Homeworld: Deserts of Kharak Update Information

November 21, 2017

Patch 1.3.0 Release Notes

Features

Tactical Pause

Tactical Pause is a feature that has become quite polarizing in the world of RTS games. Many people argue that tactical pause undermines the concept of “real time” strategy. However Tactical Pause has always been a part of the Homeworld franchise, and people expect it to feature in any Homeworld game. Its absence was a mistake which has now been rectified.

The player can now pause the game in the single player campaign and in skirmish games using the "P" key. During tactical pause players can issue combat, movement, and build commands to units which will be carried out once the game has become unpaused. There is audio feedback for any commands issued while paused, with visual feedback confirming the commands once the player unpauses the game.



Like all hotkeys, the Pause hotkey “P” is configurable by editing the custom.dokhotkeys file found in the backup and cloud files in the Deserts of Kharak Steam folder (~Program Files (x86)\Steam\steamapps\common\Deserts of Kharak\out\backup\custom.dokhotkeys).

Skirmish and Multiplayer AI

It was also important to us to improve the AI in Patch 1.3.0 to improve the single player skirmish and multiplayer experience. It was common for a skilled player to easily beat 2 or sometimes even 3 Hard AIs single-handedly. While the AI is skilled at applying early pressure and capturing artifacts, it would often run out of resources and stop building units in the middle of the game. The following two changes have been made to improve this issue.

Hard AI Resourcing - We have altered Hard AI resource harvesting to increase the rate at which they collect resources while slowing the rate at which they deplete resource nodes. This will improve how the AI scales into the late game in skirmishes and in multiplayer games, as they will no longer run out of resources and stop producing units halfway through the game. Easy and Normal AI remain unchanged in this respect.

AI Air Sorties - AI Air Sorties no longer prioritize targeting Salvagers, Carriers and Support units over combat units. This change will improve the effectiveness of AI air units both offensively and defensively.This change impacts Easy, Normal and Hard AIs.

Bug Fixes

General

DLC Bug - A softlock often experienced when player without one of the two DLC factions played a multiplayer game against an opponent utilizing that DLC faction. This issue has now been fixed.

Coalition and Soban Gunship Veterancy Bug - The multiplayer version of the Coalition and Soban gunship were utilizing the campaign veterancy table and experience values. They have been updated with new veterancy experience values and now utilize the correct veterancy table.

Gaalsien and Khaaneph Production Cruiser Tooltip Bug - Level 2 veterancy for the multiplayer versions of Gaalsien and Khaaneph Production Cruiser was incorrectly giving 5 armor. This is now fixed to properly give the 3 armor stated in the tooltip.

Campaign

**Warning! Possible campaign story spoilers below for those that have not finished the campaign.**

Mission 03 - Cape Wrath - Campaign Bug - During the final cutscene of mission three it was possible for the player to see two versions of the Carrier Kapisi if they had positioned their carrier at the mouth of the canyon exit before the mission ended. This has been fixed.

Mission 04 - Kalash Site - Campaign Bug - A progression blocking bug caused by the creation of an invulnerable unit preventing the player from completing the mission objective of "Destroy all remaining Gaalsien forces". This issue has been fixed.

Mission 12 - Torin Crater - Campaign Bug - There was a scripting error which was preventing the Siidim forces from properly pursuing and attacking Rachel S'jet and her escort at the start of the mission. The Siidim forces will now behave as intended.

Multiplayer and Skirmish Map Bugs

Taiidan Passage Map Bug - A map bug caused by an area of what was supposed to be impassible terrain at the edge of the map was allowing units to path through it. Units pathing in this area could get drawn in and then become permanently stuck. The path-blocking navmeshes on both the two and four player versions of this map have been updated to prevent this issue.

The Shallows Map Bug - There was a passage between the terrain that separated the primary resource locations and the artifact extraction zones that looked like it should be pathable visually, but when attempting to send a unit through the passage it was forced to travel around the terrain. This has been fixed to allow small and medium sized units through this passage on both the two and four player versions of this map.

