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Differences from MegaGlest

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These are the chief ways that ZetaGlest is different from MegaGlest:

  • Players can "zoom-out" during network games (see the whole map and all areas not clouded by Fog Of War
  • If a player doesn't have enough resources to produce or build a unit, the icon/button to build it is disabled
  • Buildings will now still be built even when units are in the way, and construction doesn't get cancelled if a unit moves over it before construction has begun
  • Zetapack has replaced Megapack
  • Four factions have been added
  • The lobby test scenario has been removed.
  • Key changes: M for Move, H for chat history, T for team chat
  • The default command is "attack". That means when you right-click on a location, units go into attack-mode. As a result, using "a" is not needed.

    Retreating: to move without attack mode use a double right mouse click, the "m" key, or the "move" icon.

    After they are produced, units go into attack-mode upon exiting a barracks

  • Healers such as the priest, shaman, engineer, technician, etc can auto-heal when in range of mobile units (within a radius of 15 cells). Each healer adds 5 regeneration points to units within range (i.e. 10 healers add 50 regeneration points).
  • If playing Magic or Norse, mobile units standing within a range of 8 cells from an Archmage tower or a Valhalla will be auto-healed (adds 5 regeneration points per building)
  • The CPU is more difficult. For instance, If before you had trouble beating a Mega 2.5, you will probably have to change the Mega to a 2.0
  • Magic and Tech have been rebalanced, to make them more competitive with the other factions.
  • Observers aren't required to use slots on the map. If you are playing a 4-player map, observers can be in slots 5 - 10.

    ZetaGlest screenshot of observer game setup

  • Other changes not directly related to game-play: added factions, some new graphics and sound effects

For more detailed information, please see the ChangeLog