Zero-K v1.12.6.0 - Likho's New Look

Zero-K

With 100+ truly unique units, Zero-K is an RTS of freedom and creativity, tempered by a decade of refinement. Sculpt land into a castle and throw invaders off it with a Jugglenaut. Explore a massive campaign, solo or co-op. Hop online for epic 32 player battles or fast paced 1v1, on 100s of maps.

[img]{STEAM_CLAN_IMAGE}/32557867/cf4967d7db125301d7233de4f1fdb74eef114e80.png[/img] Likho has a new model by brunocb, giving it a proper singularity bomb. This update also has many fixes and a few balance changes. Some of the fixes are due to an engine update, such as a decades-old bug that caused reverse-built units to sometimes try to slide off the map. On the balance front, Bulkhead now has a bit more range than Stinger, Duck is a bit better, and Disco Rave Party spins faster. [h1]Balance[/h1] [b]Duck [/b]is no longer the equal-slowest raider.[list] [*]Speed 90 -> 93 elmo/s (no longer matches Bandit) [*]Missile range 235 -> 232 (matches Bandit) [*]Missile turn rate increased by 16% so it reliably hits Dart. [/list] [b]Bulkhead [/b] is more sturdy and can safely shoot at Stinger.[list] [*]Stays deployed while mid-air [*]Range 600 -> 640 [*]Sight range 660 -> 700 [/list] [b]Crab [/b] and [b]Bulkhead [/b]can deploy mid-air. [b]Kodachi [/b]is killed in one fewer shots by Dagger.[list] [*]Health 680 -> 660 [/list] [b]Disco Rave Party[/b] has all its bearings replaced.[list] [*]Base turn rate increased by 25% [*]Maximum fire rate increased by 6.7% [*]Spin-up rate increased by 18% [*]Increased minimum turn rate by 25% [*]Can turn without spinning down so far, as a result of the above. [/list] [h1]Features[/h1] [list] [*]Added new Likho model (thanks brunocb). [*]Added optional radar colour in LOS and fog stripes, under Settings/Interface/Map/Radar Color. [*]Added animation-stun to most striders. They no longer return to a netural stance while stunned. [*]Guarding units can now be automatically set to lower selection rank under Settings/Interface/Selection/Filtering (thanks Amnykon). [*]Improved overdrive payback tooltip. [*]Added metal shared, energy excesses, and energy shared graphs. [*]Mods can now include their own modoptions files. [*]Reordering factory queues no longer forgets Alt-insert. [*]Cloaked units no longer try to shoot at unseen mexes. [*]Free-For-All games are now not counted for ranking immediately, rather than being discounted when the server restarts (thanks Shaman). [/list] [h1]Fixes[/h1] [list] [*]Fixed rally points of factories with structures right in front of them. [*]Fixed overlob prevention vs. jumpjets. [*]Fixed a shadow bug caused by UI scaling. [*]Slowed Detriment can no longer be stolen by transports. [*]Fixed defense range circles for ballistic projectiles (thanks Helwor). [*]Fixed Djinn deployment when told to stop while stopping. [*]Fixed being able to click twice to start a skirmish game. [*]Fixed reverse-built nanoframes sometimes sliding off the map (thanks marcushutchings). [*]Fixed queuing dense line moves (recent engine bug, thanks marcushutchings). [*]Fixed structure ground decals persisting after death (recent engine bug, thanks marcushutchings). [*]Fixed an issue with action registering (thanks Helwor). [*]Made UnitLeftRadar more consistent (thanks Helwor). [*]Terraform construction can no longer catch fire. [*]East-facing morphs no longer result in West-facing units. [*]Fixed lingering noammo icon on wreck tooltips. [/list]