Ranked ladder season 2 starts today! Fight for your place in Kharak’s history.
Greetings Everyone!
Below you will find the comprehensive patch notes for Homeworld: Deserts of Kharak Patch 1.3.0. Our goal with this patch is to address several issues that we know are important to the Deserts of Kharak community. These changes include several fixes for single player campaign bugs, updates to the multiplayer and skirmish AI, fixes for multiplayer maps, and the addition of “Tactical Pause” to the single player campaign and skirmish modes. The patch also includes a large number of multiplayer balance changes and will be accompanied by a ladder reset
Be sure to look for Homeworld: Deserts of Kharak and the Soban and Khaaneph Fleet packs on sale online this upcoming holiday season.
Features
Tactical Pause
Tactical Pause is a feature that has become quite polarizing in the world of RTS games. Many people argue that tactical pause undermines the concept of “real time” strategy. However Tactical Pause has always been a part of the Homeworld franchise, and people expect it to feature in any Homeworld game. Its absence was a mistake which has now been rectified.
The player can now pause the game in the single player campaign and in skirmish games using the “P” key. During tactical pause players can issue combat, movement, and build commands to units which will be carried out once the game has become unpaused. There is audio feedback for any commands issued while paused, with visual feedback confirming the commands once the player unpauses the game.
Like all hotkeys, the Pause hotkey “P” is configurable by editing the custom.dokhotkeys file found in the backup and cloud files in the Deserts of Kharak Steam folder
(~Program Files (x86)\Steam\steamapps\common\Deserts of Kharak\out\backup\custom.dokhotkeys).
Skirmish and Multiplayer AI
It was also important to us to improve the AI in Patch 1.3.0 to improve the single player skirmish and multiplayer experience. It was common for a skilled player to easily beat 2 or sometimes even 3 Hard AIs single-handedly. While the AI is skilled at applying early pressure and capturing artifacts, it would often run out of resources and stop building units in the middle of the game. The following two changes have been made to improve this issue.
Hard AI Resourcing – We have altered Hard AI resource harvesting to increase the rate at which they collect resources while slowing the rate at which they deplete resource nodes. This will improve how the AI scales into the late game in skirmishes and in multiplayer games, as they will no longer run out of resources and stop producing units halfway through the game. Easy and Normal AI remain unchanged in this respect.
AI Air Sorties – AI Air Sorties no longer prioritize targeting Salvagers, Carriers and Support units over combat units. This change will improve the effectiveness of AI air units both offensively and defensively.This change impacts Easy, Normal and Hard AIs.
Bug Fixes
General DLC Bug – A softlock often experienced when player without one of the two DLC factions played a multiplayer game against an opponent utilizing that DLC faction. This issue has now been fixed.
Coalition and Soban Gunship Veterancy Bug – The multiplayer version of the Coalition and Soban gunship were utilizing the campaign veterancy table and experience values. They have been updated with new veterancy experience values and now utilize the correct veterancy table.
Gaalsien and Khaaneph Production Cruiser Tooltip Bug – Level 2 veterancy for the multiplayer versions of Gaalsien and Khaaneph Production Cruiser was incorrectly giving 5 armor. This is now fixed to properly give the 3 armor stated in the tooltip.
Campaign *Warning possible campaign story spoilers below for those that have not finished the campaign.
Mission 03 – Cape Wrath – Campaign Bug – During the final cutscene of mission three it was possible for the player to see two versions of the Carrier Kapisi if they had positioned their carrier at the mouth of the canyon exit before the mission ended. This has been fixed.
Mission 04 – Kalash Site – Campaign Bug – A progression blocking bug caused by the creation of an invulnerable unit preventing the player from completing the mission objective of “Destroy all remaining Gaalsien forces”. This issue has been fixed.
Mission 12 – Torin Crater – Campaign Bug – There was a scripting error which was preventing the Siidim forces from properly pursuing and attacking Rachel S’jet and her escort at the start of the mission. The Siidim forces will now behave as intended.
