Further increasing the strategic depth and scale of the game.
Published on December 10, 2015 By Island Dog In Ashes of the Singularity News
 v.70 adds Ice Maps, Orbitals, New "Cruiser Factory" building, and more!  
 
 
Progress for Ashes of the Singularity is moving along nicely and the Dev Team is pleased to present you with their latest update, v.70! This update includes a lot of exciting new features and bug fixes. For a full and detailed change log, check the bottom of the post.
 
Orbitals
The new Orbital Command and the Orbital Fabricator buildings now offer you new ways to wage war with your enemies by ordering various types of assaults or assistance from above. The following orbitals are being added with this update:
  • Incursion: Take your enemy by surprise and drop a small raiding force behind their lines for an attack they won't see until it's shooting them right in the face.
  • Plasma Storm: Your enemy will get a real "charge" out of this one! This orbital strike affects an area of your choice and damages all enemy units and buildings over time within that area.
  • Intensive Care: Is there a doctor in the house? Well, there is now! Heal friendly units and buildings within an affected area with this orbital.
  • Call Engineer: Engineers too slow and never around when you REALLY need them? Now you can deliver an engineer to a selected spot on the map and have them begin work immediately, without all of that pesky down time.

Ice Maps
Winter is coming...and so are the Ice Maps! The team has added four new maps to the game: Shredded, Crater, Triad, and Frosthaven. As a bonus, Scorpio, Cerius, Aven and Frosthaven maps now also have night environments! Check out these screen shots - we think they're pretty...cool.
 
ashes-dec15-b Ashes-dec15-k Ashes-dec15-l
ashes-dec15-z ashes-dec15-w


Cruiser Factory
Is your early game stuck on "cruise" control? Not anymore! Cruiser units now have their own dedicated factory required for construction. This allows for more variety and interest in early-game decisions as you start to construct your base and raise your army. 
 
There are some more changes, additions, and bug fixes in v.70 which you can read about in detail below. We hope you enjoy the new features!
 
 
 
Full Change Log:
  • Gameplay

    • New Orbitals Abilities - Orbital Command & Orbital Fabricator buildings unlock the following abilities

      • Incursion - delivers a small raiding force behind enemy lines

      • Call Engineer - delivers an engineer to where it’s needed most

      • Intensive Care - heals friendly units and buildings in the affected area

      • Plasma Storm - damages enemy units and buildings over time in the affected area

    • Ice World Maps

      • Shredded - large

      • Crater - medium

      • Triad - small

      • Frosthaven - small

    • Night Environment added to Scorpio, Cerius, Aven, and Frosthaven Maps

    • New Building: Cruiser Factory - Cruiser units now require a unique factory to construct, making for some more interesting early-game decisions

    • New Map: Lair of the Turtle

    • New Map: Polis

    • Keep Playing option after match victory (in case you want the glory of crushing every last one of your enemy’s units)

    • Multiplayer Handicaps

    • Team Chat: Tab now switches between All Chat and Team Chat in MP games

    • Improved overall scoring method in Metaverse

    • Map Balance:

      • Knife Fight - region connections more balanced for each player

    • Balance

      • Orbital abilities now increase in cost the more you use them

      • 100 Quanta available at the start of the match

      • balance a little between apollo and drone bay

      • Scouts ignore combat slow down

      • Changed cost of Quantum Relay from 270/360 to 360/270

      • Increased cost of repair by and drone bay

      • Reduced accuracy of most weapons

      • Made the Engineer more expensive

      • Reduced cost of T3s slightly

  • Art & Graphics

    • Terrain texture quality significantly improved

    • Terrain object quality settings - trees can now be turned off to improve performance, or turned up for more dense/common forests

    • Environment lighting improved

    • Radar signatures brighter

    • New Lightning Effect for Zeus Thunderbolt and Seed Attack

    • Building explosion VFX polish (and performance improvement)

    • Increased missed shot distance for relevant weapons

    • Unit polish

      • Engineer

      • Fury

      • Pan

  • UI

    • New Friend invite UI that works in DX12

    • UI art style updates

    • MP lobby & SP setup screen layouts updated

    • Player Profile/Metaverse stat displays updated

    • Adding player color and team indicators to player list in in-game UI

    • Added tooltips for all game options (where explanation was needed)

    • Widening energy bars in unit flags

  • Sound

    • Win/Loss music added on game end

    • lowered volume of VO Notifications

  • Misc

    • Significant performance improvements (especially in DX12)

      • Don't draw shadows for MB frames, Re-use Initial frame data for MB frames for detail objects.

