UFFICIALE PC HomeWorld: Shipbreakers & HomeWorld 1/2 Remake | WHAT THE HELL! | 25 febbraio 2015

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[video=youtube;QZNc6Cr5O-E]


 
troppa roba da giocare per ora, facci sapere com'è //content.invisioncic.com/a283374/emoticons/Gab3.gif

 
Sneak peak della mega patch a cui lavorano da ormai un anno per la remastered, serve principalmente a rendere le formazioni della remastered così com'erano nell'Homeworld 1 originale: [La sola critica mossa dai fan contro la remastered fondamentalmente]

d24317325aedb00b8a45f467a875bbe0659357b9.gif


- - - Aggiornato - - -

C'è pure un nuovo trailer per Deserts of Kharak!


 
Sto trovando la Remastered davvero ostica da affrontare, tra l'altro il ritmo così lento non aiuta particolarmente...

Ma mi piace e appena torno da HK sarò felice di rimetterci mano!

 
Roadmap svelata!

Good afternoon everyone,
We wanted to give another update on our patch roadmap for the near-term.

We currently have 3 patches on the books for the next month or two. Keep in mind that this schedule and these patch numbers may change if issues that require hotfixes come up!

1.0.2

This patch has one essential feature that a number of people have been asking for. We expect this patch to launch imminently, as early as tomorrow or as late as next week. (As a general rule of thumb, we're avoiding patching on Fridays.)

Region filtering opt-out

When this patch goes live users will be able to opt-out of region filtering for custom games. We're also displaying the user's ping to the lobby host so players can make informed decisions about the game they join. Only the player will need to opt-out, other users won't need to opt as well for you to see their games. We are initially rolling this out to custom games - if all goes well (No bugs surface) we'll look at applying this to matchmaking in the future.

Additional Balance Changes

This patch has a number of buffs and incentives for MP in it.

We'll include exhaustive notes as we get closer to the patch, but there's a couple of key elements I wanted to call out:

Buff to Scouting

Scouting in DOK is tough. It typically costs the player an LAV or Sandskimmer early, and getting persistent information is hard. The risk is always at least moderate and sometimes the player gets no information from it. We're looking at providing both factions more scouting tools on their Baserunner to allow for a better exchange of information between players.

Starting Baserunner

With the changes to scouting we're looking at giving both factions a Baserunner to start with. This will incent early game scouting - but also early game artifact competitions. We feel bringing this decision process in earlier will improve the MP experience overall.

Gaalsien Assault Ship

This unit will undergo some pretty substantial buffs that still preserve its intended role of being a light-unit hunting tank.

Again, we'll include more exhaustive notes when we know the patch is on the launchpad! We should be able to provide an update on timeline tomorrow.

1.0.3

1.0.3 has a new map, as well as another key feature request. We're hoping to target the week after 1.0.2 comes out.

Camera Updates

We have several fixes for the camera in flight. But the most noteworthy is the ability to rotate the camera without the user's cursor moving.

New Map!

We'll post some screenshots for this once we get past 1.0.2 - but we'll be looking at a new MP map in this patch. This will support 2v2 and 1v1.

Balance Changes

We'll again have a few balance changes in this patch, which we will announce as we get closer to the patch release.

1.1

1.1 is going to be a big patch! We're anticipating launching this the second or third week of March.

Replays!

The replay system is largely architected at this point, we still have several things to build for it - but we're feeling pretty good about it! It'll support players watching games from a "Third person" impartial point of view and also include several displays for additional economic and army elements. More to come as we get closer!

AI updates!

We've specifically identified several failings of the AI under certain circumstances and have some fixes already for these. As I'm writing this post there's a designer next to me who is facing quite a challenge during playtesting.

New Map!

We'll again be launching with another map in this patch. This will support at least 1v1 and 2v2 as well.
 