Multiplayer and Skirmish Map Bugs Taiidan Passage Map Bug – A map bug caused by an area of what was supposed to be impassible terrain at the edge of the map was allowing units to path through it. Units pathing in this area could get drawn in and then become permanently stuck. The path-blocking navmeshes on both the two and four player versions of this map have been updated to prevent this issue.
The Shallows Map Bug – There was a passage between the terrain that separated the primary resource locations and the artifact extraction zones that looked like it should be pathable visually, but when attempting to send a unit through the passage it was forced to travel around the terrain. This has been fixed to allow small and medium sized units through this passage on both the two and four player versions of this map.
Gaalsien Territories Map Bug – Due to a combination of the dune placement around one of the artifact extraction zones and the isometric camera angle, it was possible for the player to be misled as to the actual perimeter of the artifact extraction zone, leading to mistakes when trying to extract an artifact with a Baserunner. The extraction zones have been moved to slightly flatter ground to help rectify this issue.
Balance Changes
The overarching goal of these balance changes are twofold: To improve parity between factions, and to improve the viability of several underutilized units. We hope these changes will create viable alternatives to the army compositions and tech choices prevalent in the current metagame. In particular we have made adjustments to the Cruiser class vehicles in the hope that they will play a larger role in the new metagame.
Coalition The Coalition Faction came into this patch as a strong faction with a solid set of core units. They had strong early game aggression potential with Armored Assault Vehicles followed by the Mid and Late game strength of its Railguns, Strike fighters and Carrier. These core strengths often led to Coalition faction play being somewhat narrow, with several units seeing little or no play in most games.
The Assault Cruiser, Battle Cruiser, Coalition Bomber and Gunship have all seen significant buffs in the hopes that they will more often find roles within coalition players armies.
The Gunship in particular almost never saw competitive play, with the exception of an occasional gimmicky Gunship rush that could occasionally catch an opponent off guard. The Gunship was unable to fulfill its intended niche due to its inability to deal significant damage to armored units. To rectify this issue we have dropped the Gunship’s attack from 5 damage packets to 4, giving it a 20% improvement to its effectiveness against armor. We have also made the Gunship significantly cheaper while also increasing its build time, to make it a more appealing unit while preventing it from coming online too early.
The ability of the AAV to pressure an opponent’s economies in the early game was easy to execute and hard to stop. In order to rein in this overwhelming aggression the AAV has seen a nerf to its armor. While this does not completely stop the AAV’s effectiveness for economic harassment, it does enable greater degrees of counterplay and improves the effectiveness of opposing Carriers in defending their resourcing operations.
The Coalition Artillery Cruiser’s build time has also been significantly increased so it is more in line with that of the Gaalsien and Khaaneph Siege Cruisers.
Carrier
Carrier base Point Defense weapon Rate of Fire increased from 2 to 3
Carrier repair Beam range increased from 400 to 600
Bomber
Unit CU cost reduced from 600 to 550
Unit RU cost reduced from 290 to 250
Bomber targeting range increased to match Precision bomber
Bomber weapon area of effect increased by 20%
Support Cruiser
Support cruiser fleet cost reduced from 8 to 6
Assault Cruiser
Unit CU cost reduced from 550 to 500
Unit RU cost reduced from 300 to 250
Assault Cruiser tech research time decreased from 110 to 80
Assault Cruiser build time increased from 55 to 65
Artillery Cruiser
Artillery Cruiser build time increased from 55 to 70
Gunship Damage Packets per Shot decreased from 5 to 4 Weapon AoE decreased from 160 to 150 Build Time increased from 32 to 55 Unit CU cost reduced from 680 to 380
Battle Cruiser tech research time decreased from 130 to 110
Battle Cruiser build time decreased from 80 to 75
Gaalsien The Gaalsien faction was in a very strong place coming into this patch with a solid set of units, and an exceptionally strong Carrier. The largest issue for the Gaalsien was a Baserunner that was more often retired for resources than used to capture artifacts or to support a player’s army. To remedy this we have improved both the Gaalsien Baserunner’s Scanner and Healing abilities, greatly increasing its utility.
