v1.3 Adds New Maps and More Responsive Units

Have greater control over your army's movements and groupings in v1.3! Wage war against 
your opponent on new maps and coordinate more easily with teammates using the Map Ping feature. 
For a list of all the changes, check out the changelog below!

 

New Features

Unit Responsiveness - Units now respond faster to move orders and reach their destination more efficiently. Adjusted acceleration and banking speed makes units more responsive to your input, which allows for greater control of your armies.

Upgraded Movement - Larger units are now upgraded with improved movement and physics. The new AI tweaks will prevent them from clumping up (and becoming sitting ducks) or for jockeying with each other for position instead of fighting the enemy.

Map Ping - You can now coordinate attacks with your teammates by placing a marker on the mini-map. Visible only to members of your team, this feature will allow you to group up before your big assault.

 

New Maps

Maurn - Charge across the central bridge toward the enemy base, or gun for the victory points around their flanks in this small, two-player map.

Monaco - Two bridges: a short route to the north, and a longer (but resource rich) route to the south. Choose your path wisely in this small two-player map.

Urich - A wide-open desert with long routes to the enemy base encourages massive clashes between opponents on this medium sized two-player map.

Pulaski - Small but rich pockets of resources dot the winding canyons on this medium sized four-player map.

Tortuga - The central valley holds victory points and most of the riches, but enemy bases stand in the way on the edges of this small, four-player map.


v1.3 for Ashes of the Singularity is now available!
www.ashesgame.com

v1.3 Changelog

New Features

  • We have added map ping to the game. So you can ping a location on the map that only your teammates can see.
  • You can now see if there are any available multiplayer games from the main menu.
  • Units are much more responsive to commands.
  • Units will now prioritize getting to their location over joining a distant formation
  • Improved T3 movement and physics that prevents them from clumping up and/or fighting each other for ideal firing position. 
  • Selecting a node will display boosts
  • Explosion/impacts now appear closer to the unit's surface.
  • Armies now spend less time getting into formation and more time fighting

New Maps

  • Maurn - Charge across the central bridge toward the enemy base or gun for the victory points around the flanks in this small two-player map
  • Urich - This wide-open desert with long routes to the enemy base encourages massive clashes between skilled opponents on a medium, two-player map.
  • Tortuga - The central valley holds all the victory points and most of the riches, but short paths along the edge lead to enemy bases in this small four-player map.
  • Pulaski - Small but rich pockets of resources dot the winding canyons of this medium, four-player map.
  • Monaco - Two bridges: a short route to the north, and a resource-rich but longer path to the south. Which way to victory in this tiny two-player arena?

Bug Fixes

  • Fixed an issue that was keeping the panel labels from showing up on the orbital display.
  • Dreadnoughts won't clip through each other anymore.
  • Quantum Health Upgrade now applies to queued units.
  • Fixed a rare host migration issue (ie: failure when the person hosting the game leaves and another player needs to become the new host).
  • Large units will no longer incorrectly switch to lower resolutions textures when viewed from specific camera angle
  • Fixed crash if sitting in main menu on Steam build, but not connected to Steam
  • Fixed a Memory leak in async GPU code.
  • Fixed a problem where match results were being sent after the lobby was gone causing a crash
  • Fixing a bug where a host could get themselves into an MP game by themselves by changing the lone user or AI they are playing against to an open, closed, or observer slot at the end of the game start countdown.
  • The game will no longer crash on startup if the audio device is missing or disabled. 
  • Updated the audio mix to prevent battle sounds from overwhelming the music.

Balance

  • Call Avatar Quanta increased from 45 to 90
  • Call Avatar Quanta increase per use reduced from 15% to 10%

 


Comments (Page 1)
2 Pages1 2 
on Aug 04, 2016
Hi island dog,
 
i like the new maps and the improved movement;
 
in my opinion there are still some problems:
 
  1. in my opinion is 90 quanata to much it should be around 60 not more... the avatar is now far to expensive and thus useless
  2. Eridicator still dont shoot on radar contact and dont have aoe damage
  3. Athena is still to strong against buildings especially towers and t1 units
  4. Destructor still needs too long when its shoots to do damage on buildings; dont use full range and go near to the enemy
  5. Dominiator and Punisher still flyes over and over over buildings and dont attack
  6. blossom launcher dont hit anything instead of the phc aa which get buffed and dont needed it...
  7. i have some strange graphic flicker
  8. Quantum Health Building Upgrade the shields have to recharge they dont get the full upgrade
  9. Quantum Health Upgrade  queued units the shields have to recharge
  10. the avenger cant shoot at buildings
  11. substrate needs finally a stronger tower too
  12. there are still a lot of disconects in the matchmaking about everey second match
  13. camera pan control bug just in DX12
on Aug 04, 2016
on Aug 04, 2016

does anyone know a solution for the DX12 panning bug?

on Aug 04, 2016

@never123 @razorlight

Can either of you elaborate on 'DX12 panning bug'.  Perhaps add some video of it happening; at least more detail of the issue and how to reproduce.

This could help with recording:
https://www.mirillis.com/en/products/action.html

Thanks for your help guys... 

on Aug 04, 2016

hi i opened a ticket at stardocks with a description

on Aug 04, 2016

Ok, so it seems if you turn off Vsync, the issue is resolved:

http://sd.stardock.com/sean/JingImages/2016-08-04_1542.png   

Can others confirm?

on Aug 04, 2016

i tested it; yeah it seems like it solved the issue

on Aug 04, 2016

Hello.

 

Daft question but i cannot for the life of me find where to download the v1.3 patch. I see links stating it's available yet i cannot seem to find the download itself.

 

Thanks

 

on Aug 04, 2016

Tolkenmoon

Hello.

 

Daft question but i cannot for the life of me find where to download the v1.3 patch. I see links stating it's available yet i cannot seem to find the download itself.

 

Thanks

 

On Steam it will download automatically unless you have set settings which stop it doing so. If it is still running v1.24 then you could try a reboot of Steam or check for queued game updates in the download section of Steam. If you are on GOG they tend to be a bit behind Steam when it comes to forwarding on patches.

on Aug 05, 2016

Never123

i tested it; yeah it seems like it solved the issue

Glad to hear it... Let us know if you need anything else.

on Aug 05, 2016

Thanks for the reply Ticktoc, had a look at the file version in the game folder and it says its 1.3. Steam must have updated it in the background without informing me.

on Aug 05, 2016

sdRohan


Quoting Never123,

i tested it; yeah it seems like it solved the issue



Glad to hear it... Let us know if you need anything else.

I hope turning off v-sync is considered a very temporary workaround, people have v-sync on for a reason.

on Aug 05, 2016

Ticktoc


Quoting sdRohan,






Quoting Never123,



i tested it; yeah it seems like it solved the issue



Glad to hear it... Let us know if you need anything else.



I hope turning off v-sync is considered a very temporary workaround, people have v-sync on for a reason.

+1. it is OK for a temp fix, but that is about it.

 

on Aug 08, 2016

Ticktoc

I hope turning off v-sync is considered a very temporary workaround, people have v-sync on for a reason.

The primary being to eliminate tearing. Are (any of) you seeing that with it off?

on Aug 09, 2016

sdRohan


Quoting Ticktoc,

I hope turning off v-sync is considered a very temporary workaround, people have v-sync on for a reason.




The primary being to eliminate tearing. Are (any of) you seeing that with it off?

Someone on the forums complained of tearing after turning it off. Also having v-sync on is pretty normal for many gamers, do you want more people on the forums complaining about the bug or more negative reviews, which often complain about bugs, on Steam? Your response isn't what I'd expected.

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