Ultima modifica da un moderatore:
Finita la campagna dopo 16 ore di gioco, la soundtrack è da rasponi a due mani ragazzi. Amo Ruskay alla follia ma questo è uno dei suoi lavori migliori, ha catturato in pieno l'essenza dell'OST di Homeworld remixando sapientemente anche alcuni dei brani storici del brand che, uniti alle nuove entry, creano un alchimia senza pari. Tutti i nuovi pezzi mescolano il tribale allo scifi, son bellissimi



Passiamo al titolo in sè, è un prequel ed a livello tramistico ci sta benissimo. Homeworld, se vi ricordate, comincia dicendo "100 years ago, a satellite detected an object under the sands of the Great Desert. An expedition was sent. An ancient starship, buried in the sand". Quì impersoniamo quella spedizione, dove tutto cominciò. Il viaggio è reso bene, le mille difficoltà di un popolo plagiato da un pianeta ormai inospitale. Alla ricerca di una via per la salvezza, di una porta per il futuro. Il percorso che ti porta a compiere il titolo è tortuoso, pieno di sorprese e chicche magnifiche.

Passiamo al gameplay, essendo ambientato su di un pianeta la prima cosa che noterete è l'assenza delle formazioni. E' una scelta logica in fin dei conti, mal si sposano con il classico gameplay degli RTS 3D. E' presente in compenso il concetto di posizionamento, le mappe sono costellate da dune e punti sopraelevati. Un'unità posizionata in posizione sopraelevata ha un bonus precisione rispetto a quelle sottostanti, non so sinceramente su cosa si basa l'algoritmo. Credo la cosa sia bilanciata in maniera asincrona con valori fixati per le singole unità, non come Brood War in cui il miss, attaccando da sotto, ad esempio era gestito da un RNG. Questo porta il giocatore ad approcciarsi in maniera differente in base alla conformazione della mappa perchè, soprattutto in fase difensiva, la cosa aiuta non poco.

Il problema di base del sistema di gioco sta nella semplicità, l'IA non mi ha mai impiensierito, giocato a classico/difficile, ed anzi nelle ultime 3 missioni ho praticamente fatto tabula rasa di tutto e tutti prendendo l'armata, spreadando un pò incrociatori e mezzi d'assalto e amovando senza pudore. Penso di aver rotto il gioco in quel caso. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Non ho mai rigiocato una missione, tutte completate al primo tentativo avendo sempre una buona armata a disposizione e con in banca risorse utili a sopperire alle missioni un pò più povere. In termini di produzione delle unità e raccolta delle risorse il titolo poggia sulle basi dettate dai primi due Homeworld con l'unica differenza di avere una seconda risorsa, marginale nel suo utilizzo, che vi permette di sviluppare gli upgrade e riparare le unità.

Molto **** la gestione e la presenza del Baserunner in quasi tutte le missioni, il mezzo della divisione scientifica fondamentalmente. Il roaming con esso è godurioso e riesce a cambiare le carte in tavola se usato a dovere a livello di spell e supporto all'armata.

Ah, in quasi tutte le missioni ci sono degli artefatti da recuperare, tecnologie perdute nelle sabbie del Kharak. Tali tecnologie vi permettono di upgradare il Kapisi, la vostra "nave madre" in Deserts of Kharak. I boost sono fortissimi quindi occhio a non sottovalutare il peso di quegli upgrade.

Le cut scene son magnifiche, son praticamente artwork animati e doppiati da ***. Graficamente il titolo è ottimo, estreamente evocativo seppur monotono a livello di ambientazione. Le performance sono pessime, speriamo che un giorno brucino Unity al rogo. C'è tantissimo fan service, emozioni grandissime nel rivedere in game quelli che son sempre stati artwork dei primi Homeworld. T_T

All in all l'ho trovato un gran bel gioco, tramisticamente ricercato e coerente con tutta la saga di Homeworld, con un gameplay classico che offre buoni spunti senza mai però impensierire il giocatore in termini di sfida. Merita parecchio come nuova entry nel mondo di Homeworld, se siete dei semplici amanti degli RTS non aspettatevi di trovare un titolo complesso e di difficile apprendimento.

 
Ultima modifica da un moderatore:
Homeworld Remastered Collection Update 2.0 Notes6 GIUGNO - [GBX] JOEK

• Note: All prior in-game saves are no longer valid. Campaign progression is still valid; you just have to restart any missions you are currently on.