Gaalsien Territories Map Bug - Due to a combination of the dune placement around one of the artifact extraction zones and the isometric camera angle, it was possible for the player to be misled as to the actual perimeter of the artifact extraction zone, leading to mistakes when trying to extract an artifact with a Baserunner. The extraction zones have been moved to slightly flatter ground to help rectify this issue.

Balance Changes

The overarching goal of these balance changes are twofold: To improve parity between factions, and to improve the viability of several underutilized units. We hope these changes will create viable alternatives to the army compositions and tech choices prevalent in the current metagame. In particular we have made adjustments to the Cruiser class vehicles in the hope that they will play a larger role in the new metagame.

Coalition

The Coalition Faction came into this patch as a strong faction with a solid set of core units. They had strong early game aggression potential with Armored Assault Vehicles followed by the Mid and Late game strength of its Railguns, Strike fighters and Carrier. These core strengths often led to Coalition faction play being somewhat narrow, with several units seeing little or no play in most games.

The Assault Cruiser, Battle Cruiser, Coalition Bomber and Gunship have all seen significant buffs in the hopes that they will more often find roles within coalition players armies.

The Gunship in particular almost never saw competitive play, with the exception of an occasional gimmicky Gunship rush that could occasionally catch an opponent off guard. The Gunship was unable to fulfill its intended niche due to its inability to deal significant damage to armored units. To rectify this issue we have dropped the Gunship’s attack from 5 damage packets to 4, giving it a 20% improvement to its effectiveness against armor. We have also made the Gunship dramatically cheaper while also increasing its build time, to make it a more appealing unit while preventing it from coming online too early.

The ability of the AAV to pressure an opponent’s economies in the early game was easy to execute and hard to stop. In order to rein in this overwhelming aggression the AAV has seen a nerf to its armor. While this does not completely stop the AAV’s effectiveness for economic harassment, it does enable greater degrees of counterplay and improves the effectiveness of opposing Carriers in defending their resourcing operations.

The Coalition Artillery Cruiser’s build time has also been significantly increased so it is more in line with that of the Gaalsien and Khaaneph Siege Cruisers.

Carrier

Carrier base Point Defense weapon Rate of Fire increased from 2 to 3

Carrier repair Beam range increased from 400 to 600

Bomber

Unit CU cost reduced from 600 to 550

Unit RU cost reduced from 290 to 250

Bomber targeting range increased to match Precision bomber

Bomber weapon area of effect increased by 20%

Support Cruiser

Support cruiser fleet cost reduced from 8 to 6

Assault Cruiser

Unit CU cost reduced from 550 to 500

Unit RU cost reduced from 300 to 250

Assault Cruiser tech research time decreased from 110 to 80

Assault Cruiser build time increased from 55 to 65

Artillery Cruiser

Artillery Cruiser build time increased from 55 to 70

Gunship

Damage Packets per Shot decreased from 5 to 4

Weapon AoE decreased from 160 to 150

Build Time increased from 32 to 55

Unit CU cost reduced from 680 to 380

Unit RU cost reduced from 280 to 250

Gunship Veterancy Experience requirements decreased

Level 1: From 5500xp to 1300xp

Level 2: From 8000xp to 2470xp

Level 3: From 12000xp to 4693xp

Level 4: From 18500xp to 8917xp

Level 5: From 27500xp to 16942xp

Armored Assault Vehicle

Base armor value decrease from 10 to 8

Battle Cruiser

Battle Cruiser tech research time decreased from 130 to 110

Battle Cruiser build time decreased from 80 to 75

Gaalsien

The Gaalsien faction was in a very strong place coming into this patch with a solid set of units, and an exceptionally strong Carrier. The largest issue for the Gaalsien was a Baserunner that was more often retired for resources than used to capture artifacts or to support a player’s army. To remedy this we have improved both the Gaalsien Baserunner’s Scanner and Healing abilities, greatly increasing its utility.

