Homeworld Remastered Collection

Homeworld Remastered Collection

Remastered Rebalanced v0.32
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Update: 8 Mar, 2015 @ 1:54pm

Update: 8 Mar, 2015 @ 10:03am

Archived Changelog:

Changes, Patch: 0.30:
(previous patches migrated to the Steam Workshop changelog area)

Major Balancing:

- All Frigates' base health increased by 30%
- All Capitals' base health increased by 20%
- Bomber weapon penetration against frigate and capital armour increased by 20%

This is still not a perfect solution, but frigates and capital ships should hang around longer in combat with these changes. Bomber weapon damage has been mitigated so they're just as effective as pre-buff (though relatively a bit weaker against frigates, as frigates were much more fragile), but ship-to-ship weapons will be less rapid to generate kills.

Minor changes:

- Hull Defence Guns on non-combat capital ships optimised: same approximate DPS, but spread into more numerous shots per burst each with a hitroll.

- Hull Defence Guns visual effects tweaked so they're not invisible when zoomed out anymore: you can see when your carriers and motherships are defending themselves.

Update: 7 Mar, 2015 @ 6:48pm

Archived Changelog:


Changes v0.24b:

- New mod preview image. Looks cooler. That's all :D


Changes v0.24:

- Integrated official patch changes. The ones that make sense, that is, not the dumb ones like making missile destroyers just as tough as normal destroyers, thanks GearBox.

- First pass on Kadeshi Swarmers. We can rebuild him. We have the technology. We can make him better than he was. Better, stronger, faster. Weapon output significantly increased, and returned to original Homeworld speed status 'zomg it's faster than our scouts'.



Changes v0.23:

- Kushan and Taiidan Missile Destroyers' maximum range increased from 4,500 to 6,000. These long-range artillery destroyers had been given the same range as the weapons on normal cannon destroyers in Remastered.

- New attack pattern scripts for Missile Destroyers to make them utilise their increased range and to maintain long distance wherever possible against enemies instead of closing into their cannon range.

- Targeting AI for Missile Destroyers reverted to match original Homeworld targeting priorities for these vessels: fighters and corvettes targeted with fast missiles in preference to bombarding capital ships. These ships always were the anti-strikecraft beasts of the era.

- Completed all Taiidani ship class names

- Made the Bentusi Exchange Ship repairable by player. For helping with mission Tenhauser gate where the damage model of Remastered makes it nearly impossible to complete.


Changes v0.22:

Added class designations to:

- All Kushan ships with canonical class names
- All Turanic raider ships with canonical class names
- All Taiidan fighters and combat corvettes with canonical class names (rest of Taiidan currently WIP)



Changes v0.20:

- Corvette attack pattern changes now fully functional.

- Kushan and Taiidan Missile Destroyers missiles now actually work. They can now track targets without missing and timing out due to lack of manoeuvrability. Missiles can now manoeuvre fully and hit their intended targets (strikecraft and corvettes).

- Kushan and Taiidan Strikecraft prices and build times slightly reduced to reflect the fact they can't replace as can squadrons by docking. The magnitude varies between 10-20% depending on the strikecraft.

- Kushan and Taiidan Assault Frigates accuracy versus corvettes slightly increased; armour penetration versus corvette armour slightly increased.

- Kushan and Taiidan Missile Destroyers reload time slightly increased (18%) as the efficacy increase on their missiles from the fixing of their movement model is huge. Huge.

- All factions' interceptors except Vaygr now fire around twice as many times per burst, with each shot doing roughly half the damage. Same raw DPS potential, but as the RNG calculates per shot, fighters perform better as their damage is less 'all or nothing'.

- Kushan and Taiidan Destroyers kinetic cannons standardised to 4% accuracy against strikecraft, damage remains lethal. Was 10% vanilla, down from 5% in v0.1.



Changes v0.15b:

- Fix for CTD bug introduced by 0.15, simple coding error. Thanks for the bug reports.


Changes v0.15:

- Kushan and Taiidan Corvettes now attempt to 'strafe' their target as in Homeworld with their noses facing the target for best weapons coverage. This should fix the angle of fire issues with Homeworld faction corvettes, and I've also made them stick together more, but sadly I can't make them stick together in formations. These should perform much closer to their Homeworld classic behaviour, though. EXPERIMENTAL.

- Resource Collectors should be more independent now. They'll look 33% further to find new resources instead of sitting idle, and will recognise resources in the same cluster as their existing one better. The 'search distance' may merit even greater increases in future.

- Minor enhancements to formation responsiveness, although sadly all out-of-combat.



Changes v0.1:

- Accuracy of kinetic cannons against strikecraft on Kushan and Taiidan Assault Frigates reduced. RNG made these overpowered.

- Accuracy of heavy kinetic cannons against strikecraft on Kushan and Taiidan Destroyers and Cruisers reduced from 10% CTH to 5% CTH. RNG made these overpowered, especially against their natural predator, bombers.

- All mines now effectively don't 'timeout' (will last an hour instead of 3 minutes). This allows for proper minefield deployment without constant gaps arising and without necessitating the sacrifice of a minelayer corvette to constantly tend the minefield.

- Buffed health and armour of Bentusi Exchange Ship. To make Mission 11 of Homeworld campaign vaguely possible. It's still hard and imbalanced.

Update: 7 Mar, 2015 @ 12:22pm

Update: 6 Mar, 2015 @ 9:12pm

Update: 4 Mar, 2015 @ 4:25pm

Update: 3 Mar, 2015 @ 6:30pm

Update: 3 Mar, 2015 @ 12:47pm

Changes v0.20:

- Corvette attack pattern changes now fully functional.

- Kushan and Taiidan Missile Destroyers missiles now actually work. They can now track targets without missing and timing out due to lack of manoeuvrability. Missiles can now manoeuvre fully and hit their intended targets (strikecraft and corvettes).

- Kushan and Taiidan Strikecraft prices and build times slightly reduced to reflect the fact they can't replace as can squadrons by docking. The magnitude varies between 10-20% depending on the strikecraft.

- Kushan and Taiidan Assault Frigates accuracy versus corvettes slightly increased; armour penetration versus corvette armour slightly increased.

- Kushan and Taiidan Missile Destroyers reload time slightly increased (18%) as the efficacy increase on their missiles from the fixing of their movement model is huge. Huge.

- All factions' interceptors except Vaygr now fire around twice as many times per burst, with each shot doing roughly half the damage. Same raw DPS potential, but as the RNG calculates per shot, fighters perform better as their damage is less 'all or nothing'.

- Kushan and Taiidan Destroyers kinetic cannons standardised to 4% accuracy against strikecraft, damage remains lethal. Was 10% vanilla, down from 5% in v0.1.

Update: 3 Mar, 2015 @ 12:27pm

Update: 3 Mar, 2015 @ 10:32am

Changes v0.15b:

- Fix for CTD bug introduced by 0.15, simple coding error. Thanks for the bug reports.