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- Improved the performance of AA Missiles (e.g. VGR Frigate top launcher, TUR Missile Corvette).
- The Kamikaze function has been disabled.
- This function was never intended to be active in FX, but some users reported they still found ways through which it could be used.
Summary- The Kadeshi have received several buffs in an attempt to increase their lategame strength.
- The Turanic Raiders have received a major overhaul with this update:
- Outposts have taken over the role of unlocking strikecrafts from the Recycle Station (→Light/Heavy Weapon Modules); the Recycle Station is now used to unlock Frigates and the raider’s cloaking abilities.
- Outposts and Recycle Stations can now choose between installing the AA turrets (anti-strikecrafts) or HeavyGun (anti-frigate) turrets (retire either module to change).
## Ship & Tech Adjustments ##- [HGN] Bomber’s Anti-Subsystem bombs are now automatically provided by the Research Module.
- [HGN] Torpedo Frigates can no longer attack fighters.
- Torpedo Frigates receive an upgraded anti-ship torpedo after the Adv. Research Module. With this upgrade, we believe that being able to attack fighters will make players only build Torpedo Frigates like in regular HW2 (since they are good vs. all).
- [VGR] The Adv. Production Module (Frigate Facility) will now disable Fighter & Corvette production on that ship, just like in regular HW2. Facility prerequisites lowered.- [KAD] Added a new ability to the Nagual: Emergency Repairs.
- When the Nagual is set to “passive” (F4), its drones will now automatically perform emergency repairs on the ship when outside of combat.
- Additionally, being in “Passive” mode will grant the Nagual a cloaking field if the player has a Dark Nebula on the field.
- [KAD] Added a new ability to the Dark Nebula: Abyss Durance (hotkey: “E”)- This is a kind of “super EMP” effect that can only be used against nearby enemy Capital Ships. Press “E” and manually click on the target ship to completely disable it for a while.
- This ability can only be active on 1 enemy ship at a time, and needs to recharge after use.
- Destroy the Dark Nebula to end the effect early.
- [KAD] Support Pods now host 6 inherent, un-targetable Lance Swarmers (like the Keeper’s Drones).- [KAD] Support Pods can no longer move or attack while they are using their ability.
- [KAD] The Nebula’s LV1 and LV2 Modules now increase the ship’s speed by +50% each.
- [KAD] All Hyperspace-related abilities for Capital Ships are now automatically provided via the Khar-Toba’s Hyperspace Module.
- [KAD] Added a Sensor Distortion effect to the Dark Nebula.
- [KAD] Aberrance Swarmers no longer count towards the Corvette unit cap.
- [KPR] Keepers can no longer be captured while the energy shield ability is active.
- [KPR] Phased Probes (formerly Adv. Probes) may now also be deployed via hyperspace (when near a HS capable vessel).
- [KUS/TAI] Boosted the repair speed of the KUS Repair Corvettes & TAI Support Frigates to x200% when repairing Capital Ships.
- [TAI] Defense Fighters now have a tactical overlay to show their effective range.
- [TAI] Improved the field effect of the Defense Field Frigate.
- [TUR] Improved the attack style of the Vulcan Frigates for increased anti-strikecraft performance.
- [TUR] Minelayer Corvettes can no longer attack strikecrafts.
- [TUR] HeavyGun Cruisers can no longer build units.
- [TUR] HeavyGun Cruisers now come pre-built with the Hyperspace & Weapon Enhancement Modules; unit cap increased 2 > 3.
- [TUR] Outposts may now build an AA Turret Array instead of the HeavyGun Array.
- Build cost: 500 RUs | Reqs: Light Weapon Module, Capital Ship Facility.
- [TUR] The Recycle Station may now build a HeavyGun Turret instead of the AA Turret.- Build cost: 500 RUs | Reqs: Heavy Weapon Module.
- [TUR] Outposts have taken over the Light and Heavy Weapon Modules from the Recycle Station, becoming the new key unit for unlocking Strikecraft & Capital Ship production.- [TUR] The Recycle Station houses the Frigate Facility & Cloaking Facility modules, becoming the new key unit for unlocking Frigates production & several unit abilities.
- [TUR] Attack Carriers can now build the following modules:
At first, you choose between Prod. Enhancement or Weapons Lv1. After building the [Combat Readiness Module], you can build the other system. Weapon Lv2 is exclusive to combat path.
- Production Enhancement Module (replaces Frigate Facility)
- Enables Frigate production on the Carrier; disables Weapon Enhancement LV2.
- Build cost: 750 RUs | Reqs: Recycle Station (built & alive).
- Weapon Enhancement – LV1
- Enables the Carrier’s AA guns & frontal Ion Cannons.
- Build cost: 500 RUs | Reqs: Light & Heavy Weapon Module, Capital Ship Facility.
- Weapon Enhancement – LV2 (replaces Heavy Missile Module)
- Enables the carrier’s Torpedo Launcher and Missile Ability. Can only be built on Carriers without the Production Enhancement Module.
- Build cost: 600 RUs | Reqs: LV1 Weapons Module, Combat Readiness Module.
The following two modules are new, and may be built regardless of “path”:- Maintenance Module (New)
- Enables Junkyard Dogs' repair ability within 6000 range.
- Build cost: 500 RUs | Reqs: Recycle Station.