In Patch 1.3.0 the Gaalsien see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. This is to help the Honorguard Cruiser to become a viable alternative as a mid-late game cruiser choice for the Gaalsien.

We have also decreased the base rate of fire for the Carrier Point Defense systems, and removed the discount on the cost of the Power Level 6 research to bring their Carrier more in line with other factions.

Carrier

Carrier base Point Defense weapon Rate of Fire decreased from 10 to 8

Carrier Power Level 6 tech research cost increase from 1100 CU and 600 RU to 1300 CU and 700 RU

Baserunner

Baserunner Deploy Scanner ability cooldown decreased from 300 to 200

Baserunner Repair ability cost decreased from 250 to 0

Heavy Railgun

Heavy Railgun unit cost increase from 85 RU to 90 RU

Salvager

Salvager armor increased from 0 to 2

Honorguard Cruiser

Honorguard Cruiser tech research time decreased from 100 to 85

Honorguard Cruiser hit points decreased from 3800 to 3600

Siege Cruiser

Siege Cruiser tech research time increased from 75 to 90

Soban

In version 1.2.1 the Soban were in a tough spot. They suffered the same weak spots as the Coalition faction, with the additional drawbacks of a carrier that struggled to fend off early aggression and was ineffective against enemy Carriers in late-game Carrier battles. Compounding this issue was the Soban Battle Cruiser that lacked the damage output of its Coalition counterpart while also suffering from poor accuracy.

In patch 1.3.0 we have taken several steps to remedy this issue. Dramatically increasing the damage potential of the Soban Carrier’s Railgun Point Defense systems, and improving both the accuracy and damage of the Soban Battle Cruiser.

In addition to these changes, the Soban will benefit from the same improvements to the Assault Cruiser, Bomber and Gunship as their Coalition counterparts. Likewise the Soban are seeing the same reduction in AAV armor, and increase in Artillery Cruiser build times.

Carrier

Carrier base Point Defense weapon damage increased from 100 to 160

Soban Carrier weapon power lvl 4 turret cooldown time decreased from 1600 to 1500

Soban Carrier weapon power lvl 5 turret cooldown time decreased from 1600 to 1000

Armed Logistic Module base deployment range decreased from 1650 to 1200

ALM Deployment Cooldown increased from 0 to 5

ALM Power Level deployment range bonus rescaled:

Level 1: Remains at 500

Level 2: Remains at 1000

Level 3: Remains at 1500

Level 4: From 2000 to 1800

Level 5: From 4000 to 2000

Bomber

Unit CU cost reduced from 600 to 550

Unit RU cost reduced from 290 to 250

Bomber targeting range increased from 300 to 400

Bomber weapon area of effect increased by 20%

Support Cruiser

Support cruiser fleet cost reduced from 8 to 6

Assault Cruiser

Unit CU cost reduced from 550 to 500

Unit RU cost reduced from 300 to 250

Assault Cruiser tech research time decreased from 110 to 80

Assault Cruiser build time increased from 55 to 65

Armored Assault Vehicle

Base armor value decreased from 10 to 8

Gunship

Damage Packets per Shot decreased from 5 to 4

Weapon AoE decreased from 160 to 150

Build Time increased from 32 to 55

Unit CU cost reduced from 680 to 380

Unit RU cost reduced from 280 to 250

Gunship Veterancy Experience requirements decreased

Level 1: From 5500xp to 1300xp

Level 2: From 8000xp to 2470xp

Level 3: From 12000xp to 4693xp

Level 4: From 18500xp to 8917xp

Level 5: From 27500xp to 16942xp

Artillery Cruiser

Artillery Cruiser build time increased from 55 to 70

Battle Cruiser

Battle Cruiser tech research time decreased from 130 to 110

Battle Cruiser build time decreased from 80 to 75

Battle Cruiser damage increased from 270 to 320

Battle Cruiser short-range accuracy penalty removed

Khaaneph

Like the Gaalsien, the Khaaneph were in a very strong position in version 1.2.1. The midgame power of their Carrier and Siege Cruiser were hard to match.

