Patch 1.2 Release Notes - Releasing April 26th, 2016
Bug Fixes
- Fixed issues for players connecting to lobbies - Fixed an issue with camera occasionally getting stuck in orbit mode. - Fixed some issues with Unit Veterancy not applying correctly on some units - Fixed issues in Firebase Kriil Map relating to line-of-fire blockage not behaving as expected Changes
- Enabled fullscreen exclusive (Only works when using DX9. To Activate on DX11 hardware, add the following launch option "-force-d3d9" ) - Added 4 new maps - Added support for Khaaneph Fleet DLC - Added Achievements for Khaaneph/Soban F2 to select ground combat units no longer selects baserunners
Balance Changes
Artifact
- First spawn increased from 120 to 135 - Spawns after initial increased from 240 to 255
GAALSIEN
Gaalsien Missile Barrage
- Damage reduced from 700 to 600 - AoE type changed from no fall off to linear fall off - AoE size increased from 120 to 200
Bomber
- HP reduced from 1550 to 1250
Assault Ship changes
- 1400 HP - Damage reduced from 25 to 24 - Cooldown increased from 0.5 to 0.6 - Regen reduced from 30 per sec to 20 per sec - Assault Ship Armor Upgrades and Railgun Armor Upgrades:
level 1 - 15 seconds - 200 CUs 100 RUs - +3 armor level 2 - 20 seconds - 200 CUs 200 RUs - +2 armor +100 hp level 3 - 30 seconds - 250 CUs 300 RUs - +1 armor +200 hp Sandskimmer Armor Upgrades:
level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor Siege Cruiser, and Honor Guard Cruiser fleet cost increased from 5 to 6
COALITION
Support Cruiser AA
- Reload time increased from 3 to 4 seconds - AoE reduced from 80 to 40
AA turret
- HP increased from 600 to 1100 - AAV Armor Upgrades and Railgun Armor Upgrades:
level 1 - 15 seconds - 250 CUs 100 RUs - +3 armor level 2 - 20 seconds - 250 CUs 200 RUs - +2 armor +100 hp level 3 - 30 seconds - 300 CUs 300 RUs - +1 armor +200 hp Escort Armor Upgrades:
level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor Assault Cruiser, Artillery Cruiser, and Battlecruiser fleet cost increased from 5 to 6
Soban Balance Changes
Microwave Emitter
- Missile speed reduced to be on par with Coalition cruise missile speed - Reduced the initial damage from 600 to 200
Armed Logistics Module
- Railguns will now miss most of the time when engaging the Armed Logistics Module - Health increased from 800 to 1100 - Damage increased from 30 to 40 - AoE size increased from 0 to 100 - Stun duration increased from 0.4 to 1 second
Baserunner ECM
- Railguns will now miss most of the time when engaging the Baserunner ECM - Distance to deploy ECM increased from 900 to 1100 - Slows enemies by 10 percent
Patch 1.2 Release Notes - Releasing April 26th, 2016
Bug Fixes
- Fixed issues for players connecting to lobbies - Fixed an issue with camera occasionally getting stuck in orbit mode. - Fixed some issues with Unit Veterancy not applying correctly on some units - Fixed issues in Firebase Kriil Map relating to line-of-fire blockage not behaving as expected Changes
- Enabled fullscreen exclusive (Only works when using DX9. To Activate on DX11 hardware, add the following launch option "-force-d3d9" ) - Added 4 new maps - Added support for Khaaneph Fleet DLC - Added Achievements for Khaaneph/Soban F2 to select ground combat units no longer selects baserunners
Balance Changes
Artifact
- First spawn increased from 120 to 135 - Spawns after initial increased from 240 to 255
GAALSIEN
Gaalsien Missile Barrage
- Damage reduced from 700 to 600 - AoE type changed from no fall off to linear fall off - AoE size increased from 120 to 200
Bomber
- HP reduced from 1550 to 1250
Assault Ship changes
