Released on 10.08.15
  • Gameplay

    • Repeat Queue mode for factories

    • New Resource Mechanic:

      • All regions now generate resources as soon as they are captured, but building extractors generates more resources

    • New Tech Tree

      • Available when the Seed is selected

      • Techs can be continuously upgraded for an exponential cost

      • Metal Storage, Radioactive Storage, Logistics, Radar Range, Weapon Damage, and Unit Max HP function so far (others WIP)

    • Global Ability Prototype: Scan

      • Uses radioactives to reveal an area of the map temporarily

    • re-enable Reinforcements ordering directly from units

    • change the VP accumulation - now the game grants VPs to the player with  the most Turinium Generators (and only the lead player - if there is a tie for first, nobody gets points this tick)

    • Issue move command to aircraft when r-clicking a capture node

    • Balance

      • Archer has slightly fewer HP

      • Drive Inhibitor now has double radius

      • Increased vision of pan slightly.

      • speed up medic a tiny bit so that he can heal while moving better

      • Armor changes! Only buildings, T3s, Brute, and Zeus are armored. Only Sentinel Turrets and Nemesis weapons are armor-piercing.

      • Apollo Flak Cannon now targets drones (after air)

      • Archer missiles no longer target air or drones

      • Prometheus Heavy Autocannon now targets drones/air last

      • T1 HP balance changed to reflect that there are 3 of them (so they have 40 HP a piece typically)

      • Updated the weapons to have more distinction between the primary weapon of a unit and the defensive such that the primary weapon tends to have better range than the secondary. Hence, if a unit closes in on that unit, its defensive stuff will start going off (all tested)

      • Archer rockets go off less often but are more powerful, prefer to target T2s instead of T1s.

      • Smarties will target air now as a low priority. However, their range has been reduced.

      • The Hercules primary weapon now fires only occasionally but does massive damage. Primarily focuses on T3s.

      • Artemis weapon range reduced to ensure that it is less than the Cronus's Cenatur missile array.

      • Chronus targets buildings as first priority.

      • General balance, relative to each other, of all weapons

      • The Fury will now attack ground units if no air units are available.

      • The Hades Nova bomb has been rebalanced to have less splash damage and prefers to target buildings. Will no longer target T1s.

      • General balancing of secondary and tertiary weapons on units to make them less potent than their primary weapons (before they were all very powerful with relatively little distinction).

      • Unit HP massively reduced (but relative to each other). T3s go from 18000 to 600, 9000, 7000. This also fixes text clipping issues.

      • decreased movement speed of Artemis

      • Decreased Artemis barrage count slightly

      • Nexus armor increased

      • Scout costs more metal to build

      • Nova bomb damage increased

      • Heal ray nerfed

      • Removed heal projector and protection from Hyperion

      • Gave Heal projector and Protection field to Prometheus

      • Balance updates to make the Prometheus the anti-T3 and the Hyperon the area dominator

    • Map Fixes/Balance

      • removed some maps that weren't up to standards; Drake, Keplar, Xendar

      • Aven - VP balance, minor terrain tweaks, first cosmetic pass

      • Deneb - minor balance/geography, cosmetic pass

      • Kralon - resource balance, geo tweaks, cosmetic pass

      • Proxima - geo tweaks, resource balance, rough cosmetic pass

      • Scorpio - Geo tweaks for pathing, resource balance, region balance, cosmetic pass

      • Cerius - minor changes to fix region connections, reduced metal. This is now a slow map

      • Seton - minor geo/region tweaks, resource balance, cosmetic pass

    • AI

      • AI more likely to build defenses at vp location

      • tweak to formation behavior at narrow pases

      • ai use less radioactives in early game

      • Fury will maneuver to use its cannons much more often

        • added bonus, it'll be able to lock on with its missiles more too

        • extra added bonus, the Hades should also be able hit targets more often

      • Capture order uses passive stance so that units ordered to capture will stay on target

      • Adjustments so units stay in firing range more effectively

  • Art & Graphics

    • improved particle lighting

    • new model for Medic T1

    • Adjusted camera angle

    • Particles now volumetric

    • Slight unit size increase

    • Nexus "tower" rotates to face enemies

  • UI

    • new cursor style to match the rest of the HUD

    • Flashing tech button when player can afford a new tech

    • First pass at "News of the Day" window in corner of main menu

    • Weapon ranges and order lines now show only for selected items, unless nothing is selected

    • New player ‘power’ list showing player’s strength and Victory Point ranking

    • Minimap/Strategic map improvements

      • combat flashes on map (and so do cutoff regions)

      • icons simplified for legibility (temp art)

      • Engineers now visible as icons

      • make camera view frustrum have an edge

      • tweak colors of maxi map a little

      • minor internal bug fixes

      • Control groups now displayed as icons

    • After Action Report stats screens

    • Naming Changes:

      • Seed now “Nexus”

      • Updated Naming convention: T3s are given the names of Greek titans, T2s have the names of Greek gods (typically).