      • Better local sorting of mesh's within an object

      • Slightly better sort logic for draw_elements

      • txaa frames using same batch set with different dynamics

      • Improved performance for plasma whip projectile

      • RegionRenderer. Now takes color directly in 32bit format. Way less temporary memory, and memory movement.

    • Netcode improvements (less lag in MP)

  • Stability

    • Fix for hang when changing between states in UnitPanel

    • Fixed crash in main menu while UI is loading

    • Fix for multiple memory leaks

    • Fixed some controls that were too big

  • Bug fixes

    • Fix to prevent Quanta from going negative

    • Fixed background movie not playing after returning to lobby

    • Fixed missing icons on unit panel

    • More comprehensive fix for bad releases of cached ResourceSets

    • Missing image fix

    • Autosave files not created on machines with foreign char usernames

    • have all buff icons appear (only first five of the ten types were appearing)

    • Fixed bug where you could have an AI setting from a slot stick around to a later MP game and cause a peer's player to be controlled by the AI

    • Fixed messy popup reuse in main menu

    • Fixed no VPs option not handled correctly by pulldowns in game setup screens

    • Changing glare size to be resolution independent

    • FoW hides detail objects (trees)

    • Setting up PHC units to not show destruction mesh at the same time as the constructed mesh

    • Fixed discontinuous Drone LODs

    • Power Amplifier now has a building flag & correct textures

    • Disabling benchmark from the main menu when in the matchmaking queue, adding tooltip to disabled benchmark and multiplayer buttons explaining this

    • Deleting some unused unit maps

    • Fix for hang on shutdown

    • Mouse interaction and tooltips were not checking the clipping area of controls

    • MP match countdown cancels if the player slots change, so you don't change them into an invalid state (like no enemies)

    • Changing hitbox of player profile button in upper-right corner of main menu screen

    • Fixing dbl-click joining the wrong lobby

    • Don't notify that there is an enemy T3 spotted when you spot a team mate's T3

    • Restricting UI scale by resolution to make sure a minimum UI area is visible in the current resolution.

    • Made it so that brand new games with no existing settings default to a resolution that matches the desktop, and fixed the options screen not reflecting that.

    • Re-adding Kick Player button

    • Fixed bug where sometimes units were slowing down when not actually in combat

    • Stuck unit fix

    • Bug fix with metaunit movment

    • Heal ray tweak to cut processing some

    • Client no longer auto-hosts lobby accidentally

    • Fix for host migration issues

    • Disabled auto-saving while the game is paused

 


Comments (Page 1)
2 Pages1 2 
on Dec 10, 2015

Downloading!  516.1 MB!

on Dec 10, 2015

Much improved performance on both DX11 and DX12!

on Dec 10, 2015

Much improved performance on both DX11 and DX12!

on Dec 10, 2015

quick question..haven't tried the update yet but for the plasma storm..its an area ability..if i chose to initiate it during battle..would that storm affect me too? or would i be immune ?

on Dec 10, 2015

Just some words after a quick try :

 

This new update brings some very nice improvements and new features.

 

Performances make a good step forward, graphics and visual effects are shaping nicely, the strategic map is great, and formations seem more reactive and more organized. this is very nice as we often want, at this quite early stage and with each new update, to analyze and build some nice gameplay based on the behaviours of the groups and their complementarity. even if the game is macro oriented for sure, i'm pretty certain and very pleased to think that some micro with the groups compositions, movements and placements can bring different and very interesting effects with time and training.

More of that, splitting the frigates and cruisers factory, seeing the new orbitals and the tactical possibilities they allow, given the questions you asked and the topics you started about the different build orders, stratégies and such are valuable clues about your will to develop a deep combat part. Great.

