• Gameplay

    • Victory points option in skirmish and lobby setup screens

    • grant xps to T3s near kills - they can't do anything with them yet, but they earn them

    • Tweaks to the camera

    • Lots of tooltip improvements, including dynamic display of DPS

    • remove Engineer from Factory build list (can only be built at seed now)

    • Hades bombers now more effective

    • Maps

      • Removed Altar map (wasn’t up to snuff)

      • Updated Deneb map with different connections

      • deneb - cleared up some geo/region confusion

      • increased Seton, Kralon VP limit defaults to 1000

      • Hills no longer hide units (more intuitive as they are used as ramps for plateaus)

    • AI

      • Player AI tweak (have ai spend a little less in very early game)

      • Battlegroup spacing improved

      • Fix ai to use new building costs better

  • Art & Graphics

    • New building explosions (still WIP)

    • Improved particle shader

      • Better supports effects color (as specified in FacingQuad.csv) - effects look more like they used to and are more easily customizable

      • Increased contrast from point lights

      • Increase effect of noise map (for more variation in clouds)

      • Increased scale of noise map on particle

    • Sky Factory art polish

    • Factory art polish

    • slightly intensify radar returns

    • slightly toned down pdl effect

    • made flying units bigger

    • increase visual size of drones

    • visual fix to tracer shots

    • Tweaking the default height-fog amount upward for foggy basins

  • UI

    • Initial implementation of player profile and stats

    • Added open/close mega map button

    • added Queue count to factory buttons

    • Added weapon module icons

    • Cloud save option (when connected to Steam)

    • Enabling autosave in MP

    • Replaced crappy comic-sans X for factory rally point

    • Auto refresh the lobby browser when it's entered

    • Visual cleanup of UnitPanel info panel

    • Added the Medic to the Info Pics and the Build icons, also changed the accent colors on the Engineer from red to yellow and the Brute from yellow to red

    • Adding external browser launching button to the forums from the main menu

    • Defeat message will say which team/player won

    • Moved MP chat to top of screen, added text wrap, increased time it stays visible after receiving a message

    • New loading screens

    • New minimap images

  • Sound

    • VO notification added for low Logistics

    • Sound for Scan Projector ability

    • updated some UI sounds

    • updated Unit Select SFX for Hercules, Apollo, Centaur

  • Lots of crash fixes

    • fix "double assert MP issue"

    • fix for crash with move order on factory

    • fix for rare crash ordering engineer to assist factory

    • fix for MP crash with engineer factory assist

    • fix for divide by zero in trail motion blur

    • fix for recent mp crash

    • fix for minimap re-entry crash

    • Fix for issuing build orders to T1 units.


  • Misc

    • GPU detection and auto-set graphics settings to something safe

  • Bug fixes

    • Dead players now properly shown in end game results

    • Building placement validation stops them from overlapping

    • Scan projector button disabled if it can't fire right now

    • Fix for engineers getting into the AllFactory list

    • Adding nasty trap for the not an engineer bug

    • fix for debug rings appearing inappropriately

    • Military Might graph not accurate on clients in MP, because military might is not being calculated correctly on the clients at all due to missing unit HP data from the host

    • unit construction honors fow

    • Fix for playing Map with fewer players than it supports can cause a node to become miscolored

    • place order markers at correct height

    • Don't auto-quit a MP game if more than one human still remains after another disconnects

    • Fixes for loading MP saves

    • fixed Herc not autocasting heal

    • fixed Medic not granting energy buffs

    • fixed  Zeus starts off weathered

    • have benchmark not use skirmish AI to make more predictable

    • buildings and units under construction should use pristine instead of damaged state

    • Fixing improper material assignment on Sensor Node

    • Disallowing two players with the same color in the skirmish setup screen

    • kralon - fixed deposit placement


Comments (Page 1)
2 Pages1 2 
on Oct 16, 2015

Just had a quick 1v1 against normal AI. I didn't see the "Victory points option in skirmish and lobby setup screens" so won before crushing the AI (normal difficulty) but it was fun. I hadn't really had fun in other quick games i tried so things are getting better. Just jumped back in the game and it looks like you can't turn them off? Just put them to 10000? I'll put it on that and see what that number actually means in reality. I assume an off is coming?

I loaded it up on my laptop and desktop which have 765m and 970 respectively but the default graphic options appeared to be the same (minimum) so the default settings mentioned above needs a bit of work. After changing them it would be nice to get a "restart game now" when it says the game has to be restarted to change to the new settings.

