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 2)
2 Pages1 2 
on Dec 11, 2015

From my humble experience, anyone's opinion is good to take for the devs, and "experienced" players don't always possess the truth. i mean, plenty of people here certainly play RTS games since years, if not decades, and don't feel the need to qualify themselves as "experienced" or "competitive" players to voice a subjective opinion, hoping to influence the dev teams. With all due respect, i unfortunately have seen more than one beta test sinking into this kind of discussions, slippery for the devs, and more than one game ending as a boring "rushers nest" or "turtlers nest", because pseudo "true gamers" wanted so.

 

Stardock and Oxide games certainly already have a precise vision of what they want for their game, and i hope they'll stick to it and avoid these kind of traps with their beta phase.

 

But we can always put some objective and reasonable arguments.

 

Indeed, the radar system seems to show some current limits : For example, when we select the building or unit, there is no clear "detection range", so to say a clear circle indicating the maximum detection range when we hold the Alt button. such an indication could be useful to place our units or construct the radar building efficiently.

Indeed, the radar system provides limited informations. Its "Line of Sight" is obstructed by topography, the range is not always very clear for now and the intel gathered, currently represented by the "red zones" are just indicating an enemy presence. For example, they don't provide the kind of intel we have in Forged alliance, with the allmighty radars, and they don't provide as well the kind of informations we have in starcraft 2 with the detection tower. we don't have the number of enemies, we don't have their precise position, the red zone is quite thin..etc.

Indeed, maybe the corresponding visual effects could benefit from a bit of work.

But, is it really a terrible thing that the game provides us with a limited radar building and detection for units to advantage other kind of recon actions? we can deploy Hermes as a ground scout unit, Pan as a scout air unit (it has a good detection/vision range)...is it so terrible that the player has to gather himself the intel? we can deploy scouts on the map, we can build our groups with scout units to gain a bit of detection range, we can send Pans, protected with some Furys, as tiny recon groups to gather a fast intel on farther zones...and finally we have some triggered abilities : Sensor Sweep for the PHC, we'll have the Sensor Drone for the Substrate...to conclude, this is always a very early stage, all the routines, units or abilities are not implemented yet, or are subject to change.

 

No offense of course, but don't you prefer, as an experienced player, gaining an advantage over your opponent with active actions and having to micro some recon maneuvers?

on Dec 11, 2015

The_Engenieer


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.

 

You know what rustles my jimmies?

 

People who think that those that don't agree with them are just less experienced and have yet to be "enlightened" by that experience.  Whatever that means.

 

We all enjoy games differently, and the devs are looking for all of our feedback equally (more or less).  Give feedback, don't throw vague insults.

on Dec 11, 2015

i didn't think he threw a vague insult ..first comment was about having more Intel.... whats so wrong with that? and i dont think engineer is putting down ideas of people who are not rts experienced players.. there is  casual players who knows about strategy..then players who go the extra mile..play mostly rts so they see how different games and flaws...and the devs have already stated they want input from rts veterans.. their words not the engineers or anyone else.. so when someone comes a long offering that type of input...and it gets shut down by saying go play this...well i personally don't think its right but oh well.

on Dec 11, 2015

For me a compromise would be nice. A while back ASADDF did a nice mock up of a full screen mini-map where T3 were represented by a large dot, T2 medium and T1 small. If this method were used in the radar I think it would work well. The player would have a rough idea what is coming which aids in his strategic thought processes but the system also retains the value of sending a Pan etc. if they player wants to. It lets the player decide how micro they want to go without too much punishment or bonus either way.

Later a unit could even be added to add the fogginess back with-in a radius around it, like a half way step between full radar coverage and full radar block. 

on Dec 11, 2015

This update is great, thank you for your beatiful game  

on Dec 11, 2015

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.

A well positioned plasma storm or well targeted incursion should be able to make a huge difference.  The only issue presently is how hard it is to prevent it.

In the beta there will be a new building called the Orbital nullifier. IT prevents any opponent form using any global ability within that area.

on Dec 11, 2015

I never have issues keeping an eye on what my opponents are doing. I build Pans and I use scans.