      • Centaur renamed to Cronus.

      • Hercules renamed back to Hyperion

      • Energizer renamed to Medic

    • Building tooltips improved

    • Steam Avatar added to Profile button on Main Menu

    • Unit Panel now shows the aggregate health of all selected units

  • Sound

    • updated speech notifications

    • Rebalanced weapon sound volume, propagation, and priority to match the ‘tier’ of weapon

    • general volume adjustments

    • Updating Apollo Flak and Autocannon

    • New UI button click and mouseover

    • adding Creep1Missile, new ArtemisMissileBarrage, T3CentaurMissile, and Death Blossom first pass

    • Drag select and Attack move audio hookups

    • updating Centaur weapons

    • updating select sounds for units

    • updated T1 Light Plasma Laser

    • updated Thantos Rail and Senitinal Rail Cannon

    • updated radius of destruction sounds

    • Many more...

  • Lots of crash fixes

    • stability fix for loss of focus issue

    • crash rix related to choosing the random map option

    • crash fix for death of factory while searching for a place to build.

    • crash fix when destroying unit constructing something that is destroyed on the frame before and messages are in flight

    • Many more...

  • Misc

    • When a player is kicked from a lobby that lobby no longer shows up in searches.

    • Lobby message channel bridge no longer requires NAT traversal. This makes joining a lobby much faster.

  • Bug fixes

    • fixed broken & mislabeled hotkeys

    • we THINK we fixed the instabuild / resources at -1 issue

    • Prevent Drones from showing up in empire tree

    • Disabled CreateMetaUnit button when only 1 unit selected

    • bug fix: deathblossom was firing with targets out of range

    • Making autosaves a bit faster

    • Upper bound on camera frame time

    • Disallowing starting games without any opponent in both skirmish and custom multiplayer

    • Prevent player from assigning enemy units to hot keys. (Theoretically not bad, but it would let the player warp to the unit's location when it's in the fog)

    • More protections against malformed units in empire tree

    • Correctly handle case where the connection to Steam is lost while in a lobby

    • BugFix for benchmark not reading current graphics settings if edited

    • Client has flickering resource counts in MP match.

    • multiple visual bug fixes on Research Matrix

    • multiple visual bug fixes on Metal Extractor

    • multiple visual bug fixes on Logistics Array

    • multiple visual bug fixes on Radioactives Extractor

    • multiple visual bug fixes on Power Relay

    • multiple visual bug fixes on Turinium Generator

    • old power resource removed from all building tooltips

    • “?” in chat no longer brings up console

    • Fix for canceling construction orders confusing engineers

    • fix air units slowing over impassable terrain

    • Do not allow the leave lobby prompt to stay up while the game is starting. This is not an ok time to back out of the lobby.

    • fix for glowy particles not glowing

    • remove Scan ability from centaur

    • Aven - map fix generator in unreachable basin area



Comments (Page 1)
2 Pages1 2 
on Oct 02, 2015

Love it, can't wait! Been looking forward to those global abilities!

on Oct 05, 2015

Nice! hope to get the new build soon so i can test it.

 

on Oct 05, 2015

Cool, but cannot see a mention of the bug that allows you to instantly produce units in a game.... Seems to occur very often now and really affects gameplay badly, with regards to play testing the game....

I posted in the Bug's section a few weeks ago about the issue....

on Oct 05, 2015

NatsWright

Cool, but cannot see a mention of the bug that allows you to instantly produce units in a game.... Seems to occur very often now and really affects gameplay badly, with regards to play testing the game....

I posted in the Bug's section a few weeks ago about the issue....

That particular bug is why this hasn't been released yet. It's a showstopper for 0.55.

on Oct 05, 2015

It's got to be said that as bugs go, it's one of the best ever. I had a 4000 unit army the other day. It was acololyptically entertaining!

on Oct 05, 2015

Any update on when we might see 0.55?

