Gameplay
New Orbitals Abilities - Orbital Command & Orbital Fabricator buildings unlock the following abilities
Incursion - delivers a small raiding force behind enemy lines
Call Engineer - delivers an engineer to where it’s needed most
Intensive Care - heals friendly units and buildings in the affected area
Plasma Storm - damages enemy units and buildings over time in the affected area
Ice World Maps
Shredded - large
Crater - medium
Triad - small
Frosthaven - small
Night Environment added to Scorpio, Cerius, Aven, and Frosthaven Maps
New Building: Cruiser Factory - Cruiser units now require a unique factory to construct, making for some more interesting early-game decisions
New Map: Lair of the Turtle
New Map: Polis
Keep Playing option after match victory (in case you want the glory of crushing every last one of your enemy’s units)
Multiplayer Handicaps
Team Chat: Tab now switches between All Chat and Team Chat in MP games
Improved overall scoring method in Metaverse
Map Balance:
Knife Fight - region connections more balanced for each player
Balance
Orbital abilities now increase in cost the more you use them
100 Quanta available at the start of the match
balance a little between apollo and drone bay
Scouts ignore combat slow down
Changed cost of Quantum Relay from 270/360 to 360/270
Increased cost of repair by and drone bay
Reduced accuracy of most weapons
Made the Engineer more expensive
Reduced cost of T3s slightly
Art & Graphics
Terrain texture quality significantly improved
Terrain object quality settings - trees can now be turned off to improve performance, or turned up for more dense/common forests
Environment lighting improved
Radar signatures brighter
New Lightning Effect for Zeus Thunderbolt and Seed Attack
Building explosion VFX polish (and performance improvement)
Increased missed shot distance for relevant weapons
Unit polish
Engineer
Fury
Pan
UI
New Friend invite UI that works in DX12
UI art style updates
MP lobby & SP setup screen layouts updated
Player Profile/Metaverse stat displays updated
Adding player color and team indicators to player list in in-game UI
Added tooltips for all game options (where explanation was needed)
Widening energy bars in unit flags
Sound
Win/Loss music added on game end
lowered volume of VO Notifications
Misc
Significant performance improvements (especially in DX12)
Don't draw shadows for MB frames, Re-use Initial frame data for MB frames for detail objects.
Better local sorting of mesh's within an object
Slightly better sort logic for draw_elements
txaa frames using same batch set with different dynamics
Improved performance for plasma whip projectile
RegionRenderer. Now takes color directly in 32bit format. Way less temporary memory, and memory movement.
Netcode improvements (less lag in MP)
Stability
Fix for hang when changing between states in UnitPanel
Fixed crash in main menu while UI is loading
Fix for multiple memory leaks
Fixed some controls that were too big
Bug fixes
Fix to prevent Quanta from going negative
Fixed background movie not playing after returning to lobby
Fixed missing icons on unit panel
More comprehensive fix for bad releases of cached ResourceSets
Missing image fix
Autosave files not created on machines with foreign char usernames
have all buff icons appear (only first five of the ten types were appearing)
Fixed bug where you could have an AI setting from a slot stick around to a later MP game and cause a peer's player to be controlled by the AI
Fixed messy popup reuse in main menu
Fixed no VPs option not handled correctly by pulldowns in game setup screens
Changing glare size to be resolution independent
FoW hides detail objects (trees)
Setting up PHC units to not show destruction mesh at the same time as the constructed mesh
Fixed discontinuous Drone LODs
Power Amplifier now has a building flag & correct textures
Disabling benchmark from the main menu when in the matchmaking queue, adding tooltip to disabled benchmark and multiplayer buttons explaining this
Deleting some unused unit maps
Fix for hang on shutdown
Mouse interaction and tooltips were not checking the clipping area of controls
MP match countdown cancels if the player slots change, so you don't change them into an invalid state (like no enemies)
Changing hitbox of player profile button in upper-right corner of main menu screen
Fixing dbl-click joining the wrong lobby
Don't notify that there is an enemy T3 spotted when you spot a team mate's T3
Restricting UI scale by resolution to make sure a minimum UI area is visible in the current resolution.
Made it so that brand new games with no existing settings default to a resolution that matches the desktop, and fixed the options screen not reflecting that.
