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Zeta Leporis RTS News

Zeta Leporis RTS updated to v.0.4.37.2025

Changelog:
-Fixed a recently introduced bug that caused selected units to remain selected after pausing and resuming the game and attempting to deselect them.
-Fixed the doubled size of the selection circle on units when GUI size was doubled.
-Accessing the options menu from the in-game pause menu no longer incorrectly resets the zoom level when resuming.
-May have fixed a case of the options "back" button being unpressable when accessed from the in-game pause menu using a widescreen display.

Zeta Leporis RTS hotfixed to v0.4.36.2025

-Added missing stored resource display for cargo transport barges.

More Random Maps!

Changelog:

-Added 10 new random map variants.

-Can now access the options menu from the ingame pause menu.

-Reworked starting location code to be more easily editable. This might have negative effects on saved games from before this update.

-Fixed a chunk of mechbot AI code that could potentially run more times than necessary.

-Fixed a bug that could indicate a mechbot was building on a resource deposit when it wasn't.

-Mechbots no longer move over what they just finished building (making it easier to locate them).

-Cleaned up the project; removed some outdated unused code.

-Fixed new bug with the tutorial enemy fighter sometimes attacking the player's base.

-Fixed an issue where building things out of order could stop the tutorial from progressing.

-The tutorial now counts ore collectors only after they have been built.

-Fixed some bugs in the load script's backwards compatability checks that somehow weren't crashing the game.

multiplayer
  • Added more update events to mechbots and cargo barges.
  • Removed some potentially duplicated update events from mechbots.
  • Added movement code for client scouts, battlestations, capital ships, and assimilation vessels.
  • Added client mechbot, ore collector, and engineering research facility animations.
  • Clients no longer draw asteroids that were removed by host on map creation due to overlap.
  • Added map type to lobby update.

Zeta Leporis RTS updated to v.0.4.31.2025

A multiplayer update. Multiplayer is still very much unfinished, however.

Changelog:

-Multiplayer lobby now displays a "joining" screen instead of incorrectly displaying elements of the client's saved multiplayer match presets, before getting the lobby state from the host.

-Multiplayer lobby now displays message telling newly joined players to pick a slot.

-Resources and units are now present for multiplayer clients, though in most cases not synchronized.

-Cargo barges and mechbots are partially operational for clients.

-Clients no longer run code which causes their match to end immediately; this also keeps them from improperly unlocking 3 related achievements.

-Destroyed units are now removed properly for clients; this was caused by a severe PEBCAK error.

-Fixed bug that sometimes booted clients from the match on launch.

Zeta Leporis RTS updated to v.0.4.8.2025

Entering v0.4 to commemorate the (very) humble beginnings of functional multiplayer matches.

Changelog:

-Added class D anti-fighter turret.

-Clicking the button to return to the main menu after a match can no longer accidentally click buttons in the main menu.

-AI opponent difficulty is now properly saved when saving a game.

-Fixed improper coloration of scout ships.

-Applied some audio effects to scout VO.

-Fixed remaining issues with the multiplayer lobby:
  • The "force players of the same color onto the same team" logic now works right in multiplayer.
  • Clients can no longer change settings for other clients.
  • Team and color selection can no longer be open at the same time.
  • Only the host can start a match.
  • Host now can't start the match until all clients are ready.
  • Host now resets client slots to empty when closing the lobby.
  • Unexpected client disconnects are now handled properly.
  • When the host starts the match, the match starts for participating clients, while any non-participants are returned to the lobby list.
  • Text is no longer displayed for buttons that are not visible.


-Multiplayer match progress:
  • Clients now draw most static map elements, though apparently not in the correct locations.
  • Multiplayer match settings are now properly reset when exiting a match.
  • Removed game logic from clients that will be handled by the host instead. This currently manifests as the match ending soon after starting for clients.