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Ashes of the Singularity Gets its Last Major Alpha Update
Ashes of the Singularity Gets its Last Major Alpha Update-November 2024
Nov 26, 2024 2:58 PM

  Ashes of the Singularity has been updated to Alpha V.70, which is being called the last major update while it's in the alpha stage.

  

Ashes of the Singularity edges closer to release with Alpha V.70.

This update adds a few great things to the Early Access alpha test, from a few new icy locales to giving you new ways to fight your enemies from above the planets surface. But this isn't all about adding in content to show that they're moving quickly towards the beta. There are plenty of under the hood and general house-keeping changes to ensure it runs as great as it can with plenty of bug fixes, balance changes and additional art, graphics and musical assets.

  The full patch notes are below, and check out the great new screenshots of the new glacial settings.

  2 of 9

  Orbitals

  The new Orbital Command and the Orbital Fabricator buildings now offer you new ways to wage war with your enemies by ordering various types of assaults or assistance from above. The following orbitals are being added with this update:

  Incursion: Take your enemy by surprise and drop a small raiding force behind their lines for an attack they won't see until it's shooting them right in the face.Plasma Storm: Your enemy will get a real "charge" out of this one! This orbital strike affects an area of your choice and damages all enemy units and buildings over time within that area.Intensive Care: Is there a doctor in the house? Well, there is now! Heal friendly units and buildings within an affected area with this orbital.Call Engineer: Engineers too slow and never around when you REALLY need them? Now you can deliver an engineer to a selected spot on the map and have them begin work immediately, without all of that pesky down time.Ice Maps

  Winter is coming...and so are the Ice Maps! The team has added four new maps to the game: Shredded, Crater, Triad, and Frosthaven. As a bonus, Scorpio, Cerius, Aven and Frosthaven maps now also have night environments! Check out these screen shots - we think they're pretty...cool.

  Cruiser Factory

  Is your early game stuck on "cruise" control? Not anymore! Cruiser units now have their own dedicated factory required for construction. This allows for more variety and interest in early-game decisions as you start to construct your base and raise your army.

  There are some more changes, additions, and bug fixes in v.70 which you can read about in detail below. We hope you enjoy the new features!

  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 scoring method in Metaverse

  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

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