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 2)
2 Pages1 2 
on Aug 09, 2016

WHERE'S THE UPDATE DOWNLOADED FROM?

 

on Aug 09, 2016

My apologies,Ticktoc; I will attempt to be more clear.

Yes, it will be looked at. My reason for wondering if people were seeing tearing with it off is to see if the workaround was indeed worse than the actual reported issue.

The number of people that would have to use it at all, however, should be nominal - we have only seen the 'jitter' in very rare instances and not always consistently among them.

But again, yes, it will be looked into.

on Aug 09, 2016

LendalFincher

WHERE'S THE UPDATE DOWNLOADED FROM?

If you have the game on Steam, you update from there.

If you have the game on GOG, the update should be released there soon.

on Aug 09, 2016

dear sdRohan,

this is a bug in the game, that should be solved complete. I think that not every guy, who has this bug dont wirte in the forum. Please fix this i want to play with v-sync

on Aug 10, 2016

sdRohan

My apologies,Ticktoc; I will attempt to be more clear.

Yes, it will be looked at. My reason for wondering if people were seeing tearing with it off is to see if the workaround was indeed worse than the actual reported issue.

The number of people that would have to use it at all, however, should be nominal - we have only seen the 'jitter' in very rare instances and not always consistently among them.

But again, yes, it will be looked into.

Thanks for your reply. Sorry if my own came across a bit short. Some bugs seem to exist for a long time which is a bit frustrating so I guess I was looking for more of a strong affirmative response.

My current most hated long living bug is that when you want to launch orbitals that menu can suddenly disappear, repeatedly. It is frustrating and can cause you to miss the opportunity to use the orbital in that situation. Someone thought it likely that it was when the unit or the unit that is the head of an army selected at the time dies. They could well be right I think. That shouldn't happen, and really the orbital menu should be selectable without having to have any units selected. I'm hoping this will be addressed in v1.5/the expansion with the UI overhaul.

on Aug 10, 2016

Thoroughly unsatisfying 1v1 ranked map pool. . . like the only purpose of everyone's writing on the forums criticizing maps was ignored.
Same old unbalanced maps. Bad. 

on Aug 10, 2016

Thank you

 

on Aug 10, 2016

DanailLazov

Thoroughly unsatisfying 1v1 ranked map pool. . . like the only purpose of everyone's writing on the forums criticizing maps was ignored.
Same old unbalanced maps. Bad. 

Are all the maps really the same as last season?! The one's I've done are the same and someone in the game chat said they were all the same...I am really surprised by that. Frogboy said the new season would have new and very different maps. I kinda expect that to happen at the beginning of the season, keep things fresh. Same maps pretty demotivating tbh.

Keep a few of the better season 1 maps if you like, or the ones added half way through last season, but 70% needs to be new.

on Aug 21, 2016

Two things really stand out due to lack of them in Game. #1. the full Zoom in and out. Too easy to lose units on maps, need the full mouse wheel zooms.

#2 The army system doesnt like multiple dreads.  Just isnt well behaved once you add a second dread..

 

Over all really like the game. Those two things are my problems. And they really show up on big maps, your small maps are everyone elses large..  really screams for full wheel zoom ( zooms out to encompass full map ).

 

Will be buying the EXP just for the zoom if nothing else..

 

Good work, and gratz the game is doing better than expected.. Always helps longevity..

 

Doogie Hauser EET, CMPET.

on Aug 22, 2016

Ticktoc


 

Keep a few of the better season 1 maps if you like, or the ones added half way through last season, but 70% needs to be new.

 

Good news it's done now.

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