Homeworld Remastered Collection

Homeworld Remastered Collection

[EN]FX:Galaxy v1.3.9 - Last Stand
lone_wolf  [developer] 11 Mar, 2020 @ 5:57am
FX:Galaxy 1.3.7 Full Release Notes
FX:Galaxy v1.3.7 Release - “Newbie Friendly”
Release Version
v1.3.7Release is a bug fix version of v1.3.7Beta. Patches added since the beta version are:
  • Fixed a setting error on stage 13 of the Shimmering Path;
  • Fixed an issue where taiidan defense fighter will attack allied missiles;
  • Improved the attack mode of turanic azrael attacker (allows multiple attacking targets now);
  • Fixed an issue where some mothership class ships are not counted as capital ships;
  • Fixed an issue where some kind of missiles can be seen beyond sensor range.
Below is the full changelog since v1.3.5Release
Summary
Tutorial, KAD Mini-Campaign, TAI Battleship, Advisor, Ship Naming, Concept Art, Literature
20 Bug Fixes & 30 Balance Adjustments.
1. Main Updates
  • New: FX:G Tutorial.
    Aimed at new and returning players to the mod, FX:Galaxy now has its own tutorial. In the tutorial you will play out a short mission and get introduced to some of the mod’s new features and key differences with regular Homeworld along the way. The tutorial also serves as a sort of prequel and preparation for Challenge Mode (Shimmering Path).
  • New Mini-Campaign: Sanctuary of Lir’Zha (Kadeshi).
    The combat capabilities of the Kadeshi fleets you encounter in vs. CPU and Multiplayer are not to be underestimated, but no one knows exactly where they came from. Travel into the memories of time and find out what happened after the Kushan passage through the Nebula.
    Answers and challenges await in the long-forgotten Sanctuary of Lir’Zha.
2. System Updates
  • New Feature: Advisor System.
    This is a system aimed at new players, and is intended to help them understand the FXmod. If enabled, the advisor system will give periodical updates on your resourcing situation, relative fleet strength (vs. enemies), and what you should build next. You can press [F9] or click the new button in the left menu in-game each time you want advice.
  • New Feature: Ship Naming.
    Fresh out of the likes of Sins of a Solar Empire, you can now name your ships via an in-game tool scripted by one of our members.
    Click on the button above the selected unit’s name to bring up the input menu, and then enter a name via direct keyboard input or manually clicking the letters. After clicking [confirm] the name will hover over the ship, distinguishing it from other units and allowing you to more easily keep an eye on it.
    Names can be changed or removed at any time. This system is still being polished.
  • New Feature: Concept Art Menu.
    The concept art menu is a returning feature from the HW2Classic version of the mod, and is as much a trip through the mod’s past as it is a preview of the future. This image gallery houses 100+ pieces of FXmod concept art, and is available from the main menu.
    Among the contents are original art done by (former) members of the 9ccn mod team and original HW concept art that was used as the basis for some units in the mod (e.g. TUR Attack Carrier v2, HeavyGun Cruiser). You may also recognize some recently added units, or even spot previews of future units.
  • New Feature: Literature Section.
    Another returning feature from the HW2Classic version of the mod, the literature section details the backstory of the FXmod timeline. It explores the team’s theory on what happened in the Homeworld universe, the tale of the Bentusi, Progenitors and T-MAT from a distant past that precedes the current races.
    The literature section is available from the main menu, and will be further updated over time.
  • Reworked the Single-Player menu; SP missions grouped in a new “Mini-Campaign” tab.
    - Because of this, progress in the mini-campaigns has been reset (“Incomplete”). Previously obtained Achievements remain however, as proof of you clearing them.
  • Added 2 new achievements, related to the new SP content.
  • Added several new badges.
  • Added several new loading tips.
  • Various text & localization fixes.
## Single-Player ##
  • Added a tutorial mission for the FXmod.
    - The [Tutorial] button will flash if you have not completed the Tutorial yet.
  • Implemented the Kadeshi mini-campaign.
  • Made some improvements to the Turanic Raider mini-campaign (see also: “Bug Fixes”).
## vs. CPU/Multiplayer ##
  • Added two new maps to standard PVP mode.
  • The Observer race in standard PVP mode can now have more detailed information of others players (click the new button in the left menu in-game when playing as this race).