Re-adding Kick Player button
Fixed bug where sometimes units were slowing down when not actually in combat
Stuck unit fix
Bug fix with metaunit movment
Heal ray tweak to cut processing some
Client no longer auto-hosts lobby accidentally
Fix for host migration issues
Disabled auto-saving while the game is paused
Downloading! 516.1 MB!
Much improved performance on both DX11 and DX12!
quick question..haven't tried the update yet but for the plasma storm..its an area ability..if i chose to initiate it during battle..would that storm affect me too? or would i be immune ?
Just some words after a quick try :
This new update brings some very nice improvements and new features.
Performances make a good step forward, graphics and visual effects are shaping nicely, the strategic map is great, and formations seem more reactive and more organized. this is very nice as we often want, at this quite early stage and with each new update, to analyze and build some nice gameplay based on the behaviours of the groups and their complementarity. even if the game is macro oriented for sure, i'm pretty certain and very pleased to think that some micro with the groups compositions, movements and placements can bring different and very interesting effects with time and training.
More of that, splitting the frigates and cruisers factory, seeing the new orbitals and the tactical possibilities they allow, given the questions you asked and the topics you started about the different build orders, stratégies and such are valuable clues about your will to develop a deep combat part. Great.
For now, my humble opinion is that the game takes the right direction. an ergonomic macro for the economy, a quick action, plenty of build orders and many stratégies, fast cheesing, harass, tech course, turtling and else seem viable, which is not the case for all the last RTSs and seems to be the almost exclusive qualities of a certain...Starcraft 2
For sure, we are still far from the finish line and many aspects are to be improved. The radar, the ranges of engagement, the patfinding, and maybe some attention about the orbital abilities. they seem to cost the price, but what about something to prevent obvious spams : cooldowns, or something else?
But for now, i'm very pleased to see that the game mechanics are getting more and more squared and deep. The fine balance discussions will come once all the races, units and abilities will be implemented.
If nothing new is to come before next year, i wish you a merry Christmas and a happy end of the year.
And keep up the great work
Right now. No.
Sorry. This part of the game isn't subject to change. I recommend SUpCom:FAF for you.
Cheers!
Thanks and I agree with your assessment. We still have a long way to go to add more sufficient strategic depth imo (and I'm the designer).
The big one, for me, is the investing in economic power versus military power. Rigbht now, military power = economic power which is simplistic.
We took a baby step with the amplifier. But it's not enough.
+1 i think we will have a wall here
Sad my game is always crash in dx 12
Thanks and I agree with your assessment. We still have a long way to go to add more sufficient strategic depth imo (and I'm the designer).The big one, for me, is the investing in economic power versus military power. Rigbht now, military power = economic power which is simplistic.We took a baby step with the amplifier. But it's not enough.
Thanks for your answer and this direct quality link with your community. Really appreciate. and i already knew who you were since years^^
By the way i was wrong about the orbital abilities cooldowns, they're here, even if maybe a bit short...
Your statement is indeed very interesting design-wise.
On one hand, having a direct connection between the economic and military systems, with some simple ways to improve it, such as amplifiers allowing a better income, are nice and readable enough for the major part of the players. Then we can, in a second step, invest in buildings and general upgrades like HP upgrades or Firepower upgrades. Lv1, lv2...etc. This kind of system allows quite a "fast" paced tech course so the player can focus almost entirely on the battlefield. This is not a bad thing.
On the other hand, having a real tech tree and maybe the kind of buildings we had in Sins of a solar empire, Civilian research centers and Military research centers, able to "unlock" the different tiers and upgrades in the tech tree (or directly in the buildings) regarding the number of these buildings, could also have a great value. So as you said separate and bring some more depth in the economic and military tech courses. such possibilities, implemented with a great readability of the tech tree and multiple build choices could be awesome.
The relevant question here, from my point of view, is to know if you want a simple and ergonomic macro economy to focus on the combat part, or more in-depth mechanics for the eco and military courses of the game. Maybe including a kind of "limit" in the number of research buildings we can have, through a "slot" system like Sins. it will inevitably bring the question of the pace of the games and the tricky time ratio between base/tech management and combat...but, if perfectly done, readable and ergonomic, it could undoubtedly add a great value to AotS imo.
