Patch Changes - HWRM/KarosGraveyard GitHub Wiki

Details of the patch changes in Homeworld Remastered are below. I've been helping Gearbox balance these patches from June 2015 through July 2016 with several other people here. Hope you guys like the patches! -Cloaked

1.0 to 1.3 Patch Changes

1.0 to 1.3 Patch Summary - February 25, 2015 to August 20th, 2015

There were many bug fixes and minor balance changes between the release of 1.0 and the 1.3 Patch.

General Changes

Balance Changes: All Races

Corvettes

  • Fixed the major corvette damage bug. This bug was causing laser and missile corvettes to deal far too much damage, and pulsar corvettes to deal a bit too much as well. These units were never properly balanced from the 1.0 to 1.3 patch.
  • Fixed a hyperspace issue, where ships would over jump their destination and hit an inhibitor in the distance.
  • Fixed a special ability timer issue, where abilities would deplete and recharge twice as fast as they were supposed to.

Vaygr

Assault Craft

  • Kamikaze damage -92% (to fix an exploit, and be in line with similar ships)

Missile Corvettes and Laser Corvettes

  • Fixed a bug where they were not affected by Gravity Well Generators.

Kushan and Taiidan

Repair Corvettes

  • Health -50%

Support Frigates

  • Speed +17%
  • Health -9%

Destroyers

  • Health +6%

Missile Destroyers

  • Health +6%

Note: In addition to the changes listed above, many weapons were tweaked a bit. But these didn't really do much to improve the balance problems in v1.0 to v1.3. After the 1.3 patch, Gearbox released several versions of the Official Gearbox Balance Mod from August to September 2015. This was later replaced by the 2.0 Patch.

2.0 Patch Changes

2.0 Patch Summary - June 7th, 2016

Kushan and Taiidan have seen major changes to better reflect their Homeworld 1 Classic (hw1c) performance and for better balance against Hiigaran and Vaygr. Hiigaran and Vaygr are largely the same as in Homeworld 2 Classic (hw2c), but with several improvements and many tweaks for better balance vs hw1 races.

Several features from hw1c have been brought back and added to all the races. Aggressive/Neutral/Evasive Stance's to boost damage or speed. Formation's have small damage/accuracy/speed modifiers for different ships. Balistic/simulation features, for example idle ships are generally a lot easier to hit than moving ships now. Useful scuttle blast damage for most ships. This all adds a lot of depth to the game.

Harvesting for all races has been balanced. Hiigaran has stayed the same, Vaygr has been brought up to par (was about 5+% lower), Kushan is now closer Hiig, and Taiidan has been brought up to par with Kushan.

General Changes

Balance Changes: Hiigaran and Vaygr

  • I'll quote Scole on by far the biggest change: "Single tiered upgrades. Yes, there was a definite strategy between the original HW2 races that is lost but now there are two races without upgrades who must remain a viable play option. HW2 base stats for ships are higher than Classic and when upgraded ships usually fall close to where they would have been at the level 2 upgrade. For HW2 races this frees up Resources that can be used elsewhere. Vaygr, with their particularly expensive family-wide upgrades benefit from this."
  • Fire Control Tower/Vaygr Command Corvette damage and accuracy boost lowered from 15% to 7%. Maximum damage/accuracy stack lowered from 40% to 20%. This was done to balance the late game vs hw1 races which don't have these.
  • The new unit cap system counts fighters and corvettes by individual ship rather than by squad for consistency across all 4 races. This is a silent buff to ships with small squad sizes including: scouts, minelayers, and command corvettes.
  • Below I've listed anything notable that's changed more than 5%. Health/Speed changes are for fully upgraded ships. The move to single tiered upgrades caused many ship's health and speed to change by small percentages such as 1%-15%, and that's just how things shook out. For ship health I've provided the actual effective health, what's displayed in game can be off by 20% sometimes due to armor damage modifiers.

Hyperspace Inhibitors

  • Cost 1500->1000 to balance vs hw1 races that can hyperspace from the start of the game

Carrier Fighter/Corvette/Frigate Facilities

  • Health +40% to be closer to the mothership facilities health. This was to balance vs hw1 races which do not have subsystems.

Capital Ship Facilities

  • Health +30% to make them stronger than fighter/corvette/frigate facilities and to balance vs hw1 races which do not have subsystems.

Resource Collectors

  • Health +25% to balance vs hw1 collectors which start with far more health. Interceptor damage vs collectors was also increased to keep the early game hw2c balance.

Fighters

  • The health of each hw2 fighter has gone up from 30 to 90, but the attack of their counters has also gone up to match. They have been balanced close to their prior performance. This was done to better balance the new features including formations and stances, and to improve battle outcome consistency. Balancing 30 hp one shot kill fighters became a fools errand with the new features.

Scouts

  • Cost: 350->300 was one of the final tweaks to balance vs hw1 races
  • now unit capped at 18 (6 squads). Was necessary since they take up way less space in the new unit cap system.
  • EMP duration 35->20 seconds. Idle ships now take way more damage, so EMP had to be adjusted.

Interceptors/Assault Craft

  • Cost: 500->450 was one of the final tweaks to balance vs hw1 races

Bombers

  • Health: up 50% more than interceptors are now, to improve survive-ability.
  • Got a sizable attack buff. They should now be a better capital ship counter.

Pulsar, Gunship, Missile and Laser Corvettes

  • Health +12%

Shipyards

  • Speed +25%

Destroyers

  • Health -18%
  • Health regen improved 28%
  • Attack +5% vs frigates
  • Reduced the size of the engine subsystems to minimize a hw2c issue where destroyers broadsiding each other would often absorb a lot of bullet damage with their engines.
  • Unit cap: 7->5 (was 5 in hw2c)

Battlecruisers

  • Speed +6%
  • Health -22%
  • Damage -28%
  • Unit cap: 3->2

Probes

  • Cost 150->70

Proximity Sensors

  • Cost 250->150

Hiigaran

Resource Collectors

  • Health Upgrade Costs 1200->800

Resource Controllers

  • Health Upgrade Costs 1500->400

Gun Platforms

  • Health Upgrade Costs 1300->700
  • Speed -20%
  • Health -7%

Ion Platforms

  • Health Upgrade Costs 1300->1200
  • Speed -20%
  • Health -7%

Scouts

  • Generally all ship's base hull and speed increased, while fully upgraded stats stayed the same. This ship didn't have upgrades, so their base stats received a bump. Speed 460->512 (was 480 in hw2c)

Interceptors

  • Speed Upgrades Costs are still 800 (maybe the only upgrade that didn't change in price)

Bombers

  • Speed Upgrade Costs 800->600

Gunship Corvettes

  • Speed Upgrade Costs 800->400
  • Health Upgrade Costs 1250->800
  • Attack buffed, this ship was under-powered.

Pulsar Corvettes

  • Speed Upgrade Costs 1050->600
  • Health Upgrade Costs 1150->1200
  • Attack balanced against Vaygr missile corvettes (corvettes had balance issues since release due to several bugs, and bug fixes)

Minelayers

  • Health 400->900 Before they were easy to snipe since they weren't a squad of 3.

Torpedo Frigates

  • Speed Upgrade Costs 1250->600
  • Health Upgrade Costs 2200->1000
  • Attack lowered vs fighters.

Flak Frigates

  • Speed Upgrade Costs 1250->600
  • Health Upgrade Costs 2200->1000

Ion Frigates

  • Speed Upgrade Costs 1250->600
  • Health Upgrade Costs 2200->1000
  • Is now better able to shoot idle corvettes, like salvage corvettes.

Marines

  • Fixed a hw2c oversight where every ship in the game had 100% accuracy vs marine/infiltrator frigates. Now they are treated as a regular frigates for accuracy calculations, which is a silent buff. Unit cap 5->6

Defense Field Frigates

  • Generally all ship's base hull and speed increased, while fully upgraded stats stayed the same. This ship didn't have upgrades, so their base stats received a bump.
  • Speed +9%
  • Health +11%
  • Unit cap 4->2. It was 2 in hw2c, and stacking 4 DFF can be quite overpowered.
  • The following three changes incentivize more usage:
  • Cost 1250->1000
  • Build Speed 70->60 seconds
  • Ability Duration 20->32 seconds

Motherships

  • Speed Upgrade Costs 1250->600
  • Health Upgrade Costs 1250->1000
  • Speed -7%
  • Health -33% (+5% from hw2c)

Carriers

  • Speed Upgrade Costs 1500->600
  • Health Upgrade Costs 1750->1000
  • Health +9%

Shipyards

  • Speed Upgrade Costs 2000->600
  • Health Upgrade Costs 2250->1000
  • Health -34% (now about the same as hw2c)
  • Fixed a hw2c bug with their cloak module

Destroyers

  • Speed Upgrade Costs: 2500->600
  • Health Upgrade Costs: 2500->1500
  • Attack -30% vs resource collectors.

Battlecruisers

  • Speed Upgrade Costs: 2500->600
  • Health Upgrade Costs: 5000->1500

Vaygr

Utility Ships

  • Health Upgrade Costs 3600->1200

Resource Collectors

  • RU load per trip 200->208
  • Speed +1.4%
  • Now start with 7 collectors instead of 6 (Yes the Vaygr mothership is that bad at harvesting).

Platforms

  • Health Upgrade Costs 2600->1500

Gun and Missile Platforms

  • Speed -20%
  • Health -12%

Hyperspace Platforms

  • Speed +8%
  • Cost 750->375
  • Has a minor sensors distortion probe effect for itself only, to incentivize its use.

Fighter Unit Cap

  • In HWR Public it was 15 squads, but in hw2c it was 18 squads. Now its set to 108 individual fighters to target the hw2c balance. Build possibilities:
    • 4 scout squads (3 per squad) + 14 interceptor squads (7 per squad)
    • 16 interceptor squads (7 per squad)
    • 18 bomber squads (6 per squad)
    • 18 lance squads (5 per squad) + 3 interceptor squads (7 per squad)

Fighters

  • Speed Upgrade Costs 1600->1200

Scouts

  • Cost 350->300
  • Speed -7%
  • EMP research cost 1000->1500 To balance the reduction of fighter speed upgrade costs and scout costs.

Bombers

  • Vaygr bomber damage has been improved to be closer to Hiig (longstanding hw2c issue)

Lance Fighters

  • Attack buffed, was under-powered and very niche

Corvettes

  • Speed Upgrade Costs 2400->1000
  • Health Upgrade Costs 2700->1600

Missile Corvettes

  • Attack balanced against Hiigaran pulsar corvettes. (corvettes had balance issues since release due to several bugs, and bug fixes)

Laser Corvettes

  • Attack balanced close to hw2c performance vs frigs and capital ships. (corvettes had balance issues since release due to several bugs, and bug fixes)
  • Fixed a bug where they lose DPS when corvette speed was upgraded.

Minelayer Corvettes

  • Base Health 400->900
  • Upgraded Health 640->1,350
  • Before they were easy to snipe since they weren't a squad of 3.

Command Corvettes

  • Ping ability added, doesn't require any additional research
  • Health increased 40% to match minelayer change
  • Now flies around in battle instead of siting idle so they aren't such easy targets.
  • Unit capped at 2. The new unit cap system is a silent buff to these, and too many command corvettes would have been quite unbalanced for the other races. Also now that battlecruisers are unit capped at 2, Hiigaran is unlikely to have more than 2 FCT's in a battle.

Frigates

  • Speed Upgrade Costs 2500->1200
  • Health Upgrade Costs 4400->2000

Assault Frigates

  • Assault frigate research cost 650->500
  • Health -7%
  • Attack buffed, this ship was under-powered

Heavy Missile Frigates

  • Is now better able to shoot idle corvettes, like salvage corvettes.
  • Range +14% to prevent Hiig Ion frigates from kitting them.

Infiltrator Frigates

  • Fixed a hw2c oversight where every ship in the game had 100% accuracy vs marine/infiltrator frigates. Now they are treated as a regular frigates for accuracy calculations, which is a silent buff.
  • Generally all ship's base hull and speed increased, while fully upgraded stats stayed the same. However due to the above, Hiig marine frigates and Vaygr Infiltrator frigates didn't received any base speed/health changes. Since there's only one teir of upgrades now, this means the fully upgraded Vaygr infiltrator frigate is a bit lower than before:
  • Speed -7%
  • Health -12%

Capital Ships

  • Speed Upgrade Costs: 8,500->1,500
  • Health Upgrade Costs: 10,000->3,000

Flagships

  • Speed -7%
  • Health -35% (+9% from hw2c)

Carriers

  • Cost 1700->1900
  • Health +29%
  • Bombers got buffed, so we wanted to make sure fragile Vaygr carriers wouldn't go poof early game. Costs were notched up a bit since the health went up so much.

Shipyards

  • Health -26% (now about the same as hw2c)

Destroyers

  • See above, upgrades are now 14,000ru cheaper

Battlecruisers

  • Range now matches Hiig battlecruiser to prevent kitting
  • See above, upgrades are now 14,000ru cheaper

Kushan and Taiidan

  • I'll quote Scole again here: "The [patch] contains edits to [hundreds of] files. The complexity of the interactions the changes have on the game would make itemizing every change lunacy so instead we will speak to some of the general changes... ...It will not and can not be an exhaustive, comprehensive list. You will have to play to really feel it out."
  • Generally speaking, Kushan and Taiidan ships perform a lot closer to hw1c while being better balanced against Hiigaran and Vaygr. Below I've noted some of the more important changes, and provided some ship role/performance information.
  • Research costs/times adjusted to allow a hw1 player to choose to start at either fighters, corvettes or frigates and to be better balanced vs hw2 races.
  • Fighters and corvettes have received big speed buffs, to match upgraded hw2 ships.

Resource Collectors

  • Built Time 60->50 seconds
  • Health -17%
  • Can now hyperspace

Resource Controllers

  • No longer requires any research.
  • Can now support 8 resource collectors, and is much closer to the performance of their hw2 equivalents.

Scouts

  • Cheap anti-fighter, not quite as strong as interceptors.

Interceptors

  • Balanced against hw2 interceptors when in formations. Tip: small formations like a Claw or X of about 5 ships, are going to perform better than lose ships not in a formation.

Defenders

  • Unit capped at 20

Bombers

  • Better at countering capital ships than before.
  • No longer require plasma bomb research in multiplayer.

Kushan Cloaked Fighters

  • Anti-fighter, and good vs utility ships
  • Unit capped at 20

Taiidan Defense Fighters

  • Still good at killing missiles, but not so overpowered vs Vaygr anymore.
  • Unit capped at 10

Repair Corvettes

  • Repair is much better than before.
  • No longer require any research like in hw1c.

Salvage Corvettes

  • Speed increased 150->255

Light Corvettes

  • Cheap anti fighter
  • Just require corvette drive research like in hw1c.

Multigun Corvettes

  • Better anti-fighter

Heavy Corvettes

  • Anti-corvette balanced against pulsar corvettes and missile corvettes. Also pretty good vs frigates and capital ships.

Minelayer Corvettes

  • Health increased like hw2 minelayers were

Support Frigate

  • Repair is much better than before, your going to want to use these.

Assault Frigates

  • Anti-corvette, not very good vs fighters unless they are trapped in a gravity well. Pretty good vs frigates too.
  • Health and speed changed closer to upgraded Hiig/Vaygr frigates:
  • Speed +47%
  • Health +72%

Ion Frigates

  • Health and speed changed closer to upgraded Hiig/Vaygr frigates:
  • Speed +27%
  • Health +53%
  • Attack: balanced against Hiig ion frigates

Kushan Drone Frigates

  • Shreds interceptors pretty fast, pretty good vs corvettes too.
  • Drone duration greatly increased.

Taiidan Field Frigate

  • Now equipped with a new field that's always on.
  • Unit capped at 2, as 2 of these stacked stops 95+% of bullets. Like in hw1c, these don't block ions or missiles.

Motherships

  • Hyperspace costs increased from 500base/1300max to 1000base/1500max. This better balances hw1's ability to hyperspace from the very start of the game.

Carriers

  • Health +37%
  • No longer requires super heavy chassis research. This gives players more flexibility in choosing their next upgrade path, and provides better balance vs hw2 races.

Destroyers

  • Now requires Ion Cannon research due to their Ion based weaponry, like in hw1c.
  • Now requires Super Heavy Chassis (carriers and destroyers were swapped in the tech tree)
  • Built Time 178->160 seconds (between hw2 destroyers with and without improved manufacturing research)
  • Speed +41%
  • Health +10%
  • Health regen improved 42%
  • Unit capped at 5
  • Attack balanced against hw2 destroyers.

Missile Destroyers

  • Good vs fighters and corvettes now
  • Unit capped at 2

Heavy Cruisers

  • Now requires Ion Cannon research due to their Ion based weaponry, like in hw1c.
  • Cost 3600->4500
  • Built Time 293->250 seconds (between hw2 cruisers with and without improved manufacturing research)
  • Speed +27%
  • Health +20%
  • Health regen improved 20%
  • Unit capped at 2
  • Balanced to be a bit weaker than hw2 battlecruisers. However these are very strong when combined with repair units.

Gravity Wells

  • Research cost 700->500
  • Health +33%
  • Hyperspace inhibitor effect range increased to be closer to the hw2 hyperspace inhibitor range
  • Gravity well ability range reduced to more closely match the hw1c range.
  • Ability duration 90->45 seconds (Idle ships now take way more damage)
  • No recharge like in hw1c, however the ability can be turned on/off at any time.
  • Now always reduce enemy accuracy within their inner ring. Basically the opposite of a fire control tower for accuracy, due to the gravity distortion.

2.1 Patch Changes

2.1 Patch Summary - June 10th, 2016

This was a minor patch, released a few days after the massive 2.0 Patch.

General Changes

Balance Changes: Hiigaran and Vaygr

  • Fixed an attack style issue for battlecruisers vs frigates.

Hiigaran

  • The following minor tweaks better balance Hiigaran upgrades against Vaygr upgrades.

Gun Platforms

  • Health Upgrade Costs 700->800

Ion Platforms

  • Health Upgrade Costs 1200->800

Pulsar Corvettes

  • Health Upgrade Costs 1200->1000

Kushan and Taiidan

Research Ship

  • Health +50% (to match time to kill a homeworld 2 research module with interceptors. Note: This change only affected Kushan by mistake)

Kushan Cloaked Fighters

  • Research Time -50%
  • Build Time 10->15 seconds

Taiidan Defense Fighters

  • Research Time -50%
  • Build Time 12->18 seconds
  • Speed +13% (to match interceptors)

Multigun Corvettes

  • Research Time -33%
  • Build Time 25->22 seconds

Heavy Corvettes

  • Research Time -45%
  • Build Time 25->22 seconds

2.205 Patch Changes

2.205 Patch Summary - July 5th, 2016

Gearbox's 2.205 Patch Preview resolved many of the 2.1 Patch Balance Issues. Unfortunately Gearbox halted updates for HWR prior to rolling this out as a full patch. The 2.205 Patch Preview was only available as an optional Steam beta.

General Changes

  • Fixed Hiigaran Mothership visual errors, mainly the badge being cut off.
  • Fixed the Turanic Carrier Engine missing icon.
  • Enhanced modding support for Ship Patching and traceHODs.
  • Fixed: Ship Patching requires edit to existing Joint for additions to occur.
  • Added: Ship Patching supports ‘subs’ nodes for structured HPs.
  • Added: traceHODs covers more HOD load types, all except Backgrounds.

Balance Changes: Hiigaran and Vaygr

Gunplats

  • Damage vs fighters +100% (A typo gave them less damage than intended)
  • Damage vs hw2 resource collectors -43%
  • Accuracy vs frigates and capital-ships 40%->80%

Interceptors/Assault Craft

  • Damage vs corvettes -31%
  • Damage vs frigs and capital-ships -60%
  • Damage vs subsystems +40%

Bombers

  • Accuracy vs corvettes 80%->20%
  • Damage vs frigates +40%

Destroyers

  • Health +6%
  • Normal Unit Caps 5->6

Battlecruisers

  • Health +13%

Platform Modules on carriers

  • Health +25%

Fighter, Corvette, and Frigate Modules on carriers

  • Health -11%

Motherships/Carriers/Shipyards/Resource Controllers

  • Damage vs hw2 resource collectors -45%

Hiigaran

Ion Platforms

  • Damage vs idle fighters/probes increased a lot

Gunship Corvettes

  • Damage vs fighters +13%

Pulsar Corvettes

  • Damage vs fighters/probes increased 100%

Torpedo Frigates

  • Damage vs hw2 resource collectors increased 30% (only helps vs upgraded hw2 collectors)
  • Damage vs fighters/probes increased 100%

Flak Frigates

  • Damage vs hw1 fighters increased 64% (results in a decent buff)

Battlecruisers

  • Range +3%
  • Fixed an issue where the hiigaran battlecruiser would sometimes sit pointed 10 degrees up or down vs a target on the same vertical level - causing the nose of the ship to block one ion turret from attacking.

Motherships

  • Speed Upgrade Cost 600->400
  • Health Upgrade Cost 1000->800

Carriers

  • Speed Upgrade Cost 600->400
  • Health Upgrade Cost 1000->800

Shipyards

  • Build Time 85->75 seconds (was 75 in hw2c)
  • Speed Upgrade Cost 600->400
  • Health Upgrade Cost 1000->800
  • Health Upgrade Research Time -50%

Vaygr

  • Re-balanced the Vaygr unit caps, to allow for fair transferring between players of different races. Interceptors/Bombers now count as 5 supply, and Missle/Laser Corvettes count now as 3 supply. Unit caps have been updated appropriately.

Missile Corvettes

  • Damage vs fighters -55% (they now perform closer to hw2c)
  • Fixed a bug where they would deal zero damage to probes

Laser Corvettes

  • Fixed a bug with the attack script where laser corvettes would start doing evasive maneuvers and rarely attacking. This bug fix makes laser corvettes much more effective.

