Ashes of the Singularity
Internal Update (24 April 2018)
- [WIN] updated internal installer structure, no changes to game files
Patch 1.50.24210 Hotfix (10th January 2017)
- Updated and added German language files, and added German compatibility for Ashes of the Singularity - Reinforcements DLC
Patch 1.50.24210 (09th January 2017)
Features
- Added Unlimited Storage for the Substrate, in other words the Substrate no longer waste resources, they can stockpile an infinite amount of metal or radioactives for when they need them.
- Added the Camera Pan Key Controls option so you can switch from arrow key movement to WASD to scroll around the map
Fixes
- Fixed an issue with the option to modify radioactive levels of worlds
- UI
- Added map ping to audio notifications for things like "Enemy Dreadnought Detected" and "Dreadnought Upgrades Available"
- Added audio notifications and map ping for "Nexus Destroyed"
- Added audio notification and map ping for "Enemy Captured region"
- fixed an issue causing clipping with some icons and text in foreign versions of the game
AI
- If you order units to go capture and area and the area is captured while they are in transit they will continue to that destination instead of stopping midway
Balance
- Reduced the damage from the Destructor's Plasma Rain weapon
Patch 1.41.23627 (14 November 2016)
- Added GOG Galaxy overlay files for client users
- Added new map for Season 3: Canopus
Patch 1.40.22711 (20th October 2016)
- MRM targeting is now the same as the weapon ranges. This may help with unit AI issues
- Brute plasma weapon targeting ranges same as its weapon ranges. This may help with unit AI issues.
- Fix issue where units could get stuck when the local waypoint finder generates a sub-optimal path.
- Ensure that units stay selected when army leader dies when unit is in a control group.
- Armies will now form properly around mountains.
- Fixed issue with local waypoint search causing erratic movement
- Fixed issue where units can pile up if they were built within the search radius of the target location.
- Increase the search range for rally point declumping
- Fixed a crash when attaching engineers into an army.
- Fixed a crash caused by forming an army with a lot more T2's than T1's
- Fixed an issue where scrolling the mouse while exiting a map would crash the game.
- PHC T3's armor increased from 12 to 16
- PHC T3's logistics increased from 40 to 100
- Zeus Armor increased from 8 to 12
- Brute Armor increased from 4 to 8
- Substrate T3's ship logistics increased from 40 to 100
- Overmind HP increased from 3000 to 5000
- Retributor HP increased from 6000 to 7000
- Retributor shields increased from 5000 to 7000
- Savager shields increased from 3000 to 5000
- Avenger hose shot count increased from 8 to 10
- Nemesis primary weapon damage increased from 600 t0 700
- Nemesis primary weapon pierces all armor
- Nemesis reload time increased from 9 to 11 seconds
- Nemesis secondary weapon now fires 2 shots instead of 1
- Ramp cost on Orbital Strike and Detonate changed from 0.25 to 0.4
- Destructor Building decomposer damage increased from 12 to 20
- Destructor weapon range increased to 1.4km
- Destructor AI driver updated to make it fire from a distance better
Patch 1.32.22015 (22nd September 2016)
- Improved the "game speed" functionality to prevent inconsistent gameplay behaviours in the campaign and skirmishes.
- All weapon modules now start with cooldown at 0. This means all weapons will fire immediately after being built.
- Players will no longer be able to build any unit by selecting another building and (very quickly) pressing the previous factory's hotkey.
- Aircraft no longer stop moving when issued a stop command. This addresses an exploit in which a player spams stop and gets the aircraft to hover over a target.
- Fixed a GWG issue that caused flashing lights and white circles to appear around buildings
- Optimized shaders to improve performance.
- Updated Computronium (resource lines) appearance to blend better with the environment.
Patch 1.31.21360 (18 August 2016)
- This patch is REQUIRED in order to access the Oblivion DLC.
- Fixed a multi-threading crash in the tutorial and campaign.
- Addressed some missing icons
- Addressed a problem that sometimes prevented the Seasons 2 maps from showing up in ranked play.
- Fixed a problem that prevented the Power Regulator from being built in Silgul campaign
Patch 1.30.21168 Hotfix (11 August 2016)
- Updated in-game UI for future processor benchmark support
Patch 1.30.21168 (04 August 2016)
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 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%
Patch 1.24.20823 (15 July 2016)
Please note - save files are not compatible with this update - we recommend completing your current mission before updating (campaign progress is saved)
- Added "Half-Resolution Terrain" graphics option that improves stability on low-spec machines and on larger maps
- Added "Observer Mode" to multiplayer that allows other players to watch games without actively participating.
- If you have a video card with less the 2GB of VRAM, the game will prompt you to play with low graphics settings.
- T3s given slightly more armor/shields
- The Avenger's weapon is no longer able to penetrate building armor.
- PHC Brute squad size reduced from 6 to 3, HP per unit doubled.
- PHC Falcon AA cannon fires more often and does more damage.
- Substrate Mauler primary weapon no longer effective against buildings (it works by super-heating the internals of a unit, buildings are hardened against this)
- PHC Archer now fires two rockets per volley instead of 1, damaged reduced
- PHC Brute primary weapon now fires 6 plasma bolts instead of 4 per volley
- Nemesis primary weapon no longer can penetrate building armor
- Zeus Lightning bolt can no longer penetrate building armor
- Updated the Cerius resource and region connection balance
- Prevent sound spam when a player joins/leaves a 3+ player games lobby
- Medic now prioritizes healing units over buildings.
- Using F3 to select idle ships is no longer creates a very loud noise if several ships are on the screen
- Pausing during nexus explosion no longer causes graphics artifacts
- Pausing no longer causes loud repeating sounds.
- The Substrate AI has better targeting for its "Avatar" orbital ability.
- Slight font size increases to increase UI readability.
- Fixed a crash in caused by a waypoint race condition
- Fixed an audio-related crash in the campaign missions
- The game will no longer crash if the player whose name includes invalid characters joins the global chat.
- Fixed problems with the factory queue not being saved properly
Patch 1.23.20458 (22nd June 2016)
- We made a minor update today to fix some crash issue and add the ability to rescale the UI automatically when you switch resolution.
Patch 1.21.20353 (16th June 2016)
- this update fixes the multiplayer hanging issue
Patch 1.2 hotfix (13th June 2016)
- Corrected German version to properly play voice-overs and display character portraits in Ascendency Wars
- Fixed an issue with global chat focus
- Overlord DLC: Fixed typos and updated victory points required to win
Patch 1.20.20261 (10 June 2016)
HIGHLIGHTS
- Deluxe Campaign: All dialog now voiced, 3 new missions, 2 new cut-scenes, dialogs no longer modal
- New Units!
