Ashes Campaign Update
**Released June 8th**
In preparation for the new Genesis campaign introduced in the 2.3 update, the original campaigns have been improved and updated for Escalation. For most new players, Imminent Crisis will be their introduction to Ashes of the Singularity so we wanted to improve the first impressions. The following issues were identified with the original campaigns:
In order to improve the user experience, make the campaigns more challenging and feel less contrived, many of the missions are receiving some of the following changes:
The player now has access to all of the tools and counters that the AI does to make the missions more fair. Not all of them are introduced at the same time to avoid overbearing new players.
The campaign uses the same AI as skirmish games, which is assigned a difficulty level depending on the campaign difficulty selected. For example, selecting "Easier" will generally assign the AI to the Intermediate difficulty, while selected "Much Harder" assigns the AI the Painful difficulty. In most of the missions, the AI difficulty levels assigned at "Harder" and "Much Harder" were not as challenging as the AI could be played at.
When raising the AI difficulty wasn't an option or wasn't enough to cut it, we gave the AI free waves of units to attack your base. In a few missions, the AI previously received a large amount of Quantum upgrades to make them challenging, but this is a less fun way of balancing the missions compared to having lots of weaker units sent at you.
Previously, the player would lose access to some units and abilities already unlocked in previous missions. If something is unlocked, it will now stay available for the rest of the campaign.
Some of the missions have their map adjusted to ease movement around the map
Imminent Crisis Changelog
All Missions:
Mission 1: Kepler
Kepler still uses the old MK1 Brute model instead of the new Brute. We are removing all instances of the old brute as it is no longer used in the rest of the game.
Mission 2: Rigel
Rigel will often be the first time players are introduced to the Archer, and there is a voice over line that describes the Archer as being weak. Yet in the mission, the Archer has 200 health which is quite misleading for new players learning the game. Frigates were recently buffed, so the 200 health Archer is unneccesary.
Mission 5: Yorkshire
Yorkshire was too easy on higher difficulties and had very narrow pathways around the map.
Mission 6: Calethaon
This mission was very slow and incredibly easy on higher difficulties. We want to lower the time it takes to win this mission and make it more challenging.
Mission 7: Roceda
Roceda had a lot of restrictions to the player which felt really unnecessary. Despite this, it was too easy.
Mission 8: Decanus
Decanus was too far too easy, and is being made more challenging. It also suffered from unnecessary restrictions.
Mission 9: Noctus
We are making Noctus more challenging and improving pathing on the narrow laneways around the map.
Mission 10: Falnass
We are making Falnass more challenging and removing the unnecessary restriction of the Power Regulator.
Mission 12: Artorius
Artorius was a very slow and easy mission, so we are making it more challenging. The progression of the mission was also strange since the first dreadnought attack to the players base triggered when the player would capture the Turinium Generator. This actually punished the player for capturing the Generator early instead of waiting until they already have a defense. We are changing the attack condition to a time elapsed, in order to properly incentivize progressing through the mission.
Mission 13: Drengi
We are making Drengi more challenging and improving pathing on the narrow pathways around the map.
Memories Changelog
All Missions
Ceres
Ganymede:
We are making Ganymede more challenging on higher difficulties. We are also improving the health of the starting Avatar as losing it would fail the mission which could be quite frustrating. Most significantly, it will now be able to survive a single shot from a Nemesis. Ganymede also didn't have any creep spawns which was strange.
Europa
We are making Europa more challenging on higher difficulties.
Inception Scenarios Changelog
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