Homeworld Remastered Collection

Homeworld Remastered Collection

[BETA][EN]FX:Galaxy v1.3.9 - Last Stand
 This topic has been pinned, so it's probably important
lone_wolf  [developer] 31 Jul, 2021 @ 9:54pm
FX:Galaxy v1.39 BETA Release Notes
FX:Galaxy v1.39 BETA “Last Stand” – Release Notes
Made by 9CCN MOD Team for HomeworldRM v2.0+ 


!! This is a BETA release. We highly recommend making a new profile to test the contents in this build.
Contents will be polished further for the official release. Please report any bugs you run into on this page, thank you for your help.


 
Summary
TAIMini-Campaign, Shimmering Path EX3, AI Diplomacy System, Enhanced Camera System,
KAD Fleet Color support, KAD Voice
 
+2 Remastered Unit Models (KPR Partner,Guard)
20+ BugFixes & 50+ Balance Adjustments.
 
1. Main Updates
Ø  New Mini-Campaign: The Battle of Vishari (Taiidan).
With the Vaygr leaderless and disorganized after the events of Homeworld2, the Taiidan wasted no time and struck against their former subjugators with overwhelming force. Imperial fleets that were kept in reserve or secretly constructed throughout the Vaygr War launched a full-scale, simultaneous assault on key enemy locations. Within weeks, the old Empire was beginning to take shape again.
In one such sector of space, the fleeing Vaygr forces make a desperate last stand in the narrow Vishari Corridor, one of the two key passageways connecting Vaygr and Imperial space. An elite Taiidan fleet using a new prototype unit is dispatched to break the siege and restore the corridor to Imperial control. Assume command over this fleet, and set the stage for the Taiidan’s return in HW3!
 
Ø  New Shimmering Path Stage - EX3
This is a new bonus stage for the Shimmering Path. As with the other bonus stages, this stage will unlock once you have completed the Hall of Fame. If you previously completed The Shimmering Path, please go through Hall of Fame again
to update the mission list.
EX3 follows a rather unique setup in that the player will randomly load into one of four possible scenarios each time it is played. The maps are based on the key missions of HW1 and HW2, and so the idea is that players will have a chance to "redo" the key moments of both games in the Shimmering Path/Deathmatch style.
  • Re:Hiigara (KUS vs TAI) is a mix between the first and last mission of HW1 - the map itself is Kharak (M01), but it incorporates aspects from the final mission (M16) like the background and the idea of an asteroid belt separating both players. Both sides also start with a Scaffold, as a reference to how you could play as either faction in the HW1C campaign.
  • Re:Tanis (HGN vs VGR) is set on an expanded map of HW2 M01 (Tanis), where Makaan is spearheading the assault on the Mothership himself.
The music player has been disabled for both of these stages, so both stages will play their appropriate campaign tracks for added immersion.

Ø  New Feature: AI Diplomacy System
The AI Diplomacy System lets you co-operate with (and gain control over) allied AI players as if they were human players via a reputation-based system, reminiscent of games like Civilization or other 4X titles. Through Diplomacy, players can mobilize their allies and open up new paths to victory!
  • Press [K], or click the new Diplomacy icon in the left sidebar to access the AI Diplomacy system (Available in The Shimmering Path and Player vs. CPU).
  • Choose an AI to talk to. The game will be paused while the Diplomacy window is open.
  • Increase your reputation with AlliedAIs by gifting them ships or RUs, or completing their requests! Depending on your reputation level with an AI, you will be able to exert increased influence over them, and unlock new options like asking them to attack/defend a target.
  • You can advise Enemy AIs(Reputation -100) you discovered to surrender. If the AI calculates that a loss is inevitable they may accept, greatly reducing the time spent on post-battle cleanups in e.g. The Shimmering Path!
These are just some samples of the new possibilities with this system. We hope you will give it a try!
 