- 1400 HP - Damage reduced from 25 to 24 - Cooldown increased from 0.5 to 0.6 - Regen reduced from 30 per sec to 20 per sec - Assault Ship Armor Upgrades and Railgun Armor Upgrades:
level 1 - 15 seconds - 200 CUs 100 RUs - +3 armor level 2 - 20 seconds - 200 CUs 200 RUs - +2 armor +100 hp level 3 - 30 seconds - 250 CUs 300 RUs - +1 armor +200 hp Sandskimmer Armor Upgrades:
level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor Siege Cruiser, and Honor Guard Cruiser fleet cost increased from 5 to 6
COALITION
Support Cruiser AA
- Reload time increased from 3 to 4 seconds - AoE reduced from 80 to 40
AA turret
- HP increased from 600 to 1100 - AAV Armor Upgrades and Railgun Armor Upgrades:
level 1 - 15 seconds - 250 CUs 100 RUs - +3 armor level 2 - 20 seconds - 250 CUs 200 RUs - +2 armor +100 hp level 3 - 30 seconds - 300 CUs 300 RUs - +1 armor +200 hp Escort Armor Upgrades:
level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor Assault Cruiser, Artillery Cruiser, and Battlecruiser fleet cost increased from 5 to 6
Soban Balance Changes
Microwave Emitter
- Missile speed reduced to be on par with Coalition cruise missile speed - Reduced the initial damage from 600 to 200
Armed Logistics Module
- Railguns will now miss most of the time when engaging the Armed Logistics Module - Health increased from 800 to 1100 - Damage increased from 30 to 40 - AoE size increased from 0 to 100 - Stun duration increased from 0.4 to 1 second
Baserunner ECM
- Railguns will now miss most of the time when engaging the Baserunner ECM - Distance to deploy ECM increased from 900 to 1100 - Slows enemies by 10 percent
This fleet pack will add the new playable fleet, Kiith Soban, to multiplayer and skirmish modes in Homeworld: Deserts of Kharak. The Soban Fleet includes a new CARRIER, RAILGUN, BASERUNNER and BATTLECRUISER.
Additional Features
New Soban Carrier Captain Voice
New Soban voice processing
Unique Soban Textures for all units in the fleet
Soban Carrier:
Microwave Emitter - a new top tier weapon that will deploy deadly microwave radiation to a targeted area, damaging any enemy units while they’re in the AOE field.
Armed Logistics Modules - Soban armed logistics modules have a short-range defense system that slows and damages nearby enemies. Additionally, the Soban Carrier can redirect power to increase launch distance, rate-of-fire, and damage capability of these modules.
Defensive Railguns - The Soban Carrier does not use smaller calibre point-defense cannons. Instead, they have railguns for defense.
Soban Battlecruiser:
Multi-Phase Railgun Turrets - Soban Battlecruisers have been outfitted with dual railgun turrets in place of standard cannons.
Soban Baserunner:
Targeting Jammer - A new ability that allows Soban baserunners to disable weapons in a target area.
Soban Railgun:
Mark Target Ability - Soban Railguns can paint a target within range, helping friendly units to do more damage while the mark is active.
This fleet pack will add the new playable fleet, Kiith Soban, to multiplayer and skirmish modes in Homeworld: Deserts of Kharak. The Soban Fleet includes a new CARRIER, RAILGUN, BASERUNNER and BATTLECRUISER.
Additional Features
New Soban Carrier Captain Voice
New Soban voice processing
Unique Soban Textures for all units in the fleet
Soban Carrier:
Microwave Emitter - a new top tier weapon that will deploy deadly microwave radiation to a targeted area, damaging any enemy units while they’re in the AOE field.
Armed Logistics Modules - Soban armed logistics modules have a short-range defense system that slows and damages nearby enemies. Additionally, the Soban Carrier can redirect power to increase launch distance, rate-of-fire, and damage capability of these modules.