- Hall of Fame
- Lots of UI improvements
- Substantial AI improvements
UI
- Health bars and more informative tool tips for unit within an Army in the Army unit panel
- Unit panels can be data driven such that new units can be added by modders and hooked into the UI
- Skirmish map sorting
- Select air hot key (F2)
- Add someone as a friend from the MP lobby
- UI will display boosts/etc on a given region
- Clear production queue button
NEW UNITS:
- Substrate Eradicator: Strong long-range Cruiser
- PHC Athena: Strong, short range Cruiser
NEW FEATURES:
- CPU Benchmark
- Global Chat
AI:
- AI late game strategies improved
- Massive AI updates
- Choose AI personality in Skirmish
MISC:
- General performance optimization pass across the entire project
- Gravity effects applied to units in their own phase
- Streaming audio support for campaigns & scenarios
- Map disk space usage optimized
- Optimization for better scaling on multi-core CPUs
- Voice audio now on its own channel
- Voice volume slider
- Modeless dialogs
- Fix netural player colors
- Tooltip text improved for techs
- Cosmetic improvements
- Dawn of the Singularity button update
Installer fixes (27th May 2016)
- Installation fix and separation of English and German installers
Patch 1.12 (27th May 2016)
- Added the Refinery building to the PHC. The Refinery increases the resource production of the region it is built in by 20%, multiple refineries can be built in a region.
- Added 2 new maps for matched rank games.
- Redone sfx for nearly all the game's notifications.
- Neue Deutsch Benachrichtigungstöne.
- Performance optimization to reduce the amount of video memory required to play.
- Fixed an issue where bombers could stop flying over targets, and bomb them endlessly.
- The Ascendancy Wars Hall of Fame allows you to track your progress through the campaign as well as scenarios and compare scores with your friends.
- You can now friend people from the Custom Lobby window.
- You can now sort the skirmish maps by size, number of players or alphabetically.
- Fixed an issue with dynamic icon sizes on the minimap.
- Saves are not compatible with far future versions of Ashes (for players with time machines).
- Fixed tracking on the Mauler's secondary guns.
Balance
- Mauler max energy reduced from 200 to 180.
- Reaper max energy increased from 10 to 15.
- Punisher squad size reduced from 3 to 1.
- Punisher HP increased from 220 to 300.
- Punisher shields increased from 800 to 1200.
- Punisher shield regen rate increased from 0.5 to 3.
- Punisher radioactive cost reduced from 330 to 240.
- Punisher heavy cannon cool down reduced from 4.2 to 2.1.
- Punisher heavy cannon volleys reduced from 4 to 3.
- Adjusted AI to the new balance changes.
Patch 1.11 (13th May 2016)
- m04 (caletheon) unlock amplify, amplifier, power regulator, energy projector, weapons lab, carving turret, intensive care, scan projector
- OVERLORD DLC: update Assault map preview & lobby overlay
- Fix sentry weapon tooltip (also it now has its own weapon module)
- Mission3b (Yorkshire): added victory string. cascading victory conditions, and support for victory speech
- Mission3b (Yorkshire) unlock apollo
- Mission4 (caletheon) unlock apollo
- Mission6 (artorius) unlock apollo
- Fix module text for martyr bolts
- Updated tooltips for difficulty settings
- Turn off normal creeps
- Add weak neutral guardians to early regions
- Removed difficulty option from tutorial
- Starting locations for Fast and Furious made clearer
- Balance update to Cerius, Cygnus and Kralon maps
- Memory reduction
- Starting locations now dynamtically handled
- Sortable map lists
- Putting shield bars on the building HP bars (same as the units already have)
- Matchmaking rank as a mouseover in the lobby setup screen
- Camera's cached follow unit rigid body ID may be mismatched as the rigid bodies are recreated on load, so if the camera was locked on a unit during save, it might be locked on something different (and not a unit at all) on load. Per Marc, clearing the camera's follow flags on load.
- Translate benchmark names; this is to deal with German localization
- Scaling minimap icons for Metal and Radioactives
- Fix bug with mega map ignoring spacebar if it was opened by clicking the button.
- Fix rank offsets when player indices are sparse
- Dynamically add weapon properties to weapon module tool tips including:
Armor Piercing
Area Damage
Target Radar Contacts
Long Recharge
Requires Energy
- Fixes missing rally point from seed on game reentrance
- Switch Difficulty pulldown to go upward if resolution is too low.
- Fix for drawing paths for selected enemy units
- Dialog Sequencer streaming audio hookup
- correction to streaming audio closed flag in DialogSequencer.
- Fix for bad HideDifficulty flag after exiting missions
- Fix for camera following unit as it dies
- Fix to make substrate units not show shields while under construction
- Remove test audio from Tutorial dialog
- Keep camera Theta bounded to 0-2PI
- Data drive for Unit Panel buttons (modder love)
- New sized Region icons 26x26
- Mini Map icons in 3 sizes
- Updated the Info Icon atlas to include the newest Skirmish unit. Did the same for the Empire Tree icon atlas.
- Made the accent color on the Skirmish icon red. Also added the Skirmish icon to the build menu grid.
- Updated the metaunit icon grid to include the new skirmish unit.
- Added the new F3 key functionality.
- Added 2 new mission images.
- Added 3rd mission image.
- Updated the image.
- Pathfinding improvements
- Army formation improvements
- AI more aggressively responds to being attacked
- Various improvements to formations
- Cruisers can be built at factory after Shift clicking
- Allow air units to be attached to t1 based armies
- [breaks saves] AI was using Carving Turret as a counter to Drone Swarm
- F3 selects all of your unattached air on screen (needs keymap picture updated)
- AI Improvements
- Wingtip trail fixup
- Reduce likelihood of AI wasting a cast on a probing force
- Don't continously go into Building Placement mode when holding down a key
- Gateway build time incresed from 30 to 40 seconds
- Gateway metal cost increased from 180 to 240
- Gateway rad cost increasdd from 150 to 200
- UI Support Huge sized maps
- Camera can get closer
- Polish pass on campaign maps
- Slow & Steady VP increased to 2500
- Single Player now made the first option
- Formation improvements
- MRVs improve their targeting
- Damaging a unit will cause it to look for its assailant
- Path finding smoothing
- AI improvements to build order
- Artemis gains building destroying weapon that does 400 damage per hit
- Artemis normal weapons no longer can target buildings
- Mauler primary weapon damage reduced from 101 to 82
- Caleaathon normal level and below changed such that non-adjcancent regions gain smarty defenses and other early warning abilities.
