX=0" to check.
Starlight no longer sinks itself into soft maps.
Improved auto-aiming for Starlight, Disco Rave Party, and Bertha. They now prefer to target units close to their old target, to cut down on traversal time.
Caretakers and Strider Hub now give up on commands that are too far away. This could be caused by trying to reclaim a wreck as it flies through build range.
Fixed godmode and global LOS buttons on the cheat panel in multiplayer.
Fixed Widow thinking it is 50% larger than it is for the purposes of pathfinding.
Fixed reclaim field aggregator sometimes not drawing anything.
Improved the font sharpness of reclaim field aggregator.
Improve the performance of the minimap.
Added a widget (disabled by default) that highlights hovered units called Highlight Unit GL4.
Fixed custom formation bug caused by fog of war and godmode.
In this update we work through the backlog of graphics and performance improvements made possible by the engine update three months ago. Outlines and reclaim highlighting should run (and look) better, although exact results will depend on hardware. Compatibility fallbacks exist for players with particularly old hardware. Many other bits of code have also been tweaked for performance.
Other fixes and features have been worked on in the meantime, the most notable being formation ranks. It can be enabled through the ingame menu, and it is a bit rough around the edges, so send feedback.
In terms of balance, the 1v1 oriented changes are minimal as the pick- and win-rate stats are looking quite good. Shields have a nerf and Hover have a buff, and both sets of changes are partial reverts of buffs and nerfs from 2021. For dense teamgames, Impaler projectiles are slightly slower to cut down on their effectiveness against mobile units.
Balance
Bandit has half a revert to its recent damage buff.
Damage per second 8.35 (pre-August 2021) -> 8.6 (recent) -> 8.48 (new)
Rogue is slower and also has half a revert to some recent buffs.
Added optional front-back ordering for line formations. Set it with Formation Rank ingame under Settings/Unit Behaviour/Default States, or set it per-unit with a state toggle that can be enabled ingame under Settings/Interface/Commands.
Added a modoption to disable resurrection.
Tweaked the tutorial mission to be a bit more informative, and removed the Lance.
Added selection filtering for global build command.
Added an option to show rating in the Tab Playerlist.
Added hardware cursor to main menu Settings/Game.
Graphics
Replaced unit outlines with an opengl4 shader (a non-opengl4 fallback exists).
Replaced reclaim highlight with an opengl4 shader (a non-opengl4 fallback exists).
Improved Rogue walk animation.
Added a unique death clone for Imp.
Modding
Updated Stinger model, with a small compatibility change required for how it aims.
Removed 3do model support and converted existing 3dos to s3o.
Unhardcode mex from pregame queue widget. A customParam for this exists.
Fixed a potential crash caused by adding morph to a variety of units (mostly cloakbots).
Add Spring.Utilities.CMD table for custom command lookup.
Added a warning for buildings with brake, acceleration, and turn rate tags set.
Remove QueryNanoPiece from LUS.
Fixes
Lance avoids hovering downwards while firing, to avoid 'accidents'.
Removed flat rectangles that could sometimes form under killed structures.
Commanders with skins no longer leave a ghost behind when they leave line of sight.
Removed 'Dev' from the name of the in-use AIs.
Fixed weird looking impact explosions for Ogre, Behemoth, and Shogun.
Settings that exist in the main menu and ingame are now under advanced settings ingame.
Fixed an error in the ward fire toggle related to shooting at metal spots.
Fixed Gauss turret spamming functions.
Automatic guard remover no longer applies to factories.
Fixed some minor Legacy AI configuration issues.
Fixed feature ghosting not obeying distance fade.
Fixed Imp underwater explosion effect.
Optimise some code in Gauss turret, units catching on fire, selection shapes, attack AoE, economy overlay, decloak range, reclaim field summary, pause screen, newton firezone, radar dot height, and geothermal highlighter.
Most people report significantly better framerate with the engine update, but there are still a few lingering bugs. This update addresses many of them and re-adds commander skins.
Reimplemented commander skins for GL4.
A line to the nearest matching factory is now shown even when outside plate range.
