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Zeta Leporis RTS News

Zeta Leporis RTS updated to v.0.3.18.2024

Note: This update breaks save file compatibility.

Changelog:

-Refactored code to avoid all units making certain checks each step.

-Removed a redundant shipping target reassignment upon building/capital ship/battlestation destruction.

-Created parent for obj_turretship_parent called obj_capital_parent, to clean up some parenting issues.

-Cargo barge destination calculation is no longer accidentally triggered by left-clicking.

-Anti-ship turrets, fighters, and missile ships now prioritize targeting boarding vessels.

-Fixed issue with target instance references being incorrectly labeled as object (class) references.

-Cargo barges can now be right-click targeted.

-When a selected unit that is displayed on the HUD is destroyed, it now chooses another of the selected units to display.
This also keeps the VO from cutting out since VO is played by the displayed unit.

Zeta Leporis RTS has been updated! Prepare to be assimilated!

Note: This update breaks save file compatibility.

Changelog:

-Added assimilation vessels to the game.

-Added assimilation counts to the end of match statistics.

-Increased contrast of menu buttons and HUD elements to make them more readable.

-Tech level is now displayed in lime green text again, as was intended, and the text color of match stats main menu button is also now correct.

-Holding down the "end" key now disables the HUD.

-Added SRF research for tripling missile damage.

-Fixed incorrect shield research being applied to existing missile ships.

-Targeting lists no longer include duplicate and unneccessary entries.

-Fighters, missile ships, and assimilation vessels no longer get distracted by enemies when being ordered to move to a location.

-Holding "shift" while right clicking now enables the attack-move behavior of those units.

-Right-clicking shipyards no longer clears their production queues (since there's a menu button for this instead now).

-Updated tutorial to remove outdated info on right-clicking to clear production queues.

-Removed tutorial text when displaying tutorial match statistics.

-Updated keybinding list.

-Made additions and corrections to the localization files.

-Fixed population cap problems in loaded games.

-Made changes to some of the VO audio.

-Destroyed units no longer continue to check for targets before being deleted.

-Made changes to target prioritization for capital ships and battlestations.

-Made performance improvements to long-range targeting code.

-Reworked shipyard build queue arrays and code to be more efficient.

-Cancelling a shipyard production queue no longer cancels the unit currently being produced.

-Shipyards no longer display an empty progress bar when not building due to being at unit limits.

-Units of player's allies no longer check if targeted by right clicking.

-Added GUI symbols for move, attack, and attack move when ordering units.

-Fixed bugs with the count of units being produced at shipyards, which prevented AI from building up to unit limits.

-Eliminated the need for a workaround to keep AI producing units at shipyards in a certain case.

-AI is now properly limited by shipyard caps.

-AI now has the option to build more fighter shipyards at higher tech levels.

-Fixed multiple bugs with AI mishandling and duplicating SRF research.

-A player can no longer be eliminated if they still have battlestations.

-Optimized texture pages.

-Missile trail effects no longer drawn if outside view or at maximum zoom level.

-Battlestations no longer draw some of their projectiles at maximum zoom level.

Bug Fixes and Audio Additions and Discounts, Oh My!

If you're seeing this update, it probably means you have Zeta Leporis RTS on your wishlist. Because of this, I currently have the game on sale for about as low a price as I can set it, an 85% discount, which ends at the end of this weekend. Meanwhile I've been pushing through a lot of little updates in a short amount of time to tie up a bunch of loose ends, fix some issues that surfaced, and add some sorely missing features before settling in on a longer feature update. Here's what's new in the past week:

This update:

v.0.3.15.2024

-Saved games with fog of war enabled no longer crash when loaded.

-Minimap no longer shows stuff that isn't visible with fog of war enabled.

-View box now drawn on the minimap.

-Added scout selection VO.

Previous updates:

v.0.3.14.2024

-Fixed crash and bugs caused by the AI control script counting the wrong teams' units.

-Tooltips for class B and class C energy collector upgrade buttons are no longer swapped.

-Reworked fighter and missile ship VO to make it less muddy, and added slight distortion to capital ship and scout VO.

-Fighters now form up properly again when they don't have a target. Related code is also a bit more efficient now.

-Fighters no longer chase units they can't catch.

-Units can no longer be added to production queues of shipyards under construction.

-Fixed incorrect unit caps when loading a saved game.

v.0.3.13.2024

-Added VO for fighters, battlestations, missile ships, and cargo barges.

v.0.3.12.2024

-Added VO for assimilation vessels. But didn't add assimilation vessels.

-Added VO for capital ships.

-Added SFX for most structures.

-Added tech level 5 SRF researches to double resource collection rates.

-AI can now research the unit production speed upgrade at the SRF.

-Class C resource collectors can no longer be built by mechs one tech level too soon.

-Added "made in GameMaker" splash screen.

-AI structure losses no longer include structures cancelled before construction began (due to mechbot destruction).

-Destroyer, cruiser, and battleship yards can no longer be built past the shipyard limit.

-A selected unit will now always be displayed when selecting with a box selection.

Zeta Leporis RTS updated to v.0.3.14.2024

Changelog:

-Fixed crash and bugs caused by the AI control script counting the wrong teams' units.

-Tooltips for class B and class C energy collector upgrade buttons are no longer swapped.

-Reworked fighter and missile ship VO to make it less muddy, and added slight distortion to capital ship and scout VO.

-Fighters now form up properly again when they don't have a target. Related code is also a bit more efficient now.

-Fighters no longer chase units they can't catch.

-Units can no longer be added to production queues of shipyards under construction.

-Fixed incorrect unit caps when loading a saved game.

Zeta Leporis RTS updated to v.0.3.13.2024

Changelog:

-Added VO for fighters, battlestations, missile ships, and cargo barges.