Homeworld Remastered Collection - contact@rockpapershotgun.com (Alice O'Connor)

Alec was jolly pleased with the Homeworld Remastered Collection [official site], revisiting Relic’s spaceship real-time strategy classics after Gearbox spruced them up. Now they’ve even fancier, as the promised mega-patch has arrived with everything from improved fleet formations to proper ballistic weapons.

The Collection has also now arrived on GOG, for those who prefer their games DRM-free, with a hefty discount t’boot.

… [visit site to read more]

Homeworld Remastered Collection - saturday_saviour
• Note: All prior in-game saves are no longer valid. Campaign progression is still valid; you just have to restart any missions you are currently on.

Gameplay

• Entire game rebalanced. (Singleplayer and MP!)
• Formations have been completely rewritten to better support HW1 formations
• Formations will break on combat into combat groups based on the ships that are part of the formation. This is to more closely emulate HW1 and to make sure that ships perform as optimally as you would expect.
• Formations have a unit cap depending on the ships and formation used. This is to ensure formations are as effective in combat as possible and so that the game performs at a reasonable speed.
• All ships have been rebalanced to work with formations
• All ships have had a pass to improve flight dynamics and engagement behaviors.
• Weapons will now use ballistics when set to do so. (Many ships are set to this by default now.)
• Tactics have been split into "Rules of Engagement" and "Stances" to better emulate HW1 and HW2 gameplay at the same time. (Hot keys updated accordingly.)
Rules of Engagement:
• Offensive. Ships will attack all enemy ships that enter range.
• Defensive. Ships will retaliate against attackers of allies and themselves.
• Passive. Ships will not retaliate, even when fired upon.
Stances:
• Aggressive. Aggressive strike craft receive bonuses to weapon damage but penalties to speed. Aggressive ships will fight at closer ranges and will fight and stay in formation during combat.
• Evasive. Evasive strike craft receive bonuses to speed, acceleration, and take reduced damage. Evasive ships will break formation as soon as they enter combat and attempt to dodge incoming fire. Evasive strike craft fight at longer range. This stance is intended as a delaying or harassing action.
• Neutral. Normal power shunting, ships receive no bonuses or penalties. (Default)
• Ships will now automatically try and fly away from large ships that are about to explode. (Splash damage is much more meaningful now.)
• Ship Dock Holds and UnitCaps have been reworked to account for HW1 and HW2 ships being traded/salcapped and to allow a more flexible system for modders.
• 2p_Shields start locations tweaked for more balanced gameplay.
• 4p_ironcurtain, 4p_lostfalls start locations fixed to not cause rush protection damage
• 5p_treeoflife, 8p_hyerspacearena, 8p_scattered, 6p_radialsymmetry – RU locations and amounts better balanced
• Swarmers now refuel much more effectively.
• Waypoints can now be closed, creating a patrol loop. Ships can leave their patrol to attack enemy units encountered while on patrol and return to the patrol based on their Rule of Engagement or even ignore enemies altogether.
• HW2 Mission 2 – Elite Bombers are granted correctly now.
• Lagging is much less likely to cause a desync now.
• General MP game desyncs are much much rarer now.
• Drones no longer count as ships when calculating relic value
• Relic game mode balance/behaviors tweaked.
• New Magnetic field used for Tai_DefenseFighter, Tai_FieldFrigate
• Carriers Only game mode rebalanced
• Races can now have race specific formation variations.
• Various research requirements tweaked to better balance game.
• Dockpaths for Capital Ships, Motherships reworked to be quicker/more efficient.
• The salvage capture command can now be issued to multiple targets.
• Salvage capture corvettes will now stop chasing a target if it becomes obscured by fog of war.
• Added a selection modifier to select all ships not in any strike group. (Mapped to the "-" key by default).
• Fixed various drone frigate issues including some targetting issues, removing command "response" audio from drones, an issue with CPU players spamming activation, and drones sometimes not being properly destroyed.
• Cleaned up some issues with changing targets when the kamikaze command is running.
• Fixed a possible crash when cancelling a waypoint move command with no waypoints set, then issuing a move command.
• Fixed some docking issues with ships carrying back large salvage chunks (and fixed an issue with Homeworld 1 resource collectors not being able to return salvage to carriers).
• Ships running a capture or salvage capture command will break out of it if the target hyperspaces.
• Hyperspace inhibitor and defense fields will now stay active if salvage capture corvettes are latched on, but they aren't at the "returning with capture" stage.
• Fixed an issue where the Homeworld 1 scout speed boost could stay on permanently.
• The magnetic field is no longer visible through fog of war.
• Fixed the GravWell Generator so the hyperspace command is more reliably disabled when the gravity well is active.

