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Zeta Leporis RTS News

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.

Zeta Leporis RTS updated to v.0.4.42.2025

Patch notes
-Holding down LMB on the minimap now pans the view.
-Holding down MMB now pans the view.

-Translated the in-game text to Japanese, Simplified and Traditional Chinese, Ukrainian, Bulgarian, Italian, Korean, German, Spanish, Greek, Indonesian, and Thai using chatGPT. There will likely be some translation errors and UI issues, which I'll work to clean up in the future.

Zeta Leporis RTS updated to v.0.4.41.2025

changelog:
-Made "fair random" map somewhat more fair.
-Eliminated redundant map type selection arrows from the singleplayer lobby.
-Added code for changing to non-latin fonts.
-Added Open Sans font for Cyrillic and Greek characters.
-Added Russian translation of game text.

multiplayer

-Working on handling client mouse input.

Zeta Leporis RTS updated to v.0.4.40.2025

Changelog: v.0.4.39.2025:
-Default match settings restored to 4-player FFA. Not sure how it got changed to a 2 player match on a 4 player map but at some point it did.

v.0.4.40.2025:
-Cargo barges no longer collect ore or energy from mech shipyards unless at least 100 is stored.

-AI battlestations now move toward the new enemy base when the AI chooses a new enemy to target.

-AI battlestations no longer constantly change their destination coordinates before reaching them.

-Added a "surrender" option to the ingame pause menu.

-Opening the pause menu no longer pauses the background music.

Zeta Leporis RTS hotfixed to v.0.4.38.2025

Fixed a mix-up that switched the default ore multiplier with the default fuel multiplier, causing far too many fuel clouds and not enough ore deposits to be created during random map generation.

Default ore was 0.4 instead of 4 while default fuel was 4 instead of 0.4. The fuel multiplier is supposed to go no higher than 1 while the ore multiplier has a maximum value of 20.

I also added code that resets these multipliers in any profile.ini files where their values exceed the maximum.

The profile.ini file is located in appdata/local/Zeta_Leporis_RTS and can be deleted to reset all settings to their defaults.