Gameplay

• Entire game rebalanced. (Singleplayer and MP!)

• Formations have been completely rewritten to better support HW1 formations

• Formations will break on combat into combat groups based on the ships that are part of the formation. This is to more closely emulate HW1 and to make sure that ships perform as optimally as you would expect.

• Formations have a unit cap depending on the ships and formation used. This is to ensure formations are as effective in combat as possible and so that the game performs at a reasonable speed.

• All ships have been rebalanced to work with formations

• All ships have had a pass to improve flight dynamics and engagement behaviors.

• Weapons will now use ballistics when set to do so. (Many ships are set to this by default now.)

• Tactics have been split into "Rules of Engagement" and "Stances" to better emulate HW1 and HW2 gameplay at the same time. (Hot keys updated accordingly.)

Rules of Engagement:

• Offensive. Ships will attack all enemy ships that enter range.

• Defensive. Ships will retaliate against attackers of allies and themselves.

• Passive. Ships will not retaliate, even when fired upon.

Stances:

• Aggressive. Aggressive strike craft receive bonuses to weapon damage but penalties to speed. Aggressive ships will fight at closer ranges and will fight and stay in formation during combat.

• Evasive. Evasive strike craft receive bonuses to speed, acceleration, and take reduced damage. Evasive ships will break formation as soon as they enter combat and attempt to dodge incoming fire. Evasive strike craft fight at longer range. This stance is intended as a delaying or harassing action.

• Neutral. Normal power shunting, ships receive no bonuses or penalties. (Default)

• Ships will now automatically try and fly away from large ships that are about to explode. (Splash damage is much more meaningful now.)

• Ship Dock Holds and UnitCaps have been reworked to account for HW1 and HW2 ships being traded/salcapped and to allow a more flexible system for modders.

• 2p_Shields start locations tweaked for more balanced gameplay.

• 4p_ironcurtain, 4p_lostfalls start locations fixed to not cause rush protection damage

• 5p_treeoflife, 8p_hyerspacearena, 8p_scattered, 6p_radialsymmetry – RU locations and amounts better balanced

• Swarmers now refuel much more effectively.

• Waypoints can now be closed, creating a patrol loop. Ships can leave their patrol to attack enemy units encountered while on patrol and return to the patrol based on their Rule of Engagement or even ignore enemies altogether.

• HW2 Mission 2 – Elite Bombers are granted correctly now.

• Lagging is much less likely to cause a desync now.

• General MP game desyncs are much much rarer now.

• Drones no longer count as ships when calculating relic value

• Relic game mode balance/behaviors tweaked.

• New Magnetic field used for Tai_DefenseFighter, Tai_FieldFrigate

• Carriers Only game mode rebalanced

• Races can now have race specific formation variations.

• Various research requirements tweaked to better balance game.

• Dockpaths for Capital Ships, Motherships reworked to be quicker/more efficient.

• The salvage capture command can now be issued to multiple targets.

• Salvage capture corvettes will now stop chasing a target if it becomes obscured by fog of war.

• Added a selection modifier to select all ships not in any strike group. (Mapped to the "-" key by default).

• Fixed various drone frigate issues including some targetting issues, removing command "response" audio from drones, an issue with CPU players spamming activation, and drones sometimes not being properly destroyed.

• Cleaned up some issues with changing targets when the kamikaze command is running.

• Fixed a possible crash when cancelling a waypoint move command with no waypoints set, then issuing a move command.

• Fixed some docking issues with ships carrying back large salvage chunks (and fixed an issue with Homeworld 1 resource collectors not being able to return salvage to carriers).

• Ships running a capture or salvage capture command will break out of it if the target hyperspaces.

• Hyperspace inhibitor and defense fields will now stay active if salvage capture corvettes are latched on, but they aren't at the "returning with capture" stage.

• Fixed an issue where the Homeworld 1 scout speed boost could stay on permanently.

• The magnetic field is no longer visible through fog of war.