- Skirmish renamed to Single Player
Patch 1.10.19388 hotfix 2 (09th May 2016)
- Nemesis logistics increased from 3 to 4
- Zeus logisitcs increased from 3 to 4
- Fury logistics incresed from 4 to 8
- Hades HP increased from 1200 to 1250
- Avenger rad cost increased from 24 to 39
- Avenger logistics increased from 3 to 4
- Dronehive metal cost recuded from 340 to 210
- Dronehive radioactive cost increased from 38 to 60
- Dronehive time to build increased from 44 to 45 seconds
- Dronehive logistics increassed from 5 to 8
- Mauler rad cost increased from 30 to 40
- Mauler logistics increased from 3 to 4
- Dominator rad cost increased from 170 to 220
- Dominator logistics cost increased from 4 to 8
- Gateway build time incresed from 30 to 40 seconds
- Gateway metal cost increased from 180 to 240
- Gateway rad cost increasdd from 150 to 200
- Avatar speed reduced from 250 m/s to 200
- Avatar shield regen decresed from 10 to 6 per sec
- Avatar now costs logistics (12).
- Noctus map victory point condition increased from 500 to 1500
- Fast and Furious and Dread Vallely added to ranked MP list
- Yorkshire map preview added
Patch 1.10.19388 (02nd May 2016)
- New Mission: Rigel III (campaign mission between missions 1 and 2)
- Nexus Armor increased from 12 to 16
- Armor build time reduced from 45 seconds to 40 seconds
- Quantum Relay radioactive cost reduced from 350 to 300
- Nova bomb Armor piercing reduced from 16 to 8
- Punisher Hedavy Plasma cannon Armor piercing reduce from total to 8
- Call Probing Force rate increase changed from 10% to 20%
- Sensor drone rate increased changed frfom 25% to 10%
- Couple minor bug fixes
- Balance update to the Slow and Steady map
- Reduced creep HP slightly
- Moved the planets around to fit the new campaign mission. :)
Patch 1.10 (27th April 2016)
Change Log:
Ashes of the Singularity v1.1 adds new units, additional campaign options, new maps & more!
Engaging with our community and hearing what you have to say is really important to us here at Stardock. Over the last couple of weeks since Ashes' release, we have been reading your reviews and applying your comments to updates for the game. v1.1 is ready to go, and so far, we've added:
New Campaign Difficulty Level Selection
Whether you feel like casually cruising through so you can just experience the story, or challenging yourself with the highest difficulty setting, the new options in the campaign will allow you to play the way you want to!
New Difficulty Levels for AI
To further service our players, we've added "Novice" and "Intermediate" difficultly levels for AI opponents. Now, you'll be able to experience a wider variety of challenge when you play against the PC!
New Maps
Expand your single and multiplayer experience on the new maps "Fast & Furious," "Dread Valley," and more.
New Orbital Ability
We added a new PHC orbital ability called “Probing Force” to this update! Using the Orbital Fabricator, you will be able to call down a group of new units called Sentries into battle. The Sentry unit is a tier 1 unit that is a mix between a Brute and an Archer.
Highlights
- New PHC Unit: Sentry
- New PHC Orbital Ability: Probing Force
- New Map: Fast & Furious
- New Map: Slow & Steady
- New Map: Dread Valley
- Difficulty Levels for Ascendancy Wars!
- Two new difficulty levels: Novice and Intermediate
- Existing Campaign updates to support new difficulty levels
Features
- Tachyon better tracks difficulty levels for future Hall of Fame handling
- Radar stations show their range when being placed
- AI updated to use new features
- AI army handling improved
- Matchmaking algorithm changes to reduce wait time when there are lots of players in the queue
- End screens now display Quanta production graph and stats
- Military power and overall power now broken into two graphics on end screen
- More stat reporting
- New Scripting commands for modders
- Beam weapons now display an impact effect
- General polish pass on missions
- Improved edge scrolling
- Certain third-party apps that do process injection blocked for stability
- Auto-reporting of detected potential cheaters
Balance
- Avenger primary weapon improved to deal with large numbers of weak units
- Tier 1 units HP/shields slightly reduced
- Call Avatar cost increased from 30 to 35 quanta
- Avatar velocity reduced (less cheesy)
- Creeps will sometimes spawn anti-air creeps
Misc.
- Fixed several text overflows for German localization and adjusted phrasing in a few areas
Patch 1.02.18933 (18 April 2016)
HIGHLIGHTS:
- New Map and Scenario!
- Balance Changes
- Stability & Bug fixes
- Note: This update will invalidate old save games. Overall campaign progress in Ascendency Wars is maintained, however.
Gameplay
Balance Changes
- Creeps at regions grow up to potentially 24 units eventually instead of maxing at 8
- Creeps at regions can include a T2 unit along with a higher variety as they get bigger
- T2 unit speed slowed slightly
- Guardian unit added (creep unit)
- T1 unit HP slightly reduced to make the quality difference between T1 and T2 more readily apparent
- D11 Brute reload time reduced slightly (higher DPS)
- AI update
- Sky Factory no longer requires a factory to first be constructed
- Orbital Fabricator no longer requires Quantum Relay to first be built
- Orbital Fabricator now requieres radioactives before it can be built.
- Orbital scan ability cost increased to 50 but now only increases in cost by 10% per use instead of 25%
- Call Engineer quanta cost reduced from 50 to 30, cost increases by 20% instead of 25%
- Incursion quanta cost increased from 100 to 120
-
Orbital ability added: Call Probe (C++ code behind it is not checked in for 1.02, so it's not technically available)
- Area heal healing increased from 33 to 40
- Plasma storm damage reduced from 16 to 15 per sec
- Carving Turret quanta cost increase reduced from 25% to 10%
- Avatar weapon cooldown reduced from 2.6s to 1.8s
- Avatar weapon will no longer target drones
- Avatar weapon now penetrates all armor
- Avatar weapon damage reduced from 33 to 20 per shot
- Call Avatar orbital cost reduced from 90 to 30
- Shield regen orbital now recharted 2500 instead of 2000
- Reaper cannon max range increased from 550 to 600m
- Defensive buildings given additional armor.
