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v1.39 Patch Notes (Games : Homeworld: Remastered : Mods : FX:Galaxy : Forum : Patch Notes : v1.39 Patch Notes) Locked
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Dec 24 2021 Anchor

FX:G V1.39 - "Last Stand"

Summary
CONTENT: TAI Mini-Campaign, Shimmering Path EX3.
FEATURES: AI Diplomacy System, Enhanced Camera System, New Intro Movie
RACES/GRAPHICS: VGR Defense Cruiser, Retextured KPR Partner/Guard, KAD Fleet Command Voice & Color Support

3 New HD Units (VGR Defense Cruiser, KPR Partner, KPR Guard)
20+ Bug Fixes & 70+ Balance Adjustments.

1. Main Updates

  • 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 as a contingency plan were launched in 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 Imperial space to the Vaygr Reaches. An elite Taiidan fleet led by a new prototype unit is dispatched to break the siege and restore the corridor to Imperial control. Lead it to victory, and set the stage for the Taiidan’s return in HW3 in our most ambitious and challenging mini-campaign yet.


  • New Feature: AI Diplomacy System
    The AI Diplomacy System lets you co-operate with allied AI players as if they were human players via a reputation-based system, reminiscent of games like Civilization or other 4X titles. In Homeworld, AI players tend to do their own thing, which is more often a liability than an asset. Through this new system, players can mobilize their allies and open up new paths to victory!

    - Play the new [Tutorial] to get an idea of how to use this feature.
    - The AI Diplomacy System is available in The Shimmering Path and Player vs. CPU. In matches, press [K] (or click the new Diplomacy icon in the left sidebar) to access this system.
    - Increase your reputation with Allied AIs by gifting them ships or RUs, or completing missions for them! You can spend reputation on ships or RUs yourself, or save it up to gain increased influence over them for the match, which will allow you to do things like calling a strike.
    - Enemy AIs (Rep. -100) can be advised to surrender. If the AI calculates that a loss is inevitable they may accept, cutting the time spent on post-battle cleanups in e.g. The Shimmering Path!

These are just some samples of the many new possibilities and playstyles that come with this system. We hope you will give it a try!

EX 4

  • New Unit: Vaygr Defense Cruiser.
    The Vaygr counterpart to the Hiigaran Light Cruiser. An anti-destroyer annex anti-strikecraft cruiser, the Defense Cruiser is a post-Makaan design based on the Vaygr Battlecruiser. It is shorter in length so that it could be manufactured inside a flagship. These units enter the battlefield after the Destroyers and before the Battlecruisers. Like the HGN Light Cruiser, the VGR Defense Cruiser can be built without needing a Shipyard. Its smaller Trinity Cannon pummels Capital Ships from range, and its inherent 3x6 multi-role VLS missile arrays & anti-air CIWS laser batteries will make any smaller ships think twice about going anywhere near it.

    The Vaygr are no longer invading, or chasing one man's dream turned obsession. With most of their mighty Battlecruisers destroyed during the Hiigaran War, the answer to a more versatile, defensive-oriented unit was found in the new "Tyrant" Defense Cruiser. It awaits your command!

vgr defcruiser

  • 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 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 an alternate universe, in the the Shimmering Path/Deathmatch style. The music player has been disabled for both of these stages, so both stages will play their appropriate campaign tracks for added immersion. To play a different mission, you can [Return to Main Menu] and start EX3 again.

EX 1

  • New Feature: Enhanced Camera (Pilot View)
    This is an additional set of camera options that we created for the FXmod. Through these options, you will be able to view your ships from various new perspectives. The most common use of this system is to reproduce the “pillow view” effect from Homeworld1Classic patch v1.05.

    After selecting a unit, the following options are available:
    [Shift+F] (Pilow View) – Makes the camera follow a unit from a fixed angle. To activate the "pilot view" effect, fully zoom in on a (smaller) unit from behind, then press the keybind.
    [Shift+X] – Moves the camera forward. Use mouse wheel to change the speed (or even make the camera go 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.