3. Race Updates
## Kadeshi ##
  • Added a new unit: Dark Nebula (Capital Ship). This unit is the technological counterpart to the combat-focused Bright Nebula. Prerequisites: Hyperspace Module, Mothership Lv2
  • Added firing action for the Aberrance Swarmer.
## Progenitors ##
  • The “Core – Force” subsystems on Balcora Gate now count as ships rather than subsystems, and will automatically move/dock to the right position once summoned.
  • Added activation fx and updated ship icons for the Core – Force subsystems.
  • Improved the Target Box of Balcora Gate, so that ships won't attack void in the center (Thanks EatThePath).
  • Made some changes to the Phase Prism’s ability (Check unit description for details).
## Taiidan ##
  • Added a new unit: Battleship (Capital Ship). Prerequisites: Heavy Gun Module and Shipyard.
    You can read more about the Battleship here: https://www.moddb.com/mods/fx-galaxy/videos/unit-showcase-taiidan-battleship
  • Support Frigates can now carry docked heavy fighters & corvettes with them into hyperspace, like in HW1.
    - To use this function, set the Support Frigate to [evasive] to keep the strikecraft docked with the vessel, then set it to [offensive] to release them.
  • Updated the Ship Icon for Resource Collector.
## Turanic Raiders ##
  • The HWRM Ion Array Frigate model was replaced by dreadnaught9ccn's Ion Array Frigate model (with HWRM panels) for now.
4. Bug Fixes
4.1 General Fixes
  • Restored the FXmod version of the Ion Beam fx.
  • Implemented Cloaked’s solution for the 666 formation bug (thanks 2.3 Player Patch).
    - This is a bug from HWRM where all strikecraft in a squadron won’t point at the same target when fighting other strikecraft squadrons, resulting in only few units firing on the (same) target.
    - After this fix, fighters may currently seem a lot stronger and/or die a lot faster than before. We will be making further adjustments to balance later.
  • Building the KAD Multi-Beam Module no longer causes the game to crash in Multiplayer.
  • Fixed a bug where the game would crash during saving/loading under certain circumstances.
  • Fixed an audio bug with the KPR voices, which would sometimes produce a static plop sound.
  • Fixed an issue where most HWRM corvettes have a rather small explosion fx.
  • [SP] Fixed a bug where captured ships would follow player units further than intended in the TUR mini-campaign.
  • [SP] Stage EX2 in the Shimmering Path will no longer crash.
  • [SP] Fixed several instances which could cause the game to crash in FX:The Legendary Fleet (Survival Mode).
4.2 Races & Ships Fixes
  • [KAD] Multi-Beam Frigates no longer only spins 180 degrees while firing.
  • [KAD] Fixed an issue where LOD1 of the Support Pod and Fuel Pod's model were miss aligned.
  • [KPR] Balcora Gate can be seen anywhere on the map (in order to fix an issue where the fx of ships being built was being piled up).
  • [KPR] Fixed an issue where Arsenal Ship, Dreadnaught and Sajuuk's super beam fx would disappear sometimes.
  • [KPR] Fixed an issue where the Arsenal Ship had twice the fire power it should have.
  • [KPR] Added some missing details to the Arsenal Ship's model.
  • [KPR] Fixed an issue where top-left pulsar turret of the Keeper was miss-aligned.
  • [KPR] Fixed an issue where Demolishers won't point at enemy strikecraft.
  • [TUR] Fixed an issue where LOD1 and LOD2 of Vulcan Frigate's right half of engine glow were missing.
  • [TUR] Fixed an issue where 3 out of 4 engine glows of Siege Drill Frigate's LOD1 and LOD2 are missing.
  • [KUS] Fixed an issue where probe explosion was far too large.
  • [KUS] Fixed an issue where the fx of the Gravwell Generator powering up was not displayed properly.
5. Balance Adjustments
Summary
  • Some Progenitor (KPR) units can now only be built once. The idea is put a greater focus on the idea that the KPR use whatever was left behind in the galaxy from many millenniums ago. They can still produce their own smaller units, but larger units like Balcora Gate and Sajuuk only appear once; if you lose them, you can’t rebuild them.