In Patch 1.3.0 the Gaalsien see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. This is to help the Honorguard Cruiser to become a viable alternative as a mid-late game cruiser choice for the Gaalsien.
We have also decreased the base rate of fire for the Carrier Point Defense systems, and removed the discount on the cost of the Power Level 6 research to bring their Carrier more in line with other factions.
Carrier
Carrier base Point Defense weapon Rate of Fire decreased from 10 to 8
Carrier Power Level 6 tech research cost increase from 1100 CU and 600 RU to 1300 CU and 700 RU
Baserunner
Baserunner Deploy Scanner ability cooldown decreased from 300 to 200
Baserunner Repair ability cost decreased from 250 to 0
Heavy Railgun
Heavy Railgun unit cost increase from 85 RU to 90 RU
Salvager
Salvager armor increased from 0 to 2
Honorguard Cruiser
Honorguard Cruiser tech research time decreased from 100 to 85
Honorguard Cruiser hit points decreased from 3800 to 3600
Siege Cruiser
Siege Cruiser tech research time increased from 75 to 90
Soban In version 1.2.1 the Soban were in a tough spot. They suffered the same weak spots as the Coalition faction, with the additional drawbacks of a carrier that struggled to fend off early aggression and was ineffective against enemy Carriers in lategame Carrier battles. Compounding this issue was the Soban Battle Cruiser that lacked the damage output of its Coalition counterpart while also suffering from poor accuracy.
In patch 1.3.0 we have taken several steps to remedy this issue. Significantly increasing the damage potential of the Soban Carrier’s Railgun Point Defense systems, and improving both the accuracy and damage of the Soban Battle Cruiser.
In addition to these changes, the Soban will benefit from the same improvements to the Assault Cruiser, Bomber and Gunship as their Coalition counterparts. Likewise the Soban are seeing the same reduction in AAV armor, and increase in Artillery Cruiser build times.
Carrier
Carrier base Point Defense weapon damage increased from 100 to 160
Soban Carrier weapon power lvl 4 turret cooldown time decreased from 1600 to 1500 Soban Carrier weapon power lvl 5 turret cooldown time decreased from 1600 to 1000
Armed Logistic Module base deployment range decreased from 1650 to 1200
ALM Deployment Cooldown increased from 0 to 5
ALM Power Level deployment range bonus rescaled:
Level 1: Remains at 500
Level 2: Remains at 1000
Level 3: Remains at 1500
Level 4: From 2000 to 1800
Level 5: From 4000 to 2000
Bomber
Unit CU cost reduced from 600 to 550
Unit RU cost reduced from 290 to 250
Bomber targeting range increased from 300 to 400
Bomber weapon area of effect increased by 20%
Support Cruiser
Support cruiser fleet cost reduced from 8 to 6
Assault Cruiser
Unit CU cost reduced from 550 to 500
Unit RU cost reduced from 300 to 250
Assault Cruiser tech research time decreased from 110 to 80
Assault Cruiser build time increased from 55 to 65
Armored Assault Vehicle
Base armor value decreased from 10 to 8
Gunship Damage Packets per Shot decreased from 5 to 4 Weapon AoE decreased from 160 to 150 Build Time increased from 32 to 55 Unit CU cost reduced from 680 to 380
Khaaneph Like the Gaalsien, the Khaaneph were in a very strong position in version 1.2.1. The midgame power of their Carrier and Siege Cruiser were hard to match.
The Khaaneph see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. They also see minor nerfs to the survivability of their Siege Cruiser to bring it more in line with the Siege and Artillery Cruisers from the other factions. This should also make the Honorguard Cruiser more appealing as an alternative as a mid-late game cruiser choice.
The Khaaneph also see a minor nerf to the Shadowrunner Blast Drone build time. This is to slightly slow down the time it takes to get two blast drones into an opponent’s resource line, which could often cause the game to end before it had even started. While the change is minor it should enable a little extra room for defensive scouting and appropriate counterplay to occur.
