Zero-K - Bronze Donation ($10) · build 19885493 · published
This update is packed with unusual buffs. For starters, Detriment can now jump three times in a row, but every factory technically has some unit that was buffed. Most of the buffs are via a change to the stun and disarm system that will help units avoid wasting the duration of stacked stuns. We have even increased the starting resources slightly, and added more of an incentive for teammates to capture metal spots.
There are also many features, such as greatly improved Zenith meteors and better looking Jugglenaut jump. The interface has a few improvements that make morph commands and burst damages easier to handle, and a few terraform edge cases were fixed. There was also an engine update last week to test the engine as it inches towards a stable release.
Weapons that stun or disarm now do so for an extra second when the target is already almost fully stunned. This helps low stun duration units avoid overlapping their stuns. Consider the following situation:
The goal here is to design away stupidity (Cold Take #10). An alternative to overstun would be to add unit AI that lets the second Knight delay its shot to waste less stun time, then alternate shots from there. This AI would have tricky edge cases, make units feel unresponsive, and sometimes work against player intentions, so we are trying a mechanical approach instead.
Added one second of overstun to all sources of EMP and Disarm damage. This will be felt most by spammy units with low stun duration: Venom, Blitz, Knight, Scorpion, Cutter, Gnat, Thunderbird and Faraday.
Increased starting metal and energy from 325 to 350.
Detriment can now store jump charges and is a bit cheaper, at the cost of health and jump range.
Paladin is slightly harder to repair.
Knight deals more EMP damage as well as benefiting from overstun.
Pyro jumps faster.
Placeholder synergises better with slow projectiles.
Conch is even tougher.
Bolas sonar now works properly.
Scalpel is more manoeuvrable.
Crasher is more responsive.
Raven is faster and needs to turn faster to compensate.
Phoenix is slower, effectively swapping its speed with Raven, then overshooting.
Nimbus is more dangerous.
Desolator is slightly more buildable.
Fusion Reactor is thinner to prevent units hiding in it.

Metal Extractors now preferentially return 125 extra metal to their creator, up from 51. Remember, this metal is shared between the players (Cold Take #20) that helped build the extractor. It is notable that metal extractors only cost 85 metal, but rewarding teammates for grabbing metal extractors quickly seems worth the expense.
Detriment jump charges are visible in the canisters on its back (thanks garfild888 for the model support). This lets the enemy see whether a Detriment can jump, and this information is important enough to put on the UI. Enemy Detriment jump change is visible on the unit icon in the mouseover tooltip, and a jump bar can be enabled under Settings/Interface/Healthbars. A visible bar by default was felt to be a bit too noisy.
Other features:
