Homeworld Remastered Collection

Homeworld Remastered Collection

Complex EVO [HW Remastered]
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Update: Jul 22, 2018 @ 6:14am

Complex 13.2
-Turanic Raiders harvest speed lowered by 10%
-the Kushan Ion Drones now self-destruct if the Adv. Defense System is not present
-"Wall of Patrons" updated based on your reporting
-the game loading bar now adapts itself at the screen resolution
-files cleaning and code optimization
-prewiev icon updated with current version

Update: Jul 21, 2018 @ 11:00am

Complex 13.1
-building the laser turrets for the Vaygr no more generates desync/crash
-defense corvette build speech fixed
-research speed lowered by 5%

Update: Jul 20, 2018 @ 10:27am

Complex 13.0

-new model (high detail) for the Taiidan Siege Cannon
-Turanic Raiders Modular Frigate (new model, full implementation)
-Turanic Raiders Minelayer Corvette (new model, full implementation)
-Kushan Salvage Corvette capture orientation fixed
-The Kushan Collector no more self-destruct when it execute user commands while harvesting
-Turanic Raiders Magnetor Mine (new model, full implementation)
-Kushan Resource Controller model optimization (dockpaths, engines)
-Kushan Drone Attack renamed to "Drone Swarm"
-Kushan Battle Carrier renamed to "Assault Carrier"
-Miner Missile renamed to "Drilling Missile"
-fixed a bug where the Bulkan Cannons on the Turanic Raiders Mothership were enabled since the beginning
-explosive bomb speed increased by 10%
-laser tracking turret FX removed from the Kushan Defense Corvette
-added the "latest build available" as background image during the loading phase

dev. build 38:
-Kushan Bomber Corvette (new model, full implementation)
-improvements for capital ships explosion FXs
-new icons for all Kushan production facilities
-Mining Bases RUs production +15%
-Kushan Carrier now can handle wrecks
-fixed a bug where icons were missing switching between profiles
-Kushan adv. defense system improved, ions chage FX removed
-fixed a bug where the Kushan Bomber didn't upgrade its weapons if in squadrons (x5)
-gravity well generator enabled on Kushan capital ships only if the Scaffold has a Power Disruptor
-Battlefield gametype: fixed a bug where max unit capacity researches were granted to the wrong player
-salvageable asteroids fields added to the Battlefield gametype/map
-double build queues implemented for the Kushan Mothership
-fixed a bug where the Kushan collectors were colliding against asteroids in several maps
-Kushan Scaffold can build resource collectors
-Battlefield gametype: now you've to clear the area in a time of 16 minutes if you want to take the reward
-improvements on random music management, also this lead to better performance
-fixed a bug where the Kushan Shadow Fighter didn't upgrade the EMP ability if in squadrons (x5)
-now the Kushan Scaffold lose the adv. capital facility if the capital facility is destroyed
-Taiidan/Kushan Capital Ships weapons slots now are properly displaied (UI)
-fixed a bug where the Kushan remote weapons did't dock back to the Mothership if enemy were not in area
-additional target box added for the Scaffold so it can be targeted from the enemy ships

dev. build 37:
-Kushan Battle Carrier (new model, full implementation)
-Kushan Defense Corvette (new model, full implementation)
-Anti-Radiation Shield available on all Kushan Capital Ships
-the gravity well ability is now available for all Kushan Capital Ships
-Vaygr Laser Turret implemented for all Capital Ships
-if the ship is selected now the UI shows the free slots FX
-"carrier engine repaired, we can move" speech bug fixed
-added the "CLOSE" button to the "Speech" and "Objectives" menu
-added "warning!" msg in case the game starts with more then 4 races at max texture quality
-Kushan Research Ship model optimization and wreck
-energy management system improved, now all ships can support their full armament
-commands "wipe", engage my target", "engage repairers" no more affect defense fighters
-turret tracking speed modifier added to the Fire Control Tower radius
-improvements for research ships docking/latching operations
-Kushan Shockwave bomb new model/mesh
-Kushan Twister Missile new model/mesh
-ships no more break formation/parade when nearby ships scuttle/explode
-added one additional asteroid field in map Moon Rise
-Kushan CPUs rebuild the Mothership if destroyed
-Kushan CPUs now launch the Mothership at the beginning and start to play
-Kushan Ion Drone (adv. def. system), size increased 2X
-typo corrections in "build" and "research" files

dev. build 36:
-Hiigaran Hydrogen Bomb (H-Bomb), implemented
-Kushan Mothership<->Scaffold docking/launching maneuver implemented
-new map: Moon Rise
-Miner missiles available on all Motherships and Carriers
-Kushan Adv. Defense System implemented
-Kushan Heavy Cruiser wreck, model optimization
-Kushan Tanker team colour and badge, model optimization
-+5% RUs generated by the fusion ability
-Kushan Drone Frigate wreck and model optimization
-Kushan Support Frigate wreck and model optimization
-Kushan Gravity Well Generator wreck and model optimization
-Kushan Assault Frigate wreck and model optimization
-asteroids now tumble based on their size/mass
-infinite RUs for the gametype Battlefield
-Kushan Mothership wreck deformation
-now the map Sunset On Mars has a location card (intro text)
-research score now is properly calculated for Turanic Raiders
-Kushan Wiper full model implemented
-fixed a bug where the Vaygr Research Center was not buildable
-containers wreck added
-Hiigaran and Vaygr must build the power core/cell at the beginning, matching the other races

dev. build 35:
-now you can switch between colored or black/white unit icons
-Power Cell implemented for the Vaygr
-now the Complex UI is no more affected by the HWRM UI scale, less glitches and typo imperfections
-ships energy system has been fully reworked, no more based on ship fire, more logic and intuitive, UI improved
-fixed several bugs for the Hiigaran Battleship, now it can rearm/retire slots properly
-Nuclear Reactor implemented for the Kushan
-Nuclear Reactor implemented for the Turanic Raiders
-Kushan Twister Missile (full implementation)
-Drone attack, the Kushan Mothership can launch an attack of 100 drones as special attack
-Kushan Shockwave Bomb (full implementation)
-Kushan Plasma Blast Turret (full implementation)
-the Hiigaran research system now is family-based, leading to a non-linear gameplay
-Kushan Wiper (full implementation)
-the Miner Missile now is available for Turanic Raiders
-the gravity well generator now works properly on capital ships
-Kushan Heavy Cruiser (full implementation)
-remote weapons now are more responsive avoiding strange dancing around their targets
-Kushan Support Frigate (full implementation)
-the camera pan speed is now tweakable by the gameplay options
-the camera shake strength due to the explosions of nearby ships is now tweakable by the gameplay options
-Kushan Carrier (full implementation)
-improvements for the docking operations of Taiidan/Kushan research ships
-Kushan Tanker (full implementation)
-Kushan Drone Frigate (full implementation)
-miner missile now available for all motherships
-several adjustments on the formations/strike groups space, alignments and behaviour
-Kushan Gravity Well Generator (full implementation)
-general adjustments for the Kushan build/research system and bug fixing
-Kushan Resource Controller (full implementation)
-fixed a bug where UI wasn't loaded after a saved game
-Support Module implemented for all races
-Kushan Missile Destroyer (full implementation)
-improvements on ship icons size and layout
-Kushan Multigun Corvette (full implementation)
-new weapon sound FX for the kinetic cannons
-added an UI option to select the ATI interface more slight
-Kushan Heavy Corvette (full implementation)
-the Taiidan now has an heavy ion cannon, the Siege Cannon
-containers now are available for Turanic Raiders
-less accuracy VS fighters and corvettes for Taiidan and Kushan Heavy Corvettes

due to the Steam text limitation the dev. build 33 and 34 log are available at:
https://www.patreon.com/posts/complex-13-20201062

Update: Jan 6, 2018 @ 8:04am

Complex 12.2:
-General improvements on how the script system handles the ships classes, avoid crashes when units switch owner
-Mining Base and Debris now properly work
-Taiidan fusion multiplier increased 6.7->6.9
-Turanic Raiders fusion multiplier increased 6.7->7.1
-bug "could not create Subsystem ( 1)" fixed, copy weapon slot time increased 5->7 sec.
-bug fixed, now the Hiigaran Battleship can handle the heavy weapon slot 2 by assets
-Fixed a bug where the Resource Collectors UI rate/cargo statistics were bad displayed
-Hiigaran big capital ships now can copy heavy ion weapon slots on nearby ships
-Turanic Raiders Resource Collector statistics now are modified by upgrades
-more weapon cone for the Bulk Cannon and the Heavy Ion Cannon of the Turanic Raiders Mothership

Update: Dec 29, 2017 @ 4:53pm

-Steam GameType and Tags updated

Update: Dec 29, 2017 @ 3:38pm

Complex 12.1:
-"move attack max distance multiplier" set 0.3->0, big ships are manoeuvrable if close to other ships during battles
-Turanic Raiders anti-missile systems now attack remote weapons
-Deathmatch set as default game modality
-more aiming cone for the Turanic Raiders Flagship anti-missile system
-more aiming cone and rate for the Turanic Raiders Missile Corvette anti-missile system
-support for squadrons in Battlefield game modality

Complex 12:
-Taiidan CPU players now build the Cruiser
-critical bug "can't find isinagravitywellgenerator sobgroup" fixed
-minor typo corrections
-health regeneration time doubled for asteroids and debris
-health regeneration time doubled for module subsystems and weapons
-the Vaygr Service Depot disables the gravity well generator if destroyed
-the Taiidan Utility Ship disables the gravity well generator if destroyed
-the Taiidan Gravity Well Generator disables the gravity well generator if destroyed

dev. build 32:
-Taiidan Cruiser (new model)
-Turanic Raiders Resource Collector wreck
-explosions debris now slowly fade, battle fields looks more realistic
-fixed a bug where wrecks weren't removed from the battle fields
-several improvements on how fighters and corvettes are affected by the explosion damage and shockwave
-more resistence/HP for heavy battle capital ships
-improvements on cinematic script makes the camere more inside the action
-the game no longer crashes if debris or mining bases are destroyed
-improvements on death tumbling dynamics make ships explode/die better
-more damage for the Hiigaran heavy kinetic turrets
-now the script checks for the race when automatically builds weapon subsystems on captured/transferred ships, avoiding several crashes
-removed unused weapon slots from Taiidan Destroyer and Heavy Cruiser
-now explosion FXs have a different drawn priority, so multiple explosions don't miss elements, better explosion FXs
-all ships and subsystem now use an unique optimized support .hod instead of individual ones, memory saving and better performance
-several improvements on new maps, the UI read the new maps, ground objects now have less light esposition and more definition
-improvements on maps thumbnails, new thumbnail for the map Sunset On Mars
-fixed a bug where Hiigaran collectors, during salvaging operations, get stuck into the Mothership docking bay

dev. build 31:
-new map: Sunset On Mars
-light improvements on the explosion FXs
-new map: Dawn Of Nenulae
-improvements on maps icons
-Vaygr Fortress now can handle fighter/corvette squadrons
-new order/command "attack target" for big Capital Ships
-now the "wipe" order works properly
-the game script now preloads support ships during the loading phase, avoiding lag during game
-slight improvements on squadrons performance and maneuvers, now squadrons are more competitive

dev. build 30:
-improvements on the unit experience script, fixed some bugs, units gain more experience points
-pings removed from probes and drones, better performance
-several optimizations on weapons slots managment, better performance
-if you copy a weapon slot on a ship or on nearby ships, replaceable slots that match the slot to replicate are no more disassembled/rebuilt
-main script rate lowered 2.1->2.4, UI script updating lowered 2.1->9.6, better performance
-"no Research Center upgrade button" bug, fixed, it was affecting only the slot 8
-"christmas tree" engine bug fix, now the script works only if the ship is on screen, better performance
-fixed a bug where the weapon energy consume was not calculated properly on Battlecruisers and Battleships
-Mining Base RUs production +20%
-no more critical failure at the beginning in "Boundless Galaxy" map
-ships captured/transferred during games no more generates "out of sync" errors
-now big/production capital ships can give order to fighters/corvettes grouped in squadrons
-Hiigaran Battleship navigation lights
-Hiigaran Battleship engine subsystem
-Hiigaran Battleship wreck
-fixed a bug where fighters/corvettes grouped in squadrons were not added at the sobgroup list, code optimization

dev. build 29:
-Hiigaran Battleship texture updating
-subsystems ambient lights implemented for the Taiidan Utility Ship
-code optimization, improvements on the main script engine allows to handle units sobgroups more fast, useless cycle are now skipped
-fixed a bug where the unit experience was prevented to grow up more then a fixed value per second
-clock updating has been reduced (32->16 cycle, 0.140->0.180 rate), better performance
-Defense Field ability implemented for the Vaygr Fortress
-Speed/Tumble Burst scripts now runs only for human players, better performance
-fixed a bug where Turanics upgrades were checked on 3 levels instead of 10, in several part of the code, so better behaviour and strenght for Turanics
-code optimization, CPU players no more do useless stuff like checking for existant subsystems and commands, all is passed to the AI script, better performance
-Tumble Burst ability extended to Vaygr, Taiidan and Turanic Raiders
-several code/script optimizations/improvements