- Raiding Module (New)
- Prevents enemies from harvesting within 6000 range.
- Build cost: 1000 RUs | Reqs: Combat Readiness Module.
## Ship & Tech Adjustments (Values) ##Vaygr
Assault Craft
- Build Cost: 350 → 280 RUs
- Build Time: 25s → 20s
Carrier
- Unit cap: 4 → 6
- Build Time: 40s → 50s
Battlecruiser
- Weapon Range (Trinity Cannon): 6000 → 7000
## Kadeshi ##
Khar-Toba
- Unit cap set to 1 in all modes.
Khar-Toba – Hyperspace Module
- Build Cost: 500 → 1000 RUs
- Build Time: 30s → 60s
Nagual
- Build Time: 120s → 90s
- Damage per shot (Drones): 600 → 800
- Health (Drones): 300 → 500
- Hyperspace ability now provided via the Khar-Toba’s Hyperspace Module.
Nebula (Basic Needleship)
- Build Cost: 3000 → 2500 RUs
- Hyperspace & Hyperspace Inhibitor effect now provided via the Khar-Toba’s Hyperspace Module.
Bright Nebula (Combat Needleship)
- Build Cost: 6000 → 4500 RUs
- Build Time: 210s → 180s
- Weapon Range (Frontal Cannon): 7000 → 8000
- Damage per shot (Frontal Cannon): 32000 → 36000
- Ship construction on this unit will be paused while the main cannon is active.
- Hyperspace & Hyperspace Inhibitor effect now provided via the Khar-Toba’s Hyperspace Module.
Dark Nebula (Tactical Needleship)
- Build Cost: 4500 → 3500 RUs
- Build Time: 180s → 150s
- Hyperspace & Hyperspace Inhibitor effect now provided via the Khar-Toba’s Hyperspace Module.
Needleship – LV1 Module
- Build Cost: 1200 → 1000 RUs
- Build Time: 80s → 60s
Needleship – LV2 Module
- Build Cost: 1500 → 1200 RUs
- Build Time: 90s → 80s
Research – Frigate & Capital Ship Damage/Armor LV1
- Research Cost (Both): 500 → 1000 RUs
## Progenitors ##
Phase Prism
- Build Time: 66s → 40s
Keeper
- Damage per shot (Drones): 50 → 25
Dreadnaught
- Build Cost: 5000 → 6000 RUs
## Taiidan ##
Flagship
- Unit cap: 1 → 2
Defense Fighter
- Range: 3500 → 1500
## Turanic Raiders ##
Ion Array Frigate
- Damage: 2400 → 2100
- HP: 12400 → 14200
Attack Carrier
- Unit cap: 3 → 5
- Build Cost: 2600 → 2000 RUs
- Build Time: 120s → 75s
HeavyGun Cruiser
- Unit cap: 2 → 3
- Build Cost: 3700 → 4000 RUs
- Build Time: 180s → 210s
Recycle Station
- Build Time: 45s → 60s
- HP: 80000 → 50000
- Docking Slots: 6 → 30
Infiltration Facility / Frigate Refitting Center
- Build Cost: 450 → 500 RUs
- Build Time: 30s → 45s
b]### Unit Prerequisite Adjustments ##[/b]
Vaygr
[VGR] Frigate Facility Prerequisites: Research Module → Corvette Facility
[VGR] Spear Cannon Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
[VGR] EW Pod Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
[VGR] Infiltration Pod Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
[VGR] Adv. Production Module Prerequisites: Capital Ship Facility → Research Module + Frigate Facility
[VGR] Capital Ship Facility Prerequisites: Frigate Facility → Research Module + Frigate Facility
## Kadeshi ##
- [KAD] Nebula Prerequisites: Hyperspace Module → Mothership LV1
- [KAD] Bright Nebula Prerequisites: Hyperspace Module + Energy Cannon Module → Energy Cannon Module
- [KAD] Dark Nebula Prerequisites: Hyperspace Module + Mothership Lv2 → Mothership Lv2
## Turanic Raiders ##
- [TUR] Bomber Prerequisites: Light Weapon Module and Strike Craft Facility → Heavy Weapon Module and Strike Craft Facility
- [TUR] Missile Corvette Prerequisites: Heavy Weapon Module and Strike Craft Facility → Light Weapon Module and Strike Craft Facility
- [TUR] Vulcan Frigate Prerequisites: Frigate Facility → Light Weapon Module + Recycle Station
- [TUR] Ion Array Frigate Prerequisites: Cloak Unit Facility → Heavy Weapon + Recycle Station, cloaking ability provided by Cloak Unit Facility
- [TUR] Energy Jam Frigate Prerequisites: Frigate Facility → Frigate Refitting Center
- [TUR] Siege Drill Frigate Prerequisites: Infiltration Facility → Frigate Refitting Center
- [TUR] Recycle Station Prerequisites: Hyperspace Module or Capital Ship Facility → Light/Heavy Weapon Module
- [TUR] HeavyGun Array Prerequisites: Capital Ship Facility → Heavy Weapon Module and Capital Ship Facility
- [TUR] Dustbin Prerequisites: Frigate Facility→Recycle Station
- [TUR] Capital Ship Facility Prerequisites: Frigate Facility→Recycle Station