I noticed some buildings just disappeared when they were destroyed instead of exploding. (dx11)

When zoomed out and moving across the map the view can dip and rise very rapidly as the camera height follows the contours of the map. It can be quite jarring. It might be better to just let the camera sit at a fixed high point regardless of the terrain beneath so it is nice and smooth.

 

Games is getting better though so that is great. Look forward to more updates.

 

on Oct 16, 2015

I see you've also re-enabled the ability for T2 and T3 units and battle groups to request reinforcements. Thanks! I found that if you build a new factory while there are still reinforcements yet to be built, the new factory will help complete the request. Nice touch.

Also, "Repeat Queue"!

These two alone help reduce much micro and allow me to spam units faster than I could before.

Units in groups also appear to be behaving better, moving around more speedily and fluidly. Still have units in back being too lazy to fight though.

Nice work guys and gals!

on Oct 16, 2015

Sometimes in the Seed the option to build an engineer is not there. All you see is the global ability. It comes and goes and seems to be swapping between displaying either the global ability or the build engineer option in the same spot. Hopefully it is not me missing something 

on Oct 17, 2015

An army marching in column will stop when in contact with the ennemy keeping it's column formation the rear units won't participate at the battle.

on Oct 18, 2015

I guess there will be performance improvement for the future?

As the graphics (not the art but the quality) is not really fantastic and it bring my 970 to a crawl.

I hope there is  still quite a few optimization here and there that can be made.

on Oct 18, 2015

remove Engineer from Factory build list (can only be built at seed now)

 So explain how we will have engeniers in long maps if only build in  seed !!!!!!

 Wy remove Engineer from Factory build list ,i dont get !!!!

 

 

If we loose the most important unit ,the only that can build and its slow to arrive any where if gets kill game over?

on Oct 18, 2015

TAG_Utter

remove Engineer from Factory build list (can only be built at seed now)

 So explain how we will have engeniers in long maps if only build in  seed !!!!!!

 Wy remove Engineer from Factory build list ,i dont get !!!!

 

 

If we loose the most important unit ,the only that can build and its slow to arrive any where if gets kill game over?

There will be an orbital call down that will bring Engineers up to the front lines.

on Oct 18, 2015

Wagnard

I guess there will be performance improvement for the future?

As the graphics (not the art but the quality) is not really fantastic and it bring my 970 to a crawl.

I hope there is  still quite a few optimization here and there that can be made.

I hope so! That terrain texturing looks pretty old school sometimes 

on Oct 18, 2015

Is there another RTS with procedurally generated terrain? I'm not sure what RTS you are looking for Ashes to be more like. The engine supports any level of detail (again: procedurally generate terrain).  Which game do you want it to look more like?

HateDread


Quoting Wagnard,

I guess there will be performance improvement for the future?

As the graphics (not the art but the quality) is not really fantastic and it bring my 970 to a crawl.

I hope there is  still quite a few optimization here and there that can be made.



I hope so! That terrain texturing looks pretty old school sometimes 

on Oct 18, 2015

@Frogboy, you're right, I don't know any, and I didn't even know that the terrain was procedurally generated! That's awesome.

I made it sound worse than it is, but I'll try it on the highest settings and probably eat my own words.

on Oct 18, 2015

eventually it also means we will likely get randomly generated maps.

on Oct 19, 2015

Another updated build went live today and is just focused on stability fixes.

on Oct 19, 2015

Nice Thanks

on Oct 19, 2015

Frogboy

Is there another RTS with procedurally generated terrain? I'm not sure what RTS you are looking for Ashes to be more like. The engine supports any level of detail (again: procedurally generate terrain).  Which game do you want it to look more like?

 

I've actually given this issue a bit of thought with all the various posts on the subject- the sharpness of the models for units certainly makes them 'pop' when seen against the terrain, which is good, but it does sometimes make the terrain look a bit...dowdy?

 

Is it possible instead to add in slightly more variation on size/typing of things like trees and streams, and possibly make the coloration stand up/out a bit more?  I don't want to see it become something hand drawn, of course, and I obviously don't want to either fail to instantly see units (like I do now) or devote too much CPU/GPU cycles to this, but it seems like a little more brighter colors and/or slightly sharper lines (emphasis on slightly) might be nice.  It's not really a problem with the terrain itself, I love the slopes and hills, it's with the details, making them a little more visually interesting (emphasis on little) might make them not just 'noise' but pretty in their own right- it's really the hefty contrast between the crisp units and the sort of fuzzy dull trees that brings it to attention at all.  Obviously don't go overboard with this, I just think there's slightly more middle ground where it might bring the background world and the units slightly more in sync with each other.

 

Just my thoughts.

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