 

For now, my humble opinion is that the game takes the right direction. an ergonomic macro for the economy, a quick action, plenty of build orders and many stratégies, fast cheesing, harass, tech course, turtling and else seem viable, which is not the case for all the last RTSs and seems to be the almost exclusive qualities of a certain...Starcraft 2

 

For sure, we are still far from the finish line and many aspects are to be improved. The radar, the ranges of engagement, the patfinding, and maybe some attention about the orbital abilities. they seem to cost the price, but what about something to prevent obvious spams : cooldowns, or something else? 

But for now, i'm very pleased to see that the game mechanics are getting more and more squared and deep. The fine balance discussions will come once all the races, units and abilities will be implemented.

 

If nothing new is to come before next year, i wish you a merry Christmas and a happy end of the year.

And keep up the great work

 

on Dec 10, 2015

rapha320

quick question..haven't tried the update yet but for the plasma storm..its an area ability..if i chose to initiate it during battle..would that storm affect me too? or would i be immune ?

Right now. No. 

on Dec 10, 2015

tatsujb

I really think we should bring up the subject of intel which is entirely nonexistant in this game. 

the red blurs just aren't going to cut it. 

they give much less info than even WW II radar did and they give this incredibly insufficient and frustrating gameplay experience.

you don't have enough info it wouldn't change anything about current gameplay if you couldn't see it at all (given you continue using radar for it's bonus on range and vision)

you can't target it follow it retreat from it or do anything at all with it. it's utterly frustrating. plus no matter how much radar range you have apart from your own units the map is filled with big fat nothing that this red doesn't do anything to help fill. 

I want to be able to interact with my intel so that the game gain strategic depth and so that intel regain some importance. I want these blurs to be more detailed and informative. I want to know what size and how many. air or not air. All that. how could thousands of years into the future have had such a toll on technology and fun?

Sorry. This part of the game isn't subject to change. I recommend SUpCom:FAF for you.

Cheers!

on Dec 10, 2015

Benedictis

Just some words after a quick try :

 

This new update brings some very nice improvements and new features.

 

Performances make a good step forward, graphics and visual effects are shaping nicely, the strategic map is great, and formations seem more reactive and more organized. this is very nice as we often want, at this quite early stage and with each new update, to analyze and build some nice gameplay based on the behaviours of the groups and their complementarity. even if the game is macro oriented for sure, i'm pretty certain and very pleased to think that some micro with the groups compositions, movements and placements can bring different and very interesting effects with time and training.

More of that, splitting the frigates and cruisers factory, seeing the new orbitals and the tactical possibilities they allow, given the questions you asked and the topics you started about the different build orders, stratégies and such are valuable clues about your will to develop a deep combat part. Great.

 

For now, my humble opinion is that the game takes the right direction. an ergonomic macro for the economy, a quick action, plenty of build orders and many stratégies, fast cheesing, harass, tech course, turtling and else seem viable, which is not the case for all the last RTSs and seems to be the almost exclusive qualities of a certain...Starcraft 2

 

For sure, we are still far from the finish line and many aspects are to be improved. The radar, the ranges of engagement, the patfinding, and maybe some attention about the orbital abilities. they seem to cost the price, but what about something to prevent obvious spams : cooldowns, or something else? 

But for now, i'm very pleased to see that the game mechanics are getting more and more squared and deep. The fine balance discussions will come once all the races, units and abilities will be implemented.

 

If nothing new is to come before next year, i wish you a merry Christmas and a happy end of the year.

And keep up the great work

 

 

Thanks and I agree with your assessment.  We still have a long way to go to add more sufficient strategic depth imo (and I'm the designer).

The big one, for me, is the investing in economic power versus military power.  Rigbht now, military power = economic power which is simplistic.

We took a baby step with the amplifier. But it's not enough.

on Dec 10, 2015

tatsujb

I really think we should bring up the subject of intel which is entirely nonexistant in this game. 

the red blurs just aren't going to cut it. 

they give much less info than even WW II radar did and they give this incredibly insufficient and frustrating gameplay experience.

you don't have enough info it wouldn't change anything about current gameplay if you couldn't see it at all (given you continue using radar for it's bonus on range and vision)

you can't target it follow it retreat from it or do anything at all with it. it's utterly frustrating. plus no matter how much radar range you have apart from your own units the map is filled with big fat nothing that this red doesn't do anything to help fill. 