The Khaaneph see a decrease in tech research times for the Honorguard Cruiser and increase in the tech research times for their Siege Cruiser. They also see minor nerfs to the survivability of their Siege Cruiser to bring it more in line with the Siege and Artillery Cruisers from the other factions. This should also make the Honorguard Cruiser more appealing as an alternative as a mid-late game cruiser choice.

The Khaaneph also see a minor nerf to the Shadowrunner Blast Drone build time. This is to slightly slow down the time it takes to get two blast drones into an opponent's resource line, which could often cause the game to end before it had even started. While the change is minor it should enable a little extra room for defensive scouting and appropriate counterplay to occur.

Shadowrunner

Shadowrunner Blast Drone build time increased from 14 to 20

Heavy Railgun

Heavy Railgun unit cost increase from 85 RU to 90 RU

Salvager

Salvager armor increased from 0 to 2

Honorguard Cruiser

Honorguard Cruiser tech research time decreased from 100 to 85

Honorguard Cruiser hit points decreased from 3800 to 3600

Siege Cruiser

Siege Cruiser tech research time increased from 75 to 90

Siege Cruiser hit points decreased from 3500 to 3350

Siege Cruiser armor decreased from 18 to 16

June 16, 2016

Patch 1.2.1 Release Notes

Added Polish Language Support

Minor Fixes to SHiFT login

April 26, 2016

Patch 1.2 Release Notes

Fixes

Fixed issues for players connecting to lobbies

Fixed an issue with camera occasionally getting stuck in orbit mode.

Fixed some issues with Unit Veterancy not applying correctly on some units

Fixed issues in Firebase Kriil Map relating to line-of-fire blockage not behaving as expected

Changes

Enabled fullscreen exclusive (Only works when using DX9. To Activate on DX11 hardware, add the following launch option "-force-d3d9" )

Added 4 new maps

Added support for Khaaneph Fleet DLC

Added Achievements for Khaaneph/Soban

F2 to select ground combat units no longer selects baserunners

BALANCE CHANGES

Artifact

First spawn increased from 120 to 135

Spawns after initial increased from 240 to 255

GAALSIEN

Gaalsien Missile Barrage

Damage reduced from 700 to 600

AoE type changed from no fall off to linear fall off

AoE size increased from 120 to 200

Bomber

HP reduced from 1550 to 1250

Assault Ship changes

1400 HP

Damage reduced from 25 to 24

Cooldown increased from 0.5 to 0.6

Regen reduced from 30 per sec to 20 per sec

Assault Ship Armor Upgrades and Railgun Armor Upgrades:

level 1 - 15 seconds - 200 CUs 100 RUs - +3 armor

level 2 - 20 seconds - 200 CUs 200 RUs - +2 armor +100 hp

level 3 - 30 seconds - 250 CUs 300 RUs - +1 armor +200 hp

Sandskimmer Armor Upgrades:

level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor

level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor

Siege Cruiser, and Honor Guard Cruiser fleet cost increased from 5 to 6

COALITION

Support Cruiser AA

Reload time increased from 3 to 4 seconds

AoE reduced from 80 to 40

AA turret

HP increased from 600 to 1100

AAV Armor Upgrades and Railgun Armor Upgrades:

level 1 - 15 seconds - 250 CUs 100 RUs - +3 armor

level 2 - 20 seconds - 250 CUs 200 RUs - +2 armor +100 hp

level 3 - 30 seconds - 300 CUs 300 RUs - +1 armor +200 hp

Escort Armor Upgrades:

level 1 - 15 seconds - 200 CUs 75 RUs - +2 armor

level 2 - 20 seconds - 200 CUs 150 RUs - +2 armor

Assault Cruiser, Artillery Cruiser, and Battlecruiser fleet cost increased from 5 to 6