Shadowrunner
Shadowrunner Blast Drone build time increased from 14 to 20
Heavy Railgun
Heavy Railgun unit cost increase from 85 RU to 90 RU
Salvager
Salvager armor increased from 0 to 2
Honorguard Cruiser
Honorguard Cruiser tech research time decreased from 100 to 85
Honorguard Cruiser hit points decreased from 3800 to 3600
Siege Cruiser
Siege Cruiser tech research time increased from 75 to 90
Siege Cruiser hit points decreased from 3500 to 3350
Siege Cruiser armor decreased from 18 to 16
Removed damage penalty versus Carriers (formerly dealt 50% damage to enemy Carriers)
Ranked ladder season 2 starts today! Fight for your place in Kharak’s history.
Greetings Everyone!
Below you will find the comprehensive patch notes for Homeworld: Deserts of Kharak Patch 1.3.0. Our goal with this patch is to address several issues that we know are important to the Deserts of Kharak community. These changes include several fixes for single player campaign bugs, updates to the multiplayer and skirmish AI, fixes for multiplayer maps, and the addition of “Tactical Pause” to the single player campaign and skirmish modes. The patch also includes a large number of multiplayer balance changes and will be accompanied by a ladder reset
Be sure to look for Homeworld: Deserts of Kharak and the Soban and Khaaneph Fleet packs on sale online this upcoming holiday season.
Features
Tactical Pause
Tactical Pause is a feature that has become quite polarizing in the world of RTS games. Many people argue that tactical pause undermines the concept of “real time” strategy. However Tactical Pause has always been a part of the Homeworld franchise, and people expect it to feature in any Homeworld game. Its absence was a mistake which has now been rectified.
The player can now pause the game in the single player campaign and in skirmish games using the “P” key. During tactical pause players can issue combat, movement, and build commands to units which will be carried out once the game has become unpaused. There is audio feedback for any commands issued while paused, with visual feedback confirming the commands once the player unpauses the game.
Like all hotkeys, the Pause hotkey “P” is configurable by editing the custom.dokhotkeys file found in the backup and cloud files in the Deserts of Kharak Steam folder
(~Program Files (x86)\Steam\steamapps\common\Deserts of Kharak\out\backup\custom.dokhotkeys).
Skirmish and Multiplayer AI
It was also important to us to improve the AI in Patch 1.3.0 to improve the single player skirmish and multiplayer experience. It was common for a skilled player to easily beat 2 or sometimes even 3 Hard AIs single-handedly. While the AI is skilled at applying early pressure and capturing artifacts, it would often run out of resources and stop building units in the middle of the game. The following two changes have been made to improve this issue.
Hard AI Resourcing – We have altered Hard AI resource harvesting to increase the rate at which they collect resources while slowing the rate at which they deplete resource nodes. This will improve how the AI scales into the late game in skirmishes and in multiplayer games, as they will no longer run out of resources and stop producing units halfway through the game. Easy and Normal AI remain unchanged in this respect.
AI Air Sorties – AI Air Sorties no longer prioritize targeting Salvagers, Carriers and Support units over combat units. This change will improve the effectiveness of AI air units both offensively and defensively.This change impacts Easy, Normal and Hard AIs.
Bug Fixes
General DLC Bug – A softlock often experienced when player without one of the two DLC factions played a multiplayer game against an opponent utilizing that DLC faction. This issue has now been fixed.
Coalition and Soban Gunship Veterancy Bug – The multiplayer version of the Coalition and Soban gunship were utilizing the campaign veterancy table and experience values. They have been updated with new veterancy experience values and now utilize the correct veterancy table.
Gaalsien and Khaaneph Production Cruiser Tooltip Bug – Level 2 veterancy for the multiplayer versions of Gaalsien and Khaaneph Production Cruiser was incorrectly giving 5 armor. This is now fixed to properly give the 3 armor stated in the tooltip.
Campaign *Warning possible campaign story spoilers below for those that have not finished the campaign.
Mission 03 – Cape Wrath – Campaign Bug – During the final cutscene of mission three it was possible for the player to see two versions of the Carrier Kapisi if they had positioned their carrier at the mouth of the canyon exit before the mission ended. This has been fixed.