I want to be able to interact with my intel so that the game gain strategic depth and so that intel regain some importance. I want these blurs to be more detailed and informative. I want to know what size and how many. air or not air. All that. how could thousands of years into the future have had such a toll on technology and fun?

 

+1  i think we will have a wall here 

on Dec 10, 2015

Sad my game is always crash in dx 12

on Dec 10, 2015

Frogboy

Quoting Benedictis,

Just some words after a quick try :

 

This new update brings some very nice improvements and new features.

 

Performances make a good step forward, graphics and visual effects are shaping nicely, the strategic map is great, and formations seem more reactive and more organized. this is very nice as we often want, at this quite early stage and with each new update, to analyze and build some nice gameplay based on the behaviours of the groups and their complementarity. even if the game is macro oriented for sure, i'm pretty certain and very pleased to think that some micro with the groups compositions, movements and placements can bring different and very interesting effects with time and training.

More of that, splitting the frigates and cruisers factory, seeing the new orbitals and the tactical possibilities they allow, given the questions you asked and the topics you started about the different build orders, stratégies and such are valuable clues about your will to develop a deep combat part. Great.

 

For now, my humble opinion is that the game takes the right direction. an ergonomic macro for the economy, a quick action, plenty of build orders and many stratégies, fast cheesing, harass, tech course, turtling and else seem viable, which is not the case for all the last RTSs and seems to be the almost exclusive qualities of a certain...Starcraft 2

 

For sure, we are still far from the finish line and many aspects are to be improved. The radar, the ranges of engagement, the patfinding, and maybe some attention about the orbital abilities. they seem to cost the price, but what about something to prevent obvious spams : cooldowns, or something else? 

But for now, i'm very pleased to see that the game mechanics are getting more and more squared and deep. The fine balance discussions will come once all the races, units and abilities will be implemented.

 

If nothing new is to come before next year, i wish you a merry Christmas and a happy end of the year.

And keep up the great work

 



 

Thanks and I agree with your assessment.  We still have a long way to go to add more sufficient strategic depth imo (and I'm the designer).

The big one, for me, is the investing in economic power versus military power.  Rigbht now, military power = economic power which is simplistic.

We took a baby step with the amplifier. But it's not enough.

 

Thanks for your answer and this direct quality link with your community. Really appreciate. and i already knew who you were since years^^

 

By the way i was wrong about the orbital abilities cooldowns, they're here, even if maybe a bit short...

 

Your statement is indeed very interesting design-wise.

 

On one hand, having a direct connection between the economic and military systems, with some simple ways to improve it, such as amplifiers allowing a better income, are nice and readable enough for the major part of the players. Then we can, in a second step, invest in buildings and general upgrades like HP upgrades or Firepower upgrades. Lv1, lv2...etc. This kind of system allows quite a "fast" paced tech course so the player can focus almost entirely on the battlefield. This is not a bad thing.

On the other hand, having a real tech tree and maybe the kind of buildings we had in Sins of a solar empire, Civilian research centers and Military research centers, able to "unlock" the different tiers and upgrades in the tech tree (or directly in the buildings) regarding the number of these buildings, could also have a great value. So as you said separate and bring some more depth in the economic and military tech courses. such possibilities, implemented with a great readability of the tech tree and multiple build choices could be awesome.

The relevant question here, from my point of view, is to know if you want a simple and ergonomic macro economy to focus on the combat part, or more in-depth mechanics for the eco and military courses of the game. Maybe including a kind of "limit" in the number of research buildings we can have, through a "slot" system like Sins. it will inevitably bring the question of the pace of the games and the tricky time ratio between base/tech management and combat...but, if perfectly done, readable and ergonomic, it could undoubtedly add a great value to AotS imo.