- Avatar HP reduced from 600 to 300 (Avatar is much cheaper to produce now)
- Avatar Shields reduced from 900 to 200
- Avatar Shield regen increased from 6 to 10
New Scenario and Map: Assault
- NEW MAP: Assault (only available via the Assault scenario)
- NEW SCENARIO: Assault. The PHC Renegade Arthir has violated the PHC covenant and illegally taken the planet of Pythos. You must lead an assault on his well defended position that is being supported by a Substrate Guardian force. Defeat the PHC Renegade before he captures the world of Pythos. Access it via Ascendancy Wars.
Bug fixes
- Fixed Beam Weapons to have impact effects against buildings
- Max_Missions reduced from 1024 to 64 to fix assert that could potentially cause an end of mission crash
- Fixed bug where changing game speed did not affect trigger timings
- Network improvements for GOG Galaxy
- GOG Peer in MP doesn't always receive GameWinLose message, but still needs to Exit Lobby on match end.
- Fix for Factory ground skirt showing square in ground and for the Substrate Radioactives Extractor having holes in the terrain
- Note: This update will invalidate old save games. Overall campaign progress in Ascendency Wars is maintained, however.
Patch 1.01.18861 (08th April 2016)
HIGHLIGHTS:
- General unit, building, and economy balance
- Removed “Fringe” map from Ranked match playlist
- Visual polish & bug fixes on forests
- AI difficulty balance
- Campaign difficulty tweaks
Gameplay
- Removed “Fringe” map from Ranked match playlist
- AI Balance
- Beginner AI made slightly more effective (to address feedback that they were too easy)
- Easy AI made slightly less effective so difficulty ramp up between Beginner > Easy > Normal is more consistent
- Campaign Balance
- M08 difficulty balance
- M04 additional difficulty balance
Balance
Resources
- Nexus now provides 2 metal income per tic
- Extractor income increased from 1 per tic to 1.5 per tic
- Controlled deposit income reduced from 1 per tic to 0.5 per tic
Buildings
- PHC Drone Bay
- Metal cost reduced from 360 to 240
- Construction time reduced from 90 seconds to 60 seconds
- PHC Orbital Nullifer HP reduced from 750 to 600
- PHC Armory
- Radioactive cost reduced from 100 to 90
- Build time increased from 30 seconds to 45 seconds
- PHC Dread Launch time to build increased from 120 to 180 (thus reducing its resource cost-per-second)
- PHC Power Regulator
- Radioactive cost reduced from 100 to 80
- Build time increased from 60 seconds to 40 seconds
- PHC Orbital Command build time decreased from 300 to 240
- PHC Weapons Lab
- Radioactive cost increased from 240 to 360
- Build time decreased from 180 seconds to 120 seconds
- PHC Quantum Relay cost reduced slightly, build time reduced from 90 seconds to 70 seconds
- Substrate Annihilator fixed gun shield regen increased from .5 to 1
- Substrate Blossom Launcher shield regen increased from .5 to 1
- Substrate Drone MRV (whose splash damage was recently reduced)
- Shield regen increased from .5 to 1
- Radioactive cost reduced from 240 to 180
- Sight radius increased from 500 to 600
- Substrate Assembly metal cost reduced from 180 to 160
- Substrate Advanced Assembly construction per second cost reduced while time to build increased from 120 to 180
- Substrate Quantum Relay
- Radioactive cost increased from 390 to 300
- Build time decreased from 80 seconds to 60 seconds
- Substrate Drone Orbital cost per second increased but time to build reduced
- Substrate Power Regulator cost per second increased bu time to build reduced
- Gateway cost per second cost increased but time to build reduced
Units
- PHC Engineer
- Lowered metal cost to be in line with Substrate Constructor cost
- max velocity reduced from 200 to 180
- HP increased from 90 to 120
- Build time decreased from 30 to 25 seconds
- cost per second to build increased
- PHC Brute
- max velocity increased from 118 to 120
- Brute HP reduced from 100 to 90
- Volley decreased from 5 shots to 4 shots
- PHC Archer
- HP reduced from 90 to 75
- rocket damage decreased from 80 to 75
- PHC Medic sight radius reduced from 500 to 400
- PHC Artemis
- Sight radius decreased from 500 to 400
- Radioactive cost increased from 24 to 38
- max velocity reduced from 84 to 80
- PHC Apollo
- Sight radius increased from 500 to 600
- Radioactive cost increased from 12 to 17
- PHC Zeus
- laser cannon damage increased from 50 to 75
- Chain Lightning cool down reduced from 8 to 7
- max velocity increased from 95 to 96
- Substrate Overmind "brain whale" HP increased from 2000 to 3000
- Substrate Retributor
- max shields increased from 4000 to 5000
- shield regen rate increased from 5 to 8 per second
- Substrate Savager shield regen rate increased from 5 to 8 per second
- Substrate Avenger
- HP reduced from 350 to 300
- max shields increased from 250 to 300
- shield regen increased from 8 to 10
- max velocity reduced from 98 to 80
- plasma hose cool down reduced from shots reduced from 8 to 6, accuracy increased to 75% (from 60) and damage increased
- Mayhem Cannon cool down reduced from 8 seconds to 6 seconds
- Substrate Drone Hive shield regen rate increased from 1 to 2
- Substrate Mauler
- max velocity increased from 120 to 125
- Construction time decreased from 55 to 50
- Sight radius decreased from 600 to 580
- shield regen rate increased from 1 to 2
- Max shields increased from 900 to 1000
- Max energy increased from 100 to 200
- Hyena Cutting Array cool down reduced from 4.9 to 2.4, duration of beam increased from 1.6 to 1.8, damaged reduced from 120 to 101
- backup cannons cool down reduced from 3.5 to 2.8 but number of shots reduced from 4 to 2
- Substrate Constructor
- max velocity reduced from 202 to 190
- Max HP reduced from 50 to 30
- Max shields increased from 50 to 80
- Sight decreased from 600 to 480
- Metal cost increased from 240 to 380
- Construction speed decreased from 30 to 24
- Substrate Martyr Max HP decreased from 80 to 60
- Substrate Reaper
- max velocity increased from 97 to 110
- Max shields decreased from 100 to 90
- Sight radius increased from 400 to 500
- Build time reduced from 29 to 25
- Substrate Destructor sight radius decreased from 600 to 500
- Substrate Capacitor
- build time decreased from 18 to 16
- Sight radius reduced from 600 to 500
- Substrate Sky Cleanser build time reduced from 28 to 24
- Substrate Dominator's
- air to air weaponry made decent (it was awful)
- Dominator build time reduced
- Punisher build time reduced (120 to 100)
- Substrate air scout vision increased from 900 to 1000
-
Orbital Abilities:
- Plasma storm cool down increased from 10 to 30 seconds
