Homeworld: Deserts of Kharak PC Update / Hot Fix Information [Updated 3/18/2016]

An update contains changes that are permanently stored on your system and only needs to be downloaded once. You can download the latest Homeworld: Deserts of Kharak updates by restarting Steam. All updates are cumulative; you only need to install the most recent version to receive all updates.


[quote]Version 1.1.1 - Releasing March 29, 2016

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


[quote]Version 1.1.0 - Releasing March 21, 2016

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


  • 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)


Light Attack Vehicles

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


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%


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


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


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



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


We want to bring Gaalsien Sandskimmer health more in line with LAVs.

  • Sandskimmer health reduced from 700 to 650


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).

  • Fixed several crash issues

Additional Notes

  • Hotkey exposed in a config file
  • Hotkeys can now be remapped by editing a new hotkey config file.
  • Unranked Matchmaking has been disabled.

[quote]Version 1.0.3 - Releasing February 17, 2016

New Content:

  • Added new map “Firebase Kriil” for 1v1 & 2v2 Automatch and public games.

Bug Fixes

  • Fixed an issue that could cause the mouse pointer to be unlocked from its position when the camera was moved

  • Lowered starting resources on “the Boneyard” to match other MP maps.


[quote]Version 1.0.2 - Releasing February 17, 2016

Region Filtering/Ping:

  • For custom games there is now a region drop-down option that will toggle between Local and Worldwide filtering options for available games.

  • In the lobbies, each user will now have a visual representation of their network connection (ping). This is displayed as a coloured icon as well as a ping time value.
    Balance Updates

To incentivize players to go for artifacts, even early in the game, both factions will now start with a baserunner.

  • Coalition and Gaalsien will now have a free baserunner at the start of a match.

Coalition Heavy Armor

  • Adjustments were made on the price of the Coalition Heavy Armor upgrades to better reflect the gameplay advantage they provide.

  • Level 1, 2 and 3 CU Price increases from 100/200/300 to 550/550/550 CUs.


One of our focuses in this patch was to provide scouting tools. While still fragile, the probe will now be an effective scouting unit in the Coalition arsenal.

  • A probe deployed by the baserunner will now be controllable and is considered an air unit.
  • The price for the Launch Probe ability has increased from 50 to 100 CUs.
  • The cooldown time for the Launch Probe ability has decreased from 120 to 30 seconds.
  • Probe Sensor Radius has increased from 200 to 1000.
  • Probe Health has increased from 10 to 100.
  • The Probe will remain in the field until destroyed.

Coalition Carrier Repair System

While we still want the Coalition Carrier Repair System to be a powerful support option, its effectiveness was decreased so that there is an incentive to produce combat units early in the game. Before, late in the game, Repair Level 5 heal rate was equivalent to the heal rate of 12 Support Cruisers, negating even enemy Railgun fire at times.

Repair System Changes:

  • Level 1: Heal Rate from 50 hull points/s to 30.
  • Level 2: Heal Rate from 100 hull points/s to 45.
  • Level 3: Heal Rate from 150 hull points/s to 60.
  • Level 4: Heal Rate from 200 hull points/s to 90.
  • Level 5: Heal Rate from 250 hull points/s to 120.


To compensate for the fact that Gaalsien players can easily use their production cruisers offensively, specifically in the early game, some adjustments were made to the Sandskimmer’s build time and self-repair ability.

  • Build time has increased from 8 to 11 seconds.
  • Out of Combat timer has increased from 1 second to 3.5 seconds on its self-repair ability.


Just like on the Coalition side, we want the Gaalsien baserunner to be one of the key scouting units in the game. We’ve added a new ability that deploys a vision scanner from a distance, enabling Gaalsien players to either use it offensively or defensively.

  • Repair ability on the Baserunner is now equally effective at all ranges. (Max range 400)

  • Will now be able to deploy vision scanners from a distance.

  • Repair ability AOE falloff type has changed from Linear to None.

Assault Ship

The Assault Ship is supposed to be one of the key units when an enemy player is massing Light Attack Vehicles or Sandskimmers. We felt that this unit usually did not successfully serve its purpose; several tweaks were made in order to address this issue.

  • Maximum Speed has decreased from 85 to 70.
  • Price has increased from 220/35 to 220/40
  • Turn Acceleration has increased from 5 to 10.
  • Weapon Rate of Fire has increased from 2 to 5.
  • Max Range has increased from 600 to 700m.
  • Minimum Burst Time length has decreased from 1 to 0.8 seconds.
  • Reload Time has decreased from 2 to 1.25 seconds

[quote]Version 1.0.1 - Releasing February 1, 2016

New Content

  • Added new map “The Boneyard” for 1v1 Automatch, 2v2 Automatch and Public Games. The Boneyard is inspired by the second mission from our campaign and has fleets clashing for map control during a beautiful sunrise.

Bug Fixes

  • Fixed an issue that was causing crashes when players were allied with AI players in 2v2
  • Lowered starting resources on the Torin Crater Map to match the starting resources on all other MP maps

Balance Updates

Gaalsien Carrier

In order create more early game options for the Gaalsien, the Carrier’s combat capabilities have been increased. Enabling it to deal with hordes of early game enemy units.

Gaalsien Carrier Side Turrets:

  • Default Rate of Fire from 2 to 10.
  • Burst Time from 1.4 seconds to 1.1 seconds
  • Negative accuracy modifiers versus small units removed
  • Accuracy against all units set to 100% at short range, 90% at medium range and 80% at long range.

Gaalsien Carrier Weapon Systems:

  • Power level 1 - Rate of Fire increased from 5 to 17.
  • Power level 2 - Rate of Fire increased from 10 to 24.
  • Power level 3 - Rate of Fire increased from 20 to 31.
  • Power level 4 - Rate of Fire decreased from 40 to 38.

Coalition Missile Battery

When compared to the Gaalsien Missile Ship, the Coalition Missile Battery was much more cost-effective. Price change will now better reflect its power.

Missile Battery:

  • Price from 100CU/70RU to 350CU/80RU

Assault Cruiser

The upgraded Assault Cruiser turned out to be a very specialized anti-air counter. The damage has been lowered so it is more in line with other anti-air units.

Assault Cruiser:

  • It now requires the Assault Cruiser Anti-Air research in order to attack air.
  • Anti-air weapon will now deal 175 damage instead of 250.

Coalition Strike Fighters

The early game advantage provided by Coalition Strike Fighters is interesting but too strong. The damage has been lowered to retain air as an option but allow opponents enough time to react to it. For example, you needed 2 Strike Fighters to snipe an enemy Railgun, but now you will need 3.

Strike Fighter:

  • Damage from 175 to 120

For support with Homeworld: Deserts of Kharak or SHiFT, please visit http://support.gearboxsoftware.com.

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