Assault Frigates

  • Cost 500->650 (was 650 in hw2c)
  • Research Time +12% (to same as hw2c)
  • Damage vs Hiig/Vaygr fighters +85% (results in a small buff)
  • Damage vs hw1 fighters +400% (results in a decent buff)

Battlecruisers

  • Trinity Cannon Range +1%
  • Damage vs capital-ships -6% (with no micro, makes 1 hiigaran cruiser vs 1 vaygr cruiser consistently come out even like in hw2c. With micro, vaygr can slightly out-range hiigaran and win.)

Carriers

  • Cost 1900->2100

Capital Ship Health Upgrade

  • Cost 3000->4000 (to balance vs Hiig)
  • Research Time +5%

Capital Ship Speed Upgrade

  • Cost 1500->2000 (to balance vs Hiig)
  • Research Time +33%

Kushan and Taiidan

Scouts

  • Damage vs fighters -50% (A typo gave them twice their intended damage, causing major balance issues)
  • Damage vs corvettes -31%
  • Damage vs frigates and capital-ships -50%

Interceptors

  • Damage vs corvettes -31%
  • Damage vs frigates and capital-ships -50%
  • Damage vs subsystems +40%

Bombers

  • Accuracy vs corvettes 80%->20%
  • Damage vs frigates +40%

Defenders

  • Speed +53%

Corvettes

  • Now move around a little more in combat.

Light Corvettes

  • Damage vs fighters +20%

Multi-Gun Corvettes

  • Damage vs fighters +38%

Heavy Corvettes

  • Cost 315->285
  • Damage vs hw2 corvettes -9%

Assault Frigates

  • Capital Ship Chassis Research Time down 113->85 (allows hw1 to get assault frigates faster)
  • Damage vs corvettes -50%
  • Damage vs hw2 resource collectors -25%

Ion Frigates

  • Ion Cannon Research Time up 35->64 (same timing, considering the capital ship chassis research buff)
  • Damage vs frigates -24% (they still beat hw2 ion frigates with 10% health left. This was a big oversight in balance testing the 2.0 patch.)

Motherships

  • Damage vs fighters +25%
  • Can now target any ship (previously couldn't target some ships)

Carriers

  • Damage vs fighters +25%
  • Damage vs hw2 resource collectors -45%
  • Can now target any ship (previously couldn't target some ships)

Destroyers

  • Cost 1800->2500 (to balance vs hw2 destroyer ship and upgrade costs)
  • Health +7%
  • Normal Unit Caps 5->6

Gravity Wells

  • Now uses frigate armour (this is generally a health buff)
  • Research Time down 71->35 (to allow hw1 to get hyperspace inhibitors faster)
  • Ability Duration 45->30 seconds
  • Ability Range -20%

Cloak Generators

  • Speed +45%

2.300 Patch Changes

2.300 Patch Summary - July 26, 2023

After seven years, Gearbox has updated Homeworld Remastered from 2016's 2.1 Patch to 2023's 2.3 Patch. This enables multiplayer between Steam and the Epic Games Store. It adds a Banana Mothership mod. This also includes the changes from Gearbox's 2016 2.205 Patch Preview, which was previously only available as an optional Steam beta.

2.301 Patch Changes

2.301 Patch Summary - August 3, 2023

This minor patch includes the following:

  • Fixed instances of lag occurring during some online matches
  • Fixed issue where Spark would fail user authentication check
  • Restored option to disable automatic lobby refreshing
  • Fixed localization not displaying in launcher
  • Fixed localization bug in Classic non-English games
  • Updated game credits to include additional departments and individuals from Gearbox who contributed to the game

Players Patch Changes

Players Patch Summary

The community created Homeworld Remastered Players Patch resolves many bugs, exploits, and balance issues. It includes the changes from Gearbox’s 2.205/2.3 Patches, plus hundreds of additional improvements. It enhances singleplayer and multiplayer while respecting the look, sound, and feel of Relic’s classics. Notably it fixes the 666 Formation Bug, the Cross Race Docking Bug, and is authored by the players who helped Gearbox balance Homeworld Remastered. It also features additional gameplay options including a campaign difficulty adjuster, user interface/camera adjusters, dual command mode, observer mode, vast unit caps, and much more.

This is being released by the community for the players and fans. Credits: Gearbox, Cloaked, Fear, Trebic, NoOne, Echo, Stuart, QuadS, Kadeshi, and all the other contributors, testers, and players providing feedback. A full change list is here.

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