 

It's up for discussion  

on Dec 10, 2015

I'm doing the Mr. Mom thing tonight so no games so far. But I thought I'd run the benchmarks. My hardware: X58 motherboard, 12GB RAM, i7-920 OC'd@3.6Ghz, GTX 980SC, Win10/64.

 

DX12 Straight Benchmark:

Avg Framerate: v.0.64 - 49.2 / v.0.70 - 52.7

CPU Framerate: v.0.64 - 80.2 / v.0.70 - 89.0

Avg Framerate Normal: v.0.64 - 61.9 / v.0.70 - 60.2

Pct GPU Bound Normal: v.0.64 - 99.8% / v.0.70 - 100.0%

Avg Framerate Medium: v.0.64 - 49.8 / v.0.70 - 53.2

Pct GPU Bound Average: v.0.64 - 100% / v.0.70 - 99.9%

Avg Framerate High: v.0.64 - 40.4 / v.0.70 - 46.5

Pct GPU Bound High: v.0.64 - 99.9% / v.0.70 - 99.9%

 

DX12 CPU Benchmark:

Avg Framerate: v.0.64 - 78.4 / v.0.70 - 91.1

CPU Framerate: v.0.64 - 77.9 / v.0.70 - 89.8

Avg Framerate Normal: v.0.64 - 88.3 / v.0.70 - 102.5

Pct GPU Bound Normal: v.0.64 - 41.6% / v.0.70 - 46.3

Avg Framerate Medium: v.0.64 - 82.2 / v.0.70 - 93.4

Pct GPU Bound Average: v.0.64 - 44.6% / v.0.70 - 45.5

Avg Framerate High: v.0.64 - 67.7 / v.0.70 - 80.3

Pct GPU Bound High: v.0.64 - 46.5% / v.0.70 - 46.7

 

I would definitely say, as the benchmarks see it, there were some very good improvements! Well done to the dev team!

 

However, I had some stability issues. I have had absolutely NONE since I first downloaded and started the game in version 0.63. Of course, that was Win7/64 and I only converted to Win10/64 this week. Regardless, the first time I tried to load the new version, having clicked on "Play" in the Steam Library list, the load hung. At least it took MUCH longer than I'd every seen it take. I used Task Manager to kill it, reloaded, and all was fine. I then ran the Full benchmark with no issues. However, at the end of the first time I ran the CPU benchmark the game just disappeared - crashed with no messages or information on my desktop. I just re-started it from the Steam Library, re-ran it, and all was well.

 

I wish I had some info as to the latter. But the performance has definitely ticked up! Looking forward to trying out actual gameplay changes when I get a chance!

on Dec 10, 2015

tatsujb

how could thousands of years into the future have had such a toll on technology and fun?

Its like now in our time, we have more advanced radars and tech but, at the same time we build phantom planes that the radars cannot see. that's your answer. 

on Dec 11, 2015

Frogboy


Quoting tatsujb,

I really think we should bring up the subject of intel which is entirely nonexistant in this game. 

the red blurs just aren't going to cut it. 

they give much less info than even WW II radar did and they give this incredibly insufficient and frustrating gameplay experience.

you don't have enough info it wouldn't change anything about current gameplay if you couldn't see it at all (given you continue using radar for it's bonus on range and vision)

you can't target it follow it retreat from it or do anything at all with it. it's utterly frustrating. plus no matter how much radar range you have apart from your own units the map is filled with big fat nothing that this red doesn't do anything to help fill. 

I want to be able to interact with my intel so that the game gain strategic depth and so that intel regain some importance. I want these blurs to be more detailed and informative. I want to know what size and how many. air or not air. All that. how could thousands of years into the future have had such a toll on technology and fun?



Sorry. This part of the game isn't subject to change. I recommend SUpCom:FAF for you.

Cheers!

Lol. Tatsu being Tatsu again.

 

Personally, I enjoy the radar system.  It's not as informative as SupCom's, but it makes sense that you shouldn't worry about individual units in a fight spanning hundreds.

 

The power amplifier is a great step towards improving the economic buildup of Ashes.  And now we have orbital abilities.  (INCURSION OP).

