Ashes of the Singularity 0.55 Changelog
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Gameplay
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Repeat Queue mode for factories
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New Resource Mechanic:
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All regions now generate resources as soon as they are captured, but building extractors generates more resources
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New Tech Tree
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Available when the Seed is selected
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Techs can be continuously upgraded for an exponential cost
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Metal Storage, Radioactive Storage, Logistics, Radar Range, Weapon Damage, and Unit Max HP function so far (others WIP)
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Global Ability Prototype: Scan
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Uses radioactives to reveal an area of the map temporarily
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re-enable Reinforcements ordering directly from units
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change the VP accumulation - now the game grants VPs to the player with the most Turinium Generators (and only the lead player - if there is a tie for first, nobody gets points this tick)
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Issue move command to aircraft when r-clicking a capture node
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Balance
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Archer has slightly fewer HP
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Drive Inhibitor now has double radius
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Increased vision of pan slightly.
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speed up medic a tiny bit so that he can heal while moving better
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Armor changes! Only buildings, T3s, Brute, and Zeus are armored. Only Sentinel Turrets and Nemesis weapons are armor-piercing.
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Apollo Flak Cannon now targets drones (after air)
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Archer missiles no longer target air or drones
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Prometheus Heavy Autocannon now targets drones/air last
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T1 HP balance changed to reflect that there are 3 of them (so they have 40 HP a piece typically)
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Updated the weapons to have more distinction between the primary weapon of a unit and the defensive such that the primary weapon tends to have better range than the secondary. Hence, if a unit closes in on that unit, its defensive stuff will start going off (all tested)
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Archer rockets go off less often but are more powerful, prefer to target T2s instead of T1s.
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Smarties will target air now as a low priority. However, their range has been reduced.
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The Hercules primary weapon now fires only occasionally but does massive damage. Primarily focuses on T3s.
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Artemis weapon range reduced to ensure that it is less than the Cronus's Cenatur missile array.
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Chronus targets buildings as first priority.
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General balance, relative to each other, of all weapons
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The Fury will now attack ground units if no air units are available.
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The Hades Nova bomb has been rebalanced to have less splash damage and prefers to target buildings. Will no longer target T1s.
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General balancing of secondary and tertiary weapons on units to make them less potent than their primary weapons (before they were all very powerful with relatively little distinction).
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Unit HP massively reduced (but relative to each other). T3s go from 18000 to 600, 9000, 7000. This also fixes text clipping issues.
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decreased movement speed of Artemis
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Decreased Artemis barrage count slightly
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Nexus armor increased
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Scout costs more metal to build
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Nova bomb damage increased
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Heal ray nerfed
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Removed heal projector and protection from Hyperion
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Gave Heal projector and Protection field to Prometheus
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Balance updates to make the Prometheus the anti-T3 and the Hyperon the area dominator
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Map Fixes/Balance
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removed some maps that weren't up to standards; Drake, Keplar, Xendar
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Aven - VP balance, minor terrain tweaks, first cosmetic pass
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Deneb - minor balance/geography, cosmetic pass
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Kralon - resource balance, geo tweaks, cosmetic pass
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Proxima - geo tweaks, resource balance, rough cosmetic pass
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Scorpio - Geo tweaks for pathing, resource balance, region balance, cosmetic pass
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Cerius - minor changes to fix region connections, reduced metal. This is now a slow map
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Seton - minor geo/region tweaks, resource balance, cosmetic pass
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AI
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AI more likely to build defenses at vp location
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tweak to formation behavior at narrow pases
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ai use less radioactives in early game
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Fury will maneuver to use its cannons much more often
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added bonus, it'll be able to lock on with its missiles more too
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extra added bonus, the Hades should also be able hit targets more often
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Capture order uses passive stance so that units ordered to capture will stay on target
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Adjustments so units stay in firing range more effectively
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Art & Graphics
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improved particle lighting
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new model for Medic T1
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Adjusted camera angle
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Particles now volumetric
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Slight unit size increase
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Nexus "tower" rotates to face enemies
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UI
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new cursor style to match the rest of the HUD
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Flashing tech button when player can afford a new tech
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First pass at "News of the Day" window in corner of main menu
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Weapon ranges and order lines now show only for selected items, unless nothing is selected
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New player ‘power’ list showing player’s strength and Victory Point ranking
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Minimap/Strategic map improvements
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combat flashes on map (and so do cutoff regions)
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icons simplified for legibility (temp art)
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Engineers now visible as icons
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make camera view frustrum have an edge
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tweak colors of maxi map a little
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minor internal bug fixes
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Control groups now displayed as icons
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After Action Report stats screens
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Naming Changes:
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Seed now “Nexus”
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Updated Naming convention: T3s are given the names of Greek titans, T2s have the names of Greek gods (typically).
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Centaur renamed to Cronus.
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Hercules renamed back to Hyperion
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Energizer renamed to Medic
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Building tooltips improved
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Steam Avatar added to Profile button on Main Menu
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Unit Panel now shows the aggregate health of all selected units
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Sound
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updated speech notifications
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Rebalanced weapon sound volume, propagation, and priority to match the ‘tier’ of weapon
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general volume adjustments
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Updating Apollo Flak and Autocannon
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New UI button click and mouseover
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adding Creep1Missile, new ArtemisMissileBarrage, T3CentaurMissile, and Death Blossom first pass
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Drag select and Attack move audio hookups
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updating Centaur weapons
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updating select sounds for units
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updated T1 Light Plasma Laser
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updated Thantos Rail and Senitinal Rail Cannon
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updated radius of destruction sounds
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Many more...
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Lots of crash fixes
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stability fix for loss of focus issue
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crash rix related to choosing the random map option
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crash fix for death of factory while searching for a place to build.
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crash fix when destroying unit constructing something that is destroyed on the frame before and messages are in flight
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Many more...
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Misc
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When a player is kicked from a lobby that lobby no longer shows up in searches.
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Lobby message channel bridge no longer requires NAT traversal. This makes joining a lobby much faster.
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Bug fixes
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fixed broken & mislabeled hotkeys
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we THINK we fixed the instabuild / resources at -1 issue
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Prevent Drones from showing up in empire tree
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Disabled CreateMetaUnit button when only 1 unit selected
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bug fix: deathblossom was firing with targets out of range
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Making autosaves a bit faster
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Upper bound on camera frame time
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Disallowing starting games without any opponent in both skirmish and custom multiplayer
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Prevent player from assigning enemy units to hot keys. (Theoretically not bad, but it would let the player warp to the unit's location when it's in the fog)
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More protections against malformed units in empire tree
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Correctly handle case where the connection to Steam is lost while in a lobby
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BugFix for benchmark not reading current graphics settings if edited
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Client has flickering resource counts in MP match.
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multiple visual bug fixes on Research Matrix
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multiple visual bug fixes on Metal Extractor
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multiple visual bug fixes on Logistics Array
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multiple visual bug fixes on Radioactives Extractor
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multiple visual bug fixes on Power Relay
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multiple visual bug fixes on Turinium Generator
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old power resource removed from all building tooltips
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“?” in chat no longer brings up console
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Fix for canceling construction orders confusing engineers
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fix air units slowing over impassable terrain
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Do not allow the leave lobby prompt to stay up while the game is starting. This is not an ok time to back out of the lobby.
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fix for glowy particles not glowing
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remove Scan ability from centaur
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Aven - map fix generator in unreachable basin area