Defensive Railguns - The Soban Carrier does not use smaller calibre point-defense cannons. Instead, they have railguns for defense.
Soban Battlecruiser:
Multi-Phase Railgun Turrets - Soban Battlecruisers have been outfitted with dual railgun turrets in place of standard cannons.
Soban Baserunner:
Targeting Jammer - A new ability that allows Soban baserunners to disable weapons in a target area.
Soban Railgun:
Mark Target Ability - Soban Railguns can paint a target within range, helping friendly units to do more damage while the mark is active.
An update is rolling out for Homeworld: Deserts of Kharak on Monday, March 21, 2016. This update features support for the upcoming Soban Fleet Pack, bug fixes, balance changes, and more.
New Content (DLC)
Added the Kiith Soban (A new playable DLC faction to Skirmish and Multiplayer).
All players will be able to join matches that include this faction for opponents, but only players who have purchased the DLC will be able to use the faction.
New Features
Replays
A replay system has been added allowing players to save and watch the games they have played.
Control groups UI
Units will now have an indicator of the last assigned control group above the unit (By the health bar).
Balance Changes (MP/Skirmish)
Coalition
Light Attack Vehicles
We want to increase the LAV’s ability to both engage and disengage from combat to make them a better match for the Gaalsien Sandskimmers.
Boost ability cooldown reduced from 60 to 30 seconds
Boost speed increased from 160 to 176
LAV weapon cooldown reduced from 0.95 to 0.8
LAV accuracy changed from 65/75/85 to 56/83/94
Armored Assault Vehicles
Armored Assault Vehicles are too strong against light vehicles and we want to soften the relationship.
AAV armor reduced from 15 to 10
AAV damage increased from 10 to 11
AAV Weapon cooldown increased from 0.6 to 0.8
Baserunner
We want to change Baserunner Turrets from a reactive decision to an active decision that requires forethought. Now turrets are more accessible but their placement requires more planning.
Baserunner Turrets no longer require research
Deploy Turret ability now begins with a 110 second cooldown (ability begins on cooldown)
New research: Baserunner Inventory removes the cooldown on Deploy Turret
Baserunner Turret begins firing 5 seconds after it has been deployed
Missile Battery
We increased the travel speed on the grenade launched by the Missile Battery’s Mortar ability to make the targeting of this ability easier.
Mortar ability grenade travel speed increased by 20%
Gunship
We have improved the usefulness of the Gunship to encourage build variety.
Gunship AOE reduced from 200 to 160
Gunship AOE damage reduced from 100 to 60
Gunship # of bursts reduced from 6 to 5
Gunship reload time reduced from 3 seconds to 2 seconds
Gunship AOE damage falloff changed from linear to none
Gunship weapon cooldown reduced from .75 seconds to .35 seconds
Railguns
We want to reduce Railguns effectiveness against Battlecruisers to promote strategic variety in games.
Railgun movement speed reduced from 75 to 66
Railgun armor reduced from 6 to 3
Production Queue
We’ve updated the cost and location in the tech tree of Production Queue research to allow for greater build variety.
Carrier Production upgrades now cost 500 CU
2nd Carrier Production upgrade now gated behind Railgun Tech instead of gated by 1st Carrier Production upgrade
Carrier
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Gaalsien
Carrier
We want to even out the curve on the Gaalsien Carrier Regeneration Shunting ability.
Shunting Regeneration level 1 increased from 10 to 30
Shunting Regeneration level 2 increased from 20 to 50
Shunting Regeneration level 3 increased from 40 to 70
Shunting Regeneration level 4 increased from 80 to 90
Shunting Regeneration level 5 reduced from 160 to 110
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Sandskimmer
We want to bring Gaalsien Sandskimmer health more in line with LAVs.
Sandskimmer health reduced from 700 to 650
Railgun
We want to reduce Railguns effectiveness against Carriers to promote strategic variety in games.