Fixed factory plate command conditions for underwater placement.
Fixed transported units temporarily snapping to the ground when flown over factories.
Fixed weirdness in Ogre (and similar) weapon explosion effects.
Fixed factory facing arrow underwater.
Fixed path cache issue on some popular maps (such as Tangerine) that lead to desync.
Fixed trees missing textures on some maps.
Fixed disappearing cursors, possibly related to the first campaign mission.
Fixed radar icons sometimes displaying at the wrong size.
Improved detection for GL4 support.
Fixed some crashes on hardware without GL4 support.
Fixed a rare longstanding bug with hit detection for fast projectiles and small units.
Fixed reclaim-blocked structure placement squares showing as red rather than yellow.
There was an engine update for Zero-K this weekend. There are a few lingering bugs as we don't have the coverage in focused testing, which are being patched as we go. The main feature is improved performance, especially for newer graphics cards, and the general promise of more performance once we use more of the capabilities of the engine. Being up-to-date with the engine is also of great benefit to other parts of development.
Unfortunately, while we're trying to support as much as we can, graphics cards older than about a decade, or old laptops with integrated graphics, may run into trouble. Players with graphics bugs and performance issues should first try updating their graphics drivers, and then ask for help in #support on the server or on Discord.
This is a balance patch on three fronts. On the ground, hovercraft have worse movement and nerfs to their most generic units, while spiders have cheaper early game units. In the air, light gunships receive some much needed attention and Raven no longer dives. Superweapons now require an energy grid, are much more vulnerable to being stunned, and Zenith swapped its cost with Disco Rave Party again. Other features include more options for line formations, better unit tracking and first person control, APM stats at the end of the game, and some fixes to do with saving campaign missions.
Ground
Hovercraft movement was buffed in v.1.9.11.0. This patch partially walks back the changes.
Speed maintenance while turning reduced from 85% to 80%. Other vehicles are still at 60%.
Slowdown while climbing hills is now halfway between the pre- and post-v.1.9.11.0 values.
Bolas is still a bit too much of a generalist so has minor nerfs to health and damage.
Health 720 -> 680
Reload time 0.333 -> 0.367
Slow damage reduced by 1/6.
Scalpel gained a lot of power from improved movement and overkill prevention, so has similar nerfs.
Health 680 -> 650
Damage 660 -> 620
Ronin is a bit smarter.
Now steps back while reloading (with Attack Move or or idle without Hold Position).
Flea is harder to spot.
Decloak range 160 -> 130.
Venom is cheaper to help spiders expand safely.
Cost 200 -> 190
Redback is cheaper to help spiders field armies early.
Cost 240 -> 230
Speed 1.8 -> 1.85
Pyro deals slightly more damage because some people just want to watch the world burn.
Main DPS increased 3.3% (lingering damage unchanged)
Air
Wasp is now only slightly less efficient than the average constructor.
Buildpower 7.5 -> 10
Blastwing now deals enough damage to kill a Metal Extractor.
Explosion damage 80 -> 40
Ground fire initial damage per second 18 -> 25
Ground fire duration 20 -> 25
Locust has more raiding uptime.
Idle regeneration 5/s -> 10/s
Harpy has noticeable buffs as it been outclassed for a while.
Health 1100 -> 1200
Improved brake rate by 20%.
Damage 200 -> 220.
Improved unit AI with preemptive breaking and better riot avoidance.
Raven no longer dives. Instead it has a guided bomb that glides downwards, homing onto targets in a cone below it. Raiders are fast enough to dodge by leaving the area before the bomb hits.
No longer dives.
Cruise altitude 330 -> 270 to fit under area shields.
Bomb speed reduced by 32.5%.
The bomb now has significant homing, but it cannot fly more than about 45 degrees off vertical.
Phoenix bombs hit slightly sooner and in a larger area, increasing its reliability.
Cruise altitude 270 -> 240.
Increased spread slightly.
Superweapons
Disco Rave Party must spin up to fire at full speed and swaps its cost with Zenith.
Requires a connection to a grid with 400 energy.
