This is the first in a new series of design blogs about Zero-K. We aim to release one every two weeks, when there isn't a patch, and by 'we' I mean me, GoogleFrog (others might contribute later). Expect posts about Zero-K development, design, history, and whatever else comes to mind.
To start us off, why is Zero-K even called Zero-K? It started around 2009 when a mod called Complete Annihilation wanted to throw off the shadow of being "just another alphabet soup mod", the term for games on the Spring Engine that traces themselves back to Total Annihilation. The mod split off from Balanced Annihilation a few years earlier, which forked off Absolute Annihilation, which was based on Uberhack and subsequently ported to Spring. For those of you aware of BAR (Beyond All Reason), it is based on Balanced Annihilation and had the working name BA Reloaded.
Zero-K was picked after much discussion, deliberation, argument, and finally, a vote. We had a site at the time, called CaGov, where developers could create polls and vote on things. We voted on things from whether taking damage should decloak (it does) and whether all bombers should be replaced with laser bombers (only Thunderbird was replaced). The simple version of the Zero-K name is that it won, beating a few other proposals, the only other of which I can remember is Robocracy.
Edit: Longtime developer Sprung remembers "Ecce Machina" and the related name "why oh why is Deus Ex already taken". MidKnight remember "Open Conflict", because it's open source.
There were a few arguments in favour of Zero-K. The more narratively inclined like the idea of robots fighting pointlessly over the scraps of a universe approaching heat death, or zero degrees kelvin. That paid off in the lore for the campaign over a decade later (any more would be spoilers). We also coveted 0 A.D.'s alphabetically superior position on various lists, and thought we could force the shortening 0K. That did not work out.
Most of all, we wanted a unique name that would stand out and win at page rank, as search was all the rage in the late 2000s. We at least won that battle, defeating a book about cryogenics and a brand of dangerously cold single-use towelettes. The towelette company even sent us a sample after a Twitter interaction; the book still makes it to the image search preview in DuckDuckGo.
We may have been a bit too clever with the name. Zero-K stepped out of the shadow of Total Annihilation only a few years before Planetary Annihilation embraced it. Nostalgia aside, the latter is still a more descriptive name, and such names are common for strategy games. Think of all the names to do with armies or conquest. War, command, force, settle, empire, company, division, legion... the list goes on. Generic names indicate genre, which we gave up in favour of being unique. Maybe that sums up Zero-K.
Arguably the best aspect of the name revealed itself years after the decision was made - puns about low temperature - which far outweighs any downside. Zero-K: Nothing is cooler.
This patch addresses many of the random crashes that happened throughout the game.
Balancing:
~ Drastically increased the buget of the neutral trader especially for tier 4 ~ Increased the cost per share
Quality of Life:
~ Added numbers behind spaceship names when a newly constructed spaceship automatically gets a name assigned after construction that is already in use
Bug fixes:
* Fixed a savegame loading bug that caused the war state of a colony to not be restored correctly * Fixed random crashes caused by lasers * Fixed random crashes caused by bots * Fixed a UI memory corruption * Fixed a lobby savegame transfer issue that caused the transfer to never start * Fixed a lobby bug that caused faction colors to get messed up when kicking a bot in a savegame lobby * Fixed a random diplomacy related crash
Chat filter:
~ Switched to Steamworks chat filter to improve compatibility with more languages
Developer Notes A few players who made it through the main quest discovered the quest could not be completed. Turns out, I had disabled a step in the dialog for some testing at one time and never re-enabled them. This step was need to set a flag for the game to allow you to complete it. Looking back through my dev notes, I was doing this test 2 years ago. I thought I had re-enabled everything and was good to go. I appologize to all for this really stupid mistake. While I was fixing this, the final confrontation wasn't very intense as I intended it. So, it is a little better now. I was facing the final baddy with a level 60 party and almost lost 2 of them.
Without spoiling anything: If you've finished N'Ratak's task (the one he gives you once you find him), feel free to send me your saved game file. I'll flip the need flag that will allow you to finish the main quest story so you do not need to restart the game with a new party. You can send the file(s) to support@blindmonkeygames.com or you can send them to me directly on Discord.
Fixed - Character Select dialog should no longer display behind inventory window when inventory window is opened
Today we present another devlog, it will be a continuation of our devlog canon.
We're currently testing online play, and let me tell you... Apart from the fact that we have a lot of work to do with it, we have a lot of fun checking and testing all the possibilities for you – from a few in random places, through deliberately breaking the game at specific points in the game, to simply interrogating voice-overs and their correctness.
The December deadline, as we promised, is still within reach, despite all the obstacles that the game throws at our feet, we do not give up, we still have visual corrections left. We want to give you the best multiplayer version possible, so that for Christmas there won't be any, hehe... surprises (ba dum tss).
Today we present the current concept of the lobby, which can practically be said to be the final one:
We have included a drop-down window in the host panel, which is available under the "Options" button (in this case, it is "F2" on the keyboard). The options window allows us to define the lobby as "Private" or "Public" because you will be able to play privately – i.e. only with the lobby code you will be able to join the game, and in the public option, you will be able to join via "Find a game" in the main menu.
