Description
Zero-K is a FREE, multiplatform, open-source RTS game. It aims to be dynamic, action-packed and hassle-free, full of clever strategies and constantly moving combat with games lasting an average 20-30 minutes.
Some of the more prominent features:
- Epic Scale from tiny fleas to huge mechs and gigantic superweapons that wreak havoc - hundreds or thousands of units on the battlefield, all easily viewable with a fully pannable and zoomable camera.
- Realistic Physics mean each shot is physically simulated realtime - you can actually evade bullets if you micro-manage your units! Hills and terrain affect line of sight and radar coverage, and explosions deform the terrain.
- Natural Balance allows units to depend on their natural characteristics and the benefits of the simulated environment, not contrived special damages to determine their effectiveness.
- Terraforming - change the terrain: walls, ditches, ramps and more, to provide yourself with an extra tactical advantage.
- Unique Abilities make sure units are fun to use! From jump-jets, gravity turrets, mobile shields, burning napalm, air drops, unit morphs - we've got it all and more! You can even control your units directly in First Person Mode!
- Streamlined Economy - the economic system is complex without being tedious, with a simple interface and controls. Resources are unlimited and output can be scaled up as the game progresses, allowing for increasingly intense battles. The system is also designed to minimize slippery slope and allow skilled players to make comebacks from losing positions.
v0.9
This is the first Zero-K version for the new engine version 84.0.
Engine
- Linux desyncs should be fixed
- Vehicles maintain speed on turning properly
- Reduced pathfinding lag and improved "flow"
- Heightmap changes (e.g. terraform) invisible outside LOS
- Radar plane LOS not based on ground position
- Players are no longer defeated if they lose all units (including /take) as long as their allyteam is alive.
- Units target things that they can no longer see for a lot less time
- Units no longer attack recently captured units
- /advshading command replaced with /advunitshading; analogous /advmapshading command added (try this if you're experiencing lag or graphics-related crashes)
- /dynamicsun command added - toggles dynamic sun shading. May be buggy, recommend disabling.
Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with '/advmapshading' and '/dynamicsun'. Otherwise update graphics drivers and if problems persist create a ticket.
Lobby
- It is now possible to set "Data folder" where all content is stored (maps, games, engine, configs, logs) -> for people who run C: on a small SSD
- Fixes to default configs
General
- Fixed Spidermonkey egg issues
- Commanders which forgo a weapon at level 1 can keep the free peashooter at level 3
- Pylon locked
New unit, Felon. A heavy shieldbot walker which uses shield charge to power it's fun.
- 700 cost
- Slow speed
- Shielded
- Accurate LLT range
- It uses shield charge to fire, use with Thugs and reduce it's damage output by shooting it.
- Discharge from full shield does 1600 damage in 2.4 seconds
- DPS is 27 when drained and reliant on regen.
Balance
- On-fire effect from Firewalker, Inferno and corresponding commander weapons much shorter (so it expires quickly if you leave the burning area)
- Moderator does 33% less slow damage
- Slow effect capped at 50%
- Merl cost reduction (800 -> 700) and damage increased (650 -> 700)
- Puppy range increase (145 -> 155) and health increase (60 -> 80)
Modules
- Hellfire Grenade burns a much larger area; reloads more slowly and costs more
- Disruptor bomb does 25% more slow damage
- Kodachi AoE down to almost what it used to be
- Gauss rifle a bit stronger
- Missile launcher range down (450 -> 415) - now requires two range modules to outrange LLTs
- Standoff Rocket a bit cheaper
GFX
- Fixes to VR grid; disabled on all default settings except maximum
- Improved large napalm effects
GUI
- Fixed many playerlist issues
- Core selector should work in spectator mode
- Fixed incorrect values reported by resource bar
- Fixed randomness in music player