2. Other Updates

- New Intro Movie: “Last Stand”. This trailer showcases the history & future of the FXmod.
The old intro movie can be played from the Single-Player menu and [Movies] section.
- Added 6 new achievements (3 regular, 3 hidden)
[Hidden] achievements do not show the completion requirements, but provide a hint instead.
The existing Tutorial achievement now requires both Tutorials to be completed.
- 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 several new loading tips.
- Various text & localization fixes.
- More backend RPG Mode preparation work.

## [2.1] Single-Player ##
[Tutorial]
- Added a new Tutorial for the AI Diplomacy System.
- Both FX Tutorials are now fully voiced.
[Mini-Campaigns]
- The Mini-Campaigns are now sorted by the date they were added (oldest top, newest bottom).
- Several QoL improvements/tweaks have been made to the existing mini-campaigns.
[Challenge Mode – The Shimmering Path]
- The Hall of Fame has been updated.
- Added gameplay tips to some of the (early) Shimmering Path stages. See [Objectives] to find them.

## [2.2] vs.CPU/Multiplayer ##
- Added an Info Button "(?)" next to the FXmod's Game Modes in the Match Settings.
When clicked, this will show additional info about that game mode.
- The “FX:G Standard PvP (WIP)” Game Mode has been renamed to “FX Competitive Deathmatch”.
The Kushan and Bentusi (WIP races) are no longer playable in Competitive Deathmatch.
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.
Added a new 2v2 map: (5P) Saldim Ganu.

2. Factions, Graphics & FX

- [VGR] Implemented the Vaygr Defense Cruiser.
- [KPR] The Progenitor Partner and Guard were remastered, and now use HD textures (main body).
- [KAD] Added a new fleet command voice for the Kadeshi.
- [KAD] Added fleet color support for the Kadeshi.
Badge support is not finished in this build (only the Khar-Toba for now).

- [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’s main cannon (for photosensitive people).
- [TUR] Updated the explosion fx for the Azrael Attacker missile.

3. Bug Fixes

- The stance icons were changed back to the default order of red-blue-yellow.
- Implemented an experimental fix for an issue where ships would sometimes freeze in place if they, or one of their squadron members, 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 only use some units defensively (e.g. TAI Battleship).
- Fixed an issue where some units would lose their fx after hyperspacing (if owned by AI player).
- 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 out the HGN Light Cruiser’s turrets while playing Deathmatch with the (Bounty) option enabled would cause a crash (needs further observation).

## [3.1] Single-Player & Multiplayer Bug Fixes ##
- 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 Junkyard Dogs 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.
- Fixed an issue where players would sometimes spawn at incorrect positions on the map (5P)_Givet.

## [3.2] Faction & Ship Bug Fixes
- [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 more weapon damage than intended 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-owned TUR Minelayer Corvette.
- [KAD] Fixed a bug where the Dark Nebula could still hyperspace while cloaked.
- [KPR] Fixed an issue where Phased Prisms lost their FX when a saved game is loaded.
- [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.
- [TUR] TUR AIs will now use the TUR Missile Corvette ability properly.
- [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. Race Balancing

- [Hard] & [Expert] Difficulty AIs may now dock their damaged units.
- 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.

Balancing 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:

  1. Attack Carriers are now more important, truly taking up their role as core of the TUR fleets.
    Each Attack Carrier now specializes in either production or combat at a time.
    Completing the “combat path” will unlock all carrier weapons, but disable its Frigate production.
    You can swap between paths by retiring the Production or Combat Path Modules.
    An Attack Carrier now replaces the Recycle Station in the TUR starting fleet.
    Attack Carriers now have external docking paths for RU Collectors.
    Attack Carriers can now build two new modules for additional utility functions.
  2. 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).

## [4.1] 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.

## [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

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

## [4.3] Unit Prerequisite Adjustments ##
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

Edited by: WildHeart|GENESIS|

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