UI

• UI is now contextually aware of what the ships are doing. The Move Icon highlights when the ship is executing a Move Order, cooldowns are represented on the icon, and available formations/active formation highlights.
• Formations are now represented as single icons in UI. (Option to use previous flat view is in the options.)
• Launch menu performance optimized. (Also uses grouped icons. Same option to use flat view affects this as well.)
• Marine Frigate capture button is now properly displayed.
• Timer moved over to allow for better layout of subtitles and other items.
• Subtitles are forced on in tutorials. This fixes a lot of odd issues with tutorial progression we were seeing.
• Chat screens cleaned up to layout and display “Left the game” messages better.
• Game saved text is displayed when a game is quick saved now.
• Cursor is more contextually aware of the player’s commands
• Stances/Rules of Engagement icons changed to match TO icons and to be more consistent in general
• Invalid save games are not displayed to user or are greyed out depending on reason.
• Population Cap screen optimized
• MP Lobby views now auto-refresh, unless disabled.
• Fixed an issue where chat messages sent to CPU players would be sent to the host of the game.

Visual/Rendering

• Dust clouds, veins, and Nebula are much easier to see.
• Various ships have had visual tweaks to improve appearance. (Geometry, texture, animations)
• Sensors screen visual fidelity updated. (Rounder shapes, clearer tactical dots). Red tactical docs are now scalable in options screen for really high rez monitors.
• Game will no longer crash on load when primary screen is in portrait mode.
• Lens flares: fixed to be occluded as intended by designers.
• Engine Glow/Burn/Trail visuals improved slightly and performance optimized.
• Merged all Goblins into ship meshes to improve performance. (Goblins no longer supported)
• Command Line: Added -fakeFullscreen option. Allows use of a fullscreen window that does not capture the device. Use this option at your own risk as it is not officially supported.
• Command Line: Added -facetCount=XX option. Draws screen in vertical slices to prevent distortion, 'bends' the view. Can allow for 360 degree rendering, etc.
• Fixed a few mismatched portrait icons.
• M02 sun and flare now align correctly.
• EZ13 mission performance greatly improved.
• Game will try and use a discrete GPU rather than integrated GPU when available. This applies to Windows Vista and Windows 7 only. Windows 8 and Windows 10 users are advised to ensure a profile exists in the vendor's control panel to ensure optimal performance.
• OpenGL initialization improved to compensate for legacy overlay rendering performed by 3rd party software. While 3rd party overlays are not officially supported, overlays should no longer cause inappropriate translucency ordering or difficulty streaming.
• Added DOK badge.
• Capture/Latch points refined.

Misc

• Various Localization fixes.
• Executable load time improved by removing most DLLs.
• Removed DirectX 9 dependency check on startup.
• Russian save games now work properly.
• Keybindings in Russian and other languages are now consistent with English.
• Handfull of new keybindings/adjustments. See keybindings menu for details.
• Plus key bound to selecting ships not in a Formation.
• NumPad now works correctly.
• Removed necessity to sign up for SHiFT to play MP.
• Selections using mouse input should feel a lot better in general.
• Improved level load times.

