Zero-K is a FREE, multi-platform, open source Real Time Strategy game, which aims to be a dynamic, action-packed, hassle-free experience, full of clever strategies and constantly moving combat. Includes an epic scale, realistic projectile and unit physics, terraforming terrain and hundreds of unique and interesting units.
Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.
Posted by luckywaldo7 on Dec 26th, 2011

Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes.
Fixes
* Fixed bombers trying to attack with no ammo
* Fixed "Hadron collider" unit launching exploit. Buildings can no longer be placed in open factories.
* Fixed Strike Commanders always having cloak
* Jumping resets a unit's velocity again
* Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed
* Slowing weapons now affect construction speed
* Fixed Storage description
* Healthbars cannot show negative health values.
Interface
* Fixed Ctrl+C selection of commanders with more than one commander
* Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc
* Command menu tabs can be scrolled with [,] and [.]
Balance
* Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)
* Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000
* Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15
* Tick: Param time 30s -> 25s; Damage 4k -> 3.5k
* Behemoth: cost 3000 -> 2500
* Firewalker is more accurate
* Bandit turret turns 55% faster
Graphics
* Pyro has a new model/texture
* VR Grid no longer obscures weapon effects and the like
* Behemoth has a flashier weapon effect
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