 

What's the role of orbital abilities right now? I mean, engineer calldowns are super useful, but plasma storm and Incursion just seem like I WIN buttons with Quanta price tags.  One well-placed scout plane and the enemy could be reeling from an attack they either missed or couldn't see coming.  That's very frustrating in a game of this genre.  In addition, Ashes has no artillery counterplay. In SupCom, for example, shields were used to protect PD from units, and artillery was used to crack those shields.  For Tac missiles you had TMD, and for Nukes you had Anti nukes.  Are orbital abilities going to provide some of that destructive power without the necessary counters?  The orbital strike especially sounds OP against Seeds in the late game, without any real counter besides excessive air spam.

 

Also, INCURSION OP.  I built the orbital calldown structure for that almost immediately at the start and got this amazing stack of t1/t2 units at the three minute mark.  Suddenly I could expand super quickly and outpace the Tough AI without any issues.  Using it late game was also insane, as I could gut the enemy's resource deposits with little to no investment.

 

Suggestion to make it less OP:  Make it scale based on your army rating or # of research structures (orbital calldowns/quantum relays).  Early game it will become less of a must-have, and late game it will be more useful to call down a small T1 army with lots of T2 mixed in.

 

 

on Dec 11, 2015

Mered4


 




Quoting tatsujb,



I really think we should bring up the subject of intel which is entirely nonexistant in this game. 

the red blurs just aren't going to cut it. 

they give much less info than even WW II radar did and they give this incredibly insufficient and frustrating gameplay experience.

you don't have enough info it wouldn't change anything about current gameplay if you couldn't see it at all (given you continue using radar for it's bonus on range and vision)

you can't target it follow it retreat from it or do anything at all with it. it's utterly frustrating. plus no matter how much radar range you have apart from your own units the map is filled with big fat nothing that this red doesn't do anything to help fill. 

I want to be able to interact with my intel so that the game gain strategic depth and so that intel regain some importance. I want these blurs to be more detailed and informative. I want to know what size and how many. air or not air. All that. how could thousands of years into the future have had such a toll on technology and fun?



Sorry. This part of the game isn't subject to change. I recommend SUpCom:FAF for you.

Cheers!



Lol. Tatsu being Tatsu again.

 

Personally, I enjoy the radar system.  It's not as informative as SupCom's, but it makes sense that you shouldn't worry about individual units in a fight spanning hundreds.

 

The power amplifier is a great step towards improving the economic buildup of Ashes.  And now we have orbital abilities.  (INCURSION OP).

 

What's the role of orbital abilities right now? I mean, engineer calldowns are super useful, but plasma storm and Incursion just seem like I WIN buttons with Quanta price tags.  One well-placed scout plane and the enemy could be reeling from an attack they either missed or couldn't see coming.  That's very frustrating in a game of this genre.  In addition, Ashes has no artillery counterplay. In SupCom, for example, shields were used to protect PD from units, and artillery was used to crack those shields.  For Tac missiles you had TMD, and for Nukes you had Anti nukes.  Are orbital abilities going to provide some of that destructive power without the necessary counters?  The orbital strike especially sounds OP against Seeds in the late game, without any real counter besides excessive air spam.

 

Also, INCURSION OP.  I built the orbital calldown structure for that almost immediately at the start and got this amazing stack of t1/t2 units at the three minute mark.  Suddenly I could expand super quickly and outpace the Tough AI without any issues.  Using it late game was also insane, as I could gut the enemy's resource deposits with little to no investment.

 

Suggestion to make it less OP:  Make it scale based on your army rating or # of research structures (orbital calldowns/quantum relays).  Early game it will become less of a must-have, and late game it will be more useful to call down a small T1 army with lots of T2 mixed in.

 

 

What makes me a bit step back on this game, is that too many new rts payers give the rong ideas and seems no one understant the problems this game have.

 

Tatsu cant be more right ,he like me are ust to complex Rts games.

This is the time we showld say what we know, and thats what he is doing.

 

All very funny on begin because nothing finish,but iff no one cares fix and catch the ideas from players that know what they are talk, well....

The  intel right now just dont exist.

 

Sry but i see too many times in many games no one cares what experience players say.

 

 

[ 11/12/2015 ]

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