• Fixed the GravWell Generator so the hyperspace command is more reliably disabled when the gravity well is active.

UI

• UI is now contextually aware of what the ships are doing. The Move Icon highlights when the ship is executing a Move Order, cooldowns are represented on the icon, and available formations/active formation highlights.

• Formations are now represented as single icons in UI. (Option to use previous flat view is in the options.)

• Launch menu performance optimized. (Also uses grouped icons. Same option to use flat view affects this as well.)

• Marine Frigate capture button is now properly displayed.

• Timer moved over to allow for better layout of subtitles and other items.

• Subtitles are forced on in tutorials. This fixes a lot of odd issues with tutorial progression we were seeing.

• Chat screens cleaned up to layout and display “Left the game” messages better.

• Game saved text is displayed when a game is quick saved now.

• Cursor is more contextually aware of the player’s commands

• Stances/Rules of Engagement icons changed to match TO icons and to be more consistent in general

• Invalid save games are not displayed to user or are greyed out depending on reason.

• Population Cap screen optimized

• MP Lobby views now auto-refresh, unless disabled.

• Fixed an issue where chat messages sent to CPU players would be sent to the host of the game.

Visual/Rendering

• Dust clouds, veins, and Nebula are much easier to see.

• Various ships have had visual tweaks to improve appearance. (Geometry, texture, animations)

• Sensors screen visual fidelity updated. (Rounder shapes, clearer tactical dots). Red tactical docs are now scalable in options screen for really high rez monitors.

• Game will no longer crash on load when primary screen is in portrait mode.

• Lens flares: fixed to be occluded as intended by designers.

• Engine Glow/Burn/Trail visuals improved slightly and performance optimized.

• Merged all Goblins into ship meshes to improve performance. (Goblins no longer supported)

• Command Line: Added -fakeFullscreen option. Allows use of a fullscreen window that does not capture the device. Use this option at your own risk as it is not officially supported.

• Command Line: Added -facetCount=XX option. Draws screen in vertical slices to prevent distortion, 'bends' the view. Can allow for 360 degree rendering, etc.

• Fixed a few mismatched portrait icons.

• M02 sun and flare now align correctly.

• EZ13 mission performance greatly improved.

• Game will try and use a discrete GPU rather than integrated GPU when available. This applies to Windows Vista and Windows 7 only. Windows 8 and Windows 10 users are advised to ensure a profile exists in the vendor's control panel to ensure optimal performance.

• OpenGL initialization improved to compensate for legacy overlay rendering performed by 3rd party software. While 3rd party overlays are not officially supported, overlays should no longer cause inappropriate translucency ordering or difficulty streaming.

• Added DOK badge.

• Capture/Latch points refined.

Misc

• Various Localization fixes.

• Executable load time improved by removing most DLLs.

• Removed DirectX 9 dependency check on startup.

• Russian save games now work properly.

• Keybindings in Russian and other languages are now consistent with English.

• Handfull of new keybindings/adjustments. See keybindings menu for details.

• Plus key bound to selecting ships not in a Formation.

• NumPad now works correctly.

• Removed necessity to sign up for SHiFT to play MP.

• Selections using mouse input should feel a lot better in general.

• Improved level load times.

Modders

• Added Scenario system to allow saving and playing back of starting fleet arrangements. (-loadScenario/-saveScenario)

• Added dropdown menu control.

• Buttons now have the ability to have different behaviors based on if the alt/shift/ctrl keys are being held down. Tooltips react to inform players of changed functionality.

• Ship turrets are instanced, allowing the base game assets to be easily modded via the new mod patching system that allows base assets to be nondestructively altered.

• .HOD format has been updated. HODOR/RODOH updates to come in the near future.

• Ship performance and behaviors can now be modified depending on what stance they are in. Formations also share these modifiers and can stack on top. Bullet speed, firing rates, weapon damage are just some of the things that can be changed. A formation of Laser Corvettes can turn incrementally slower as more ships are added to the formation or accelerate faster as the formation gets smaller due to losses.