- Orbital strike cool down increased from 30 to 60 seconds
- PHC Amplify ability cool down reduced from 5 seconds to 1 second
- Call Avatar cool down reduced from 20 seconds to 10 seconds
- Avatar's plasma stream cool down reduced from 12 to 8 seconds
- Kill orbital cool down increased from 5 to 30 seconds
- Detonate orbital cool down increased from 30 to 60 seconds
- Overcharge orbital cool down decreased from 30 to 12 seconds
- Boost orbital cool down reduced from 30 seconds to 1 second
Art & Graphics
- Adjusted tree/forest size to make them more prominent in the terrain
- Fix for desert trees having bad LOD
- Adjust tree shadow LOD draw distance so they are visible farther out
- Updated Cerius map preview image
GOG Only
- Fixed multiplayer issue where 3+ player games could fail
- Fixed multiplayer issue where multiple consecutive games could fail
Version 1.00 (31st March 2016)
Ashes of the Singularity is no longer a Game in Development
- Ascendency Wars added, additional bug and performance fixes
version 0.94 (18th March 2016)
HIGHLIGHTS:
- Achievements
- Additional Balance
- Stability & Bug fixes
Gameplay
- Achievements enabled
- Ranges rings for building previews
- Balance Changes
- PHC Engineer HP increased from 80 to 90
- PHC Engineer build time increased from 20 to 24 seconds
- Substrate Constructor HP reduced from 90 to 50
- Substrate Constructor Shields decreased from 100 to 50
- Substrate Constructor build time increased from 20 to 24
- Capture time increased from 15 to 25
- unit formation change to better handle units with differing speeds
- shrink orbital jammer range
Art & Graphics
- update hyperion heal fx to be similar to area heal orbital
Stability Fixes
- Some 3rd party streaming-related apps are now blocked by default. They can be re-enabled in the graphics options, but they impact stability
- Warn users with integrated GPUs
- fix for bad handle in certain modules
- Check instance src buffer before submitting for exceptional cases of null
- audio crash catch
- Move some larger GPU allocations to a more fixed location
- Move grouped static assets to startup/shutdown for stategameview
- Compressing more UI textures
- Adding release for RenderTargets created in ImageControls and unloading 'unload' textures when updated
- Move Color system to same location as others for initial static creation
- error handling on preview
- Crash for building being destroyed that a group of engineers was working on
- DumpMomentumOfSelectedMetaUnits crash
- reworking UI shutdown procedure to stop leaks w/ RenderTarget images
- fix for invalid handle in EnergyRestoreSteeringModuleUpdate and a few related places
- Make sure exits from GameView follow proper form
- crash fix with EnergyRestoreSteeringModuleUpdate
- Lots of other rare late-game crash fixes
Bug fixes
- Multiplayer
- Nexus is destroyed in case of player disconnect to avoid ‘zombie’ players in MP matches
- Fixes for host migration
- Gameplay
- fix another AI econ stall
- fix for various orbital button cooldowns
- tutorial fixes
- deal with early objective purchase
- fix button highlights
- fix for case where AI was spending quanta on orbitals but not casting them
- Improved logic for Engineer assisting metaunit
- Graphics
- New maps for Smarties (to correct compression issues with the base) Made new Curvature and AO as well as a new Normal map
- Misc
- Updated Game Intro to proper VO
- Fixing double resolution mode entries in options wnd after game in game
- Fixed bind cursor/windowed mode activate
- Remove Bad choice of "Exit to Windows" option from skirmish exit panel
Version 0.93 (18th March 2016)
HIGHLIGHTS:
- Tutorial Added (initial script - WIP)
- Stability & Bug fixes
Gameplay
- Tutorial Added (initial script - WIP)
Art & Graphics
- Proper skyboxes added to maps
UI
- Added option to put pan map on Middle Mouse Button
- Changes to turinium victory bar at top of UI
- Now shows progress bar for whoever has control of the most points
- Flashing near victory is more prominent
- updated both faction's Quantum Archive tooltip to use consistent game terminology for "Quantum Upgrades" and "Orbital Abilities"
- Adding per-sec metal and rads to building construction tooltips too
Stability Fixes
- Gameplay serialization for autosave taking place inside of an async task during the engine phase of the frame
- Crash when using kill and then drone swarm orbital
Bug fixes
- Multiplayer
- Adding note to end game if you get +2 stars because of a win streak
- Gameplay
- Armies can only be in one control group at a time (and all members of the army must be part of the same control group)
- Prevent dbl-clicking to select untis and buildings under fog
- dampen hermes roll
- Fixed Substrate armies can't order t1 AA units
- Engineer boosting paused factory consuming resources
- have heal/energy regen units not fixate on far away targets
- make avenger targeting use hose better
- have substrate AI build less sky cleansers since they come in larger groups now
- Graphics
- Fixed orientation point for units under construction
- Bis - added map preview & lobby overlay
- Fixing bug where UI scaling was restricted to previously chosen resolution in borderless windowed mode
- Fixing bug with color swatch texture in the load screen
- Improved Alt-Tab & Alt-Esc behavior when running in non-native resolution
- Drengi - new map preview
- Misc
- removed confusing ornamental box.
- Made the "news" background darker. (located on the main menu) Also moved the loading screen player overview panel to be more inline with the new loading screen image.
Stats/Metaverse Pages
- Sometimes ladders on "Myself" do not scroll up. Scrolling down then up works around the issue.
- "Units Killed" card should say "Enemies Killed" to match summary
- Fastest Win ladder shows score rather than time.
- Descriptions on cards you haven't earned now specify if they are single or multiplayer.
- Support for Low and Normal 1080p benchmark leaderboards.
- Added transparency in places
- Hiding badge rank until data is loaded
- Match history benchmark view was missing category descriptions, API and Average FPS fields.
- Single Player -> Overall -> Enemies Killed (and others) showed legendary icon in rank column
Version 0.92 (18th March 2016)
HIGHLIGHTS:
- Map Editor Access
- Stability fixes
- Substrate Balance improvements
- New Map: Bis
Gameplay
- New Map
- Bis - 4 player map, also available in ranked 1v1 matchmaking
- Map Editor Access: add -modding as a command line option before running the game to display the Map Editor button in the bottom left of the main menu.