Railgun movement speed from 70 to 62
Railgun armor from 6 to 3
Production Cruiser
We want to soften the Production Cruiser’s anti air capability to allow players a chance to mitigate the damage with good micro.
Production Cruiser has reduced accuracy against Coalition Probe
Damage increased from 15 to 20
Rate of fire reduced from 25 to 15
Accuracy changed from 65/55/45 to 55/40/25
We’ve updated the Honor Guard Cruiser to focus on its intended role of ground based line breaker.
Anti-air passive ability changed to an active, duration ability which disables the main Railgun and lasts for 25 seconds
Point defense weapons now active by default
Railgun AOE falloff changed from linear to none
Railgun AOE range reduced from 250 to 200
Bug Fixes
AI Fixes
Improved on the difficulty of AI. Normal and Hard should both see improved behaviour/difficulty.
Rally points
Rally Move and Rally Resource will now have different colored waypoint lines.
Camera will no longer center on control groups unless double tapped.
Camera focus on a unit will not be lost when transitioning out of Sensors Manager.
Fixed keyboard input issues caused by external controller interference.
Fixed some carrier pathing issues in Firebase Kriil
Added music to the Boneyard Multiplayer map
Fixed an issue with audio sometimes getting muted after accepting multiplayer game invites.
Fixed an issue with targeting reticles getting stuck on when spamming ground target abilities.
Fixed Targeting reticles lingering too long.
The Game will now end faster after an annihilation victory is achieved
Moved a spawn location in the Khar-Toba multiplayer map to be closer to it’s starting resources (matching the other 5).
Fixed several crash issues
Additional Notes
Hotkey exposed in a config file
Hotkeys can now be remapped by editing a new hotkey config file.
An update is rolling out for Homeworld: Deserts of Kharak on Monday, March 21, 2016. This update features support for the upcoming Soban Fleet Pack, bug fixes, balance changes, and more.
New Content (DLC)
Added the Kiith Soban (A new playable DLC faction to Skirmish and Multiplayer).
All players will be able to join matches that include this faction for opponents, but only players who have purchased the DLC will be able to use the faction.
New Features
Replays
A replay system has been added allowing players to save and watch the games they have played.
Control groups UI
Units will now have an indicator of the last assigned control group above the unit (By the health bar).
Balance Changes (MP/Skirmish)
Coalition
Light Attack Vehicles
We want to increase the LAV’s ability to both engage and disengage from combat to make them a better match for the Gaalsien Sandskimmers.
Boost ability cooldown reduced from 60 to 30 seconds
Boost speed increased from 160 to 176
LAV weapon cooldown reduced from 0.95 to 0.8
LAV accuracy changed from 65/75/85 to 56/83/94
Armored Assault Vehicles
Armored Assault Vehicles are too strong against light vehicles and we want to soften the relationship.
AAV armor reduced from 15 to 10
AAV damage increased from 10 to 11
AAV Weapon cooldown increased from 0.6 to 0.8
Baserunner
We want to change Baserunner Turrets from a reactive decision to an active decision that requires forethought. Now turrets are more accessible but their placement requires more planning.
Baserunner Turrets no longer require research
Deploy Turret ability now begins with a 110 second cooldown (ability begins on cooldown)
New research: Baserunner Inventory removes the cooldown on Deploy Turret
Baserunner Turret begins firing 5 seconds after it has been deployed
Missile Battery
We increased the travel speed on the grenade launched by the Missile Battery’s Mortar ability to make the targeting of this ability easier.
Mortar ability grenade travel speed increased by 20%
Gunship
We have improved the usefulness of the Gunship to encourage build variety.
Gunship AOE reduced from 200 to 160
Gunship AOE damage reduced from 100 to 60
Gunship # of bursts reduced from 6 to 5
Gunship reload time reduced from 3 seconds to 2 seconds
Gunship AOE damage falloff changed from linear to none
Gunship weapon cooldown reduced from .75 seconds to .35 seconds
Railguns
We want to reduce Railguns effectiveness against Battlecruisers to promote strategic variety in games.