Mission 04 – Kalash Site – Campaign Bug – A progression blocking bug caused by the creation of an invulnerable unit preventing the player from completing the mission objective of “Destroy all remaining Gaalsien forces”. This issue has been fixed.
Mission 12 – Torin Crater – Campaign Bug – There was a scripting error which was preventing the Siidim forces from properly pursuing and attacking Rachel S’jet and her escort at the start of the mission. The Siidim forces will now behave as intended.
Multiplayer and Skirmish Map Bugs Taiidan Passage Map Bug – A map bug caused by an area of what was supposed to be impassible terrain at the edge of the map was allowing units to path through it. Units pathing in this area could get drawn in and then become permanently stuck. The path-blocking navmeshes on both the two and four player versions of this map have been updated to prevent this issue.
The Shallows Map Bug – There was a passage between the terrain that separated the primary resource locations and the artifact extraction zones that looked like it should be pathable visually, but when attempting to send a unit through the passage it was forced to travel around the terrain. This has been fixed to allow small and medium sized units through this passage on both the two and four player versions of this map.
Gaalsien Territories Map Bug – Due to a combination of the dune placement around one of the artifact extraction zones and the isometric camera angle, it was possible for the player to be misled as to the actual perimeter of the artifact extraction zone, leading to mistakes when trying to extract an artifact with a Baserunner. The extraction zones have been moved to slightly flatter ground to help rectify this issue.
Balance Changes
The overarching goal of these balance changes are twofold: To improve parity between factions, and to improve the viability of several underutilized units. We hope these changes will create viable alternatives to the army compositions and tech choices prevalent in the current metagame. In particular we have made adjustments to the Cruiser class vehicles in the hope that they will play a larger role in the new metagame.
Coalition The Coalition Faction came into this patch as a strong faction with a solid set of core units. They had strong early game aggression potential with Armored Assault Vehicles followed by the Mid and Late game strength of its Railguns, Strike fighters and Carrier. These core strengths often led to Coalition faction play being somewhat narrow, with several units seeing little or no play in most games.
The Assault Cruiser, Battle Cruiser, Coalition Bomber and Gunship have all seen significant buffs in the hopes that they will more often find roles within coalition players armies.
The Gunship in particular almost never saw competitive play, with the exception of an occasional gimmicky Gunship rush that could occasionally catch an opponent off guard. The Gunship was unable to fulfill its intended niche due to its inability to deal significant damage to armored units. To rectify this issue we have dropped the Gunship’s attack from 5 damage packets to 4, giving it a 20% improvement to its effectiveness against armor. We have also made the Gunship significantly cheaper while also increasing its build time, to make it a more appealing unit while preventing it from coming online too early.
The ability of the AAV to pressure an opponent’s economies in the early game was easy to execute and hard to stop. In order to rein in this overwhelming aggression the AAV has seen a nerf to its armor. While this does not completely stop the AAV’s effectiveness for economic harassment, it does enable greater degrees of counterplay and improves the effectiveness of opposing Carriers in defending their resourcing operations.
The Coalition Artillery Cruiser’s build time has also been significantly increased so it is more in line with that of the Gaalsien and Khaaneph Siege Cruisers.
Carrier
Carrier base Point Defense weapon Rate of Fire increased from 2 to 3
Carrier repair Beam range increased from 400 to 600
Bomber
Unit CU cost reduced from 600 to 550
Unit RU cost reduced from 290 to 250
Bomber targeting range increased to match Precision bomber
Bomber weapon area of effect increased by 20%
Support Cruiser
Support cruiser fleet cost reduced from 8 to 6
Assault Cruiser
Unit CU cost reduced from 550 to 500
Unit RU cost reduced from 300 to 250
Assault Cruiser tech research time decreased from 110 to 80
Assault Cruiser build time increased from 55 to 65
Artillery Cruiser
Artillery Cruiser build time increased from 55 to 70
Gunship Damage Packets per Shot decreased from 5 to 4 Weapon AoE decreased from 160 to 150 Build Time increased from 32 to 55 Unit CU cost reduced from 680 to 380
Battle Cruiser tech research time decreased from 130 to 110
Battle Cruiser build time decreased from 80 to 75
Gaalsien The Gaalsien faction was in a very strong place coming into this patch with a solid set of units, and an exceptionally strong Carrier. The largest issue for the Gaalsien was a Baserunner that was more often retired for resources than used to capture artifacts or to support a player’s army. To remedy this we have improved both the Gaalsien Baserunner’s Scanner and Healing abilities, greatly increasing its utility.
