Ashes of the Singularity: Classic

Ashes of the Singularity: Classic

View Stats:
IslandDog Feb 25, 2016 @ 5:43am
Ashes of the Singularity Beta 2 Changelog
  • HIGHLIGHTS:
    • Multi-GPU support... including mixed AMD/Nvidia combinations
    • Multiplayer Season 0 begins
    • New Visual Effects
    • Stability Fixes
    • 3 New Maps
    • Improved AI
    • New music tracksLots of visual improvements, UI tweaks, balance, community requests, and bug fixes
       
  • Gameplay
    • Improved Substrate faction AI
    • AI now uses Orbital Abilities
    • Added starting point selection for Skirmish and Multiplayer
    • New & improved Benchmark
    • Added pause queue option for factories
    • Added delete unit/structure button
    • Factory queues can be started before the factory is fully constructed
    • Units stop faster when ordered directly from the UI
    • Additional multiplayer cheat protections
    • New Maps
      • Eridon
      • Pyn
      • Cygnus
    • Map Balance:
      • more radioactives on large maps
      • kralon - removed rads from VP regions
      • frozen wastes - fixed resource placement (radial symmetry)
    • Balance
      • Substrate Orbital structure build times adjusted
      • cut passive heal bonus for Herc level up in half
      • make the Savager attack lower tier units also with its main gun
      • adjust Hercules autogun turrets a tiny bit so that it can hit t1s that are directly in front of it
      • added energy cost to Prometheus vampire effect
      • Substantially increased building HP
      • Increased SkyCleaner accuracy from 20% to 60% (keeps its low damage per hit)
      • Decreased Apollo accuracy from 70% to 40% (maintains its high damage per hit)
      • Avatar shield recharge rate reduced from 5 per second to 2 per second
      • Reduced metal cost of Substrate Punisher
      • Doubled rate of fire of Archer rockets but reduced damage
      • Reduced accuracy of Hermes autocannon but added more shots per volley
      • Nemesis HP reduced from 600 to 500
      • Controller Plasma bolt damage reduced from 25 to 10
      • Hyperion main gun cool down reduced from 6 to 3.2.
      • Hyperion main gun damage increased from 25 to 40
      • Removed 2 of the 4 Heavy PLasma cannon from the punisher to bring its damage inline with the Hades
      • Falcon cost reduced
      • Annihilator now has 1000HP
      • Annihilator now has light armor
      • Drone MRV now has light armor
      • Blossom launcher has light armor
      • Annihilator cost reduced to 150 metal.
      • Mauler max energy reduced
      • Martyr shields increased from 80 to 160
      • Martyer shield regen incresaed from 0.5 to 1
      • Martyr HP increasd from 40 to 50
      • Reaper shield regn decreased from 1 to 0.5
      • Reaper cannon cooldown reduced from 6 seconds to 3.2 seconds
      • kill Drone swarm Drones after 2 minutes to minimize a certain cheeze tactic
      • PHC orbitals always require some rads
      • reworked mouse input handling in ui w/ regard to scale
      • make short range units a little more aggressive at charging to the frontlots more
  • Art & Graphics
    • Improved glare visual effect
    • Improve Substrate unit and building materials
    • Increased size of Resource Extractors and Amplifiers to improve legibility
    • new PHC factory model
    • Turinium lines not so bright anymore
    • Team color now shows on resource deposits
    • VFX
      • Hades bombs and and rocket flames more visible from far distance
      • VFX on Turinium Generators when a player is nearing critical mass
      • Orbital Strike vfx polished
      • Boost vfx polished
      • Overcharge vfx polished
      • Kill beam vfx polished
      • Shield Recharge vfx polished
      • EMP vfx polished
      • Seed Destruction VFX added
      • Plasma Storm: Lightning added, reduced cloud clipping, general polish
      • Polished Teleport Effect (Incursion, Call Engineer, etc)
      • Dreadought destruction vfx polished more
      • have some weapon lens flares match the main eapon color a little better
      • Amplify, Boost, and Overcharge vfx now last as long as the gameplay effect
    • Unit & Structure polish
      • Substrate Nexus
      • PHC power relay
      • Radioactive Extractor maps
      • Drone Host
      • MRV defensive structure
      • Annihilator Cannon
      • Sensor Post
      • various Orbital Ability structures
      • Turinium GeneratorAnimated lights on Hercules
  • UI
    • Added Borderless Window option
    • Added feedback as to your current Quantum Upgrade level
    • Lobby Browser
