Homeworld 3, the sequel 20 years in the making is now available for wishlisting on Steam. If you’re a longtime fan, simply interested in the game, or curious to learn more, wishlisting is one of the best things you can do to stay in the loop and help all of us at Gearbox and Blackbird Interactive succeed in carrying the torch forward.
Check out our latest trailer and look forward to much more news as we hyperspace toward our launch in the first half of next year. Homeworld 3 will feature a full-length campaign, PvP multiplayer, and a brand new, roguelike mode that's fully playable in two-player co-op.
Homeworld: Deserts of Kharak Patch 1.3.0 is now live on Steam!
Ranked ladder season 2 starts today! Fight for your place in Kharak’s history.
Greetings Everyone!
Below you will find the comprehensive patch notes for Homeworld: Deserts of Kharak Patch 1.3.0. Our goal with this patch is to address several issues that we know are important to the Deserts of Kharak community. These changes include several fixes for single player campaign bugs, updates to the multiplayer and skirmish AI, fixes for multiplayer maps, and the addition of “Tactical Pause” to the single player campaign and skirmish modes. The patch also includes a large number of multiplayer balance changes and will be accompanied by a ladder reset
Be sure to look for Homeworld: Deserts of Kharak and the Soban and Khaaneph Fleet packs on sale online this upcoming holiday season.
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 significantly 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
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 lategame 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. Significantly 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
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
Removed damage penalty versus Carriers (formerly dealt 50% damage to enemy Carriers)
Homeworld: Deserts of Kharak Now Available For Mac!
Homeworld: Deserts of Kharak is now available for Mac! Play the Campaign or online Multiplayer with enemies on both PC and Mac.
Homeworld: Deserts of Kharak is a ground-based RTS prequel to the classic Homeworld games. Assemble your fleet and lead them to victory on the shifting sands of Kharak in this compelling strategy game for PC from Blackbird Interactive.
Homeworld: Deserts of Kharak Update Rolling Out June 16th, 2016
General
- Added Polish Language Support
- Minor Fixes to Shift login
Homeworld: Deserts of Kharak Update Rolling Out April 26th, 2016
Patch 1.2 Release Notes - Releasing April 26th, 2016
Bug 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
For support with Homeworld: Deserts of Kharak or SHiFT, please visit http://support.gearboxsoftware.com
Homeworld: Deserts of Kharak Update Rolling Out March 29th, 2016
An update (1.1.1.) is rolling out today for Homeworld: Deserts of Kharak. This update features various bug fixes.
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
Homeworld: Deserts of Kharak Update Rolling Out March 29th, 2016
An update (1.1.1.) is rolling out today for Homeworld: Deserts of Kharak. This update features various bug fixes.
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
This fleet pack will add the new playable fleet, Kiith Soban, to multiplayer and skirmish modes in Homeworld: Deserts of Kharak. The Soban Fleet includes a new CARRIER, RAILGUN, BASERUNNER and BATTLECRUISER.
Additional Features
New Soban Carrier Captain Voice
New Soban voice processing
Unique Soban Textures for all units in the fleet
Soban Carrier:
Microwave Emitter - a new top tier weapon that will deploy deadly microwave radiation to a targeted area, damaging any enemy units while they’re in the AOE field.
Armed Logistics Modules - Soban armed logistics modules have a short-range defense system that slows and damages nearby enemies. Additionally, the Soban Carrier can redirect power to increase launch distance, rate-of-fire, and damage capability of these modules.
Defensive Railguns - The Soban Carrier does not use smaller calibre point-defense cannons. Instead, they have railguns for defense.
Soban Battlecruiser:
Multi-Phase Railgun Turrets - Soban Battlecruisers have been outfitted with dual railgun turrets in place of standard cannons.
Soban Baserunner:
Targeting Jammer - A new ability that allows Soban baserunners to disable weapons in a target area.
Soban Railgun:
Mark Target Ability - Soban Railguns can paint a target within range, helping friendly units to do more damage while the mark is active.
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
[U]Light Attack Vehicles[/U]
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).
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
[U]Light Attack Vehicles[/U]
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).