  • The Kadeshi (KAD) cloak abilities (Khar-Toba, Aberrance Swarmer) are now automatically provided by a new unit, the Dark Nebula. Cloaking field of the Dark Nebula cannot be detected, but the Dark Nebula also cannot move while it is cloaked, so players still have a chance to hunt down the Dark Nebula.
5.1 Faction Adjustments
  • [HGN/VGR] Shipyard now comes pre-built with the Super Capital Ship Facility.
    - Prerequisites: Hyperspace Module and Capital Ship Facility.
  • [KAD] Khar-Toba can only cloak when Dark Nebula is alive.
  • [KAD] Nebulas now come pre-built with the Lv.1 Module (except the one in the starting fleet).
  • [KAD] AI will now utilize the Support Pod better.
  • [KPR] Starting Fleet: 2x Phase Prism → 1x Phase Prism + The Hand That Shapes
  • [KPR] Phase Prism cannot no longer build other Phase Prism, Balcora Gate and Keepers.
  • [KPR] The Hand That Shapes can no longer build Balcora Gate and Arsenal Ship.
  • [KPR] Balcora Gate can no longer build Phase Prism.
  • [KPR] Sajuuk can only be built once.
  • [TAI] Defender & Defense Fighter now count as Platforms.
  • [TAI] The innate Hyperspace ability of the Heavy Cruiser has been moved to the Battleship.
  • [KUS] Mothership's extra construction bay only works for Research Ship/Modules now; AI updated to reflect this.
5.2 Ship/Tech Adjustments
## Kadeshi ##
Support Pod
  • Ability range: 4000 → 2000
Nebula
  • Build Cost: 2500RUs → 3000RUs
  • Build Time: 85s → 90s
Nebula – Mothership Lv.1 Module
  • Build Cost: 1000RUs → 1200RUs
  • Build Time: 60s → 80s
Nebula – Mothership Lv.2 Module
  • Build Cost: 1200RUs → 1500RUs
  • Build Time: 60s → 90s
Bright Nebula
  • Build Cost: 7000→6000
  • Build Time: 270s→210s
Defense Gun
  • Armor: 1000 → 4000
  • Build Cost: 500RUs → 300RUs
  • Build Time: 30s → 20s
  • Damage Per Shot: 50 → 40; time between 2 Shots: 1s→4s
  • Weapon Range: 4000 → 2800
## Taiidan ##
Defender
  • Build Cost: 350RUs → 250RUs
Defense Fighter
  • Build Time: 30s → 20s
5.3 Build/Research Prerequisite Adjustments
  • [KAD] Deleted Permanent Cloak Generator (Module); Khar-Toba Permanent Cloak Ability automatically provided by Dark Nebula
  • [KAD] Deleted Energy Cannon Module and upgrade ability of Nebula; Energy Cannon Module is now built on the Khar-Toba, which unlocks the Bright Nebula.
  • [KAD] Bright Nebula Prerequisites: Hyperspace Module and Mothership Lv2 → Hyperspace Module and Energy Cannon Module.
  • [KAD] Aberrance Swarmer Permanent Cloak Ability automatically provided by Dark Nebula
  • [TAI] Changed Defense Fighter Module to Heavy Fighter Module; Defender prerequisites: Fighter Module → Heavy Fighter Module.
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Showing 1-2 of 2 comments
WildHeart|GENESIS|  [developer] 11 Mar, 2020 @ 8:54am 
Que the shameless bump to bring today's release notes to the top of the list.
Important: While the new v1.37 is a lot more stable and bug-free than the previous v1.35, some bugs may still have slipped under the radar.
If you experience a game crash (with your game set to English and no other mods active), your hwrm.log file from right after the crash will have the data that will help us fix it.

This file is overwritten each time HWRM is launched, so it important to get the file from immediately after the crash. Location:
...\Steam\steamapps\common\Homeworld\HomeworldRM\Bin\Release\HwRM.log

You can copy-paste the contents of this file to a website like Pastebin[pastebin.com] and post the link to the pastebin below, or send it to us via Discord (https://discord.gg/ekG3Wry)
Last edited by WildHeart|GENESIS|; 11 Mar, 2020 @ 8:56am
Arbadillon 30 Mar, 2020 @ 6:34pm 
Is that possible to change Kadeshi color ?
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Showing 1-2 of 2 comments
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