• New flight maneuver abilities allow for more intuitive behavior- for instance it is now possible for fighters to slow down during their attack run to maximize time on target and speed up when coming back around. This behavior feeds into the ballistics system-ships caught going slower during a strafing run are easier to hit.

The original, Homeworld 2 classic requirement for a ship to be mine-laying capable before it will consider firing at missiles/torpedoes/mines has been removed. Additionally, all missiles/torpedoes/mines have been separated from the generic attack class “projectile” to provide ease-of-use for mod authors wishing to create ballistic anti-missile/torpedo defense systems.
5.2 gb, out su Steam.

Ho notato pure che ora è disponibile all'acquisto anche su GoG.

 
Up anti cut-off

 
è uscito Cataclysm :predicatore: esclusivamente su GOG e rinominato Emergence. https://www.gog.com/game/homeworld_emergence

Homeworld: Emergence was originally released as "Homeworld: Cataclysm". "Cataclysm" is now a registered trademark of Blizzard Entertainment, Inc., and the game has been renamed to avoid confusion. Other than the subtitle change, the game is identical to the game released in 2000.

 
Ultima modifica da un moderatore:
è uscito Cataclysm :predicatore: esclusivamente su GOG e rinominato Emergence. https://www.gog.com/game/homeworld_emergence
Homeworld: Emergence was originally released as "Homeworld: Cataclysm". "Cataclysm" is now a registered trademark of Blizzard Entertainment, Inc., and the game has been renamed to avoid confusion. Other than the subtitle change, the game is identical to the game released in 2000.
Notizia ottima. La mancanza di Cataclysm, di cui avevo letto solo buone cose in giro per l'internet, mi ha sempre messo sul chi va là ogni volta che consideravo l'acquisto della Remastered Collection. Ora non ho più scuse per recuperare queste perle :stema:

 
Ultima modifica da un moderatore:
Homeworld Remastered Collection Update 2.303

Hello, Homeworld fans! We’re excited to share a new update for Homeworld Remastered Collection today. Your game should update automatically, but if you’re having trouble, try restarting your Steam or EGS client.

Update 2.303 removes the “beta” tag from Homeworld Remastered Collection’s cross-platform online multiplayer, while also introducing many fixes for outstanding issues.

Here is the full list of changes:
  • Fixed various issues preventing players from joining a multiplayer lobby
  • Fixed an issue causing a lobby to not appear in the lobby browser after expanding the maximum number of available slots
  • Fixed an issue causing the lobby chat to not always load
  • Fixed an issue causing some players to be removed from the lobby when another player exits
  • Fixed an issue causing the lobby name to be invisible
  • Fixed an issue allowing everyone in the lobby to manipulate options instead of only the host
  • Fixed an issue causing 8-player matches to desync
  • Fixed an issue preventing players to properly connect to the lobby browser, forcing them to restart the game
  • Fixed an issue causing players to be stuck on "Joining Room" after ending a multiplayer match
  • Fixed an issue causing the "Joining Room" message to appear every time a player would join the lobby browser
  • Fixed an issue causing the host to lose connection upon entering the match
  • Fixed an issue preventing the 8th player of a lobby to join on the first attempt
  • Fixed size and responsiveness issues affecting the Homeworld 3 pop-up
  • Fixed an issue causing the game launcher to show a "Connecting to SHiFT" message erroneously
  • Fixed an issue causing the lobby list to display unavailable lobbies
  • Fixed an issue causing the global and friend chat to be duplicated
  • Fixed an issue causing players to join a new empty lobby when trying to join an existing lobby
  • Fixed an issue causing players in a lobby to all appear readied up when one or more have not checked their ready box
  • Fixed an issue causing display issues when joining the game lobby chat a second time after a game restart
  • Fixed an issue causing the host name in a lobby to not be visible to players
  • Joining a lobby after several consecutive matches is now more reliable

As always, if you encounter any issues with this update, please file a ticket with Gearbox Support.

We thank the Homeworld community for its continued support. Please stay tuned to Homeworld social channels, as well as homeworlduniverse.com, for more information on Homeworld 3 as we approach launch in February 2024.
 
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