Unlock the full Homeworld experience with all 8 main races. New Units, FX, Strategy options, SP Content & Features. Acknowledged by Gearbox Software.

Forum Thread
  Posts  
v1.25 Patch Notes (Games : Homeworld: Remastered : Mods : FX:Galaxy : Forum : Patch Notes : v1.25 Patch Notes) Locked
Thread Options
Jun 4 2018 Anchor

v1.25 (Garden Keepers)

Main Updates

  • Added compatibility with HWRM patches v2.0, v2.1 and v2.205 (public patch). Keep in mind that in Multiplayer all players will need to be using the same HWRM patch (either 2.0/2.1 or 2.205).
  • NEW: In-Game Achievement System. Collect different achievements by completing various tasks. Currently there are only two achievements, but we will add many more later. Click “Achievements” in the Main Menu to access.

System Updates

  • The default main menu background (“9th Fleet Shipyard”) has been upgraded to high-res textures.
  • Added a second, alternative main menu background: “Tanis”. The default menu background will switch to this one whenever you play a Single-Player match, and will revert back to the “9th Fleet Shipyard” whenever you play a Deathmatch.
  • X-System has been upgraded to v2.1.3
  • --Initialization update; fixes sync issues and several other problems.
  • --Transferred system scope from Customcode to MainRule; fixes issues caused by save&load games.

Single-Player

  • New Mini-Campaigns: Thaddis Sabbah & FX:The Legendary Fleet (Survival Mode). Defend the newly constructed Vaygr Command Station against a much larger invading Taiidan force, or summon the developers of the FXmod to a chaotic, epic battle against enemies of the past and present in the Giant Chronospace Storm. For more information on The Legendary Fleet see: Moddb.com
  • All Single-Player missions will now force display subtitles, regardless of user settings.
  • (Eden) Fixed a problem where the Build & Research lists displayed incorrectly. RU Collector Repair ability & others can now be researched again.
  • (Eden) The Soban transport now correctly uses hi-res textures.
  • (Eden) Added a new hi-res mission thumbnail.

Multiplayer

  • Added map thumbnails to all custom FXmod maps.
  • Added a Random Map option for Deathmatch. This is intended for intended for offline use only)
  • --Added a warning text to all random map thumbnails: You shouldn't use these maps in multiplayer games as they will cause out-of-sync error.
  • Added an Unlimited (500000) Starting RUs option for Deathmatch.
  • Added a Fast Construction option for Deathmatch. Good for people who like to jump straight into the action, especially when used in combination with the option above.
  • Added a new tactical overlay icon for capture units.
  • Fixed the Fleet Info screen. The fleet’s population and unit caps will now display properly.
  • Fix Speeches of building ships and subsystems.
  • Revised & updated most in-game texts (unit descriptions, research, etc.)
  • Updated the docking/launch slot rule to more realistically represent the amount of space multiple units use up.
    • Old: 1 squadron occupies 1 docking/launch slot (regardless of # of units in it)
    • New: Different units take up different amounts of docking slots. Some fighters take 2, most corvettes take 3-5. There’s also a number of special cases (e.g. Kadeshi swarmer squadron occupies 9 slots).

Races Update:
Bentusi

  • Initial expansion of the Bentusi fleet. Added a lot of new units, some with old models (from the previous FX:Commander mod for HW2C), but also some new models with hi-res textures (like Probe). Gameplay value increased significantly.
  • Bentusi Resourcing system has been implemented and is operational.
  • Current status: Alpha → DEMO
    Note: Bentusi won't be picked by "Random" race for any player.

Hiigaran

  • Light Cruiser now has hi-res textures.
  • Shipyard's Super-Capital ship Facility now has hi-res textures.
  • Pulsar Gunship now has hi-res textures.
  • Research Module is now a prerequisite for building a Frigate Facility.
  • Disable the normal weapon of attack bomber against subsystems.
  • Decreased the damage of pulsar gunship from 150/shot to 90/shot (to compensate for the additional barrel)

Progenitor

  • Added a new Fleet Command voice.
  • Light Mover, Heavy Mover & Capture Mover now have hi-res textures.
  • Remove the attack ability and all weapons from Beehive.
  • Keepers can now dock fighters and corvettes.
  • Drones will be launched from Keeper before battle and dock after battle.

Taiidan

  • Research Ship has been added to the starting fleet, but a Fighter Module is required to build Interceptors and Defenders.
  • Research Ship modules will now be constructed from the Research Ship itself instead of the Flagship.