It's up for discussion
I'm doing the Mr. Mom thing tonight so no games so far. But I thought I'd run the benchmarks. My hardware: X58 motherboard, 12GB RAM, i7-920 OC'd@3.6Ghz, GTX 980SC, Win10/64.
DX12 Straight Benchmark:
Avg Framerate: v.0.64 - 49.2 / v.0.70 - 52.7
CPU Framerate: v.0.64 - 80.2 / v.0.70 - 89.0
Avg Framerate Normal: v.0.64 - 61.9 / v.0.70 - 60.2
Pct GPU Bound Normal: v.0.64 - 99.8% / v.0.70 - 100.0%
Avg Framerate Medium: v.0.64 - 49.8 / v.0.70 - 53.2
Pct GPU Bound Average: v.0.64 - 100% / v.0.70 - 99.9%
Avg Framerate High: v.0.64 - 40.4 / v.0.70 - 46.5
Pct GPU Bound High: v.0.64 - 99.9% / v.0.70 - 99.9%
DX12 CPU Benchmark:
Avg Framerate: v.0.64 - 78.4 / v.0.70 - 91.1
CPU Framerate: v.0.64 - 77.9 / v.0.70 - 89.8
Avg Framerate Normal: v.0.64 - 88.3 / v.0.70 - 102.5
Pct GPU Bound Normal: v.0.64 - 41.6% / v.0.70 - 46.3
Avg Framerate Medium: v.0.64 - 82.2 / v.0.70 - 93.4
Pct GPU Bound Average: v.0.64 - 44.6% / v.0.70 - 45.5
Avg Framerate High: v.0.64 - 67.7 / v.0.70 - 80.3
Pct GPU Bound High: v.0.64 - 46.5% / v.0.70 - 46.7
I would definitely say, as the benchmarks see it, there were some very good improvements! Well done to the dev team!
However, I had some stability issues. I have had absolutely NONE since I first downloaded and started the game in version 0.63. Of course, that was Win7/64 and I only converted to Win10/64 this week. Regardless, the first time I tried to load the new version, having clicked on "Play" in the Steam Library list, the load hung. At least it took MUCH longer than I'd every seen it take. I used Task Manager to kill it, reloaded, and all was fine. I then ran the Full benchmark with no issues. However, at the end of the first time I ran the CPU benchmark the game just disappeared - crashed with no messages or information on my desktop. I just re-started it from the Steam Library, re-ran it, and all was well.
I wish I had some info as to the latter. But the performance has definitely ticked up! Looking forward to trying out actual gameplay changes when I get a chance!
Its like now in our time, we have more advanced radars and tech but, at the same time we build phantom planes that the radars cannot see. that's your answer.
Sorry. This part of the game isn't subject to change. I recommend SUpCom:FAF for you.Cheers!
Lol. Tatsu being Tatsu again.
Personally, I enjoy the radar system. It's not as informative as SupCom's, but it makes sense that you shouldn't worry about individual units in a fight spanning hundreds.
The power amplifier is a great step towards improving the economic buildup of Ashes. And now we have orbital abilities. (INCURSION OP).
What's the role of orbital abilities right now? I mean, engineer calldowns are super useful, but plasma storm and Incursion just seem like I WIN buttons with Quanta price tags. One well-placed scout plane and the enemy could be reeling from an attack they either missed or couldn't see coming. That's very frustrating in a game of this genre. In addition, Ashes has no artillery counterplay. In SupCom, for example, shields were used to protect PD from units, and artillery was used to crack those shields. For Tac missiles you had TMD, and for Nukes you had Anti nukes. Are orbital abilities going to provide some of that destructive power without the necessary counters? The orbital strike especially sounds OP against Seeds in the late game, without any real counter besides excessive air spam.
Also, INCURSION OP. I built the orbital calldown structure for that almost immediately at the start and got this amazing stack of t1/t2 units at the three minute mark. Suddenly I could expand super quickly and outpace the Tough AI without any issues. Using it late game was also insane, as I could gut the enemy's resource deposits with little to no investment.
