Ashes of the singularity

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
 
V.70 Is nice!

Full Change Log:

  • 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 Metaverse scoring methods
    • 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
 
BETA IS HERE !!

BETA 1 CHANGELOG:


  • 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
    • Terrain
      • 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
Source
 
Beta 2 Downloading now!

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How similar is this shaping up to Supreme Commander? I spent so, so many hours on Forced Alliance, getting an updated version of that optimized for modern systems would be good. And it's currently 50% off, I'm so tempted.
 
It's slightly different because of the resourcing but it's along similar lines. The whole project it quite exciting though. Definitely worth it for £20
 
as a massive TA and Supcom fan im really tempted for £20

does it have a decent SP and Skirmish mode or is that not in the beta yet

overall does it seem like it will end up like a decent polished title
 
as a massive TA and Supcom fan im really tempted for £20

does it have a decent SP and Skirmish mode or is that not in the beta yet

overall does it seem like it will end up like a decent polished title

It has skirmish but campaign yet, it's come on in leaps and bounds.
 
Ashes of the Singularity v0.94a Changelog

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

Played through the tutorial of this a couple of times and so far im liking it. Going to need a second GPU to run it at decent FPS at 1440p and max settings, and i do like to turn things up :)

Is no one playing this at the minute?
 
Haven't played sup commander :o but it's a bit similar to company of heroes (rush to control the many resource points) graphics are excellent...albeit even my gtx980 struggles in the thick of large hectic battles.
 
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