Railgun movement speed reduced from 75 to 66
Railgun armor reduced from 6 to 3
Production Queue
We’ve updated the cost and location in the tech tree of Production Queue research to allow for greater build variety.
Carrier Production upgrades now cost 500 CU
2nd Carrier Production upgrade now gated behind Railgun Tech instead of gated by 1st Carrier Production upgrade
Carrier
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Gaalsien
Carrier
We want to even out the curve on the Gaalsien Carrier Regeneration Shunting ability.
Shunting Regeneration level 1 increased from 10 to 30
Shunting Regeneration level 2 increased from 20 to 50
Shunting Regeneration level 3 increased from 40 to 70
Shunting Regeneration level 4 increased from 80 to 90
Shunting Regeneration level 5 reduced from 160 to 110
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Sandskimmer
We want to bring Gaalsien Sandskimmer health more in line with LAVs.
Sandskimmer health reduced from 700 to 650
Railgun
We want to reduce Railguns effectiveness against Carriers to promote strategic variety in games.
Railgun movement speed from 70 to 62
Railgun armor from 6 to 3
Production Cruiser
We want to soften the Production Cruiser’s anti air capability to allow players a chance to mitigate the damage with good micro.
Production Cruiser has reduced accuracy against Coalition Probe
Damage increased from 15 to 20
Rate of fire reduced from 25 to 15
Accuracy changed from 65/55/45 to 55/40/25
We’ve updated the Honor Guard Cruiser to focus on its intended role of ground based line breaker.
Anti-air passive ability changed to an active, duration ability which disables the main Railgun and lasts for 25 seconds
Point defense weapons now active by default
Railgun AOE falloff changed from linear to none
Railgun AOE range reduced from 250 to 200
Bug Fixes
AI Fixes
Improved on the difficulty of AI. Normal and Hard should both see improved behaviour/difficulty.
Rally points
Rally Move and Rally Resource will now have different colored waypoint lines.
Camera will no longer center on control groups unless double tapped.
Camera focus on a unit will not be lost when transitioning out of Sensors Manager.
Fixed keyboard input issues caused by external controller interference.
Fixed some carrier pathing issues in Firebase Kriil
Added music to the Boneyard Multiplayer map
Fixed an issue with audio sometimes getting muted after accepting multiplayer game invites.
Fixed an issue with targeting reticles getting stuck on when spamming ground target abilities.
Fixed Targeting reticles lingering too long.
The Game will now end faster after an annihilation victory is achieved
Moved a spawn location in the Khar-Toba multiplayer map to be closer to it’s starting resources (matching the other 5).
Fixed several crash issues
Additional Notes
Hotkey exposed in a config file
Hotkeys can now be remapped by editing a new hotkey config file.
An update is rolling out for Homeworld: Deserts of Kharak on Monday, March 21, 2016. This update features support for the upcoming Soban Fleet Pack, bug fixes, balance changes, and more.
New Content (DLC)
Added the Kiith Soban (A new playable DLC faction to Skirmish and Multiplayer).
All players will be able to join matches that include this faction for opponents, but only players who have purchased the DLC will be able to use the faction.
New Features
Replays
A replay system has been added allowing players to save and watch the games they have played.
Control groups UI
Units will now have an indicator of the last assigned control group above the unit (By the health bar).
Balance Changes (MP/Skirmish)
Coalition
Light Attack Vehicles
We want to increase the LAV’s ability to both engage and disengage from combat to make them a better match for the Gaalsien Sandskimmers.
Boost ability cooldown reduced from 60 to 30 seconds
Boost speed increased from 160 to 176
LAV weapon cooldown reduced from 0.95 to 0.8
LAV accuracy changed from 65/75/85 to 56/83/94
Armored Assault Vehicles
Armored Assault Vehicles are too strong against light vehicles and we want to soften the relationship.