Ø New Feature: Enhanced Camera (Pilot View)
This is an additional set of camera options that we created for the FXmod. They allow you to view your ships in various new perspectives. The most common appliance of this system is using it to replicate the “pillow view” effect from the Homeworld1 (Classic) v1.05 patch.
The following options are available:
  • [Shift+F] (Pilow View) – Makes the camera follow a unit from a fixed angle. Looks like "pilot view" when activated once fully
  • zoomed in on a unit from behind.
  • [Shift+X] – Moves the camera forward. Use mouse wheel to change the speed (even change to backward).
  • [Shift+E] – Make the camera follow the selected unit from the camera’s current position.
  • Press the same keybind again to cancel that mode.
Other Updates
  • The Music Player has been updated to v1.02:
    • Improved the random track selection. Certain tracks (e.g. 02-“YES”) won’t be selected by autoplay anymore, but can still be played manually.
    • Replaced the file names for most songs with their actual titles.
  • Added 2 new achievements (1 regular,1 hidden)
    • [Hidden] achievements do not show the completion requirements, but provide a hint instead.
  • Added several new loading tips.
  • Various text & localization fixes.
  • More backend RPG Mode preparation work.
## Single-Player ##
  • The FX Tutorial is now fully voiced.
  • Added several QoL improvements for the FX Tutorial and the HGN, VGR & TUR mini-campaigns.
  • The Hall of Fame (Shimmering Path) has been updated.
## vs. CPU/Multiplayer ##
  • “FX:G Standard PvP (WIP)” mode has been renamed to “FX Competitive Deathmatch” mode.
  • Added thumbnails for the Competitive Deathmatch maps.
    • These thumbnails display the locations of the RUs on the map, allowing you to plan ahead before the match start.
  • The Kushan and Bentusi (WIP races) are no longer playable in Competitive Deathmatch.
2. Graphics, Sound & FX
  • [KPR] The Partner and Guard were remastered, and now use HD textures (main body segment).
  • [KAD] Added fleet color support for the Kadeshi.
    • Badge support is not finished in this build (only the Khar-Toba for now).
  • [KAD] Added a new fleet command voice for the Kadeshi.
  • [KAD] Added fx for the Nagual and Dark Nebula’s new abilities. (see sect. “4. Balance Adjustments”)
  • [KAD] Lowered the “flash” effect for the Bright Nebula main cannon (for sensitive people).
3. Bug Fixes
  • Implemented an experimental fix for an issue where ships would sometimes freeze in place if they are hit while the “dock” command is active.
  • Addressed some irregularities in AI behavior when they have high (starting) RUs.
  • Fixed an issue where the AI would use some units defensively only (e.g. TAI Battleship).
  • Fixed an issue where some AI units would lose their fx after hyperspacing.
  • Fixed an issue where some units (e.g. TAI Shipyard) did not have explosion fx.
  • Fixed an issue where some confirmation interfaces would not respond.
  • Fixed an issue where swapping the HGN Light Cruiser’s turrets while playing Deathmatch with the (Bounty) option enabled would a crash (needs further observation).
[SinglePlayer]
  • Fixed an issue where completing Stage 33 in Shimmering Path with a HGN Light Cruiser - Annihilation Turret in
  • the fleet would cause a crash.
  • Fixed an issue where the Taiidan could only have 12 Capital Ships in the Shimmering Path (→14).
  • [Eden] Fixed a bug where the TUR HeavyGun Cruiser would not accompany the TUR Assault fleet.
  • [Eden] Fixed a bug where the TUR JunkyardDogs in the back would idle after a successful haul.
  • [BEN Defense] Fixed an issue where attacking a TUR Minelayer Corvette would cause the game to crash.
  • [BEN Defense] Fixed an issue where enemy Turanic Raiders would sometimes stop attacking.
[Factions & Ships]
  • [HGN] Multi-Gun Corvettes now dock properly again.
  • [HGN] Torpedo Frigates can now damage Araneids again.
  • [HGN] Fixed an issue where the Torpedo Frigate got 2x weapon damage after the Adv. Research Module was built.
  • [VGR] Fixed a bug where the game would crash when a VGR EW frigate gets close to an AI TUR Minelayer Corvette.
  • [KAD] Fixed a bug where the Dark Nebula could still hyperspace while cloaked.
  • [KPR] Balcora Gate modules no longer show leftover fx after the gate is destroyed.
  • [KPR] The Adv. Probe (Phased Probe) now detects cloaked ships again.
  • [KUS] Fixed an issue where the Cloaked Fighter would be invulnerable sometimes.
  • [KUS] Motherships and Carriers can now enter into a formation with strikecraft again.
4. BalanceAdjustments
These changes are not final, and may change for the official release of 1.39.
 
Summary
  • The Kadeshi have received several buffs in an attempt to increase their late game strength.
  • The Turanic Raiders have received a major overhaul with this update:
    • Attack Carriers are now more important, truly taking up their role as core of the TUR fleet.
    • - Each Attack Carrier now specializes in either production or combat at a time. ---- The “combat path” modules will unlock the carrier’s weapons (AAturrets, Ion Cannon, etc), but disable Frigate production on that carrier.---- Retire the Production/Combat Path Modules on a carrier to change its specialization. - An Attack Carrier now replaces the Recycle Station in the TUR starting fleet.- Attack Carriers now have external hull docking points for utility units (e.g. RU Collectors).- Attack Carriers can now build two new modules for additional utility functions.
    • Outposts have taken over the role of unlocking strikecrafts from the Recycle Station (→Light/HeavyWeapon Modules), and may now choose between installing AA turrets (anti-strikecrafts) or its regular HeavyGun (anti-frigate) turrets (retire either module to change).
    • The Recycle Station is now used as a hub for unlocking Frigates and the cloaking abilities.
    • See the sections below for the full changes in TUR unit stats, caps, prerequisites etc.
  • [Hard] & [Expert] Difficulty AIs may now dock their damaged units (player suggestion).
  • Improved the performance of AA Missiles (e.g. VGR Frigate top launcher, TUR Missile Corvette).
4.1 Ship/Tech Adjustments
  • [HGN] Bomber’s Anti-Subsystem bombs are now automatically provided by the Research Module.
  • [VGR] The Adv. Production Module (Frigate Facility) will now disable Fighter & Corvette production on that ship, 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 host ship when outside of combat.
  • [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, untargetable 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] 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.
  • [TUR] Minelayer Corvettes can no longer attack strikecrafts.
  • [TUR] HeavyGun Cruisers can no longer built units.
  • [TUR] HeavyGun Cruisers now come pre-built with the Hyperspace & Weapon Enhancement Modules.
  • [TUR] Outposts may now build an AA Turret Array instead of the HeavyGun Array.
    • Build cost: 500 RUs | Reqs: Light Weapon Module, Capital ShipFacility.
  • [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 & several unit abilities.
  • [TUR] Attack Carriers can now build the following modules:

Production Enhancement Module (replaces Frigate Facility)
  Enables Frigate production on the Carrier; disables its weapon systems. 
  Build cost: 750 RUs | Reqs: Recycle Station (built & alive).
  Can be swapped out for the Weapon Modules.
Weapon Enhancement – LV1
  Enables the Carrier’s AA guns & frontal Ion Cannons; disabled Frigate production.  
  Build cost: 500 RUs | Reqs: Light & Heavy Weapon Module, Capital Ship Facility. 
  Can be swapped out for the Production Module.
Weapon Enhancement – LV2(replaces Heavy Missile Module)
  Upgrade to the LV1 Module. Enables the carrier’s remaining weapon systems (Torpedo Launcher and Missile Ability). 
  Build cost: 600 RUs | Reqs: LV1 Weapons Module, Combat Readiness Module.

The following two modules are new, and may be built regardless of “path” for additional utility:
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.

  • Various adjustments of research time & cost of many research items.
< >
Showing 1-3 of 3 comments
lone_wolf  [developer] 31 Jul, 2021 @ 9:54pm 
4.2 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
## 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
  • Unit cap: 1 → 3
  • Build Time: 120s→ 90s
  • Hyperspaceability 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
  • 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
## Progenitors ##
Phase Prism
  • Build Time: 66s →40s
## Taiidan ##
Flagship
  • Unit cap: 1 → 2
Defense Fighter
  • Range: 3500 → 1500
## TuranicRaiders ##
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
  • 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
4.3 Unit Prerequisite Adjustments
## Vaygr ##
  • Frigate Facility Prerequisites: Research Module → Corvette Facility
  • Spear Cannon Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
  • EW Pod Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
  • Infiltration Pod Module Prerequisites: Frigate Facility → Research Module + Frigate Facility
  • Adv. Production Module Prerequisites: Capital Ship Facility → Research Module + Frigate Facility
  • Capital Ship Facility Prerequisites: Frigate Facility → Research Module + Frigate Facility
## Kadeshi ##
  • Nebula Prerequisites: Hyperspace Module → Mothership LV1
  • Bright Nebula Prerequisites: Hyperspace Module + Energy Cannon Module → Energy Cannon Module
  • Dark Nebula Prerequisites: Hyperspace Module + Mothership Lv2 → Mothership Lv2
## Turanic Raiders ##
  • Bomber Prerequisites: Light Weapon Module and Strike Craft Facility → Heavy Weapon Module and Strike Craft Facility
  • Missile Corvette Prerequisites: Heavy Weapon Module and Strike Craft Facility → Light Weapon Module and Strike Craft Facility
  • Vulcan Frigate Prerequisites: Frigate Facility → Light Weapon Module + Recycle Station
  • Ion Array Frigate Prerequisites: Cloak Unit Facility → Heavy Weapon + Recycle Station, cloaking ability provided by Cloak Unit Facility
  • Energy Jam Frigate Prerequisites: Frigate Facility → Frigate Refitting Center
  • Siege Drill Frigate Prerequisites: Infiltration Facility → Frigate Refitting Center
  • Recycle Station Prerequisites: Hyperspace Module or Capital Ship Facility → Light/Heavy Weapon Module
  • HeavyGun Array Prerequisites: Capital Ship Facility → Heavy Weapon Module and Capital Ship Facility
  • Dustbin Prerequisites: Frigate Facility→Recycle Station
  • Capital Ship Facility Prerequisites: Frigate Facility→Recycle Station
Dekarchos 14 Aug, 2021 @ 6:09pm 
Greetings and Salutations. I wanted to thank you for what I consider the best mod for Homeworld Remastered.I have curious question. If I got audio from the campaign for the Kadeshi and Bentusi would you implement it in the mod? Also is there any plans for the Cataclysm factions still or are they shelved?
Originally posted by Dekarchos:
Greetings and Salutations. I wanted to thank you for what I consider the best mod for Homeworld Remastered.I have curious question. If I got audio from the campaign for the Kadeshi and Bentusi would you implement it in the mod? Also is there any plans for the Cataclysm factions still or are they shelved?
The last I heard was that there were no plans to include the Cataclysm factions. Your first question is something I cannot answer, though I can add that some dialogues are already in. When you set the Bright Nebula to attack mode the "There is no withdrawal from the garden" dialogue will play for all players, for example.
< >
Showing 1-3 of 3 comments
Per page: 1530 50