-
Notifications
You must be signed in to change notification settings - Fork 0
Home
- All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders (at this point only Battleship), have sonar equal to their vision range. (If you find one where that isn't the case, it's a bug. I will certainly have missed something.)
- Urchin has sonar equal to its vision range.
- Commanders have sonar equal to their vision radius.
- Vulture has sonar equal to its jamming radius (700).
- Other units and structures do not (or should not) have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.
- Sonar Station has been removed.
Note that Sonar is (still) incapable of seeing a unit unless it is entirely underwater.
In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories.
The analogy between Radar and Sonar, in terms of gameplay, is much less strong than before; Sonar does not allow you to see threats before they are close.
The underwater combat Amphibious Bots (Duck and especially Scallop) are less relevant to a straight-up fight in the water when ships are involved due to the Destroyer's sonic gun. However, they can abuse their invisibility to radar to make attacks against land or sea targets without warning. Duck is still a pretty significant threat en masse across a broad front.
Hovercraft's effects on a water battle are similar to main ZK. Penetrator and Halberd are good units.
Units which are entirely underwater cannot cloak. (This change is also in master but you might not have noticed.)
Ship Factory has been substantially reworked. I've also taken the opportunity to remove a lot of conflicts with TA unit names (though some renames are just for consistency with reroles or for some theme).
Mariner is mostly unchanged.
Skeeter is renamed to Cutter. It's been buffed a bit and has enough range to destroy any mex on land which Mariner can build on.
Hunter is now a torpedo-boat raider; it is much cheaper, smaller and faster, but is individually weaker in combat and no longer has a large area-of-effect.
Typhoon is renamed to Corsair; it is a little cheaper and faster, and armed with shotguns instead of machineguns. However its toughness has been reduced.
Snake is renamed to Seawolf; it fills the same role as before, with a few numbers tweaks.
Serpent has been removed.
Enforcer is renamed to Mistral; its weight has been significantly reduced, and it now functions more like a standard skirmisher. It fires weak guided missiles from long range (in particular it outranges Urchin, Scalpel, Defender and Stinger).
Siren (a new unit based on the Daimyo model) has a sonic gun with some area-of-effect which is effective against lighter-weight surface and underwater targets. It also has a mini-Impaler missile for attacking statics. It is quite slow.
Crusader is renamed to Ronin; it is more expensive, more resilient, has slightly improved range and has more area-of-effect. It no longer has a depth charge sidearm.
Shredder is renamed to Zephyr but otherwise mostly unchanged.
Surfboard is mostly unchanged (for now).
The Battleship (renamed to Shogun) is likely to stay in roughly its present role, it has a few numbers tweaks though.
Carrier and Missile Sub are presently disabled pending a nebulous rework.
Sonar on all units; otherwise no changes yet.
Sonar on all units; otherwise no changes yet.
Range has been reduced a little. HP very slightly increased.
Sonar removed.
Removed.
- bug fixes
- Implement a new unit with non-standard mechanics (ideally something which could only be done in a shipfac) and sea-to-land capability for the missing slot in Shipyard. Possibly a light-weight carrier. However a good implementation of this is likely to require the drone mechanic to be substantially refurbished, which is outside of my area of competency at present.
- Possibly alter Surfboard. I think it does have a role here as a transport for Eraser and Ultimatum at the least.
- Fiddle with Claymore to make it less ridiculous; this is likely to impact land-based combat though so it's not entirely within my domain to make changes here.
- Consider other changes or additions to Hoverfac and Amphfac in general. These factories do have a below-average number of units so they have range for expansion; however any changes will have to be carefully considered in the light of the land metagame as well. At the moment I'm not sure this is necessary and have no especially good ideas.
- Find an interesting implementation of Reef and Leviathan. Warlord might want some numbers tweaks but its fundamental design seems fine. Leviathan may appropriate some of the role previously held by Serpent.
- Eraser/Aspis might eventually lose water pathing. No clear answer to that yet.
- More design and balance testing, especially in teams games since water comes up more often in that context.
- IncultaV2wetV3
- BellicoseIslands_ZK-v01
- Titan Duel with !setoptions waterlevel=210
- DunePatrol wip v03 with !setoptions waterlevel=130