Suggestion to make it less OP: Make it scale based on your army rating or # of research structures (orbital calldowns/quantum relays). Early game it will become less of a must-have, and late game it will be more useful to call down a small T1 army with lots of T2 mixed in.
Lol. Tatsu being Tatsu again. Personally, I enjoy the radar system. It's not as informative as SupCom's, but it makes sense that you shouldn't worry about individual units in a fight spanning hundreds. The power amplifier is a great step towards improving the economic buildup of Ashes. And now we have orbital abilities. (INCURSION OP). What's the role of orbital abilities right now? I mean, engineer calldowns are super useful, but plasma storm and Incursion just seem like I WIN buttons with Quanta price tags. One well-placed scout plane and the enemy could be reeling from an attack they either missed or couldn't see coming. That's very frustrating in a game of this genre. In addition, Ashes has no artillery counterplay. In SupCom, for example, shields were used to protect PD from units, and artillery was used to crack those shields. For Tac missiles you had TMD, and for Nukes you had Anti nukes. Are orbital abilities going to provide some of that destructive power without the necessary counters? The orbital strike especially sounds OP against Seeds in the late game, without any real counter besides excessive air spam. Also, INCURSION OP. I built the orbital calldown structure for that almost immediately at the start and got this amazing stack of t1/t2 units at the three minute mark. Suddenly I could expand super quickly and outpace the Tough AI without any issues. Using it late game was also insane, as I could gut the enemy's resource deposits with little to no investment. Suggestion to make it less OP: Make it scale based on your army rating or # of research structures (orbital calldowns/quantum relays). Early game it will become less of a must-have, and late game it will be more useful to call down a small T1 army with lots of T2 mixed in.
What makes me a bit step back on this game, is that too many new rts payers give the rong ideas and seems no one understant the problems this game have.
Tatsu cant be more right ,he like me are ust to complex Rts games.
This is the time we showld say what we know, and thats what he is doing.
All very funny on begin because nothing finish,but iff no one cares fix and catch the ideas from players that know what they are talk, well....
The intel right now just dont exist.
Sry but i see too many times in many games no one cares what experience players say.
[ 11/12/2015 ]
From my humble experience, anyone's opinion is good to take for the devs, and "experienced" players don't always possess the truth. i mean, plenty of people here certainly play RTS games since years, if not decades, and don't feel the need to qualify themselves as "experienced" or "competitive" players to voice a subjective opinion, hoping to influence the dev teams. With all due respect, i unfortunately have seen more than one beta test sinking into this kind of discussions, slippery for the devs, and more than one game ending as a boring "rushers nest" or "turtlers nest", because pseudo "true gamers" wanted so.
Stardock and Oxide games certainly already have a precise vision of what they want for their game, and i hope they'll stick to it and avoid these kind of traps with their beta phase.
But we can always put some objective and reasonable arguments.
Indeed, the radar system seems to show some current limits : For example, when we select the building or unit, there is no clear "detection range", so to say a clear circle indicating the maximum detection range when we hold the Alt button. such an indication could be useful to place our units or construct the radar building efficiently.
Indeed, the radar system provides limited informations. Its "Line of Sight" is obstructed by topography, the range is not always very clear for now and the intel gathered, currently represented by the "red zones" are just indicating an enemy presence. For example, they don't provide the kind of intel we have in Forged alliance, with the allmighty radars, and they don't provide as well the kind of informations we have in starcraft 2 with the detection tower. we don't have the number of enemies, we don't have their precise position, the red zone is quite thin..etc.
Indeed, maybe the corresponding visual effects could benefit from a bit of work.
But, is it really a terrible thing that the game provides us with a limited radar building and detection for units to advantage other kind of recon actions? we can deploy Hermes as a ground scout unit, Pan as a scout air unit (it has a good detection/vision range)...is it so terrible that the player has to gather himself the intel? we can deploy scouts on the map, we can build our groups with scout units to gain a bit of detection range, we can send Pans, protected with some Furys, as tiny recon groups to gather a fast intel on farther zones...and finally we have some triggered abilities : Sensor Sweep for the PHC, we'll have the Sensor Drone for the Substrate...to conclude, this is always a very early stage, all the routines, units or abilities are not implemented yet, or are subject to change.
No offense of course, but don't you prefer, as an experienced player, gaining an advantage over your opponent with active actions and having to micro some recon maneuvers?