The sensor towers are there to tell you where there are concentrations of enemies.  They work as designed and we really like how they're working.

on Dec 11, 2015

In lieu of an Observer mode, Frogboy, it would be awesome to have some of the dev team (or, especially, you) make a start-to-finish gameplay with play-by-play voiceover or something of the ilk!

on Dec 11, 2015

Frogboy

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.



A well positioned plasma storm or well targeted incursion should be able to make a huge difference.  The only issue presently is how hard it is to prevent it.

In the beta there will be a new building called the Orbital nullifier. IT prevents any opponent form using any global ability within that area.

 

Maybe it is less important for the scouting or defensive abilities, but the offensive ones (storm, incursion...), when ordered on a zone, could let a visual "aoe target" on the ground and trigger a tiny countdown, something between 1 and 2 seconds to allow the opponent a quick emergency reaction before the ability gets active? these kind of alerts or countdowns, specific for each ability, could come along with an audio alert, and maybe a tilting icon on the mini map?

Just a suggestion of course.

on Dec 12, 2015

I'm Noob in this game thought I'dd wait until I'dd done same playing before any comment. I'm an RTS player going back to 7th Legion , Dark reign and Warzone2100 days . I'm usually a Campaign and Skirmish type of player but willing to play PvP if it helps.

Until the new 1.07 hadn't caught another player to play against and then that game locked up on both of us. I didn't have time for another match right then. The only non tech feedback I can give is the crash occuried roughly when we engaged each other with small Army of less than 50 on each side.

All vs AI games ran smoothly up until 1.07 and after 1.07 for me at least. I always play in DX12.

I've noticed that sometimes after grouping up an Army and engaging the enemy the indivduals in that army start running away from the enemy instead of kicking their butt then I  degroup , regroup and focus attack again . Do I have a deserter problem lol and anyone else have this?

 

some questions (sorry if I've missed the answers elsewhere) :

  • Where is AoS hiding its crash log ?Its not in %HomePath%\Documents\My Games\Ashes of the Singularity nor %systemroot%\logs !
  • Is there a debug parameter for the exe whilst using both DX11 and 12?
  • In PvP how do I know if we are both playing in DX12 and will this have any effect on the game play or cause issues?
  • Is there an overlay for DX12 that works so I can see FPS, HD throughput , temp etc etc , ideally one that doesn't break my bank from a 3rd party provider. Steam , AMD Gaming Evolved overlays fail for me whilst playing . Even the recording ingame of both of those won't load up. I get thats 3rd party stuff but can someone tell me what is working ingame in DX12 so I can maybe be a bit more helpful in feedback etc. I'm using Action! trial version atm for recording.
  • Can I place the game on other PCs at home for testing /LAN etc within the games license ? I cant afford to buy again. Even though I get a quality RTS PvE atm I still feel I'm paying to voluntary Beta test.

 

The game already is big (maps and army sizes) and beautiful anything else is a bonus

Running W10 x64 Pro, MSI Z97S Sli Plus MB, i5-4690K @3.5 Ghz (unclocked) CPU ,One R7 260X 2Gb AMD Vid , 16Gb DDR3 Mem and the Game is now in steam folder on my SSD primary OS drive rather than a folder on a bigger standard Sata III HD.

 

 

 

 

 

 

 

on Dec 12, 2015

I am glad to hear about terrain texture improvements as that was one area that was slightly bland. I like the progress being made on this game!

on Dec 13, 2015

Thanks guys.  

A few answers:

Re more debug info.  We're working on it.  The challenge is making sure we don't impact game perf with too much log info.  But we definitely want to provide more. 

 

Re gameplay in general.  Glad you guys like the progress.  0.70 is our last major alpha milestone.  The first beta, scheduled for January is going to be pretty huge in terms of, well, everything.

 

on Jan 04, 2016

I bought this game recently, on the Steam Sale. Was so looking forward to playing it, was going to bring back many happy memories from playing Supreme Commander. Downloaded and installed, fired her up to sit back and conquer and.........................................................it was just so chugging along, so flipping slow. Feeling devastated, depressed and the weight of the world upon my puny shoulders, I went out and bought a new gaming rig. So thank you very much guys, it was the perfect excuse for me to go out and indulge a little bit more. 

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