In addition, the host can modify the number and level of bots in the game.
The next window after the lobby will be the standby window, where you confirm your readiness to play – here you can see every player in the game, and the controllers used by the local player are displayed above the profiles.
There is also a status icon that determines whether the character is controlled by a player or a bot - the online player will have a "Wi-Fi" icon, and the bot will have the same as in the attached image. The last piece of information we want to share with you is questions – in the upcoming update, there will be additions with new questions to the categories existing in the game. It will be a large set of questions, which we hope will motivate you more to test your knowledge with your family and/or friends. If you would like to share your impressions with us, draw attention to any aspect of the game or report a problem, feel free to comment! In addition, don't forget that we are also very active on Discord, where we are very quick to respond and support you in case of problems with the game 🙂 So join Discord if you haven't already! From within the game, you'll be able to do that too!
Add Vizier's Rock palace dungeon. This introduces a mine for caesium, coal, and some low level ores like iron. The key to mine caesium can be obtained, but I wonder who might have such a key... (*cough* here's a hint: drops were added to Vizier's Rock guards & knights *cough*).
Optimize particles considerably. Now particle-heavy areas will cause less lag and fewer freezes.
Add secondary fishing drops, like bugs, treasure, and garbage. Happy fishing!
Greatly buff ancient karadon drop table.
Add blackmelt bass (tier 30 fish) to Blackmelt lagoon.
Add lightning stormfish (tier 35 fish) to Ruins of Rhy'silk.
Small Things
Add drop tables to rats & trash heaps.
Add gems to mining tables.
Gate door to mysterious courtyard with one ancient karadon killcount. Now you don't have to kill the ancient karadon every time.
Add shortcut to ancient karadon (sewers floor 3).
Rebalance Sewer Spider Matriarch. Her offenses (from level 100 to level 55) and defenses were lowered. For example, now she maxes around 20 damage with Gravity.
Tiny Things
Make vicious chickens of Blackmelt lagoon less spammy.
Fix issue with Blackmelt lagoon water.
Fix minor issue where rats would try and engage beyond their chase distance, causing spammy messages.
Reduce value of burnt coelacanth.
Combine all XP gained during a single tick to a single "XP pop-up" over a character. This prevents duplicate XP drops from fishing, mining, etc.
Remove delay from burying bones.
Tweak XP & requirements of bones. All bones are stackable now, too.
Add firemaking requirement to guns and ammo. You also gain firemaking XP for making guns and ammo.
Improvements to Vizier's Rock knight idle logic. They will only attack the player if the player is actively attacking another knight. If you kill the knight or dis-engage before dealing the first blow, the other knights will leave you alone.
Fix issue where too few secondaries were obtained from mining and fishing.
Fix typo in Rat King description in Boss Log.
Behind the Scenes Things
Don't crash if drop tables are malformed.
Improvements to the logic for water valve / water surge doors. This was necessary to make going from the floor 3 shortcut back to the first floor possible.
Improve logging and error messaging in various places where it was needed, such as the map editor and GameDB.
Attach analytics device ID to crash reports. Remember, you can opt-out from analytics in the options screen on the title screen! (You cannot opt out of crash reports).
Made it so time attack can only be accessed once a world is True Completed (all levels and boss beaten) Changed the world map signifier for when time attack mode is activated
Fixed the terrain in Mayor M. Onee's fight during boss rush so it accurately matches the real boss
Sonucido: The Mage - A Dungeon Crawler by Daniel da Silva - Daniel da Silva
Sonucido: The Mage is now officially one year old!
A few days ago, I started to craft this small update for the anniversary. I used the spellchecker of LibreOffice to get rid of the last few typos in the English and German story texts. It was not much but it's good to have them fixed now. I didn't check the dialogue texts with LibreOffice yet.
Aside from the typos, I also fixed a potential softlock and removed some unused stuff in various levels. Also, I made the disappearing of the fountain walk back button a lot faster which looks better.
Thanks for everyone who played the game!
Full Changelog
- Fixed a few spelling errors in the English localization - Changed a few words to an alternative spelling in the English localization - Fixed two typos in the German localization - Choose an alternative spelling for one German word which is a bit more formal - Fixed some gap lines which were visible when msaa turned off in one particular level - Weakened one enemy because with certain stats and low health it could be a softlock for the player - Removed an unnecessary test variable which was part of many scripts but didn't do anything - Removed a few unnecessary walls, and some unused objects and creatures in a couple of levels - If you now leave one of the holes where you can put potions in, the moving back button disappears faster which looks better - Added LibreOffice to the additional credits
Removed "Max Epicness" text from item names and added a "Max Epicness" tooltip in the materials section of the crafting window to clarify that the material type determines the epicness cap.
Decreased the brightness of common items to distinguish them more from uncommon ones.
Added a drop chance table to the crafting window to better explain the influence of the blacksmith skill and the crafting system overall.
Made small changes in the Russian language. For suggestions, join our Discord.
Bugfix: Fixed an issue where resources were saved but not the new building level during upgrades.
Bugfix: Fixed a bug where closing the Steam overlay while a window (e.g., inventory) was open resulted in the game resuming.