What makes me a bit step back on this game, is that too many new rts payers give the rong ideas and seems no one understant the problems this game have. Tatsu cant be more right ,he like me are ust to complex Rts games.This is the time we showld say what we know, and thats what he is doing. All very funny on begin because nothing finish,but iff no one cares fix and catch the ideas from players that know what they are talk, well....The intel right now just dont exist. Sry but i see too many times in many games no one cares what experience players say.
You know what rustles my jimmies?
People who think that those that don't agree with them are just less experienced and have yet to be "enlightened" by that experience. Whatever that means.
We all enjoy games differently, and the devs are looking for all of our feedback equally (more or less). Give feedback, don't throw vague insults.
i didn't think he threw a vague insult ..first comment was about having more Intel.... whats so wrong with that? and i dont think engineer is putting down ideas of people who are not rts experienced players.. there is casual players who knows about strategy..then players who go the extra mile..play mostly rts so they see how different games and flaws...and the devs have already stated they want input from rts veterans.. their words not the engineers or anyone else.. so when someone comes a long offering that type of input...and it gets shut down by saying go play this...well i personally don't think its right but oh well.
For me a compromise would be nice. A while back ASADDF did a nice mock up of a full screen mini-map where T3 were represented by a large dot, T2 medium and T1 small. If this method were used in the radar I think it would work well. The player would have a rough idea what is coming which aids in his strategic thought processes but the system also retains the value of sending a Pan etc. if they player wants to. It lets the player decide how micro they want to go without too much punishment or bonus either way.
Later a unit could even be added to add the fogginess back with-in a radius around it, like a half way step between full radar coverage and full radar block.
This update is great, thank you for your beatiful game
A well positioned plasma storm or well targeted incursion should be able to make a huge difference. The only issue presently is how hard it is to prevent it.
In the beta there will be a new building called the Orbital nullifier. IT prevents any opponent form using any global ability within that area.
I never have issues keeping an eye on what my opponents are doing. I build Pans and I use scans.
The sensor towers are there to tell you where there are concentrations of enemies. They work as designed and we really like how they're working.
In lieu of an Observer mode, Frogboy, it would be awesome to have some of the dev team (or, especially, you) make a start-to-finish gameplay with play-by-play voiceover or something of the ilk!
A well positioned plasma storm or well targeted incursion should be able to make a huge difference. The only issue presently is how hard it is to prevent it.In the beta there will be a new building called the Orbital nullifier. IT prevents any opponent form using any global ability within that area.
Maybe it is less important for the scouting or defensive abilities, but the offensive ones (storm, incursion...), when ordered on a zone, could let a visual "aoe target" on the ground and trigger a tiny countdown, something between 1 and 2 seconds to allow the opponent a quick emergency reaction before the ability gets active? these kind of alerts or countdowns, specific for each ability, could come along with an audio alert, and maybe a tilting icon on the mini map?
Just a suggestion of course.
I'm Noob in this game thought I'dd wait until I'dd done same playing before any comment. I'm an RTS player going back to 7th Legion , Dark reign and Warzone2100 days . I'm usually a Campaign and Skirmish type of player but willing to play PvP if it helps.
Until the new 1.07 hadn't caught another player to play against and then that game locked up on both of us. I didn't have time for another match right then. The only non tech feedback I can give is the crash occuried roughly when we engaged each other with small Army of less than 50 on each side.
All vs AI games ran smoothly up until 1.07 and after 1.07 for me at least. I always play in DX12.
I've noticed that sometimes after grouping up an Army and engaging the enemy the indivduals in that army start running away from the enemy instead of kicking their butt then I degroup , regroup and focus attack again . Do I have a deserter problem lol and anyone else have this?
some questions (sorry if I've missed the answers elsewhere) :
The game already is big (maps and army sizes) and beautiful anything else is a bonus
Running W10 x64 Pro, MSI Z97S Sli Plus MB, i5-4690K @3.5 Ghz (unclocked) CPU ,One R7 260X 2Gb AMD Vid , 16Gb DDR3 Mem and the Game is now in steam folder on my SSD primary OS drive rather than a folder on a bigger standard Sata III HD.
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