In Patch 1.3.0 the Gaalsien see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. This is to help the Honorguard Cruiser to become a viable alternative as a mid-late game cruiser choice for the Gaalsien.
We have also decreased the base rate of fire for the Carrier Point Defense systems, and removed the discount on the cost of the Power Level 6 research to bring their Carrier more in line with other factions.
Carrier
Carrier base Point Defense weapon Rate of Fire decreased from 10 to 8
Carrier Power Level 6 tech research cost increase from 1100 CU and 600 RU to 1300 CU and 700 RU
Baserunner
Baserunner Deploy Scanner ability cooldown decreased from 300 to 200
Baserunner Repair ability cost decreased from 250 to 0
Heavy Railgun
Heavy Railgun unit cost increase from 85 RU to 90 RU
Salvager
Salvager armor increased from 0 to 2
Honorguard Cruiser
Honorguard Cruiser tech research time decreased from 100 to 85
Honorguard Cruiser hit points decreased from 3800 to 3600
Siege Cruiser
Siege Cruiser tech research time increased from 75 to 90
Soban In version 1.2.1 the Soban were in a tough spot. They suffered the same weak spots as the Coalition faction, with the additional drawbacks of a carrier that struggled to fend off early aggression and was ineffective against enemy Carriers in lategame Carrier battles. Compounding this issue was the Soban Battle Cruiser that lacked the damage output of its Coalition counterpart while also suffering from poor accuracy.
In patch 1.3.0 we have taken several steps to remedy this issue. Significantly increasing the damage potential of the Soban Carrier’s Railgun Point Defense systems, and improving both the accuracy and damage of the Soban Battle Cruiser.
In addition to these changes, the Soban will benefit from the same improvements to the Assault Cruiser, Bomber and Gunship as their Coalition counterparts. Likewise the Soban are seeing the same reduction in AAV armor, and increase in Artillery Cruiser build times.
Carrier
Carrier base Point Defense weapon damage increased from 100 to 160
Soban Carrier weapon power lvl 4 turret cooldown time decreased from 1600 to 1500 Soban Carrier weapon power lvl 5 turret cooldown time decreased from 1600 to 1000
Armed Logistic Module base deployment range decreased from 1650 to 1200
ALM Deployment Cooldown increased from 0 to 5
ALM Power Level deployment range bonus rescaled:
Level 1: Remains at 500
Level 2: Remains at 1000
Level 3: Remains at 1500
Level 4: From 2000 to 1800
Level 5: From 4000 to 2000
Bomber
Unit CU cost reduced from 600 to 550
Unit RU cost reduced from 290 to 250
Bomber targeting range increased from 300 to 400
Bomber weapon area of effect increased by 20%
Support Cruiser
Support cruiser fleet cost reduced from 8 to 6
Assault Cruiser
Unit CU cost reduced from 550 to 500
Unit RU cost reduced from 300 to 250
Assault Cruiser tech research time decreased from 110 to 80
Assault Cruiser build time increased from 55 to 65
Armored Assault Vehicle
Base armor value decreased from 10 to 8
Gunship Damage Packets per Shot decreased from 5 to 4 Weapon AoE decreased from 160 to 150 Build Time increased from 32 to 55 Unit CU cost reduced from 680 to 380
Khaaneph Like the Gaalsien, the Khaaneph were in a very strong position in version 1.2.1. The midgame power of their Carrier and Siege Cruiser were hard to match.
The Khaaneph see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. They also see minor nerfs to the survivability of their Siege Cruiser to bring it more in line with the Siege and Artillery Cruisers from the other factions. This should also make the Honorguard Cruiser more appealing as an alternative as a mid-late game cruiser choice.