Soban Balance Changes

Microwave Emitter

Missile speed reduced to be on par with Coalition cruise missile speed

Reduced the initial damage from 600 to 200

Armed Logistics Module

Railguns will now miss most of the time when engaging the Armed Logistics Module

Health increased from 800 to 1100

Damage increased from 30 to 40

AoE size increased from 0 to 100

Stun duration increased from 0.4 to 1 second

Baserunner ECM

Railguns will now miss most of the time when engaging the Baserunner ECM

Distance to deploy ECM increased from 900 to 1100

Slows enemies by 10 percent

Railgun

Damage increased from 160 to 165

March 29, 2016

Patch 1.1.1 Release Notes

Bug Fixes

Fixed an issue that caused save game files to be invalid

Fixed an issue that could cause infinite load times

Fixed an issue that resulted in Easy AI being harder than Normal AI

Fixed a number of issues that could cause instability in player’s connection to game lobbies

March 21, 2016

Patch 1.1 Release Notes

New Content (DLC)

Added the Kiith Soban (A new playable DLC faction to Skirmish and Multiplayer). All players will be able to join matches that include this faction for opponents, but only players who have purchased the DLC will be able to use the faction.



New Features

Replays A replay system has been added allowing players to save and watch the games they have played.

Control groups UI Units will now have an indicator of the last assigned control group above the unit (By the health bar).



Balance Changes (MP/Skirmish)

Coalition

Light Attack Vehicles

We want to increase the LAV’s ability to both engage and disengage from combat to make them a better match for the Gaalsien Sandskimmers.





Boost ability cooldown reduced from 60 to 30 seconds

Boost speed increased from 160 to 176

LAV weapon cooldown reduced from 0.95 to 0.8

LAV accuracy changed from 65/75/85 to 56/83/94

Armored Assault Vehicles



Armored Assault Vehicles are too strong against light vehicles and we want to soften the relationship.



AAV armor reduced from 15 to 10

AAV damage increased from 10 to 11

AAV Weapon cooldown increased from 0.6 to 0.8

Baserunner

We want to change Baserunner Turrets from a reactive decision to an active decision that requires forethought. Now turrets are more accessible but their placement requires more planning.

Baserunner Turrets no longer require research

Deploy Turret ability now begins with a 110 second cooldown (ability begins on cooldown)

New research: Baserunner Inventory removes the cooldown on Deploy Turret

Baserunner Turret begins firing 5 seconds after it has been deployed

Missile Battery

We increased the travel speed on the grenade launched by the Missile Battery’s Mortar ability to make the targeting of this ability easier.

Mortar ability grenade travel speed increased by 20%

Gunship

We have improved the usefulness of the Gunship to encourage build variety.

Gunship AOE reduced from 200 to 160

Gunship AOE damage reduced from 100 to 60

Gunship # of bursts reduced from 6 to 5

Gunship reload time reduced from 3 seconds to 2 seconds

Gunship AOE damage falloff changed from linear to none

Gunship weapon cooldown reduced from .75 seconds to .35 seconds

Railguns

We want to reduce Railguns effectiveness against Battlecruisers to promote strategic variety in games.

Railgun movement speed reduced from 75 to 66

Railgun armor reduced from 6 to 3

Production Queue

We’ve updated the cost and location in the tech tree of Production Queue research to allow for greater build variety.

Carrier Production upgrades now cost 500 CU

2nd Carrier Production upgrade now gated behind Railgun Tech instead of gated by 1st Carrier Production upgrade

Carrier

We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength

Power Research increments increased to 7 from 5

Gaalsien

Carrier

We want to even out the curve on the Gaalsien Carrier Regeneration Shunting ability.

