Update v.64 for Ashes of the Singularity is here! We are making our way out of Alpha and toward Beta, but we're not quite there yet. The Dev Team has been working on refining game play details, bug fixes, and other game improvements like new maps, some improved destruction graphics (who doesn't love a good explosion?), and a new Power Amplifier building.

ashes_v64_Screenshot40

 

The addition of the Power Amplifier allows players to double their regional resource output. More resources means more ships, more ships means bigger battles, bigger battles means massive explosions! Everyone wins!

The team has been working on some additional features and improvements as well. You can check out the change log below for more information. Keep an eye out for more updates and news in the coming weeks!

Changelog:  

  • Gameplay

    • New Desert Map: Open Range

    • Power Amplifier building: upgrade to increase region resource output to double

    • Game score now uploaded to leaderboards

    • Balance

      • Increased Sentinel and advanced factory HP

      • Minor changes to costs on T3s, Hades

      • Brutes more aggressive

  • Art & Graphics

    • Terrain battle damage improvements

      • Scorch marks from destroyed buildings

      • Art polish

    • Improved destruction VFX to T1 and T2 units (still WIP)

    • Increase smoke detail

    • Art polish on unit maps and LODs

      • Scout

      • Apollo

      • Artemis

      • Zeus

      • Nemesis

      • Medic

  • UI

    • Control Point UI element

    • Improved appearance of health bars

    • Health bars for teammates are now blue

    • Quit to Lobby allows hosts to end a game and bring all players back with them to the lobby screen

    • Player Profile updates

      • Navigation buttons reordered for usability

      • Cards only visible from main player profile (so there is more room to see leaderboard lists)

  • Sound

    • Multiplayer Lobby Sounds

      • Player Enter

      • Player Exit

      • Text Chat

      • Game Start Countdown

    • New music theme

    • Gentler fade into menu music

  • Misc

    • Camera adjusted for angle

  • Bug fixes

    • Fixed access for seed data (that hadn't bee loaded yet) in GameplayMap::SetupMapDetails(). Added region type to save data.

    • Turned terrain connection grid back on

    • fixed lack of erosion on Anthys terrain

    • orders near friendly buildings properly recognized as move commands

    • Fixed some missing texture variation on desert maps

    • building placement validation more accurate

    • Fix loss of focus issue with Player Profile

    • Fixed bugs with map size display



Comments (Page 1)
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on Nov 19, 2015

Nice changelog!

 

Thanks, and keep up the good work

on Nov 19, 2015


New Desert Map: Open Range

You sure about this? I am in the game now and don't see it.

I really want a lot more maps, not playing a whole lot in part to fear of growing bored of them. Hope we get a lot with the Beta.

Thanks for the update though! Will check out the fancy explosions now...

on Nov 19, 2015

Playing now, still working on feedback.

What happened to having a battle group request reinforcements? It works, but the new units aren't automatically added to the battle group, so they go off ahead of the group to the next objective, then die because they are all alone. They used to catch up to the group leader and join the pack, which is how it should work.

on Nov 19, 2015

Feedback:

- The Control Point UI is obstructive. I'm guessing this is fill-in.

- Unit construction progress bar is a little hard to see.

- Power amplifier is a good idea, offers some early-middle game decisions. If placed on a reactives region it takes 3 minutes to recoup. It needs a build progress bar. Would you consider making it assistable by engineers to extract even more (with diminishing returns)?

- Still hoping for some free early-game quanta so you arent required to build a quantum relay and research logistics ASAP.

- I like the new music, but I prefer the original for the main screen as it sounds more epic.

Good patch, looking forward to the next one!

on Nov 19, 2015

You don't have the 100 quanta at the start in this patch?

on Nov 19, 2015

Just some first observations on the new 0.64 build :

 

My humble opinion is that you made a good step forward. the visual effects are shaping nicely, the groups and formations seems a bit more reactive, and the performances are a bit better on my end. The new map is missing?

