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Zeta Leporis RTS News

Zeta Leporis RTS updated to v.0.4.72.2025

changelog multiplayer (work in progress)
  • Changed unit ownership checks to be compatible with multiplayer.
  • Starting and upgraded client buildings are now properly set as built, with resources stored.
  • Fighters no longer fail to spawn for clients. However their client-side movement is still mostly unfinished.
  • Ore and fuel collectors no longer fail to spawn for clients.

Zeta Leporis RTS updated to v.0.4.68.2025

Changelog

-Removed redundant button location variables from production buildings and mechbots.
-Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying.
-Sprite alpha of units under construction now decreases when they take damage.
-AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make.
-AI construction can no longer get stuck trying to make more shipyards than are allowed.

multiplayer (work in progress)
-Host and client controllers are now created as intended upon multiplayer match creation.
-Host now handles client mouse input...somewhat. Production menus still don't work.
-Client view is now set to the proper starting location at match start.
-Host and clients now use the same units (special client versions of units proved to be impractical).
-Client construction now displays somewhat more properly. Various related issues remain.
-Clients no longer attempt to control the AI players.
-Client buildings now register construction completion and switch properly to constructed state.
-Upgraded client buildings now replace their previous versions properly.
-Multiplayer clients no longer display alliances from the host player's perspective. Allied units are still improperly labeled as enemy units.

Zeta Leporis RTS hotfixed to v.0.4.47.2025

Fixed a math error causing the targeting grid to work incorrectly.

Graphics Update

Changelog

  • Improved the appearance of most units.
  • Fixed issue where the human player defaulted to player 1 instead of noone.
  • Unit selection is now more efficient.
  • Fixed an issue with one of the scout VO lines being played too frequently.
  • HUD now displays current shield/max shield, same as HP display.
  • Changed some variables that were needlessly present in all units to global variables.
  • Unit selection code is now handled in a single step by the game controller, improving efficiency and multiplayer compatability.
  • Refactored targeting grid system to be compatible with an engine update.
  • Reworked intro video to be compatible with (presumably a bug introduced by) an engine update.
  • Buildings and battlestations now play vo sounds when box selected; units now play vo sounds when hotkey selected.
  • Stored resource counts in endgame stats now properly account for resources lost when cargo barges are destroyed. Counts are likely still inaccurate though.
  • It is now potentially possible to target enemy units via the minimap (though imprecise).


multiplayer
  • Removed redundant network packets when creating client units.
  • Player color now applied correctly to all client units.
  • Fixed crash caused by clients not properly being told who the host is.
  • Added code to update unit HP and shields.
  • Client units now draw HP and shield bars.
  • Fixed bug preventing the host from closing the lobby properly when exiting the match.
  • Unit icons now display for client when fully zoomed out.
  • Worked on logic for client unit control. Still not functional.

Zeta Leporis RTS updated to v.0.4.44.2025

User interface improvement update

Changelog:

-Fixed issue introduced in the previous update which prevented small spacecraft from being destroyed when fog of war is enabled.
-Removed excessive bass from explosion noises.
-Cargo barges can now successfully deliver resources to moving capital ships.
-Cargo barges now find a new destination as soon as their current destination becomes ineligible, rather than waiting to reach it first.
-Text and sound notification now plays when tech level increases.
-Randomized the start time for ambient noises so they aren't as loud when multiple are playing that were created at the same time.
-Player elimination notification text now uses large font.
-Buttons for spacecraft that cannot currently be constructed are now displayed in red.
-Buttons for spacecraft or research that are not yet available are now shown but grayed out.
-Improved code efficiency for right-click mechbot build assist action.
-Added vfx for right-click mechbot build assist action.
-Added viewrange circles to scout ships.
-Added "nope" sound when player attempts to do something they can't afford.
-Removed redundant shipyard rally point code.
-VO audio levels are now more balanced.