- Attack-move behavior change (units should stop and fight if enemy within a certain radius)
- AI Improvements
- Added new “surprise attack” PHC AI personality type
- Adjusted PHC AI early expansion tactics
- Adjusted AI structure targeting priorities
- tweak Substrate AI early build order options
- Balance
- storage techs now start at 25 Quanta each
- have hp tech upgrade also increase shields to maintain some parity between substrate and phc
- Adjust healer steering
- have artemis steering match its weapon better
- Seton - fixed bad rads in SE corner
- fringe - made initial expansions symmetrical
- Drone Bay metal cost reduced from 720 metal to 360 metal
- Drone Bay radioactive cost reduced from 120 to 90
- Drone By time to build reduced from 120 to 90
- Repair Bay metal cost reduced from 600 to 140
- Repair Bay time reduced from 90 seconds to 70 seconds
- changed Orion Cascade to target radar contacts
- more aggressive healers/energizers
- Prometheus Quad pulse cannon no longer goes through armor.
- Archer HP reduced from 120 to 90
- Archer metal cost increased from 60 to 64
- Archer logistics cost reduced from 2 to 1
- Martyr
- HP increased from 50 to 100
- Shields decreased from 160 to 100
- squad increased from 3 to 4
- Now move closer for the attack
- weapon damage increased from 2 to 4
- Reaper
- Reaper squad sized decreased from 3 to 2 (fewer Capacitor targets)
- HP decreased from 30 to 20
- Shields increased from 120 to 180
- Energy increased from 50 to 60
- weapon cooldown reduced from 3.2 to 2.8
- Squad size increased from 2 to 3
- metal cost reduced from 130 to 90
- Dominator shields decreased from 700 to 600
- Punisher shields decreased from 800 to 700
- Creep shields decreased from 60 to 40
- Capacitor metal cost reduced from 110 to 52
- Capacitor radioactive cost increased from 20 to 26
- PHC Nullifier brought into line with the Substrate version
- Savager crazy weapon improved
- make savagers upgraded weapon better than its normal weapon
- Substrate units now regain energy in enemy territory (at a reduced rate) instead of not at all
- Regenerator regenerates slower
- have seed weapons have small AOE and be able to target drones as a lowest priority target (this may be enough to mitigate drone swarm cheese attacks)
- Energy Regulator HP reduced from 4000 to 1000
- Quantum Archive time reduced from 240 seconds to 180 seconds
- Gateway time reduced from 240 seconds to 50 seconds
- Drone relay time reduced from 240 seconds to 177 seconds
- PHC scout build time increased from 10 seconds to 15 seconds
- Savager hover height reduced from 27/50 to 6/11 (hugs ground) so that its main cannon is able to hit other units, buildings more reliably.
- Artemis speed reduced from 90 to 85
- Centaur speed reduced from 85 to 82
- Sky cleanser squad size increased from 1 to 3
- Artemis logistics increased from 3 to 6
- Hades logistics increased from 10 to 12
- Dominator logistics increased from 3 to 4
- Punisher logistics increased from 3 to 10
- Drone Hive logistics increased from 3 to 4
- Destructor logistics increased from 3 to 4
- Savager anti-air polaron beam damage increased from 50 to 200
- Amplify quanta cost reduced from 75 to 50
- Orbital strike quanta cost reduced from 500 to 400
- Detonate quanta cost set to 400
- Drone Swarm cost increased from 100 to 125
- T3 logistics increased from 30 to 50
- T3 units HP increased
- T3 shields buffered
Art & Graphics
- hook up looping Amplify effect so it keeps playing (since the gameplay effect is permanent)
- hook up looping Boost effect so it keeps playing (since the gameplay effect is permanent)
UI
- Improved UI for selected Armies
- icons and unit count for each unit type in army displayed w/ tooltips
- a count for all in-construction reinforcements
- Enabling Custom Lobby list of in-progress multiplayer games... for really real this time
- UI can scale up to 200% for resolutions that support it
- Color tweaks to the Main Menu
- Recolored building and unit icons to make more sense:
- Red = Combat
- Blue = Heal/Support
- Green = Metal/Radioactive Resources
- Yellow = Construction, Quanta, and Misc
- New loading screen
- Clarified tooltip for “Instant Heal” Dreadnought level up option
- unit construction tooltips to also say how much metal/rads per second, in addition to total
- Selection ring color for Allies is now blue
- New Turinium icons
Sound
- Victory and Loss screens have a more impactful initial sound
- updated Punisher Plasma sound
- updating Carving Turret Weapon sound
- updated DeathBlossom sound
- default volume adjusted on Speech Notifications
- updated Retributor Plasma Cannon sound
- lowered volume of CentaurMissiles
- increase Priority of Orbital Strike 3D sound
- volume balance music track
Performance
- Vsync now defaults to off - in DX12 it can lead to some camera jitter on certain GPUs
- don't shade the skybox if we aren't drawing it at least
- Ini will save video card device id, if it changes, ini will reset
Stability Fixes
- Crash that could happen when an orbital was used
- Fixed crash that could happen when shift-selecting units as they died
- Disable GameView prntscreen, since it crashes DX12
- GAME HANG - Return to Lobby When Host Victory Screen Visible
- Crash - Press ESC during Benchmark Load Screen
- fixed crash when engineers died while player was dragging a building
- crash bug fix (unitmotion)
Bug fixes
- Multiplayer
- fixed occasional explosions on construction complete
- Save now enabled for new host after host migration
- Keeping active matches from being queried from Tachyon unnecessarily when entering a matchmade game
- Ignore unreliable updates for buildings and units that are in the process of dying
- Gameplay
- fix mauler targeting priority
- Drengi map updated for better path finding
- fix bug where AI player would not use orbitals or upgrades even though they had enough quanta
- Graphics
- Fixed issue where alt-tabbing out of the game could break mouse input (most prevalent for 4k users)
- Fixed a few other 4k & alt-tab issues
- Partial fix for mipping and material mask problems on Falcon
- fixed Team color and Material Masks shifting on PHC Capital Ship Factory
- Fixing team color and material masks for "Data Store" / Radioactives Storage
- Remade LOD02 to include the larger cannon of the Brute (corrected LOD issues)
- Fixed alignment of PHC Sensor and ground decal
- Fixed rotation of Substrate Assembly ground decal
- fixed some LOD poping inthe Apollo (some is still there but must be shading resolution on the LOD model)
- remove Hades engine flames when under consruction or dying
- Re-rendered Artemis LOD textures, minor improvements (shading at the LOD2 level is causing the main popping)
- fixed normal direction on the Nano Refinery (reset transforms on the FBX)
- Changning how we track GPU percent boundness
- Re-encoded main menu backgrounds loop as VP8, variable bit-rate (4000) to improve playback quality
- re-organize statefrontend a little to see if we can get a smoother playback for movies.