AAV armor reduced from 15 to 10
AAV damage increased from 10 to 11
AAV Weapon cooldown increased from 0.6 to 0.8
Baserunner
We want to change Baserunner Turrets from a reactive decision to an active decision that requires forethought. Now turrets are more accessible but their placement requires more planning.
Baserunner Turrets no longer require research
Deploy Turret ability now begins with a 110 second cooldown (ability begins on cooldown)
New research: Baserunner Inventory removes the cooldown on Deploy Turret
Baserunner Turret begins firing 5 seconds after it has been deployed
Missile Battery
We increased the travel speed on the grenade launched by the Missile Battery’s Mortar ability to make the targeting of this ability easier.
Mortar ability grenade travel speed increased by 20%
Gunship
We have improved the usefulness of the Gunship to encourage build variety.
Gunship AOE reduced from 200 to 160
Gunship AOE damage reduced from 100 to 60
Gunship # of bursts reduced from 6 to 5
Gunship reload time reduced from 3 seconds to 2 seconds
Gunship AOE damage falloff changed from linear to none
Gunship weapon cooldown reduced from .75 seconds to .35 seconds
Railguns
We want to reduce Railguns effectiveness against Battlecruisers to promote strategic variety in games.
Railgun movement speed reduced from 75 to 66
Railgun armor reduced from 6 to 3
Production Queue
We’ve updated the cost and location in the tech tree of Production Queue research to allow for greater build variety.
Carrier Production upgrades now cost 500 CU
2nd Carrier Production upgrade now gated behind Railgun Tech instead of gated by 1st Carrier Production upgrade
Carrier
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Gaalsien
Carrier
We want to even out the curve on the Gaalsien Carrier Regeneration Shunting ability.
Shunting Regeneration level 1 increased from 10 to 30
Shunting Regeneration level 2 increased from 20 to 50
Shunting Regeneration level 3 increased from 40 to 70
Shunting Regeneration level 4 increased from 80 to 90
Shunting Regeneration level 5 reduced from 160 to 110
We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.
Power Research increments increased to 7 from 5
Sandskimmer
We want to bring Gaalsien Sandskimmer health more in line with LAVs.
Sandskimmer health reduced from 700 to 650
Railgun
We want to reduce Railguns effectiveness against Carriers to promote strategic variety in games.
Railgun movement speed from 70 to 62
Railgun armor from 6 to 3
Production Cruiser
We want to soften the Production Cruiser’s anti air capability to allow players a chance to mitigate the damage with good micro.
Production Cruiser has reduced accuracy against Coalition Probe
Damage increased from 15 to 20
Rate of fire reduced from 25 to 15
Accuracy changed from 65/55/45 to 55/40/25
We’ve updated the Honor Guard Cruiser to focus on its intended role of ground based line breaker.
Anti-air passive ability changed to an active, duration ability which disables the main Railgun and lasts for 25 seconds
Point defense weapons now active by default
Railgun AOE falloff changed from linear to none
Railgun AOE range reduced from 250 to 200
Bug Fixes
AI Fixes
Improved on the difficulty of AI. Normal and Hard should both see improved behaviour/difficulty.
Rally points
Rally Move and Rally Resource will now have different colored waypoint lines.
Camera will no longer center on control groups unless double tapped.
Camera focus on a unit will not be lost when transitioning out of Sensors Manager.
Fixed keyboard input issues caused by external controller interference.
Fixed some carrier pathing issues in Firebase Kriil
Added music to the Boneyard Multiplayer map
Fixed an issue with audio sometimes getting muted after accepting multiplayer game invites.
Fixed an issue with targeting reticles getting stuck on when spamming ground target abilities.
Fixed Targeting reticles lingering too long.
The Game will now end faster after an annihilation victory is achieved
Moved a spawn location in the Khar-Toba multiplayer map to be closer to it’s starting resources (matching the other 5).
Fixed several crash issues
Additional Notes
Hotkey exposed in a config file
Hotkeys can now be remapped by editing a new hotkey config file.