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Zeta Leporis RTS News

Zeta Leporis RTS hotfixed to v.0.4.82.2025

-If a unit that is being displayed is destroyed, the displayed unit is now set to noone.
-Players are no longer able to control units after being eliminated.

Zeta Leporis RTS hotfixed to v.0.4.81.2025

-Fixed issue caused by assimilation of shipyards that sometimes resulted in players not being able to build fully to their unit limits.

Zeta Leporis RTS updated to v.0.4.80.2025

changelog

-Shipyards will now build other units in their queues if the unit limit for the next ship in queue has been reached.
-Fixed an issue where AI failed to build new mechbots in tech level 3 when the cargo barge limit was set too low.
-Resource counts in end of match statistics are now always displayed as whole numbers.
-AI no longer creates one fewer unit than the unit cap.

multiplayer (work in progress)
-Fixed an issue causing the host to display clients' build menus.

Zeta Leporis RTS updated to v.0.4.79.2025

I've been taking it easy over the summer so this is just a small update with a couple nice improvements.

-buildings under construction now periodically display a notification when lacking resources.
-brightened background asteroids to make them more noticeable.
-fixed bug preventing mech shipyard rally points from being assigned to an existing construction project.

multiplayer (still very unfinished and broken!)

-removed an unused argument from scr_client_build_building.
-closer to having menu buttons and mechbot construction working for clients.
-client mechbots are now properly assigned to assist with building construction.

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.