Modders

• Added Scenario system to allow saving and playing back of starting fleet arrangements. (-loadScenario/-saveScenario)
• Added dropdown menu control.
• Buttons now have the ability to have different behaviors based on if the alt/shift/ctrl keys are being held down. Tooltips react to inform players of changed functionality.
• Ship turrets are instanced, allowing the base game assets to be easily modded via the new mod patching system that allows base assets to be nondestructively altered.
• .HOD format has been updated. HODOR/RODOH updates to come in the near future.
• Ship performance and behaviors can now be modified depending on what stance they are in. Formations also share these modifiers and can stack on top. Bullet speed, firing rates, weapon damage are just some of the things that can be changed. A formation of Laser Corvettes can turn incrementally slower as more ships are added to the formation or accelerate faster as the formation gets smaller due to losses.
• New flight maneuver abilities allow for more intuitive behavior- for instance it is now possible for fighters to slow down during their attack run to maximize time on target and speed up when coming back around. This behavior feeds into the ballistics system-ships caught going slower during a strafing run are easier to hit.
The original, Homeworld 2 classic requirement for a ship to be mine-laying capable before it will consider firing at missiles/torpedoes/mines has been removed. Additionally, all missiles/torpedoes/mines have been separated from the generic attack class “projectile” to provide ease-of-use for mod authors wishing to create ballistic anti-missile/torpedo defense systems.
Homeworld Remastered Collection - [GBX] JoeK
• Note: All prior in-game saves are no longer valid. Campaign progression is still valid; you just have to restart any missions you are currently on.

Gameplay

• Entire game rebalanced. (Singleplayer and MP!)
• Formations have been completely rewritten to better support HW1 formations
• Formations will break on combat into combat groups based on the ships that are part of the formation. This is to more closely emulate HW1 and to make sure that ships perform as optimally as you would expect.
• Formations have a unit cap depending on the ships and formation used. This is to ensure formations are as effective in combat as possible and so that the game performs at a reasonable speed.
• All ships have been rebalanced to work with formations
• All ships have had a pass to improve flight dynamics and engagement behaviors.
• Weapons will now use ballistics when set to do so. (Many ships are set to this by default now.)
• Tactics have been split into "Rules of Engagement" and "Stances" to better emulate HW1 and HW2 gameplay at the same time. (Hot keys updated accordingly.)
Rules of Engagement:
• Offensive. Ships will attack all enemy ships that enter range.
• Defensive. Ships will retaliate against attackers of allies and themselves.
• Passive. Ships will not retaliate, even when fired upon.
Stances:
• Aggressive. Aggressive strike craft receive bonuses to weapon damage but penalties to speed. Aggressive ships will fight at closer ranges and will fight and stay in formation during combat.
• Evasive. Evasive strike craft receive bonuses to speed, acceleration, and take reduced damage. Evasive ships will break formation as soon as they enter combat and attempt to dodge incoming fire. Evasive strike craft fight at longer range. This stance is intended as a delaying or harassing action.
• Neutral. Normal power shunting, ships receive no bonuses or penalties. (Default)
• Ships will now automatically try and fly away from large ships that are about to explode. (Splash damage is much more meaningful now.)
• Ship Dock Holds and UnitCaps have been reworked to account for HW1 and HW2 ships being traded/salcapped and to allow a more flexible system for modders.
• 2p_Shields start locations tweaked for more balanced gameplay.
• 4p_ironcurtain, 4p_lostfalls start locations fixed to not cause rush protection damage
• 5p_treeoflife, 8p_hyerspacearena, 8p_scattered, 6p_radialsymmetry – RU locations and amounts better balanced
• Swarmers now refuel much more effectively.
• Waypoints can now be closed, creating a patrol loop. Ships can leave their patrol to attack enemy units encountered while on patrol and return to the patrol based on their Rule of Engagement or even ignore enemies altogether.
• HW2 Mission 2 – Elite Bombers are granted correctly now.
• Lagging is much less likely to cause a desync now.
• General MP game desyncs are much much rarer now.
• Drones no longer count as ships when calculating relic value
• Relic game mode balance/behaviors tweaked.
• New Magnetic field used for Tai_DefenseFighter, Tai_FieldFrigate
• Carriers Only game mode rebalanced
• Races can now have race specific formation variations.
• Various research requirements tweaked to better balance game.
• Dockpaths for Capital Ships, Motherships reworked to be quicker/more efficient.
• The salvage capture command can now be issued to multiple targets.
• Salvage capture corvettes will now stop chasing a target if it becomes obscured by fog of war.
• Added a selection modifier to select all ships not in any strike group. (Mapped to the "-" key by default).
• Fixed various drone frigate issues including some targetting issues, removing command "response" audio from drones, an issue with CPU players spamming activation, and drones sometimes not being properly destroyed.
• Cleaned up some issues with changing targets when the kamikaze command is running.
• Fixed a possible crash when cancelling a waypoint move command with no waypoints set, then issuing a move command.
• Fixed some docking issues with ships carrying back large salvage chunks (and fixed an issue with Homeworld 1 resource collectors not being able to return salvage to carriers).
• Ships running a capture or salvage capture command will break out of it if the target hyperspaces.
• Hyperspace inhibitor and defense fields will now stay active if salvage capture corvettes are latched on, but they aren't at the "returning with capture" stage.
• Fixed an issue where the Homeworld 1 scout speed boost could stay on permanently.
• The magnetic field is no longer visible through fog of war.
• Fixed the GravWell Generator so the hyperspace command is more reliably disabled when the gravity well is active.

