Ashes of the Singularity: Escalation Patch 2.01 (Released 11/17)

Thank you to everyone for the great release. If you are enjoying Escalation please remember to add a steam review, those are so important to us.

The first patch is based on your feedback. Please read below for details.

 

Features
  • Request Region- You can now request regions your teammate controls (single player and campaign only).
  • Notification Pings- When the "enemy dreadnaught detected", "an enemy has captured a region", and "dreadnought upgrade available" messages are played we now ping the minimap so you know where the event is occurring.
  • WASD camera movement- Added a Game option to have WASD map to camera movement instead of unit panel hotkeys.
  • Performance improvements
Balance
  • Decreased Punisher damage from 130 to 100
  • Increased Constable Accuracy from 40 to 80
  • Increased Constable damage from 50 to 75
  • Increased Constable missile projectile speed from 150 to 300
  • You now need line of sight to place Sappers (not just exposed fog of war)
  • You now need line of sight to place Saboteurs (not just exposed fog of war)
  • Sensor Drone now has a 120 second delay before it can be used the first time
  • Scan Projector now has a 120 second delay before it can be used the first time 
  • Base cost of Sensor Drone orbital ability increased from 25 to 50
  • Call Saboteur cooldown time increased 
  • Call Sapper cooldown time increased
  • Call Saboteur base quanta cost increased from 50 to 75
  • Increased required victory points for maps.  Larger maps got larger increases: Crack the Shell, Cygnus, Entropy, Eridon, Eruption, Ganymede, Hammer of the Gods, Knife Fight, Open Range, Pulaski, Pyn, Rosette, Shredded, Thuban and Triad maps
Bugs
  • Crash fixes
  • Fixed an issue that could cause constructing buildings to be invulnerable
  • Fixed Turnium generator bar bouncing
  • Fixed Load/annoying sounds when units spawn
  • Fixed Blossom Launcher construction animation is blocky
  • Fixed an issue that could cause dreadnoughts to fail to attack turrets
  • Fixed an issue causing Units coming out not at full shields
  • Fixed an issue causing factories in the empire tree to show an upgrade icon
  • Fixed an issue causing Martyr’s fire did not show up when at max normal zoom.
  • Fixed an issue causing the Chronos Blossom fire to not show up at max zoom.
  • Fixed repeated audio alerts in King of the Hill
  • Fixed a bad normal map on the Nano Refinery
  • Fixed the 30 bombers achievement
  • Fixed an issue that would allow turrets to shoot through hills in sme situations
  • Fixed an issue making placing buildings difficult in strategic zoom
  • Fixed an issue keeping the Constable range from being shown when placed
  • Fixed an issue causing targeting difficulties when > 8 players
UI
  • Sappers and Avatars are no longer selected with armies (they now follow Engineer rules)
  • Low Cloud Cover no longer disappears before switching to Strategic View
  • Improved the look of the Harbinger unit
  • Fixed the level of detail texture maps for the Archer unit
  • Improved the SS Constructor Effect
  • Fixed the Reinforced Crate icon
  • Improved Harvester Model
  • Fixed the Reinforced Crate icon
  • Improved the Nano transport buff indicator on the army cards
  • You can now mouseover the army leader to see his information (instead fo having to mouseover his name)
  • Added a new icon for the Intensive Care orbital ability
 
AI
  • Improved Target acquisition around max range
  • Improved the Instigator AI so it doesn't run off and get into battle as easily
34,003 views 13 replies
Reply #1 Top

Wow, you have some fixes for some very old bugs/issues in there, nice to see.

 

You'll want to see this for a major balance/gaming issue, kind of an emergency one I'd think:

https://forums.ashesofthesingularity.com/480538

 

As you are getting some old issues fixed, here are two more which really vex me:

-When dropping down an Engineer using the orbital ability (PHC) it often makes surrounding engineers leave what they are doing to rush over to help the new engineer.

- Trying to select an orbital ability while units in the army you have selected are dying. It keeps flashing away from the orbitals so you don't have time to click on the orbital.

 

- one bug I've seen reported a few times, and I believe holds true for both Ashes versions (above two do too) is Avengers and Maulers stop shooting at buildings when they get up close, even with their secondary weapons. Don't know if holds true vs units.

- A new bug is the repeat of the animation/graphic which appears when you have dropped down an orbital nullifying field. It reappears repeatedly through a whole match I think.

- One of those fixes listed might be fixing the issue but no one sees the big red beam of the Harbringer unit. I have only seen it in Brads twitch stream and it was a shock as i had just been in that game and i didn't see it myself. 

 

MP games are crashing a lot, so I hope they get fixed asap.

Thanks!

Reply #2 Top

Two other issues I forgot:

- The new node capturing unit of PHC which built in HQ...it wants to fight all the time. You tell it to capture a node but it keeps wanting to fly off and shoot nearby things and thus completely failing at its job. Frustrating

 

- I started a 2v2 human vs AI. But when I loaded the game the map was a different one, became a 1v1 as there were only two spots, and my HQ attacked and killed my engineer the instant the game started, very strange! 