Kadeshi

  • Launch sequence for strikecraft launched from the Nebula has been updated to more faithfully represent Homeworld1 (1->4 launch points, “swarmer”-like squadron assembly behavior)
  • Assault Swarmer and Lance Swarmer now have hi-res textures.
  • Added a new model for the Adv. Assault Swarmer
  • Salvager [previously: Resource Collector] now has hi-res textures.
  • Aberrance Swarmer [previously: Heteromorphosis Swarmer] now has hi-res textures.
  • Support Pod now has hi-res textures. AA Turret activation animation was also updated.
  • Nagual and its drones (Super Swarmers) now have hi-res textures.
  • Gun Turret now has hi-res textures & updated firing fx. Its animation will also change inside combat.
  • Khar-Toba and all of its modules now have hi-res textures.
  • Nebula and its modules now have hi-res textures.
  • Nebula's head will now be attacked instead of its tail.
  • Added lightning FX for Bright Nebula's Frontal Cannon and slightly updated its animation.
  • Assault Swarmer and Lance Swarmer have swapped positions in the Build&Research menus.
  • Assault Swarmer's base damage increased. In return its weapon damage upgrade will now only give a boost against subsystems.
  • Assault Swarmer’s firing FX has been updated.
  • Lance Swarmer's anti-corvette ability has been enhanced.

Kushan

  • Increased the docking & launching speed of Fighter and Corvette squadrons.

Turanic Raiders

  • Minelayer Corvette now has hi-res textures

AI Update:

  • The AI will now treat Kadeshi Support Pods and Vaygr EW Frigates as Defense Field Units [i.e. prioritize them].
  • Kadeshi AI can now use Araneids to repair its fleet.
  • Nagual is now considered as an anti-fighter and anti-corvette unit rather than an anti-corvette and anti-frigate unit.
  • Fixed Kushan and Taiidan AI's usage of Support Frigates.
  • Hard and Expert Turanic AIs may now cloak and dock/repair their heavily damaged Ion Array Frigates.
  • Hard and Expert Kadeshi AIs may now cloak their damaged Aberrance Swarmers.

BUG Fixes & Others

  • Updated the “Q” (Construction Manager) menu in-game. The menu can now display a second row when you have a large amount of production vessels. Also fixed a bug from regular HWRM where the menu wouldn’t show all (new) production vessels unless you opened it for a second time.
  • Removed the team color support for Balcora Gate. We know there may be people who liked it, but its team color was not an intended design but a mistake.
  • Revised & updated the in-game unit descriptions for all races. Especially Turanic players may notice a nice little something.
  • The FXmod map Cathedral of Kadesh (6p) has been removed as it causes General Failure. The 6p equivalent of The Karos Graveyard_(FX) has also been removed following an issue with AI pathing.
  • Updated the ShipIcons for Balcora Gate & Bentus
  • Progenitor Guard Frigate wouldn't rotate its turrets when attacking fighters and corvettes.
  • Progenitor Movers (all types) now use their correct firing FX again.
  • Progenitor Demolisher Frigate & some others now use their correct blueprints.
  • Progenitor Balcora Gate couldn’t use its Sensor Ping ability.
  • Fixed a bug where Sajuuk had the docking ability.
  • The animations of the Progenitor Pyramid-Pulsar Cannon, Demolisher Frigate, and Turanic Energy Jam Frigate now display properly.
  • Turanic Missile Corvette had the option to hyperspace jump.
  • Turanic Vulcan Frigates' barrels continued to spin even when it already stops firing.
  • Turanic Recycle Station no longer behaves like a frigate when firing (moving/chasing after targets).
  • Turanic HeavyGun Cruiser now properly displays its building menu again.
  • Capital ships would get stuck when docking with the Turanic Outpost.
  • Taiidan Heavy Corvette wouldn't fire at anything.
  • Taiidan Frigates (all) now support team colors again & use their intended textures.
  • Fixed the bug where, if multiple fighters tried to dock with the Taiidan Flagship at the same time, only the first fighter would dock and the rest would stay frozen in the queue outside.
  • Vaygr Assault Craft kamikaze damage was too high and has been normalized.
  • Vaygr Clustered Missile Platform's anti-cloaking ability would not work and it didn't fire at any fighters or corvettes (only frigate and capital class).
  • Resource Collectors, Repair Units & Capture Units of all races will no longer be upside down when doing their jobs.
  • Repair units refused to repair Balcora Gate.
  • Units would sometimes get stuck when launching from Prg. Phase Prism and Kad. Support Pod.
  • The map Idolum (4P) would cause out-of-sync error in multiplayer games.
  • The dustcloud at the center of the map Eye of storm (3p) displayed incorrectly.
  • Fixed an issue where the Direct TCP/IP Connection menu (Multiplayer) wasn’t displayed properly.
  • Units' health back to 100% after replaced by X System.
  • Proximity Sensor and Distortion Sensor were still displayed in HGN research menu.
  • Kushan Bombers wouldn't appear once constructed.
  • Kadesh Multi-Beam Frigate nearby support pods can repel enemies.
  • Fixed an issue where you couldn't build most capital ships when playing with [Huge] unitcap.
  • Fixed several cases of incorrectly displayed stats or wrong unit descriptions.
  • Bentusi Probe would scale incorrectly with NLIPS on.
  • Fixed the problem where Balcora Gate’s special effects would keep flickering when Depth-Bias was enabled.
  • Workaround fix for the problem where Balcora Gate's FX would disappear sometimes. (note this is still a workaround, as we believe the fundamental cause of this problem is a bug of the game engine itself.)
Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.