UI

• UI is now contextually aware of what the ships are doing. The Move Icon highlights when the ship is executing a Move Order, cooldowns are represented on the icon, and available formations/active formation highlights.
• Formations are now represented as single icons in UI. (Option to use previous flat view is in the options.)
• Launch menu performance optimized. (Also uses grouped icons. Same option to use flat view affects this as well.)
• Marine Frigate capture button is now properly displayed.
• Timer moved over to allow for better layout of subtitles and other items.
• Subtitles are forced on in tutorials. This fixes a lot of odd issues with tutorial progression we were seeing.
• Chat screens cleaned up to layout and display “Left the game” messages better.
• Game saved text is displayed when a game is quick saved now.
• Cursor is more contextually aware of the player’s commands
• Stances/Rules of Engagement icons changed to match TO icons and to be more consistent in general
• Invalid save games are not displayed to user or are greyed out depending on reason.
• Population Cap screen optimized
• MP Lobby views now auto-refresh, unless disabled.
• Fixed an issue where chat messages sent to CPU players would be sent to the host of the game.

Visual/Rendering

• Dust clouds, veins, and Nebula are much easier to see.
• Various ships have had visual tweaks to improve appearance. (Geometry, texture, animations)
• Sensors screen visual fidelity updated. (Rounder shapes, clearer tactical dots). Red tactical docs are now scalable in options screen for really high rez monitors.
• Game will no longer crash on load when primary screen is in portrait mode.
• Lens flares: fixed to be occluded as intended by designers.
• Engine Glow/Burn/Trail visuals improved slightly and performance optimized.
• Merged all Goblins into ship meshes to improve performance. (Goblins no longer supported)
• Command Line: Added -fakeFullscreen option. Allows use of a fullscreen window that does not capture the device. Use this option at your own risk as it is not officially supported.
• Command Line: Added -facetCount=XX option. Draws screen in vertical slices to prevent distortion, 'bends' the view. Can allow for 360 degree rendering, etc.
• Fixed a few mismatched portrait icons.
• M02 sun and flare now align correctly.
• EZ13 mission performance greatly improved.
• Game will try and use a discrete GPU rather than integrated GPU when available. This applies to Windows Vista and Windows 7 only. Windows 8 and Windows 10 users are advised to ensure a profile exists in the vendor's control panel to ensure optimal performance.
• OpenGL initialization improved to compensate for legacy overlay rendering performed by 3rd party software. While 3rd party overlays are not officially supported, overlays should no longer cause inappropriate translucency ordering or difficulty streaming.
• Added DOK badge.
• Capture/Latch points refined.

