Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
WildHeart|GENESIS|  [developer] 27 Aug, 2019 @ 9:50am
FX:Galaxy v1.35 (Full) - "Crossroads" Release Notes
These patch notes contain the changes introduced by v1.35a (beta) and v1.35 (full).
--If FX v1.30 was the last version you played, read on below.
--If you already played FX v1.35a (beta) you can find the v1.35 (full version) specific changes here

Summary
Shimmering Path Finale, Turanic Mini-Campaign, Artifact Retrieval Mode
Others: Custom Map Support, Standard PvP Mode, New Achievements, Tactical Report Function
+2 Gameplay Modes
+7 Remastered Unit Models
38 Bug Fixes & 167 Balance Adjustments

1. Main Updates
- Implemented the finale for Skirmish Campaign – The Shimmering Path
  • Added Stage 33. This is the final stage, the last challenge to overcome. Time is short and RUs scattered – study your surroundings, and discern your path to victory.
  • Added the Ending + Bonus Content for The Shimmering Path.
    **The bonus content will be unlocked after you complete the ending.
    **Instructions on how to claim the special reward mentioned in the ending can be found here.
  • Added two newly created gameplay maps (used by Stage 33 and the bonus content)
  • Implemented a final batch of balance changes (see 5. Balance Adjustments).
  • Updated the loading screens for several adjusted stages.
- New Mini-Campaign: Karos Outskirts (Turanic Raiders).
A Raider fleet ventures into an uncharted region in the outskirts of Karos’ main Derelict Hunting Zones to look for salvageable wreckage, but soon finds that they are not alone. Will you prevail against the dangerous unknowns of space?
The full backstory can be read in our February ModDB newsletter (bottom).

- New Game Mode: Artifact Retrieval
Based on Desert of Kharak’s popular mode. Use Resource Collectors to retrieve artifacts, and reach the target number before your enemies do. A more objective-based approach to regular Deathmatch, where chaos reigns free.
  • Artifacts show up at the 5:00 minutes mark and will show up again after they have been retrieved. Note that successfully retrieved artifacts will not show up again, even if the vessel they were brought onto is destroyed.
  • Supports both vs.CPU and Multiplayer.
Artifact Retrieval can be selected from the “Game Types” drop-down box in the match settings.]

- New: Custom Map Support
The FXmod now supports custom gameplay maps. The following requirements must be met:
  • Both the map (*.level) and thumbnail (*.tga) files must be placed in the following folder:
    *\HomeworldRM\Data\leveldata\multiplayer\deathmatch
  • Maps need to have “dm” or “fx_dm” as tag in its index (*.levels) file.
  • Maps must be compatible with HWRM 2.0+ (e.g. contain no broken dustclouds or other objects that are not supported in this version of the remaster)

See Ace’s HWRM Map Pack for an example of supported maps, the intended folder structure, and a proper *.levels file: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=669032131
- New: FX:G Standard PvP Mode (WIP)
This is a new game mode. It is basically Deathmatch stripped of all obsolete and unused match settings, made for absolute balance. Starting RUs are hardcapped at 1000 each, and the mode comes with its own set of maps, which are more balanced than the stock HWRM maps.

In this mode, you'll also be able to pick a new race, "Observer". As the name suggests, this option is for observing matches only. You start without fleet and will be able to view the match. If you pick observer be sure to set your starting position to the highest number position (e.g. Observer on a 2p map = choose starting position 3, on a 6p map = start position 7/8).

In time we hope to further develop these maps and this mode into something for competitive players.

2. System Updates
- X-System upgraded to v2.1.5
- Added a new intro movie for the FXmod (U_X's Trailer, replaces the GBX logo)
- Added 7 new achievements, related to Single-Player content and Artifact Retrieval mode.
- Added gameplay tips to the loading screens.
- Various localization fixes.

- Higher difficulty AIs may now do things you'd expect from human players.
- Added three new AI scripts, used by certain AIs on select difficulties or strategies: Hide Research Ships, Adv. Minelaying, RU Raid.
- AI Cheating setting has been updated with a “Crazy” option. If enabled it will boost the AIs starting RUs and construction speed to very unfair levels.
- Capital Ships will now trigger Complex’s camera shaking effect when they explode (if zoomed in sufficiently)
- Several of DoK's fx were used to enhance both RM and FXmod fx.
- Destroyer-class vessels and above will now use vanilla HWRM’s death fx*
- Ion beams will now use vanilla HWRM’s ion beam fx*
* = These are temporary changes until we find time to recreate our own custom versions of these fx from in HWRM (currently they still use HW2C fx), and figure out a few things such as adding RM’s ion beam self-luminous effect to our own ion beam fx.

