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Zeta Leporis RTS News

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.

Two new defensive units added, easy AI difficulty nerfed.

Two new units, which have existed in concept from the start, have now finally joined the fight, They are both specialty defensive turrets and compliment each other. They can both be constructed by class B or higher mechbots.

The Energy Reversal Cannon is available beginning in Tech Level 3 and absorbs and reflects enemy energy projectiles in a large radius, up to a certain threshold, after which it begins to take damage. The discharge of its cannon lowers its stored energy, so high damage per minute is needed to destroy it...unless it is targeted by missiles, which it cannot absorb. Shield research also applies to the ERC, making it stronger in later tech levels.

The Missile Interception Unit debuts in Tech Level 4, and redirects any nearby enemy missiles toward itself, destroying them without taking damage. It is vulnerable to all other projectiles.

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A number of people had mentioned that the computer opponents were too capable, even on easiest, making it hard to learn to play the game, so I've reduced difficulty level 1 and 2, with 2 now being the former level 1 and level 1 being reduced more drastically.

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changelog
-Made the two lowest AI difficulty levels more inept, the lowest difficulty much moreso.
-Added the Energy Reversal Cannon and Missile Interception Unit (finally).
-Added more support for text input of non-latin characters (I think!).
-Range circle now drawn for battlestations, turreted ships, missile ships, and defense structures when selected.
-Minimap can no longer be scrolled if LMB was pressed while off the minimap.
-MMB view pan no longer goes further than intended to the right/bottom of the map.
-Shields no longer go below 0 after being fully depleted.
-Defense turrets, which should not be able to be assimilated, can no longer be right-click targeted by assimilators.
-Checking for unit destruction is now more efficent.
-Assimilators now spread out a bit after assimilating.
-Hover-over info display now always works after loading a saved game (but only for games saved after this update).
-Fixed bug that could cause capital ships with upgraded damage to appear to have worse than actual dps after loading a saved game.
-Clicking the main menu button from the end of match stats screen now properly resets global.loadedgame to false.
-Finally fixed a bug causing incorrect hit box sizes for units being reactively attacked by non-fighter spacecraft.
-Particle effects are now removed properly when opening the ingame pause menu.

multiplayer
-Most client spacecraft now deploy properly when created.
-Added some other unit destination updates that were missing.
-Clients now display players' difficulty settings correctly in the match lobby.