Misc

• Various Localization fixes.
• Executable load time improved by removing most DLLs.
• Removed DirectX 9 dependency check on startup.
• Russian save games now work properly.
• Keybindings in Russian and other languages are now consistent with English.
• Handfull of new keybindings/adjustments. See keybindings menu for details.
• Plus key bound to selecting ships not in a Formation.
• NumPad now works correctly.
• Removed necessity to sign up for SHiFT to play MP.
• Selections using mouse input should feel a lot better in general.
• Improved level load times.

Modders

• Added Scenario system to allow saving and playing back of starting fleet arrangements. (-loadScenario/-saveScenario)
• Added dropdown menu control.
• Buttons now have the ability to have different behaviors based on if the alt/shift/ctrl keys are being held down. Tooltips react to inform players of changed functionality.
• Ship turrets are instanced, allowing the base game assets to be easily modded via the new mod patching system that allows base assets to be nondestructively altered.
• .HOD format has been updated. HODOR/RODOH updates to come in the near future.
• Ship performance and behaviors can now be modified depending on what stance they are in. Formations also share these modifiers and can stack on top. Bullet speed, firing rates, weapon damage are just some of the things that can be changed. A formation of Laser Corvettes can turn incrementally slower as more ships are added to the formation or accelerate faster as the formation gets smaller due to losses.
• New flight maneuver abilities allow for more intuitive behavior- for instance it is now possible for fighters to slow down during their attack run to maximize time on target and speed up when coming back around. This behavior feeds into the ballistics system-ships caught going slower during a strafing run are easier to hit.
The original, Homeworld 2 classic requirement for a ship to be mine-laying capable before it will consider firing at missiles/torpedoes/mines has been removed. Additionally, all missiles/torpedoes/mines have been separated from the generic attack class “projectile” to provide ease-of-use for mod authors wishing to create ballistic anti-missile/torpedo defense systems.
Homeworld Remastered Collection

Gearbox has announced that the big Homeworld: Remastered patch we learned about last month, which will bring both games in the package to version 2.0, will be out on June 7. Patch notes haven't been released, but Gearbox programmer Dave E. said in a message posted on the Gearbox forums that the new systems and tools should enable mod makers to do some really exciting stuff.

I equally hope that Mod authors see value in taking time to refine their gameplay and design decisions with respect to what we've added/changed, he wrote. 'Old' choices run the very large risk of making no sense given the way systems in this patch interoperate. A major gameplay Mod that ends up in the public hands before... I dunno, August? Is probably rushed and an unbalanced mess; or just loaded with edge-cases and exploits. That, or many features have been gutted and systems neutered to reduce the complexity of their workload.

Fists of Heaven posted a good breakdown of what the patch will change, and as befits its 2.0 designation, the list is significant. Highlights include reworked formations that will more intelligently handle mixes of different ship types, an overhaul of projectile-based weaponry, improved targeting and tactics, and various bug fixes, tweaks, and balance changes. If and when Gearbox does release a full changelog, we'll toss it up here for your viewing pleasure. In the meantime, here are a few screens to remind you that the majestic void of space is a beautiful and terrifying thing.

Homeworld Remastered Collection - contact@rockpapershotgun.com (Steven Messner)

After a rather long drought, Homeworld: Remastered Collection [official site] will be getting a sizeable update that will introduce sweeping changes to fleet formations while also adding ballistics to projectile weapons. Oh, and bug fixes, lots of ‘em. According to a report by Fists of Heaven, the update has been in the works for more than six months and is the core focus of a small team within Gearbox Software. As of yet, no official release date has been announced.