Shunting Regeneration level 1 increased from 10 to 30

Shunting Regeneration level 2 increased from 20 to 50

Shunting Regeneration level 3 increased from 40 to 70

Shunting Regeneration level 4 increased from 80 to 90

Shunting Regeneration level 5 reduced from 160 to 110

We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.

Power Research increments increased to 7 from 5

Sandskimmer

We want to bring Gaalsien Sandskimmer health more in line with LAVs.

Sandskimmer health reduced from 700 to 650

Railgun

We want to reduce Railguns effectiveness against Carriers to promote strategic variety in games.

Railgun movement speed from 70 to 62

Railgun armor from 6 to 3

Production Cruiser

We want to soften the Production Cruiser’s anti air capability to allow players a chance to mitigate the damage with good micro.

Production Cruiser has reduced accuracy against Coalition Probe

Damage increased from 15 to 20

Rate of fire reduced from 25 to 15

Accuracy changed from 65/55/45 to 55/40/25

We’ve updated the Honor Guard Cruiser to focus on its intended role of ground based line breaker.

Anti-air passive ability changed to an active, duration ability which disables the main Railgun and lasts for 25 seconds

Point defense weapons now active by default

Railgun AOE falloff changed from linear to none

Railgun AOE range reduced from 250 to 200

Bug Fixes

AI Fixes Improved on the difficulty of AI. Normal and Hard should both see improved behaviour/difficulty.

Rally points Rally Move and Rally Resource will now have different colored waypoint lines.

Camera will no longer center on control groups unless double tapped.

Camera focus on a unit will not be lost when transitioning out of Sensors Manager.

Fixed keyboard input issues caused by external controller interference.

Fixed some carrier pathing issues in Firebase Kriil

Added music to the Boneyard Multiplayer map

Fixed an issue with audio sometimes getting muted after accepting multiplayer game invites.

Fixed an issue with targeting reticles getting stuck on when spamming ground target abilities.

Fixed Targeting reticles lingering too long.

The Game will now end faster after an annihilation victory is achieved

Moved a spawn location in the Khar-Toba multiplayer map to be closer to it’s starting resources (matching the other 5).

Fixed several crash issues

Additional Notes

Hotkey exposed in a config file Hotkeys can now be remapped by editing a new hotkey config file.

Unranked Matchmaking has been disabled.

February 23, 2016

Patch 1.0.3 Release Notes

New Content

Added new map "Firebase Kriil" for 1v1 & 2v2 Automatch and public games.

Bug Fixes

Fixed an issue that could cause the mouse pointer to be unlocked from its position when the camera was moved.

Lowered starting resources on "the Boneyard" to match other MP maps.

February 17, 2016

Patch 1.0.2 Release Notes

New Content



Region Filtering/Ping:



For custom games there is now a region drop-down option that will toggle between Local and Worldwide filtering options for available games.

In the lobbies, each user will now have a visual representation of their network connection (ping). This is displayed as a coloured icon as well as a ping time value.

Balance Updates

To incentivize players to go for artifacts, even early in the game, both factions will now start with a baserunner.

Coalition and Gaalsien will now have a free baserunner at the start of a match.

Coalition Heavy Armor

Adjustments were made on the price of the Coalition Heavy Armor upgrades to better reflect the gameplay advantage they provide.

Level 1, 2 and 3 CU Price increases from 100/200/300 to 550/550/550 CUs.

Probes

One of our focuses in this patch was to provide scouting tools. While still fragile, the probe will now be an effective scouting unit in the Coalition arsenal.

A probe deployed by the baserunner will now be controllable and is considered an air unit.

The price for the Launch Probe ability has increased from 50 to 100 CUs.

The cooldown time for the Launch Probe ability has decreased from 120 to 30 seconds.

Probe Sensor Radius has increased from 200 to 1000.

Probe Health has increased from 10 to 100.

The Probe will remain in the field until destroyed.

