Ashes of the singularity

DX11
Ashes_DX11_2015_08_20_18_26_06_492.png~original
DX12
2015-08-20_00005.png~original
This is the CPU Test^
 
Last edited:
Game is coming along nicely.

He is the latest changlog


  • Gameplay
    • 6-player support in Singleplayer and Multiplayer
    • Initial (quick and dirty) implementation of Strategic Map view on space bar
    • + and - buttons control game speed in Single Player
    • Artemis and Centaur will now fire on targets only visible as radar contacts
    • Killing a Seed kills engineers and economy buildings, but other units/buildings remain
    • Temporarily removed tech tree in preparation for Tech Resource & Tree revamp
    • Allow the AI to use a few of the previously gated units and buildings
    • Balance
      • Sentinels are quicker to build.
      • Engineer HP lowered to 50 HP.
      • Scout renamed to Hermes.
      • MRM targeting is now 600 meters instead of 500
      • Plasma target is now 300 meters instead of 200
      • Plasma weapon is now a bolt instead of a thin line.
      • Creeps spawn after 120 seconds instead of 180 seconds
    • Map Fixes/Balance
      • Cerius terrain adjustments to avoid pathfinding apocalypses
      • Cerius adjustments; more radioactives, less metal
      • Kepler - smoothed out too-large hills, rebalanced radio:metal, first rough pass at terrain painting
      • Altar - terrain, resource balance, terrain painting
      • Fixed two bad extractors on Seton
      • Fixed a bad extractor on Cerius
  • Misc Art
    • Dynamic lights added to buildings
    • Better destruction VFX for T1 and T2 units
  • UI
    • In-game UI visuals updated throughout
    • New movement marker visuals
    • Display player name for Seed.
    • Menus
      • Confirmation dialogs for destructive actions in Menus (ex. exiting an MP lobby)
      • Change Options screen to not force restart
      • Hooking up double-click to join a lobby from the lobby browser
      • Skinning save screen and updating behavior
      • AI defaults to Easy difficulty
  • Sound
    • Major overhaul of sound
      • Playing more simultaneous sounds
      • Improved balance of SFX
      • Lots of polish on individual SFX assets
      • Levelled volume in some of the music
  • Further improved crash reporting to help debug community issues
    • RunLog.txt in game folder now provides some readable info on session progress
  • Lots of crash fixes
    • Fullscreen loss of focus crash on DX12 fixed
    • Rare crash with explosive weapons fixed
    • Fixed crash when assisting and factory dies
    • Many more...
  • Misc
    • Minor speed up in heatmap calculation
  • Bug fixes
    • [Audio] now works when audio device can't be created
    • Fixes for going directly to state multiplayer from in a SP game. This can happen when accepting a lobby invite or a matchmaking game
    • Music now triggered to play when Intro Movie is interrupted
    • Don't show enemy building range rings
    • UI feedback - Better position for where targeting reticules are displayed
    • Visuals - fixed normals on a number of buildings
    • Fix for launching the game with a lobby invite. Also, some minor cleanup.
    • Better handling of seed death
    • Have game end with a seed victory when only one TEAM still has at least one seed
    • Teammates don’t block each other from capturing regions
    • Unhooking old player profile button, which went to a temp screen that crashes now
    • Fix initial camera zoom in on re-entrance
    • Hiding maps that are un-playable
    • Free list for element allocators in NetPools now kept in correct state on both the server and client. This allows MP saves made on the client to work.
    • Fixes for TXAA in options
 
I can't really answer the i5 question apart from I don't think it will run bad at all, but I've not owned an i5 for a long time. Ai does seem rather OP
 
I'm a bit behind but the last update was quite good

Full change log:

Gameplay

  • Game option to play with Victory Points off
  • New large desert map: Anthys
  • Turinium Generator control also gives a 10% economy boost
  • Host migration (works in human-only games for now)
  • Logistics notification for when player is using 90% of their capacity
  • Game options default to Terrain Hidden
  • Balance changes
    • Quantum Relays require more radioactives, less metal
    • Smarties take longer to build (so they don’t bankrupt you)
    • Fury & Hades require more radioactives, less metal
    • Medic unit positions farther from front lines when formed in army
    • Minimum zoom increased from 2000 feet to 2300 feet
    • Maximum zoom increased from 15,000 feet to 20,000 feet
    • T3 expenses substantially increased
    • T3 armor increased from 8 to 12
    • Sentinel and Thantos armor piercing increased
    • T2 expenses slightly increased
    • Scout comes out as an individual unit
    • Brute now comes out as a group of 4.
    • Slight balance changes to weapons to correspond to changes to the units
    • Decreased movement penalty when engaged in battle
    • Creeps spawn faster

Art & Graphics

  • Terrain battle damage scorch marks (textures WIP)
  • Team colors more prominent on units (still adjusting)
  • Pan air surveillance unit much larger
  • light added to Medic unit
  • Added environment-appropriate trees to a number of maps

UI

  • Empire Tree improvements
    • collapse/expand all button
    • defaulting all to collapsed
    • added unique collapsed icon for air units
    • removed background boxes so unit icons are more legible
  • Add map scroll speed option
  • UI Buttons for game speed control
  • Added more color to UI icons
  • Steam avatars used for player icons in-game
  • F2 cycles through idle factories
  • Minimap hides region & connecting line UI when unexplored
  • Players return to a lobby after a match is complete

Sound

  • New music added from composer Geoff Knorr (Civilization V) and Richard Gibbs (Battlestar Galactica)
  • Leveled music volume
  • Added unique Chronos T3 move sound
  • Shortened order move sound

Stability

  • Crash fixes for engineers assisting factories
  • Tachyon overlay stability
  • Fix for hang

Bug Fixes

  • Hades bombers attack more effectively
  • Strategic map no longer gets stuck open from chat
  • Fixed construction/tech/orbital panels not showing after an enemy unit was clicked first
  • Fixed missing LOD on Hercules model
 
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