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- Update v1.1.0 incl DLC:
- An update is rolling out for Homeworld: Deserts of Kharak on Monday, March 21, 2016. This update features support for the upcoming Soban Fleet Pack, bug fixes, balance changes, and more.
- 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.
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