dev. build 28:
-fixed a bug where the build speed multiplier of CPU player was fixed at 1.1->1.4, AI is more responsive
-the differences between the game modes: slow, normal, fast, now are more significant and balanced
-balancing on wrecks resource values and fading time
-fixed a critical bug that was preventing wrecks to be removed from the game, better performance
-CPU players are more efficient at the beginning of the match
-experience has been removed for all probes, better performance
-CPU no more defend objects like debris, megaliths, mining bases, this results in a better behaviour vs enemies
-basic upgrades (speed, health, damage) now are family-based for Taiidan, non-linear gameplay
-extra upgrades now are fleet-based for Turanic Raiders, more close to the general game logic
-more resistence, shields and speed for the Hiigaran Shuttle
-improvements on all Defense Control Towers allow better resistance and effectiveness of nearby covered ships
-general balancing on weapons, especially anti-fighter weapons accuracy have been gratly improved
-now CPU players update their cheat/aid system based on the speed of the game (slow->fast)
-Tumble Burst added as special command/ability for all bombers (hgn, vgr, tai, tur)
-upgrades and research added for the Turanic Bomber
-now the Turanic Ion Array Frigare needs a research for being built
-more fire power and resistence for the Turanic Ion Array Frigate
-more resistence for Turanics fighters and corvettes
-now CPU uses Turanic Junkyard Dogs for capturing objects
-extra RUs added in small maps, this prevents the CPU to become passive when goes out of RUs

dev. build 27:
-Hiigaran Battleship (new model, WIP)
-Turanic Droid (new model)
-fighters and corvettes squadrons return, player now can switch between single/squadron production
-unit experience rate increased, they gain experience more fast
-more content for UI helptips
-tweaked/balanced how the CPU manages its units stats, this affect how the CPU attacks and retires
-fixed a bug where a code loop was checking the collectors 128 times instead of their group number
-Taiidan Fusion Ability
-Patchers resistance lowered by 10%
-attack priority multiplier (attack bounding selection) decreased for Mining Bases, Debris and Megaliths
-improvements on Turanic Bomber textures
-Turaic Bomber wreck

dev. build 26:
-Turanic Mothership battle assets
-Turanics Fusion Ability
-Turanic Bomber (new model)
-improvements for the Ion Array Frigate open animation and FXs
-battle overlay now rise from 1->5 for better control during battles
-Turanic Mothership Anti-Capital Ship Bulk Cannons
-repair ability added for the Turanic Collector, unlockable by the research
-parade data added for Junkyarddog and Ion Array Frigate
-Turanics now can upgrade their Resource max capacity
-Interceptors now are more vulnerable and less effective vs cor

Update: Jun 18, 2017 @ 6:53am

-Steam GameType and Tags updated

Update: Jun 18, 2017 @ 2:20am

-steam tags/gametype adjustments

Update: Jun 17, 2017 @ 5:00pm

-CPU dynamic removed, replaced by CPU berserk and its behaviour moved to always attack never retire
-fixed a minor bug related to an unit cap "for" cycle instruction, relative better performance
-fixed a bug for the Hiigaran Shuttle, Battlecruisers and Taiidan Heavy Cruisers, now the CPU players can build shields on them
-lowered the single ship script rate 3.999->4.499, better performance
-main script rate lowered 1.9->2.2, better performance
-detonation power upgrade added for the Hiigaran Juggernaut
-utility can't auto-patrol using beacons
-setLifetimeMult reduced 1.3->1.1 on all weapons, better performance
-Steam tags optimization for visibility
-fixed a bug that was preventing to use the beacons after saving/loading a game
-Hiigaran beacons script now is more responsive and precise, to avoid that some nearby ships start to patrol

Update: Jun 14, 2017 @ 2:52pm

-Fixed a critical bug that was generating the general failure error in map with asteroids
-UI ship stats are now displayed in correct position and it does not move anymore when selected
-reduced the radius and the script rate at which the capturers look for capturable stuff