- Fixed glare artifacting on some of the bigger effects
- fixed clipping issue with the Player Icons
Misc
- Audio layers will auto pause based on initial settings. This should address game audio playing during "pauses" caused by menu's etc.
- MGPU tooltip crossfire typo
- Also fixed bug where building weapon modules list was not always unhidden in the context panel when a building was selected after certain other selected objects
Stats/Metaverse Pages
- Summary - Show time on “Fastest Win” card rather than score.
- Summary - Remove duplicate cards
- Summary - Cards should say Structures / Dreadnaughts Destroyed
- General - List items that are links aren't always obvious - need underline on hover
- Benchmark - CPU string overflows space
- Ladders - Sometimes ladders on "Myself" do not scroll up. Scrolling down then up works around the issue.
- Benchmark - Include preset level in detailed benchmark result view
- General - Clicking on another player's profile box should take me to their summary
- Match HIstory - When viewing detailed match history make “Length” say “Game Length” and move to left
- Ladders - Don't show arrow on highlight (no subview available)
- Match History - Don't show arrow on highlight in Bechmark (no subview)
- Summary - Disable and dim left / right arrow when at first / last card
- Summary - Handle name spacing issues on cards
- General - Make profile / rank window in top right floating in header. Now it looks to be attached to metaverse pages.
Version 0.91
HIGHLIGHTS:
- Stability fixes
- Performance improvements
- Balance improvements
- New Map: Fringe
Gameplay
- New Map
- Fringe
- Adding Fringe, Cygnus, and Pyn to the matchmaking 1v1 playlist
- Removing Polis and Frosthaven from ranked map playlist
- Host migration now functions in matches with AI opponents
- AI improvements (new tactics & build options)
- initial hookup for engineers healing - no AI attached to this so you will have to steer the units close to their targets yourself at this point
- Balance
- Pan less likely to put itself in danger when in an Army
- Falcon AA structure now has extended range and can fire on radar targets
- Destructor positions itself farther back in Armies if possible
- have kill only work on T3s so as to not accidentally waste quanta on things that really aren't worth it
- Medic now more aggressive in healing
- movement improvements
- reduce bank on brutes
Art & Graphics
- New Orbital Ability VFX
- Detonate
- Unit & Structure polish
- Tweak to PHC Direct material to make Drones a bit brighter
- Much better LOD shader for Drones
- Adjusted some VFX to be better visible from max zoom (especially rockets and Substrate projectiles)
- Nemisis cannon VFX now bigger to reflect its high lethality
UI
- Updated menu background video
- Added game intro fade in
- Weapon tooltips now have more accurate tags for weapon attributes; Area Damage, Armor Piercing, Targets Radar Contacts, Long Recharge
- change dps tooltip to multiply dps from a weapon by the number of copies of that weapon
- After action report now uses more legible graph lines
- Updated and improved loading screen tooltips
- Lobby browser properly displaying current in-progress games (we had to disable this in last build since it couldn’t handle the number of matches we had going at once)
- Host indicator in lobby screen
- Adjusted Green player's interface color to better match player icons
- Unit/Building destroy button now more obvious
- Improved player defeated icon
- final hookup of Substrate T3 level up icons
- UI polish on resource icons, text color, tech upgrade icons, etc.
- updated MGPU option tooltip to warn off users likely to crash themselves
- updated Borderless Window tooltip to explain that it runs in the desktop's current resolution
- adjusted the look of the T3 Icons
Sound
- Substrate faction now has a unique notification voice
- New Substrate battle music track
- New sounds for Orbital Abilities
- Overcharge
- Regenerate
- Sensor Drone
- Boost
- Detonate
- Drown Swarm
- Avatar
- Kill
- EMP
- Orbital Strike
- Area Heal
- Carving Turret
- Lots of polish on Substrate weapon sounds
- Adding sounds for T3 upgrade weapons; Draining Beams, EMP Swat, Executor Havoc, Shield Regen
- adding Sonic Demolisher weapon sound
Performance
- Drastic reduction in VRAM usage
Stability
- Fixing crashes when accepting invites while loading into another game, because of UI being shutdown before it was initialized
- handle an invalid handle in RectifyFormation
- XAudio crash on null fix
- fixed RectifyFormation crash
- Fixing behavior where you would get stuck out of matchmaking and any mp lobby if you accepted an invite while in the matchmaking queue
- Fixing crash if lost server connection while loading an MP game, but before the game view UI was ready
- Increase cmd buffer size to from 4k to 16k to help alleviate possible overflow
- fix for infinite loop hang
- various crash fixes related to combined buildings and units in the ui select list
Bug fixes
- Multiplayer
- Tweak to get more unit position updates through in MP
- Added host migration timeout
- If the user tries to enter matchmaking and the reason they can't is because the Tachyon match finder is still shutting down, it will now display the "MainMenu_DisabledMatchCancelling_TT" text asking the user to wait a few seconds while the queue reinitializes and try again.
- fixed player Isn't Shown Rank After Match Unless they Back Out and Re-Enter
- Gameplay
- have substrate drones get close enough to use their weapons
- make avatar steering and weapon work together
- make flak weapons only effect air and drones (since they have a large aoe and a lot of damage they were ripping up substrate ground units by shooting at nearby drones (and substrate pretty much always have drones around on the AI teams))
- bug fix with steering
- ai tweak to healers and energy regeners
- when an Army head is chopped off it tells its remaining members what to do before dying
- Graphics
- Hypothetical D3D11 Mip workaround
- Area outside edge of map properly displaying as black
- Properly allow resolution to be set in fullscreen mode
- Default to 1080p if a monitor supports it
- Updating mesh order so Radioactive Deposit can show team color
- Fixed the scale on the ground skirt so it matches up
- Fixed ground skirt on the Sensor Node
- add the substrate factories to the connection grid list of sinks
- Potential fix for white checkerboard issue that some users have seen
- Fixed glare artifacts on T3 death
- Misc
- fixed stats screens appearing broken momentarily while loading
- proper Turinium icon now used in minimap
- Fixed substrate Amplifier pointing to the wrong construction icon
- Drone MRV now uses correct icons
- Joining lobby text was misaligned
- Fix color swatch in MatchInfoLoadScreen
- Fix player faction in rank list
- prevent AI from building units endlessly if there is only one team left and you decided to take the game into overtime
- Sound - adding slight verb to unit and building destructions so they dont cut off so abruptly
- Removing text shadow from end game summary screen status bar text
- fixed enemy buildings showing modules of last selected friendly unit or building
- Game no longer sits in the middle of the map for a moment before starting
- Benchmark stats now report additional GPUs
- fixed Not displaying proper rank post 1 (Legendary)
- Bind Cursor option now defaults to “Bind Always” so edge scroll works well in Borderless Windowed mode
- fixed the tiling so there is no gap in the T-3 Leveling Bars
<br
Beta 2 (26th February 2016)
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
Patch 0.82.021016
Bandwidth optimizations
Fixed issues where 3D sounds were sometimes played once a frame - fixes sound issues and possibly improves performance and stability as well.
