Ashes v1.1 Changelog

STATUS: RELEASED ON 4.26.16

 

HIGHLIGHTS

  • New PHC Unit: Sentry
  • New PHC Orbital Ability: Probing Force
  • New Map: Fast & Furious
  • New Map: Slow & Steady
  • New Map: Dread Valley
  • Difficulty Levels for Ascendancy Wars!
  • Two new difficulty levels: Novice and Intermediate
  • Existing Campaign updates to support new difficulty levels
Features
  • Tachyon better tracks difficulty levels for future Hall of Fame handling
  • Radar stations show their range when being placed
  • AI updated to use new features
  • AI army handling improved
  • Matchmaking algorithm changes to reduce wait time when there are lots of players in the queue
  • End screens now display Quanta production graph and stats
  • Military power and overall power now broken into two graphcs on end screen
  • More stat reportinG
  • New Scripting commands for modders
  • Beam weapons now display an impact effect
  • General polish pass on missions
  • Improved edge scrolling
  • Certain third-party apps that do process injection blocked for stability
  • Auto-reporting of detected potential cheaters
Balance
  • Avenger primary weapon improved to deal with large numbers of weak units. 
  • Tier 1 units HP/shields slightly reduced
  • Call Avatar cost increased from 30 to 35 quanta
  • Avatar velocity reduced (less cheesy)
  • Creeps will sometimes spawn anti-air creeps
 
66,994 views 19 replies
Reply #1 Top

Thanks for the preview, much appreciated. Some nice things to look forward to and try there.

 

Reply #2 Top

Loving the updates.  Most of all I Love how you guys are adding more content (Maps) with each update. 

Any info on when future DLCs will be released?

Reply #3 Top

Quoting kreyson135, reply 2

Loving the updates.  Most of all I Love how you guys are adding more content (Maps) with each update. 

Any info on when future DLCs will be released?

Yea, we're working on new DLC.  The thing is, we had to update the game so that if person A has a map DLC and person B doesn't that they can still play multiplayer together.

 

Reply #4 Top

Quoting Frogboy, reply 3

Integrated changes:

 

Any info on when future DLCs will be released?

 

Something on the integrated changes that have make me really happy, i think you know what  :beer:

 

This what i think its great about ashes , i feel this game has so mush to grow like no other game i have try, and i dont think many understand that yet but in time they will.

This is a game that is travel by a road with so many options to be grab and worked.

 

I have to say something that many probably wont agreed,next Dlc´s cant be free.

I dont mean DLC showld be expensive because that will keep players away, but between 3 euros and 5 euros not more not less.

This whole course of your staff should be paid for the work and for what  is still being worked .


I know you guys love this community, indeed is different from the others and has nothing to do with the multiplayer is the soul of the game that pulls for everyone, but the future of content should be paid for your work no doubt.


For those who do not know or does not follow as we founders or other players  this game,the gameplay and graphics quality has become very good,compared to the first versions.


As I have a backup of all versions is notorious the satisfaction of seeing the differences.


I believe without a doubt AOTS one of the best RTS launched these last years and I am a hardcore player TA SC FAForever over +8k games where i dont miss one day to play with my friends.


When you lunch the content that im waiting  for some time, so i can start with other friends my work ,I will make my first critique of the game on multiple sites and no doubt will be very positive and advise to all this game in constantly growing with ower modding changes and the team changes , because you know + then 80% players love mods and keep the track of a game because that.

 

We modders players and Aots team make a fantastic and unike team.

Reply #5 Top

If sounds like you are doing a map DLC. I am glad people who don't buy it can play it in MP. As Utter says, please keep the price low, the vanilla game is not cheap in itself, which is likely why 200,000 people put it on their wishlist instead of buying it outright (according to a post you made earlier). Also I hope we are looking at 20+ maps at least :) I'm only a basic Founder so I'll be buying it no doubt and I am happy to support further development through well priced DLC.

Reply #6 Top

Overall, looking good. You all are really putting good effort into the updates here.

However, you guys are going to reduce frigate HP and shields again? Or is that the same that was done in the V1.02?

Haven't they already been reduced enough?

Reply #7 Top

Quoting MartialDoc, reply 6

Overall, looking good. You all are really putting good effort into the updates here.

However, you guys are going to reduce frigate HP and shields again? Or is that the same that was done in the V1.02?

Haven't they already been reduced enough?

No.  As long as a mob of T1s can remotely match up against a similarly priced group of T2s we need to keep the nerf hammer handy.

 

Reply #8 Top

I assume novice and intermediate will come immediately before Normal? You might want to call change the name of Normal to something else and have intermediate perceived as the new "Normal". I say this as I've seen reviews and even Angry Joe's video where "experienced" RTS guys play normal straight off the bat and get beaten and blame the game for being too hard, yet are too rigid in how they see their skill level to drop to a lower level. Just a thought.

Reply #9 Top

I am really concerned about the balance. The winrate difference by me playing phc vs phc and phc vs sub is impressively high.

Reply #10 Top

Quoting DasUnding, reply 9

I am really concerned about the balance. The winrate difference by me playing phc vs phc and phc vs sub is impressively high.

Which do you think is OP? PHC or Substrate?

Reply #11 Top

Quoting Frogboy, reply 7


Quoting MartialDoc,

Overall, looking good. You all are really putting good effort into the updates here.

However, you guys are going to reduce frigate HP and shields again? Or is that the same that was done in the V1.02?

Haven't they already been reduced enough?



No.  As long as a mob of T1s can remotely match up against a similarly priced group of T2s we need to keep the nerf hammer handy.

 

 

I have yet to see a mob of T1s outmatch a group of T2 cruisers unless the T1 group has such high numbers and the opposition is composed too much of T2 cruisers with little or no T1 support. However, isn't that the idea? If one player relies too much on cruisers without the support of frigates, then a swarm of frigates should be able to, well, swarm them. If one player keeps T2 cruisers supported by T1 frigates then they fair very well against another player who just swarms with T1 frigates. I feel that the game, as is, supports a proper mixing of different unit types together. I just fear that, if frigates are nerfed further, it will encourage less mixing of armies and more of what I've seen in the total annihilation series (i.e. stop making T1 once you get T2 out). If the T1 frigates are nerfed too much, it certainly will encourage this.

Now, in regards to what DasUnding is mentioning, right now, among some of the competitive T1 players that I have seen and played against, the going idea is that substrate are slightly more powerful than PHC. This is mostly due to the Maulers being so powerful. A meta-unit composed of a high amount of maulers is a dangerous thing and difficult to stop.  Mostly, I have gathered that from talking with Ailes, who is rank #3 now, and plays much more than myself. I've also started to think the same seeing how they can cut through just about anything if in high numbers.

If anything, I'd say Maulers need to get a slight nerf. However, that's just from what I've seen in general in games. I don't know the stats as well as you devs nor do I do the testing that you all do.

Reply #12 Top

Quoting MartialDoc, reply 11

I have yet to see a mob of T1s outmatch a group of T2 cruisers unless the T1 group has such high numbers and the opposition is composed too much of T2 cruisers with little or no T1 support. However, isn't that the idea? If one player relies too much on cruisers without the support of frigates, then a swarm of frigates should be able to, well, swarm them. If one player keeps T2 cruisers supported by T1 frigates then they fair very well against another player who just swarms with T1 frigates. I feel that the game, as is, supports a proper mixing of different unit types together. I just fear that, if frigates are nerfed further, it will encourage less mixing of armies and more of what I've seen in the total annihilation series (i.e. stop making T1 once you get T2 out). If the T1 frigates are nerfed too much, it certainly will encourage this.

I agree with this. Too much nerfing and T1 drops off the map. We need a way to see what upgrades the units have got to help get a better feel for the balance. Couple weeks back I got put in a ranked match against someone of a much higher level. I was doing OK initially and then he stomped me, primarily with a large Mauler force it has to be said. I thought they came across as very OP as they just went through everything. But when I lost and could look at the numbers he had put tons of Quanta into his research where as I had spent mine on orbitals (It was the largest of the ranked match maps). For all I know he'd leveled up attack x8 or something so that threw my judgement off.

(I've been trying to play more Substrate recently myself, not doing well and always stalling hard on radiation. Last night I concluded I go for orbitals and lots of quanta production buildings far too early,as a Quanta building is -5 rad. Surprisingly most of the T2 units are like -0.8ish rad so not too bad and I'll have to go to them harder and earlier in the future.)

Reply #13 Top

Just to add to my argument. If T1 frigates were too powerful, what you would see is competitive people use them exclusively. However, this is not the case. As a matter of fact, I've seen the opposite, in some cases. I've even seen one substrate player, Stormblessed, who changed his name and is now #1 in the ranked 1v1, use almost exclusively cruisers and dominate in my ranked match with him a while back. And that was even before the nerf to frigates...

Reply #14 Top

Quoting Frogboy, reply 10


Quoting DasUnding,

I am really concerned about the balance. The winrate difference by me playing phc vs phc and phc vs sub is impressively high.



Which do you think is OP? PHC or Substrate?

 

Sub, but not by a bit, by a gap

Reply #15 Top
  • Avenger primary weapon improved to deal with large numbers of weak units. 

 

Why buff an unit that is allready spamable? Please increase the cost accordingly this unit outnumbers phc cruiser 2 to 1 usually it has a very low metal cost

Reply #16 Top

i want to remind stardock, there is a bug/exploit with the orbital nullifier.

(it nullifies the orbitals, before its even done, meaning its it gives the aoe effect, before its completed by an enginneer.)

 

Can this be fixed before the patch comes out, or soon after.

Reply #17 Top

First things first:

-The generators on the map cygnus are not balanced

 

The balance:

The balance in fakt is such broken that sub can go on air and even win the ground vs ground only with orbital fabricator while subs air kills your economy

In fact sub has the ground and has the possibility to destroy all econemy with not speeding 125 quanta to take the ground...

A more balanced gameplay would let you take the ground while sub kills your economy...

 

A bit of work but it is possible

 

Reply #18 Top


Two new difficulty levels: Novice and Intermediate

Will you be making Easy easier now with the introduction of these two? I introduced the game to a friend the other day on small - medium ish map. Him and me vs Easy and Normal. I was just gonna kick my feet up playing with normal, trying a few different things while he was more lined up to take on Easy. Easy started very slowly but by the end it was throwing dreadnoughts at me and did a good job at putting my friend under pressure and I had to rescue him a bit and take a few nodes off it. I mostly left it alone though as I wanted my friend to fight it and learn with me telling him a few bits here and there along the way. He actually picked it up pretty fast as hes played a lot of strategy games and RTSs in his time. Anyway, I can now see what people mean when they say Easy is too hard. It is a level people will start with when they first try, probably bypassing beginner. So I think there is a good argument to making Easy easier, especially with these two new additions, so I assume that is what you are doing.

Reply #19 Top

Just a thought on the continuing nerf on T1 and why it seems generally bad to me & why PHC suffer more from it than Substrate:
T1 units used to be feasible as fringe-map meta units - taking nodes from creeps and eventually contesting an over-reached enemy while the main battle was being fought in the shortest path. Both the increase in cap of node guards from 8 to 20 (if I remember correctly) and the nerf of hp and shields of T1 units made that less effective. Now I am better off spending some radioactive on 1-4 cruisers and sending them to expand. . . but I am already using mostly cruiser composed middle map forces - therefore cruisers fare better everywhere. Once the initial T1 dies off I can stop building them and I am better off. As a Substrate player it is not a big deal. Assemblies are flexible. The radioactive I spend on early cruisers is the radioactive I can save from earlier quanta archive 2nd 3rd and 4th because I can delay logistics upgrade. PHC are left with factories that are sunk cost for the early game.