The Khaaneph also see a minor nerf to the Shadowrunner Blast Drone build time. This is to slightly slow down the time it takes to get two blast drones into an opponent’s resource line, which could often cause the game to end before it had even started. While the change is minor it should enable a little extra room for defensive scouting and appropriate counterplay to occur.
Shadowrunner
Shadowrunner Blast Drone build time increased from 14 to 20
Heavy Railgun
Heavy Railgun unit cost increase from 85 RU to 90 RU
Salvager
Salvager armor increased from 0 to 2
Honorguard Cruiser
Honorguard Cruiser tech research time decreased from 100 to 85
Honorguard Cruiser hit points decreased from 3800 to 3600
Siege Cruiser
Siege Cruiser tech research time increased from 75 to 90
Siege Cruiser hit points decreased from 3500 to 3350
Siege Cruiser armor decreased from 18 to 16
Removed damage penalty versus Carriers (formerly dealt 50% damage to enemy Carriers)
Homeworld: Deserts of Kharak is now available for Mac! Play the Campaign or online Multiplayer with enemies on both PC and Mac.
Homeworld: Deserts of Kharak is a ground-based RTS prequel to the classic Homeworld games. Assemble your fleet and lead them to victory on the shifting sands of Kharak in this compelling strategy game for PC from Blackbird Interactive.
Homeworld: Deserts of Kharak is now available for Mac! Play the Campaign or online Multiplayer with enemies on both PC and Mac.
Homeworld: Deserts of Kharak is a ground-based RTS prequel to the classic Homeworld games. Assemble your fleet and lead them to victory on the shifting sands of Kharak in this compelling strategy game for PC from Blackbird Interactive.
- Resolved a memory fragmentation error which could lead to crashes. - Homeworld 2 classic properly responds to -locale command line - Fixed a crash when a missing mad state was called. - Fixed exploit where hyperspacing mothership would allow autocapture of ships already headed toward it - Frigates and Corvettes now attack more consistently. (With Balance tweaks to account for this) - Fixed issue when loading old campaign persist files (ships missing when in legacy strikegroups) - Fixed weird cursor skin issue when hovering over certain buttons - Ships no longer overshoot kushan carrier docking bays - Fixed mouse speed issues on giant multiscreen display setups and added command lines to future proof it a bit. -CameraDragX -CameraDragY. (Multiplier) - Fixed issue where a few ships had missing geometry, textures, odd normals, etc. - Tweaks to primary ship shaders for improved visual fidelity, speed. - Cryotray and transports can be sphere guarded now. - Vaygr resource collectors no longer aspire to be archeologists. - Mods - added traceHOD command line to ease tracking down corrupt or invalid files. - Mods - ConfigFilter.lua - BasePath string allows specification of Player profile path for Mod data. - facetAutoFOV - Command line property for use with facetCount to limit total horizontal FOV.
- Resolved a memory fragmentation error which could lead to crashes. - Homeworld 2 classic properly responds to -locale command line - Fixed a crash when a missing mad state was called. - Fixed exploit where hyperspacing mothership would allow autocapture of ships already headed toward it - Frigates and Corvettes now attack more consistently. (With Balance tweaks to account for this) - Fixed issue when loading old campaign persist files (ships missing when in legacy strikegroups) - Fixed weird cursor skin issue when hovering over certain buttons - Ships no longer overshoot kushan carrier docking bays - Fixed mouse speed issues on giant multiscreen display setups and added command lines to future proof it a bit. -CameraDragX -CameraDragY. (Multiplier) - Fixed issue where a few ships had missing geometry, textures, odd normals, etc. - Tweaks to primary ship shaders for improved visual fidelity, speed. - Cryotray and transports can be sphere guarded now. - Vaygr resource collectors no longer aspire to be archeologists. - Mods - added traceHOD command line to ease tracking down corrupt or invalid files. - Mods - ConfigFilter.lua - BasePath string allows specification of Player profile path for Mod data. - facetAutoFOV - Command line property for use with facetCount to limit total horizontal FOV.
• 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.
• 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.