… [visit site to read more]

Homeworld Remastered Collection

We gave Homeworld Remastered a glowing 92 score in our review last year, which is as it should be. The original Homeworld was a brilliant piece of space opera, and so Homeworld, but prettier is about as close to a sure thing as you're going to get in this business. But it turns out that Gearbox isn't done with it yet: An in-depth Fists of Heaven report says a team at the studio has spent the past six months working on a major update, which is now close to completion.

The update will address one of the biggest player complaints by completely reworking formations to allow them to be more intelligent, especially in large groups. Different mixes of ships will form up in different ways based on a number of factors, including race: The ion cannons on Kushan destroyers require line-of-sight while the missiles fired by their Vaygr counterparts do not, and their formations will reflect that difference. Some existing formations are being changed to improve their firing arcs, and modders will be able to create their own unique formations for different ship classes, races, and tactics.

Projectile weapons are also being changed to use true ballistic behavior rather than relying on the vagaries of RNG. Weapons will sometimes (presumably very rarely) misfire, and missed shots will continue along their path and could even strike other ships, both enemy and friendly: One way or another, as the man said, if you pull the trigger, you are ruining someone's day. Targeting behavior is being overhauled and will better prioritize targets, and tactics settings will have a much more visible impact on combat.

Beyond that, there will be plenty of bug fixes and tweaks, major changes to gameplay balance, and even some graphical improvements. There's no indication of a release date, but the Fists of Heaven report says it appears to be just about there.

Thanks, PCGamesN.

Homeworld Remastered Collection

Fists of Heaven has the scoop (and that lovely screenshot above) about an upcoming Homeworld Remastered patch, six months in the making. By the sounds of it, it's a pretty huge patch that overhauls ship formations and behaviour, implements a proper ballistics system, and that adds new features to Remastered's modding tools.

You should read the whole article to get the full picture, but I'll add a couple of choice quotes below.

On formations:

"Rather than simply fixing the formations that we re familiar with from the original games, the Homeworld team have taken things several steps further. First, ships are all being treated by the game engine as one unit, so, for instance, Hiigaran strike craft won t always be locked into the squadrons they re produced in and instead and can enter larger formations with the same class of ship (but will reform into their original squadrons if removed from the formation)."

On ship behaviour:

"Targeting behavior has been completely reworked, and ships now prioritize targets much more intelligently than before. Stationary ships will be more appealing targets, and ships that dramatically affect the battle (such as gravwell generators) will become high priority targets when activated, causing ships in the vicinity to break off of previous targets to face the new threat."

Developed with the help of Remastered's modding community, the new patch is the result of six months of full-time work by a group of developers at Gearbox. We can expect graphical updates, balance changes, and bug fixes in addition to the aforementioned stuff.

There's no date for the patch given, but the article mentions that it's in its "final stages", so hopefully it won't be too far off. (Cheers, Fists of Heaven!)

Homeworld: Deserts of Kharak - saturday_saviour
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

Railgun

- Damage increased from 160 to 165
[/quote]

For support with Homeworld: Deserts of Kharak or SHiFT, please visit http://support.gearboxsoftware.com
Homeworld: Deserts of Kharak - [GBX] JoeK
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

Railgun

- Damage increased from 160 to 165
[/quote]

For support with Homeworld: Deserts of Kharak or SHiFT, please visit http://support.gearboxsoftware.com
Homeworld: Deserts of Kharak - [GBX] JoeK
An update (1.1.1.) is rolling out today for Homeworld: Deserts of Kharak. This update features various bug fixes.


Bug Fixes
  • Fixed an issue that caused save game files to be invalid
  • Fixed an issue that could cause infinite load times
  • Fixed an issue that resulted in Easy AI being harder than Normal AI
  • Fixed a number of issues that could cause instability in player’s connection to game lobbies
...