      • added prompt to host a lobby if all lobbies are full/in progress
      • now shows games in progress (grayed out)
      • automatically refreshes every 10s
    • Lots of visual polish on icons and opacity
    • Improved Victory Screen
    • New “orbital cast” cursor
    • Improved Dreadnought level up ability icons
    • Dead/Surrendered/Disconnected players now marked in HUD
    • Drone modules now display in unit/building context area
    • Quanta icon in HUD is now more legible
    • Team color now represented by the 3 colors that are painted on it’s units
    • Made the Metal and Radioactive icons more readable on the MaxiMap
    • Tooltip improvements
      • Lots of typo fixes
      • Added tooltips for AI difficultieshave dps display factor in accuracy
  • Sound
    • 8 additional ambient music tracks added
    • 2 new Win/Loss music tracks
    • New main menu and multiplayer menu music
    • New and improved destruction sounds
    • Capture region order now plays a sound confirmation
    • New VO notifications for Quantum Upgrades, Dreadnoughts launching,and Dreadnought upgrades
    • Sound plays when Ranked match is found
    • Added Avatar weapon sound
    • 3D sound when a relay is captured
    • hooked up ReaperParticle Beam soundincreased radius of construction sound
  • Performance
    • reduce memory needed for notification sounds
    • reduced memory needed for minimap images
    • reduced UI memory usagereduced bandwidth usage
  • Stability
    • Fixes our re-entrancy crash for msg registration
    • Increasing some buffer sizes that are cutting it close in AshesUnitPanel
    • Fixed game re-entry crashes
    • Warn users if they are crashing as a result of a bad install
    • fixed crash on game startCrashes related to starting/stopping building construction
  • Bug fixes
    • “Fixing Dan’s Crap” - Nathan
    • Multiplayer
      • Fixed situation where MP game wouldn’t end when the host Nexus was destroyed
      • Fixed server disconnect issues on multiplayer match loading
      • Fixing hang on clients in matchmaking if the host player failed to create a lobby
      • Disabling auto saves in ranked matches
      • Player slot pulldown popup was being forced to be too short in lobby setup wnd
      • Winning Team was being reported incorrectly for some matches
      • Fixing lobby setup UI not being set up completely when returning to the lobby
      • Bandwidth optimization for deep unit construction queues
      • Resolved bandwidth spike caused by CreateMetaUnit messages
      • Don't allow entering a lobby with a different version of the game by invitation
    • Gameplay
      • Game speed now properly impacts Turinium points and Quanta
      • AI picks level up bonuses for Dreadnoughts
      • Fixed capture orders not coming through when an Amplifier was built at the region
      • You can't cast boost or overcharge on enemy relays anymore
      • fix for metaunit childrn sometimes not going to the correct location
      • Fixing minimap icon displayed for a seed that is destroyed and becomes a generator
      • fix for substrate seed not rotating and a few tweaks to its weapons now that that is working properly
      • Fixing UI formatting issues with lobby browser
      • fixed in game chat colors being wrong
      • Lobby chat now text wraps
    • Graphics
      • fix for flickery amplifiers
      • Fixing flickering previews for buildings
      • Fix for flickering part on Sky Factory in FOW
      • Fixed ship model gets stuck on partially constructed adv factory
    • Misc
      • Fix for missing selection rings on some units/buildings
      • Resource panel at top of HUD z-order change so the "tooltip" popup isn't covered up
      • Misaligned invite friends entries
      • Fixing save game screen not showing map previews for selected entries
      • unit and building tooltips no longer have extra ":" at the end
      • fixed boost orbital icon
      • reworked mouse input handling in ui w/ regard to scale
      • If you win against a single opponent that surrendered, will now say that they surrendered in the victory screen
      • Auto scrolling to selected map entry in skirmish and lobby setup screens
      • changed the Seed icon the be something other than the Substrate symbol
 </
Last edited by IslandDog; Feb 25, 2016 @ 11:09am
< >
Showing 1-15 of 52 comments
lavizh Feb 25, 2016 @ 10:05am 
Now thats a nice changelog, big thanks.
and mult gpu?
Zuluknob Feb 25, 2016 @ 10:16am 
Holy ♥♥♥♥, you guys have been busy...
NilkkiHiiri Feb 25, 2016 @ 10:27am 
Awesome!
Superfl0yd Feb 25, 2016 @ 10:29am 
Originally posted by edutamy:
and mult gpu?