 

If you are still working on the auto-build "feature" =D...do you have any tasks you'd like us to do in testing to assist in that specific regard?

on Oct 05, 2015

zychrias

Any update on when we might see 0.55?

 

If you are still working on the auto-build "feature" =D...do you have any tasks you'd like us to do in testing to assist in that specific regard?

 

Yeah, happy to help in any way I can!

on Oct 05, 2015

grapeshot

It's got to be said that as bugs go, it's one of the best ever. I had a 4000 unit army the other day. It was acololyptically entertaining!

 

Bet that looked epic!!!

on Oct 06, 2015

It looked like the benchmark and played like a dream! If you can get the bug, exploit it to the max! I still can't believe the strength of the engine. The game barely showed any sort of stress.

on Oct 06, 2015

zychrias

If you are still working on the auto-build "feature" =D...do you have any tasks you'd like us to do in testing to assist in that specific regard?

 

Often the most challenging part of fixing a bug like this is isolating exactly when/why it happens.  The hard part is that for bugs that happen 5-10min or more into a game there is a LOT going on (especially in Ashes).  For starters, if you hit this bug take a screenshot so we can get an idea of what state your game was in (were you capped on logistics?  just run out of metal?  etc.).  Then, if you can try things to narrow it down to specific actions that can get a 100% reproducible case, we've really struck gold.  

Right now, while we still haven't hit the root cause we've put in some safety checks that should prevent it from happening.  We're in the process of testing.

on Oct 06, 2015


Often the most challenging part of fixing a bug like this is isolating exactly when/why it happens.  The hard part is that for bugs that happen 5-10min or more into a game there is a LOT going on (especially in Ashes).  For starters, if you hit this bug take a screenshot so we can get an idea of what state your game was in (were you capped on logistics?  just run out of metal?  etc.).  Then, if you can try things to narrow it down to specific actions that can get a 100% reproducible case, we've really struck gold.  


Right now, while we still haven't hit the root cause we've put in some safety checks that should prevent it from happening.  We're in the process of testing.

 

I did try pretty hard to break it lastnight over 10 games.  Now I'm jumping out 20 minutes in if I haven't been able to get it to happen.  

For comparison with others testing this bug out.  I have been starting up the 6 player map, with 3 AI on team 1 with me, and 2 AI on team 2.  I've tried Easy and Insane AI's but haven't had any luck on getting the bug to pop-up when I'm specifically trying for it.

My last trial I put out 10 factories with 10 engineers on each one and it never stalled after 20 minutes of constant units crawling out.  A mix of each type and even combinations.

Looking back, the one thing I can positively think of right now that I need to pay attention to, is that I'm more alert about the need for metal and logistics, so I wasn't reaching beyond my capabilities at any point.  Maybe tonight I'll max out both logistics and metal, and then add a few factories and then get logistics under control to see if that is helping the bug take root?

on Oct 06, 2015

Are we still talking about the instant build bug? If it is, and the devs haven't been able to reproduce it with any frequency. Then maybe I can help as well.

I have managed to trigger this bug in under 1 minute in game time and reliably as well.

steps I have taken to reproduce this:

I used map Deneb default settings in custom game vs ai.

1. build more engineers

2. set engineers to build logistics arrays to drain metal. this causes something of a large negative value.

3. when reserves are all out, hit ESC key. having buildings or engineers selected does not seem to have any difference.

 

this causes the bug to trigger and get instant build. If you devs want me to do a save game of this and upload it I can if it will help in getting it squashed.

on Oct 06, 2015

Krasmoth,

 

Those are good initial steps.  Can you say how many engineers you build?  can you post a screenshot of the game just before you hit ESC?  If you follow these steps, how often does the bug occur?  100% of the time? 2/3?  etc.

 

Thanks!

on Oct 06, 2015

I recorded a video of the bug, posted in the bugs forum, will post here later... 

on Oct 06, 2015

hi,

 

about 3 engineers is enough  but sometimes build 2+ extra, have 2 screenshots, right before I hit escape and after. I am not sure how to exactly upload pictures to the forum so if you still want them, would a link to dropbox be ok? if so will edit this post with a link to dropbox. Correction on step 3 seems like there is a difference with having building or engineer selected if they are building something. When following these steps.

as for how often this occur every single time so around 98.99% due to finding out having to have something building selected before hitting ESC. otherwise 100% since hasn't failed me yet. 

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