Further improvements to matchmaking for better skill level matches
Gameplay
- Substrate Faction Available
30+ new units and buildings
- Ranked Multiplayer & Matchmaking enabled for initial testing
- Dreadnaught Progression System
- Choose new abilities to unlock for Dreadnought Class units as they gain experience
Army buffs now come from Dreadnought unlocks, not misc units
Substrate abilities still WIP
- New Orbital Abilities:
EMP Pulse - Drops all shields in a localized area by detonating a small hydrogen weapon in the upper atmosphere.
Amplify - A controlled Amplifier has its output further permanently boosted with a quantum link to your Nexus.
Orbital Strike - Massive area damage.
Carving Turret - A horribly powerful carving Turret is temporarily instantiated at any location you can see.
Overcharge - Temporarily boost a single Power Generator or Amplifier’s output with a short-lived unstable quantum linkage.
Regenerate - Quickly restores shield integrity in a small area via controlled disruption of the magnetosphere.
Boost - Permanently increase a Power Generator or Amplifier’s output via careful modulation of quantum pairs. This is a repeatable process.
Sensor Drone - Teleports a sensor drone in to scan the target location and provide live intelligence until it is destroyed.
Drone Swarm - Gate an assault drone swarm to any location you can see with medium-range quantum teleportation.
Kill - Cause incredible damage to a single unit by teleporting a swarm of destructive nanites directly into it’s inner systems.
Call Avatar - Summons an armed and battle-ready scout craft from orbit.
Detonate - Enormous destructive force in an area is concentrated with a sprinkling of small antimatter charges from orbit.
- New Nullifier Building to block enemy use of Orbital abilities in a designated area
- New Maps:
Frozen Wastes: 4-player ice map
Proving Grounds: 1v1 desert map
- Map Balance:
More radioactives added to many maps
Adjustments to Open Range
Anthys significantly updated
Minor fixes and adjustments to most maps
- Balance
Some buildings have prerequisites to being built
AI personality improvements
Fury can now has dual pulse laser cannon for light ground attacks
Misc unit and building balance adjustments
- Art & Graphics
Polished and improved texture detail to Terran & Desert environments
Polished Turinium connecting lines to be embedded in terrain
Adjusted Sun position in Terran Day lighting setup
Improved texture detail on PHC Seed
Tweak to PHC rubber material
- VFX
Improved Dreadnought destruction VFX
Improved building destruction VFX
Lingering smoke and fire VFX on damaged PHC Dreadnoughts and T2s (WIP)
Camera shake added for large explosions
- Unit polish and differentiation
Light added under engineers
Lengthened PHC scout
Added lighting effect to front fuselage of Zeus
Adjusted other PHC unit sizings and maps
UI
- Logistics upgrade button added next to logistics display
- Logistics value now flashes red when getting low
- Empire Tree only shows after control groups have been made
- Selected unit window now displays information for Armies
- UI menus now fade in/out
- Added borders to the strategic map window
- Minimap and strategic map region icons changed to be consistent with other resource icons
- Destination and attack UI markers now slightly smaller
- “Resume game” option moved to the top of the pause menu
- Changed in-game menu button to mach HUD style
- Tooltip improvements
Better formatting for many weapon module tooltips
Added clear tooltips and keyboard shortcut hints for Idle Factory/Engineer buttons
Units with Light and Heavy Armor now have it clearly listed in their module display with descriptive tooltips
Added descriptive tooltips to Construction, Quantum Upgrades, Orbital Abilities, and Form Army buttons
Sound
- Music changes when victory by Turinium Generators is nearing
- Construction complete sounds for buildings and units
- Destruction sounds increased
- Engine sounds decreased
- Multiplayer lobby sounds balanced
Misc
- Tons of bandwidth optimizations in multiplayer
- Detailed benchmark data now viewable in leaderboards
- Camera angle and zoom tweaks
- Performance
AI perf increases
Misc perf increases
UI texture compression
Reducing generated texture size that was unneeded for some assets
Better auto-detected graphics settings
Stability
- AI stability fix
- Options are now cached if they require a restart, instead of setting anyways and crashing if the player doesn’t restart
- Empire tree crash fix
- Fixed various multiplayer disconnect bugs
- Fixed crash on player forfeit in MP games
- Fixed crash on entry to MP games with AI players
- Fixed for stability after host migration
- Misc crash fixes
Bug fixes
- Structure’s terrain base is now removed when the structure is destroyed
- Better message for failing to join a multiplayer lobby because it’s full
- Fix for certain weapons not finding a valid target
- Reskinned a variety of dialogues not using the correct visuals
- Better handling of resources in MP games
- Changed tooltip from “Tech Cost” to “Quanta Cost” for consistency
- Fixed bug where T2s could be ordered from a T1 factory
- Buildings now undo height modifications to terrain on their destruction
- Fixed Dreadnought lost VO playing when a Dreadnought was just removed from the queue
- Fixed bugs around graphics preset settings not being properly set and respected
- Fixed bug with graphics artifacts on snow
- Fix for assert on MP game invite
- Improved load into MP games
- Fix bugs related to missing or incorrectly colored capture bars
- Fixed bug where VP control tracker at top of UI could be out of date/inaccurate
- Player can now capture regions owned by an ally that has been killed
- Fixed texture on drones not showing up
- Relays visible in FoW now show their proper owner
- Turinium control icon no longer looks yellow when uncontrolled
- Don’t allow random map entry to be chosen during start game countdown
- Fixed scroll bar on the load game window
- Fix for incorrect snapping when placing 2x2 buildings
Hotfix 1 (28th January 2016)
Update for tachyon.cfg