## Single-Player ##
-Adjusted the difficulty curve for Skirmish Campaign - The Shimmering Path.
We found that the difficulty was higher than intended, especially during the earlier stages (which was mainly due to an AI bug – see “Bug Fixes” below), and have made a number of adjustments to ensure smoother progression.
- The player’s fleets in all mini-campaigns now support the player’s fleet colors and badge.
- Added a loading screen for the Eden mini-campaign.
- Added auto-save points to the Eden mini-campaign.

## vs. CPU/Multiplayer ##
- Added a Tactical Report function to Deathmatch.
If set to "Enabled", this function will display both basic match data and additional data in graph form at the end of the game. Click [Continue] after the default results screen to view the tactical report.
- Custom maps are now supported, and may also appear if the "Random Map" option is chosen.
- Kushan has been omitted from the “Random” option. They can still be used if selected manually.
- Added 5000 and 10000 RU Injection options to Deathmatch.

3. Race Updates
- The basic fighter of each race can now target mines and missiles via force-attack (ctrl+shift). These units are: Assault Craft, Swarmer, Partner (Progenitors), Interceptor & Defense Fighter (Taiidan), Fighter, Interceptor (Kushan)
- Added a new weaponrule for some units: realballistic. Shots fired by these units won’t 'chase' the target even if it was set to hit, but instead it go straight to where target was.
- Added updated blueprints for the Adv. Assault Swarmer (KAD), Welder & Demolisher (KPR).

## Hiigaran ##
- Added a new unit: Multi-Gun Corvette. This is a specialized, highly effective anti-fighter corvette.
Build Time: 30s | Build Cost: 500RUs | Requires: Corvette Facility, Res. Module | Squadron Size: 1
- Added new weapon fx for the Light Cruiser.

## Kadeshi ##
- Fuel Pod now uses HWRM textures.
- Added new fx for swarmers under the effect of the Support Pod's ability.
- Nagual Drones will no longer auto-dock after combat, and instead circle around the Nagual in sphere formation while idle (see “Bug Fixes”).

## Progenitors ##
- Welder and Demolisher have been remodeled and now use HWRM textures.
- Added new weapon fx for the Guard.

## Taiidan ##
- Resource Collector has been remodeled and now uses HWRM textures (thanks Complex Team).
- Added new fx for the Defense Fighter.

## Turanic Raiders ##
- HeavyGun Cruiser has been remodeled and now uses HWRM textures.
- Added new weapon fx for the HeavyGun Cruiser.
- Turanic Mines now have a unique design, different from other races.
- Upgraded the textures on the Scout and Bomber to HWRM quality (thanks herobrine101902).
- Added fleet color support to all Raider strikecraft* (thanks herobrine101902, Complex Team).
* = Except the Azrael Attacker, which needs to be remastered in HWRM quality first.

4. Bug Fixes
4.1 General Fixes
- Stage 32 of Skirmish Mode no longer returns a general failure.
- Fixed an issue where some AIs in Skirmish Mode did not follow the intended behavior setting.
- Fixed an issue where the AIs in the Skirmish Mode did not hide their technology units or lay mines.
- Fixed the AI delay bug in Skirmish Mode.
**The intended delay values in the AI script (the speed at which an AI 'thinks' and builds/sends units in this mode) were supposed to be 0/2/4/8 for respectively Expert/Hard/Standard/Easy difficulty. But due to a bug in v1.30 these values were 0/0.8/1.6/2.4 instead. So “Easy” AI had almost 4x its intended difficulty. Kudos to you for every stage you managed to clear despite this!
- Fixed an issue where some of the AI script data would not properly write into save files. This could cause the AI to react slower after re-loading from a save.

- Achievement: “Treasure of the Bentusi” (Bentusi Defense) will now be properly awarded when the mode is completed.
- Fixed several bugs with the Achievement: “Star-Metal Scrolls” (Skirmish Mode), which would cause the achievement to crash or not update properly under certain conditions.
- Fixed a bug where the AI treated TAI Defense Fighters, HGN Gun Turrets and KAD Defense Guns as reconnaissance units.
- All ships have correct battle scar display level now.
- Taiidan players will no longer remain alive in the match if they have only a Research Ship left.
- Kushan and Taiidan Research Ship’s modules can now be properly selected and attacked.
- Fixed a bug where {Harmless} strategy AI would still attack.