Thanks, this is great! But yes, what about multi gpu support? Still don't see it. Was it not supposed to be included with Beta 2?
Superfl0yd Feb 25, 2016 @ 10:34am 
Originally posted by Superfl0yd:
Originally posted by edutamy:
and mult gpu?

Thanks, this is great! But yes, what about multi gpu support? Still don't see it. Was it not supposed to be included with Beta 2?

I apologize, I take it back. I should have taken more than 5 seconds to look for the option to enable it before opening my big mouth :(. Thank you devs!!! Love the game!!
Griezell Feb 25, 2016 @ 10:36am 
- rankd games stil vs AI with re-tard mode on

- extractors stil low health get one shot by hades or "unarmd" pan scout units...

- still no use for 'form army' the blob wil spead out and die in fornt line 1 by one.
beter to have no army group and then atack move to destination so they al dive in to the fight.

- random that happens alot is when finding rankd game and you got one ( vs an ai) it chrashes

just from doing 1 game rankd
Last edited by Griezell; Feb 25, 2016 @ 10:55am
Schism Navigator Feb 25, 2016 @ 11:39am 
This patch was a huge performance hit for me in DX12 running a GTX 660 even on low settings. I've had to switch over to DX11 now which runs a great deal better.

Otherwise I am happy with a lot of the core game improvements and assets. Just need to get back to optimisation for DX12 guys now that you have your fancy multi-GPU support.
Kaldun Feb 25, 2016 @ 11:52am 
I am disappointed! That game ist in EA and u already sell it for 50%. What the hell? The discount on xmas was a good deal. but this deal shows me that you do not sell enough copies. That puts you and the game in a bad light in my opinion.
I dont regret my purchase support from xmas. I am just disappointed by this move!
PeTTs0n Feb 25, 2016 @ 12:54pm 
How does multi-GPU work for DX12 capable iGPUs (Intel HD Graphics 4200 and up, AMD Kaveri) in conjunction with a dedicated DX12 GPU/multiple DX12 GPUs? Will there be any noticable performance gains? In which (if any) situation(s)?
Last edited by PeTTs0n; Feb 25, 2016 @ 12:54pm
Tom Feb 25, 2016 @ 1:09pm 
Amazing work guys cant wait to test this!
lavizh Feb 25, 2016 @ 1:14pm 
Originally posted by Kaldun:
I am disappointed! That game ist in EA and u already sell it for 50%. What the hell? The discount on xmas was a good deal. but this deal shows me that you do not sell enough copies. That puts you and the game in a bad light in my opinion.
I dont regret my purchase support from xmas. I am just disappointed by this move!
I dont see the problem, they want to do a weekend deal. I say let them, if it leeds to more players, good.
Frogboy  [developer] Feb 25, 2016 @ 1:32pm 
We've done pre-launch sales on every game we've launched on Steam going all the way back to Sins of a Solar Empire: Rebellion. The idea is to build up a final push of players to make sure we haven't missed something in our own testing.
Superfl0yd Feb 25, 2016 @ 1:46pm 
One little bug to report, still occasionally seeing that purpulish tint to everything. Quiting to menu and starting the game again seems to fix it every time.
Ekko Tek Feb 25, 2016 @ 2:33pm 
Has the bug where clicking on Dreadnought upgrades does nothing been fixed? Didn't see it in the changelog.
< >
Showing 1-15 of 52 comments
Per page: 1530 50

Date Posted: Feb 25, 2016 @ 5:43am
Posts: 52