Cost 36k -> 40k
Initially spins 20% speed, reaching a maximum of 100% after about a minute of firing.
Maintains speed without firing, unless it is stunned or loses power.
Buffed the smoothing of Green Stomper slightly.
Zenith is less accurate when fired continuously and swaps its cost with DRP
Requires a connection to a grid with 400 energy.
Cost 40k -> 36k
Range 9000 -> 8400
Increased the effect of launch distance on meteor spread. A meteor launched while it is still high in the sky is significantly less accurate than one floating in the swarm.
Meteors wander down from space to the swarm faster, and are generally more energetic.
AoE 240 -> 256
Added smoothing. The radius is small but it can move structures.
Meteors are visually 40% larger.
Meteor reclaim increased 10 -> 20.
Starlight requires a large grid and resets its aim when stunned.
Requires a connection to a grid with 600 energy.
Glint falls and docks whenever the laser is not firing. This includes disarm, emp and low power.
Aim speed is now reduced by slow damage.
Singleplayer and Coop
Chickens now regenerate at 20 hp/s after 10s of idle time.
Adjusted some campaign missions for the superweapon changes.
Added enough energy to reliably power the enemy Zeniths on planets Caderical and Pendust.
Added barely enough energy to power the player Zenith and Disco Rave Party on planets Caderical and Zhurou.
Added radar to assist the Disco Rave Party on planet Cipher, for difficulties Hard and Brutal.
Taught AIs about superweapon grids and updated the lower difficulty levels.
AIs can now build Starlight.
AIs know how to place Pylons around their superweapons.
Updated beginner and novice AI to use the latest build.
Added AI builds that are compatible with the latest engine, which is still being tested.
Features
Moved line formation settings to 'Settings/Interface/Line Formations'.
Added an option that turns right-click drag for selected commands (as opposed to context commands) into a line formation, rather than deselecting the command. Disabled by default.
Added an option to evenly distribute different unit types along line formations. Enabled by default.
Added an option to merge small categories of units for the purpose of evenly spreading unit types along line formations. Defaults to 1.
The previously hardcoded behaviour in COFC that disables unit tracking mode when the camera is rotated can be disabled under 'Settings/Camera/COFC Following'.
Icons that smoothly draw over models as you zoom out, rather than suddenly switching, can now be enabled under 'Settings/Graphics/Unit Visibility/Icon Zoom Transition'.
Added keep target command for Raven, since it now makes sense with its guided bomb.
Bombers can be now be set to retain the target of cancelled attack commands in 'Settings/Unit Behaviour'. This is how other units behave, but it was disabled for bombers to reduce accidents.
Starlight stops moving its beam when given a Stop command, rather than continuing on to its most recent target location.
Added direct unit control support (FPS mode). It can be enabled in the lobby in game options under 'Silly'. To enable in the campaign do /cheat, open the cheat sheet on the top left bar, tick the appropriate option, and do /cheat again (to reenable victory conditions).
Added a tab to the game over screen with command speed summaries, such as APM.
Added splashes for units entering or exiting water at speed.
Fixes
Fixed complete mission objectives being broken by save/load.
Workaround for the ramps on Lovaza Jira disappearing when the game is saved and loaded.
Fixed some bugs and jitters with COFC unit tracking mode.
Fixed icon distance and volumes not being carried over to externally launched games.
Fixed an issue with connecting to the lobby for a few players.
Improved unit movement for reclaim, attack move and repair commands.
This is a small update with some AI fixes, just in time to take a break over the holidays to wander through the campaign. Perhaps even invite some friends.
Fixed Strider Hub eventually not working. The AI forgot that striders can move, so was not able to reuse open space to place additional strider nanoframes.
Increased the placement distance between Solar and Wind Generators. This makes the AI much less likely to block its base on maps with narrow passes.
Construction delays for Easy, Normal and Hard now reduce to about 75% their maximum after about 20 minutes. This causes the AI to ramp up slightly in the lategame.
Reduced initial construction delay for Hard, to make it slightly harder early on.
Fixed an inverted comparator which was causing AIs to make Solars (rather than Singus) in the late game.