4.2 Races & Ships Fixes
- [HGN] Fixed an issue where the Torpedo Frigate would still sometimes use the basic torpedos instead of the Improved Torpedo after the relevant research has been completed.
- [HGN] Pulsar Gunship now takes up the proper amount of docking slots (3)
- [HGN] Fixed the weapon module bug on the Light Cruiser. Construction re-enabled.
- [HGN] Fixed an issue where Anti-Cloak Sensors wouldn’t always detect cloaked ships.
- [VGR] The AI now properly uses Hyperspace Gates.
- [VGR] Fixed an issue where the Vaygr could still build the Command Corvette in Skirmish Campaign - The Shimmering Path.
- [KAD] Fixed an issue where the Energy Cannon Module could not be built on Lv2 Motherships even after meeting all prerequisites (would require an additional 100RU Reseach Option).
- [KAD] Lance Swarmer & Adv. Assault Swarmer no longer show non-existing LOD3.
- [KAD] Adv. Swarmer has been upscaled in size (2x)
- [KAD] Fixed an issue where the Kadeshi AI could not control Aberrance Swarmers.
- [KAD] Fixed an issue where the Nagual couldn't be retired.
- [KAD] Fixed an issue where the Nagual's drones would count towards the swarmer unitcap.
- [KPR] Heavy Mover will now dock properly.
- [KPR] Keepers can now be retired again.
- [TAI] Fixed an issue where Defense Fighters didn't properly shoot down missiles.
- [TAI] Fixed an issue where the Shipyard couldn't construct its Hyperspace Module unless the "Show All" button was pressed.
- [TAI] Plasma Bomb Module is no longer wrongly listed as a prerequisite to build Defenders.
- [TAI] Fixed an issue where the Shipyard's engine glow doesn’t display.
- [TAI] Increased the Carrier and Shipyard’s LOD (Levels of Detail) loading distance.
- [TUR] Fixed an issue where the Azrael Attacker could not attack Phase Prisms.
- [TUR] Fixed the wrong alignment of some engine glows on the Outpost.
- [TUR] Fixed an issue where the Vulcan Frigate's weapon sfx would disappear sometimes.
- [TUR] Fixed an issue where the Dustbin's engine glow was missing.
- [KUS] Command Corvettes can now properly dock with support vessels.
- [KUS] Fixed the Kushan Destroyer's ion turret firing sfx (thanks to 2.3 player patch)
- [KUS] Fixed the description of Kushan Gravity Well Generator & the problem that it displayed as a Sensors Array in fleet information menu.
- [KUS] Gravity Well Generators now show their radius range.

Note: The Kushan can be used by the AI, but balance work for this faction is not finished yet (strong for players, weak for AI).
As of such, Kushan are still exempted from the "Random" option for AI players
.

5. Balance Adjustments
5.1 Skirmish Mode – The Shimmering Path
Along with the finale we have implemented a second round of balance adjustments for Skirmish mode.
  • First, we have made some changes to the race breakdown. It was brought to our attention that some races were played a lot more than others, and that you didn’t get to play as some factions until much later on. To this end we have adjusted the match-ups for some stages, so you now get to play as some factions a bit earlier. The races will also appear a bit more consistently throughout Skirmish mode now, as they all more or less have the same amount of appearances.
  • Following the positive feedback about Stage 19 (FFA), we decided to rework one more stages into an FFA. Stage 27 now also has a unique setup, being a hybrid between a 2v2v2 and an FFA.
Stage - Changed - Details
06 - Matchup - HGN(p) vs. KAD → TAI(p) vs. HGN
12 - Matchup - Player: TAI → TUR
12 - Format - 1v2 → 3p (FFA)
13 - Starting RU - Player: 2000 RUs → 0 RUs
19 - AI Difficulty - All AIs: Expert → Hard
19 - Starting RU - Player: 2000 RUs → 0 RUs
20 - AI Difficulty - AI1 (HGN): Standard → Hard
21 - Matchup - Player: KAD → KPR
24 - Matchup - Player: KAD → KPR
27 - Matchup - AI1 (Ally): HGN (Expert) → TUR (Easy)
27 - Format - Match type: 2vs4 → 2vs2vs2
27 - Starting RU - Player: 0 RUs → 3000 RUs
29 - Starting Positions - Easy, Standard, Hard VGR AIs starting positions were changed.
32 - Starting RU - Player: 0 RUs → 10000 RUs

5.2 Single-Player Adjustments
- Reduced the speed of the enemy Junkyard Dogs in the Eden mini-campaign (300→210).
- Made some adjustments to the final Turanic attack wave in the Eden mini-campaign.
Last edited by WildHeart|GENESIS|; 12 Sep, 2019 @ 6:03am
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WildHeart|GENESIS|  [developer] 27 Aug, 2019 @ 9:57am 
A bit belated, but here are the patch notes for today's release.

Due to the length of the patch notes we've had to split these into two parts. This part one holds all essentials; the second part contains the race-specific balance adjustments and "number crunching" (exact values) for the interested, and will be up here.
Last edited by WildHeart|GENESIS|; 27 Aug, 2019 @ 10:08am
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