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Zeta Leporis RTS News

Zeta Leporis RTS updated to v.0.3.33.2024



Changelog:

v.0.3.33.2024
-Fixed a newly introduced crash at match start.

-Redid improvements to tutorial VO for much greater clarity.

v.0.3.32.2024
-Added the ability to create and join multiplayer lobbies...but actual multiplayer matches aren't working yet.
  • The "force players of the same color onto the same team" logic isn't working quite right in multiplayer.
  • Currently clients can change the settings of other clients. This is not intended.
  • If the host starts a multiplayer match it will start a singleplayer match instead.
  • If a client starts a multiplayer match it just goes to an empty map currently.


-Added subtle coloration to capital ships.

-Lengthened music track "Grandiose Devastation" to 4 minutes.

-Fixed misspelling of "joueur" in French localization.

-The "Massive Conservation" achievement can no longer be triggered by other players.

-Fixed alignment of certain UI elements in save game menu.

-Improved tutorial VO.

-Added unit counters to tutorial objectives that needed them.

Reverted to .25

Forgot I hadn't tested the changes to the tutorial yet; got a crash.

Zeta Leporis RTS updated to v.0.3.32.2024

Changelog:

-Added the ability to create and join multiplayer lobbies...but actual multiplayer matches aren't working yet.
  • The "force players of the same color onto the same team" logic isn't working quite right in multiplayer.
  • Currently clients can change the settings of other clients. This is not intended.
  • If the host starts a multiplayer match it will start a singleplayer match instead.
  • If a client starts a multiplayer match it just goes to an empty map currently.


-Added subtle coloration to capital ships.

-Lengthened music track "Grandiose Devastation" to 4 minutes.

-Fixed misspelling of "joueur" in French localization.

-The "Massive Conservation" achievement can no longer be triggered by other players.

-Fixed alignment of certain UI elements in save game menu.

-Improved tutorial VO.

-Added unit counters to tutorial objectives that needed them.

Zeta Leporis RTS hotfixed to v.0.3.25.2024

Fixed a crash when exiting from the options menu to the main menu without a fully initialized profile file,
caused by this change in the previous update:

-Match settings are now saved when exiting to the main menu from the single player menu.

Computer opponent behavior customization update, also 70% discount this week.

This update brings the addition of multiple levels of AI skill as well as AI aggression options.

"AI" meaning computer controlled opponents of course, not AI-assisted design.

Skill and aggression can be set independently for each opponent in the single player lobby.

Skill settings are as follows:

Level 1: Average of 30 seconds delay before mechbots start a new construction project.
Level 2: 20 second average delay.
Level 3: 10 second average delay.
Level 4: No delay.

Aggression settings are generally as follows:

Random: AI will attack with their entire fleet when at 20-80% of their total fleet strength.
Turtle: Will attack at 90%, and will stick close to base until then unless they vastly outnumber the enemy.
Random Turtle: Will attack at 70-90%, and will stick close to base until then unless they somewhat outnumber the enemy.
Balanced: Will attack at 50%.
Random Rush: At 10-30%.
Rush: at 10%.
Assimilator: Random aggression value, and approximately half of all fighter shipyard build orders will be for small assimilation vessels once researched,
and all frigate shipyard build orders will be for large assimilation vessels once researched.

Update Changelog:

-Added credits to the demo main menu.

-Team selection text is now aligned correctly in the single player lobby.

-Adjusted the unit name screen height to fit the text better.

-Added another ingame music track. It is currently just under 3 minutes long and will probably be expanded in the future.

-The global playercount variable is now saved, which fixes the incorrect background height in the match stats screen, and other things, in loaded games.

-Starting a match with no human player no longer crashes the game.

-Match settings are now saved when exiting to the main menu from the single player menu.

-Added the ability to set AI difficulty level and AI aggressiveness settings in the single player menu.

-Default AI difficulty is now reduced, previously AI was what is now difficulty level 4. Now it is level 3 by default.

-Fixed bugs affecting the probability of AI creating large assimilation vessels instead of missile corvettes.

-Mouseover unit stats no longer display if the end key is being held down to disable the HUD.

-Mouseover GUI display no longer mistakenly labels player's units as allied units.

-Displayed unit information is now drawn by the GUI controller instead of the displayed unit, to eliminate a check for every unit every frame.

-Fixed an issue with AI unit orders that could cause an array index out of bounds crash.

-Increased the frequency of AI unit commands.

-Increased assimilation vessel HP and shield strength.

-Fixed player's starting locations not being set correctly when loading a game from the main menu, which caused problems with AI movement.

-AI battlestations now always move toward the enemy if not defending their base.

-Unit construction and research headers are now localized and look nicer.

-Fixed an issue that could prevent the human player from choosing a player slot in the single player lobby.