 

Concerning the new health bars :

They are nice. the different colors for friendlies and enemies bring some clarity on the battlefield, when we are at max zoom out. the different sizes and the little "squares" Under the bars allow us to spot the T1, T2 and T3 units more easily, though they are not perfectly readable. a suggestion : could this "tier intel" appear on the circle represented on the left of the bars? with a different "blason" for each tier, just like what we can find in a hack and slash for elite units for example : maybe simple "I", "II" or "III" symbols in the circle, or something more designed, with wings or such? just a suggestion of course.

The energy bars are nice, they appear if the energy is not at 100% if i understood well, nice idea.

Last thing : the size and placement of the bars : both seem comfortable when we are at max zoom out, though seeing them scaling a bit more as we zoom in could advantage the readability. the more we zoom in, the more little they should appear, and overall, they should stick a bit more to the unit, so to say, being displayed closer, if not right on the unit.

 

What usage has the UI "big square" appearing at the top center of the screen? if i click on it twice, it seems to bring the camera view to the last place of interest, a combat or a resource point? it appears as particularly big, and kinda obstructs the player view.

 

A last thing for now, which has certainly already been reported : hearing the in-game voice saying "enemy dreadnought detected" when the said dreadnought belongs to an ally is quite disappointing

 

Just some humble observations and suggestions.

 

The game keeps growing better, and shows huge potential. keep up the hard work

on Nov 19, 2015

TheRealWarpstorm

You don't have the 100 quanta at the start in this patch?

I've played 1 game of 0.64 and the answer is definitively no. Cannot remember which map. Unless I'm going nuts. I will try again in a few hours.

on Nov 19, 2015

New power amplifier is not destructible, is that on purpose?  It just gets captured with the node.

on Nov 20, 2015

TheRealWarpstorm

You don't have the 100 quanta at the start in this patch?

Confirmed, no free quanta

on Nov 20, 2015

Quick feedback

 - There is no free quanta at the start

 - The new open range map is not showing up

 - Improved destruction looks good

on Nov 20, 2015

MnMShow

New power amplifier is not destructible, is that on purpose?  It just gets captured with the node.

 

That is correct and by design.  You may want to consider which nodes you upgrade.

on Nov 20, 2015

The power amplifier does not have an icon, at first when I looked to find it, it seems like it was blank, but when I clicked on the square it allowed me to select it so I could build one.  It was sometimes hard to place it on top of the generator.  

on Nov 20, 2015

Great update -- looking forward to checking it out this weekend!

on Nov 20, 2015

The engineer keeps building the amplifier even when the structure is done... so all queued orders after building the amplifier are not being executed.

on Nov 21, 2015

I'll be honest.

I think The Power Amplifier does not make sense the way it is being used.

To understand ! (english not my best but i will try)

Already exists Turinium generator right? 

Now we have The Power Amplifier, which will be put on the Relays, we have engineers or units that capture the relays and we have in 2 seconds an +1 income for metal and then we build a  Power Amplifier that in 2 sec we have another income bonus on the same place ..... both upgrades showld be just 1 but upgradble. 

Ok lets see !!

We have 3 metals in the middle of one relay, captured have + 1 bonus for each but the engineer quickly build another upgrade the Power Amplifier and in another 2 sec we have  another bonus, sorry but it does not make sense and I think it should have it own factory on  that zone or another idea.

It is easy to understand how it works but we should have other option this way seems like we have 2 Turinium generator

What is the reason that we do  not use the nodes with upgrades to prevent this little mess.

The idea is good actualy very good ,but a little confused on the battlefield.... a Turinium generator + The Power Amplifier + relays that have +/-  the same function.

 

I know this is think to not make any power or metal on every where like a real ecoplayer (Like me) and let fluid battles.

I do not know if you understand me but i enjoy these ideas are good, but showld be in another way it has great potential.


It's time to think in upgrades, in radioactives or in relays or any other ,like it is , is the same as having a T1 Metal and put a T2 Metal in that same place insted upgrade that is way more easy and preety.

 

This is just a thought because  i like to see you guys use bether that great ideas.

 

 

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