Ashes of the Singularity: v1.11 Released!

Ashes of the Singularity v1.11 was released today.  The update is a lot bigger than its 0.01 version change might indicate.

 

Highlights:

  • Lots of campaign balance updates
  • Mini map region icons now scale based on their output
  • Unit and weapon balance updates
  • Lots of small usability improvements

 

Change Log

 

  • m04 (caletheon) unlock amplify, amplifier, power regulator, energy projector, weapons lab, carving turret, intensive care, scan projector
  • OVERLORD DLC: update Assault map preview & lobby overlay
  • Fix sentry weapon tooltip (also it now has its own weapon module)
  • Mission3b (yorkshire): added victory string. cascading victory conditions, and support for victory speech
  • Mission3b (Yorkshire) unlock apollo
  • Mission4 (caletheon) unlock apollo
  • Mission6 (artorius) unlock apollo
  • Fix module text for martyr bolts
  • Updated tooltips for difficulty settings
  • Turn off normal creeps
  • Add weak neutral guardians to early regions
  • Removed difficulty option from tutorial
  • Starting locations for Fast and Furious made clearer
  • Balance update to Cerius, Cygnus and Kralon maps
  • Memory reduction
  • Starting locations now dynamtically handled
  • Sortable map lists
  • Putting shield bars on the building HP bars (same as the units already have)
  • Matchmaking rank as a mouseover in the lobby setup screen
  • Camera's cached follow unit rigid body ID may be mismatched as the rigid bodies are recreated on load, so if the camera was locked on a unit during save, it might be locked on something different (and not a unit at all) on load. Per Marc, clearing the camera's follow flags on load.
  • Translate benchmark names; this is to deal with German localization
  • Scaling minimap icons for Metal and Radioactives
  • Fix bug with mega map ignoring spacebar if it was opened by clicking the button.
  • Fix rank offsets when player indices are sparse
  • Dynamically add weapon properties to weapon module tool tips including:
    • Armor Piercing
    • Area Damage
    • Target Radar Contacts
    • Long Recharge
    • Requires Energy
  • Clear Player.m_uiSeedConstructionModule on startup. Fixes missing rally point from seed on game reentrance
  • Switch Difficulty pulldown to go upward if resolution is too low.
  • Fix for drawing paths for selected enemy units
  • Dialog Sequencer streaming audio hookup
  • correction to streaming audio closed flag in DialogSequencer.
  • Fix for bad HideDifficulty flag after exiting missions
  • Fix for camera following unit as it dies
  • Fix to make substrate units not show shields while under construction
  • Remove test audio from Tutorial dialog
  • Keep camera Theta bounded to 0-2PI
  • Data drive for Unit Panel buttons (modder love)
  • New sized Region icons 26x26
  • Mini Map icons in 3 sizes
  • Updated the Info Icon atlas to include the newest Skirmish unit. Did the same for the Empire Tree icon atlas.
  • Made the accent color on the Skirmish icon red. Also added the Skirmish icon to the build menu grid.
  • Updated the metaunit icon grid to include the new skirmish unit.
  • Added the new F3 key functionality.
  • Added 2 new mission images.
  • Added 3rd mission image.
  • Updated the image.
  • Pathfinding improvements
  • Army formation improvements
  • AI more aggressively responds to being attacked
  • Various improvements to formations
  • Cruisers can be built at factory after Shift clicking
  • allow air units to be attached to t1 based armies
  • [breaks saves] AI was using Carving Turret as a counter to Drone Swarm
  • F3 selects all of your unattached air on screen (needs keymap picture updated)
  • AI Improvements
  • Wingtip trail fixup
  • Reduce likelihood of AI wasting a cast on a probing force
  • Don't continously go into Building Placement mode when holding down a key
  • Gateway build time incresed from 30 to 40 seconds
  • Gateway metal cost increased from 180 to 240
  • Gateway rad cost increasdd from 150 to 200
  • UI Support Huge sized maps
  • Camera can get closer
  • Polish pass on campaign maps
  • Slow & Steady VP increased to 2500
  • Single Player now made the first option
  • Formation improvements
  • MRVs improve their targeting
  • Damaging a unit will cause it to look for its assailant
  • Path finding smoothing
  • AI improvements to build order
  • Artemis gains building destroying weapon that does 400 damage per hit
  • Artemis normal weapons no longer can target buildings
  • Mauler primary weapon damage reduced from 101 to 82
  • Caleaathon normal level and below changed such that non-adjcancent regions gain smarty defenses and other early warning abilities.
  • Skirmish renamed to Single Player
 

 

Cheers!


42,443 views 9 replies
Reply #1 Top

Ok, so no changes to the balance at all?

Also, does the "add weak neutral guardians to early regions" means that all regions will have a creep from the beginning?

Reply #2 Top

The weak gaurdians only applies to the tutorial.

Reply #3 Top
  • Sortable map lists
  • F3 selects all of your unattached air on screen (needs keymap picture updated)
  • Various improvements to formations
  • Pathfinding improvements
  • Army formation improvements

Great to see those and will be interesting to try them.

Will be interesting to see what "UI Support Huge sized maps" entails as we only have large at the moment.

We've had a lot of (important) small balance patches which is good but it's nice to see a meatier patch which addresses some of the other issues and seems to lay some groundwork for other things too.

 

  • Mini Map icons in 3 sizes

Does this mean three different sizes for T1, T2 and T3 units on the strategic map?

Reply #4 Top

Quoting Ticktoc, reply 3

 


Does this mean three different sizes for T1, T2 and T3 units on the strategic map?

Not presently.

In this case it has to do with resources.  But T3s are scheduled to be dsiplayed on the mini map differently.

 

Reply #5 Top

Quoting Frogboy, reply 4


Quoting Ticktoc,


 


Does this mean three different sizes for T1, T2 and T3 units on the strategic map?



Not presently.

In this case it has to do with resources.  But T3s are scheduled to be dsiplayed on the mini map differently.

 

OK, thanks for the clarification.

Reply #6 Top

Updated

Reply #7 Top

Oh nice. Those resource mines always were too small.

And, yes, I agree. It will be nice to see formation improvements as well as an ability to select all air units, which is a pain currently.

Reply #8 Top

Released today. :)

Reply #9 Top

Nice!