Whoa, you’ve been paying attention.

Also:

Vaygr shouldn’t have to pay so much for frigate production.

I’ve split Vaygr frigate missiles off into their own class so they don’t share damage/fire rate with the Vaygr missile corvette and can be tweaked independently without breaking one or the other.

I fixed the way missiles shoot out of the Vaygr Heavy Missile Frigate so they look more correct. Also it was super rare but very rarely at steep degrees the Vaygr HMF would shoot into its own bow.

The Vaygr Assault Frigate should now be worth building via fixing its fire rate and thruster speed bump.

Vaygr Hyperspace gates are now 850 m/s and have a larger sensor radius to help incentivize using them.

Lance Fighter damage against resourcing armor slightly increased

Vaygr carrier/fighters/corvette unit caps restored to original

Command Corvette armor increased

I’ve altered the firing rate of LaserCorvettes to be more consistent (less passes where they can’t fire at all). It should be smoothed out now.

(yes, I found a lot of problems with Vaygr when I took everything apart)

I observed that the attack style/maneuverability of Hiigaran Assault Corvettes were diminishing their effectiveness

Torpedo Frigate missiles are faster in speed as is the torpedo frigate as one of the problems I noted with frigates is how much damage they were taking before they got into range. The torpedo frigate range has decreased slightly because being speedy with that much coverage was overpowered.

Ion Cannons have increased range and subsystem damage to give them a more useful role. Rather than straight nerfing BCs (they have damage more aligned with cost/armor, make no mistake) I’m trying to give us all more tools to deal with them.

Defense field frigates should now be useful with a better duration. I also noticed they had guns that were unable to fire. I still need to investigate why their effect is broken.

Gun platforms are cheaper to build because it made no sense to spend that much money unless you were at cap.

In testing I noticed the Hiigaran Ion Platforms were overall less effective than the Vaygr Missile Platforms due to the guns being unable to depress properly if a ship was +/- a few degrees off horizon.

Frigates should no longer be ablative armor for your destroyers and cruisers. New attack styles, ranges, speeds, base health all contribute to you getting your money’s worth.

Upgrades are single tier for Vaygr and Hiigaran. Go ahead and curse my name now but I’ve plotted the math out to 21 frigates for HW2 races and 24 for the HW1 ships. With a single tier upgrade and higher base health and speed you should still be satisfied so try it before sharpening the pitchforks.

HW1 races have had their health restored to original values-as many as I could.

Scouts and Interceptor movement is as close to their original HW1 feel as I could manage. They should hold their own against HW2 ships even through the upgrades.

Almost all HW1 ships have custom attack styles, especially corvettes.

HW1 assault frigates should now be the backbone of our fleets. I’ve restored their anti corvette/frigate capabilities (and updated the localization texts too, except for Russian)

Drone frigates now have a longer duration for drones so they need to be babysat less.

Destroyers/cruisers can not stand toe to toe 1 to 1 with their HW2 counterparts but their cost/build time have been adjusted to compensate. Faster build times also help with tying up the build channels on the Mothership/lack of shipyards.

Research Ships should now be useful to build out to all the hubs. It will take you less time and cost you less money. Fighters, corvettes, frigates and capitals should now be able to be built within the range of HW2 races.

No upgrades for HW1 races but there are some behind the scenes invisible upgrades that come automatically as you move through the trees to help maintain the power curve.

No promises on this particular front but it’s looking good: I pulled apart all the multiplayer CPU AI and figured out why it was terrible at playing HW1 races and I think I fixed it all up. I’ll have a proper programmer put eyes on the work (LUA debugging is unfriendly) but there is a chance that playing against a CPU Kushan or Taiidan could be fun.

Don’t ask me when it will be done, my answer is that there are still some things I need to address and I feel it is looking good. This is an update but not a comprehensive list because it’s 5am and I’m tired.

Xercodo: Xercodo: This means you wouldn’t be able to have mix fleet formations and it also means they’re going to remove HW2 squad ability to replace missing squad member for free from the dock.

Actually BitVenom got clever and figured out a way around this so it isn’t a limitation.