Wrong map loaded up has happened before, very occasionally, but not the engineer attacking HQ. Unless something else was going on there, was too quick to see.

Reply #3 Top

 

Yeah, I was playing with various ways to balance the Sensor Drone/Sepentine Turret exploit today. Our plan is to add a 120 cooldown on the Sensor Drone/Scan Projector to kill that early game cheese.

Reply #4 Top

Quoting Derek, reply 3

Wrong map loaded up has happened before, very occasionally, but not the engineer attacking HQ. Unless something else was going on there, was too quick to see.

Someone just used it on me. Unfortunately for them imperfectly executed so my engineers were out the way. Slowed me down but came back from it and after a long fight won. Really didn't want to lose to the cheese tactic. He had ranked very quickly so I expect he is using it a lot. Hope the patch comes soon.

Reply #5 Top

Final thought, earlier I mentioned "- One of those fixes listed might be fixing the issue but no one sees the big red beam of the Harbinger unit. I have only seen it in Brads twitch stream and it was a shock as i had just been in that game and i didn't see it myself. "

I think I have narrowed this down. I might be wrong but it seems that it works on AMD GPUs but you don't see it on Nvidia's. I don't know if all Nvidia users can't see it but the only times I've seen it work is on AMD hardware. Should help you narrow it down I hope.

Reply #6 Top

please take a look at this:

 

http://steamcommunity.com/app/507490/discussions/0/217691032433075978/

Reply #7 Top

hey Derek,

 

I agree nerfing the punisher, consider that the substrate need something to get through a armor 60/95% dread. The eridicator does not do a good job vs this, although he should accoriding his description.

The arty of phc is too strong it shouldn´t kill buildings, T2, T1 etc...

please note the following:

https://www.youtube.com/watch?v=aMde4ie1WWU

 

besides that I colleced some points with DasUnding and I agree on his points:

 

-killing 2 engineers by the start with the serpentine turret...
-instant dread heal with 95% dmg reduction...
-artillery too strong... SUB has no real answer for it
-airunit tech after dreadlunch with useless air units (too slow, no dmg, no hp, air marauder plz)... 
-orbital jam cancels orbital strike... even preventing the stirke for 50 quanta is arguably too cheap
-caregiver seems to be too weak
-substrate pulverizer turret need a bit more dmg/time
-phc t1 antiair is too weak
-invulnerable turrets really? if we have invulnerable turrets let the units not attack that turret or better get rid of it
-without atmosphere means without harvester, please...
-we need a better balance between emp and drone swarm I think 150 for the drone swarm could be the sweetspot but I hope you consider to make the drones better with the times u used it which u get with the emp for free over the time with upgrades
-it seems that sometimes defense buildings does not shoot

-on a map with no atmosphere  subs can´t build the harvester, however the phc can buildt the ref; this seems pretty imba


-the update of the pulverizer turret produces a permanent screen vibration
-performance problems on some maps
-crashes

 

 

Reply #8 Top

Combat audio (explosions etc.) seems strangely muted and disconnected.  Not feeling immersive that I am in a full scale war.  Zoomed in with music turned down and effects turned up.  In SC2, combat audio was much more epic and immersive.

Reply #9 Top

the sound in general is really stuttering and has brutal transitions from left to right ear I think I have a huge lag if the music changes as well plz load everything in ram to not have stutter ingame nobody has less then 8 gb today only machines which nobody uses to play games. I mean I have 4 machines which are in the steam statistic but I dont use them to play games. I think this is true for many

Reply #10 Top

I agree with the above posters about the quality of the sounds in game. Using headphones, when moving the camera around, sounds move from one ear to the other in a very unnatural way. I would expect a "Head-Related transfer function" (see wiki) as implemented in some games (i.e. "True 3D sound" mod for Skyrim SE). The position of the camera looking down on the battlefield could be use as the position of the player head. This would give positional awareness of where units are on the battlefield while keeping the transition between the left and right ear more natural with a surround feel to it.

Reply #12 Top

WASD scrolling is nice but where are all the other hotkeys? Exist a txt file for this? Is there a way to edit hotkeys?

 

My suggestion:

-WASD camera PAN

-Attack Move E

-Patrol <

-Stop Q

-Group Army Shift+V maybe better strg (*)

-UnGroup Army Shift+B maybe better strg

Building:

R-T-Y

F-G-H

V-B-N

I think it is close to what we have in dota

Please change y->z; z->y in the german version

 Customizable would make everybody happy

 

(*) I think if you use shift you can use it for the army being together when you want it in time if you change the grouping of the armies like we had it in builds before. I hope you can understand me.

Reply #13 Top

Sorry to be nagatha christie, but I was curious if Turtle DLC was going to be ported like in a a few days kind of time frame or are we looking at weeks?  I like my slow-pokey turtling game  :)