Coalition Carrier Repair System

While we still want the Coalition Carrier Repair System to be a powerful support option, its effectiveness was decreased so that there is an incentive to produce combat units early in the game. Before, late in the game, Repair Level 5 heal rate was equivalent to the heal rate of 12 Support Cruisers, negating even enemy Railgun fire at times.

Repair System Changes;

Level 1: Heal Rate from 50 hull points/s to 30.

Level 2: Heal Rate from 100 hull points/s to 45.

Level 3: Heal Rate from 150 hull points/s to 60.

Level 4: Heal Rate from 200 hull points/s to 90.

Level 5: Heal Rate from 250 hull points/s to 120.

Sandskimmer

To compensate for the fact that Gaalsien players can easily use their production cruisers offensively, specifically in the early game, some adjustments were made to the Sandskimmer’s build time and self-repair ability.

Build time has increased from 8 to 11 seconds.

Out of Combat timer has increased from 1 second to 3.5 seconds on its self-repair ability.

Baserunner

Just like on the Coalition side, we want the Gaalsien baserunner to be one of the key scouting units in the game. We’ve added a new ability that deploys a vision scanner from a distance, enabling Gaalsien players to either use it offensively or defensively.

Repair ability on the Baserunner is now equally effective at all ranges. (Max range 400)

Will now be able to deploy vision scanners from a distance.

Repair ability AOE falloff type has changed from Linear to None.

Assault Ship

The Assault Ship is supposed to be one of the key units when an enemy player is massing Light Attack Vehicles or Sandskimmers. We felt that this unit usually did not successfully serve its purpose; several tweaks were made in order to address this issue.

Maximum Speed has decreased from 85 to 70.

Price has increased from 220/35 to 220/40

Turn Acceleration has increased from 5 to 10.

Weapon Rate of Fire has increased from 2 to 5.

Max Range has increased from 600 to 700m.

Minimum Burst Time length has decreased from 1 to 0.8 seconds.

Reload Time has decreased from 2 to 1.25 seconds

February 1, 2016

Patch 1.0.1 Release Notes



New Content

Added new map “The Boneyard” for 1v1 Automatch, 2v2 Automatch and Public Games. The Boneyard is inspired by the second mission from our campaign and has fleets clashing for map control during a beautiful sunrise.

Bug Fixes

Fixed an issue that was causing crashes when players were allied with AI players in 2v2

Lowered starting resources on the Torin Crater Map to match the starting resources on all other MP maps

Balance Updates

Gaalsien Carrier

In order create more early game options for the Gaalsien, the Carrier’s combat capabilities have been increased. Enabling it to deal with hordes of early game enemy units.

Gaalsien Carrier Side Turrets:

Default Rate of Fire from 2 to 10.

Burst Time from 1.4 seconds to 1.1 seconds

Negative accuracy modifiers versus small units removed

Accuracy against all units set to 100% at short range, 90% at medium range and 80% at long range.

Gaalsien Carrier Weapon Systems:

Power level 1 - Rate of Fire increased from 5 to 17.

Power level 2 - Rate of Fire increased from 10 to 24.

Power level 3 - Rate of Fire increased from 20 to 31.

Power level 4 - Rate of Fire decreased from 40 to 38.

Coalition Missile Battery

When compared to the Gaalsien Missile Ship, the Coalition Missile Battery was much more cost-effective. Price change will now better reflect its power.

Missile Battery:

Price from 100CU/70RU to 350CU/80RU

Assault Cruiser

The upgraded Assault Cruiser turned out to be a very specialized anti-air counter. The damage has been lowered so it is more in line with other anti-air units.

Assault Cruiser:

It now requires the Assault Cruiser Anti-Air research in order to attack air.

Anti-air weapon will now deal 175 damage instead of 250.

Coalition Strike Fighters

The early game advantage provided by Coalition Strike Fighters is interesting but too strong. The damage has been lowered to retain air as an option but allow opponents enough time to react to it. For example, you needed 2 Strike Fighters to snipe an enemy Railgun, but now you will need 3.

- Strike Fighter: