Posted : 7 Years ago

  1. Update v1.4:
  2.  
  3.     1. The unit AI continues to improve. This is a big challenge in a game like Ashes because you can't use "formations"
  4.        in the traditional sense. Your armies are supposed to take care of guarding each other and being smart on their
  5.        own when you create them. This improvement should be immediately obvious.
  6.     2. Balance improvements. This is another area that should be pretty obvious, especially to top players.
  7.        The Athena's primary weapon no longer targets buildings. It has a secondary weapon that will but it does relatively little damage.
  8.        The Zeus has gotten tougher and the capital ships a lot tougher but also more logistics intensive.
  9.     3. The tactical unit AI, which is a different system, is smarter. This will be most obvious with the Destructor (Substrate)
  10.        which not only does more damage but is much better about hanging back out of trouble to destroy buildings.
  11.  
  12. Update v1.32:
  13.  
  14.     Improved the "game speed" functionality to prevent inconsistent gameplay behaviours in the campaign and skirmishes.
  15.     All weapon modules now start with cooldown at 0. This means all weapons will fire immediately after being built.
  16.     Players will no longer be able to build any unit by selecting another building and (very quickly) pressing the previous factory's hotkey.
  17.     Aircraft no longer stop moving when issued a stop command. This addresses an exploit in which a player spams stop and gets the aircraft to hover over a target.
  18.     Fixed a GWG issue that caused flashing lights and white circles to appear around buildings
  19.     Optimized shaders to improve performance.
  20.     Updated Computronium (resource lines) appearance to blend better with the environment.
  21.  
  22. Update v1.30
  23. New Features
  24.  
  25.     We have added map ping to the game. So you can ping a location on the map that only your teammates can see.
  26.     You can now see if there are any available multiplayer games from the main menu.
  27.     Units are much more responsive to commands.
  28.     Units will now prioritize getting to their location over joining a distant formation
  29.     Improved T3 movement and physics that prevents them from clumping up and/or fighting each other for ideal firing position.
  30.     Selecting a node will display boosts
  31.     Explosion/impacts now appear closer to the unit's surface.
  32.     Armies now spend less time getting into formation and more time fighting
  33.  
  34. New Maps
  35.  
  36.     Maurn - Charge across the central bridge toward the enemy base or gun for the victory points around the flanks in this small two-player map
  37.     Urich - This wide-open desert with long routes to the enemy base encourages massive clashes between skilled opponents on a medium, two-player map.
  38.     Tortuga - The central valley holds all the victory points and most of the riches, but short paths along the edge lead to enemy bases in this small four-player map.
  39.     Pulaski - Small but rich pockets of resources dot the winding canyons of this medium, four-player map.
  40.     Monaco - Two bridges: a short route to the north, and a resource-rich but longer path to the south. Which way to victory in this tiny two-player arena?
  41.  
  42. Bug Fixes
  43.  
  44.     Fixed an issue that was keeping the panel labels from showing up on the orbital display.
  45.     Dreadnoughts won't clip through each other anymore.
  46.     Quantum Health Upgrade now applies to queued units.
  47.     Fixed a rare host migration issue (ie: failure when the person hosting the game leaves and another player needs to become the new host).
  48.     Large units will no longer incorrectly switch to lower resolutions textures when viewed from specific camera angle
  49.     Fixed crash if sitting in main menu on Steam build, but not connected to Steam
  50.     Fixed a Memory leak in async GPU code.
  51.     Fixed a problem where match results were being sent after the lobby was gone causing a crash
  52.     Fixing a bug where a host could get themselves into an MP game by themselves by changing the lone user or AI they are playing against to an open, closed, or observer slot at the end of the game start countdown.
  53.     The game will no longer crash on startup if the audio device is missing or disabled.
  54.     Updated the audio mix to prevent battle sounds from overwhelming the music.
  55.  
  56. Balance
  57.  
  58.     Call Avatar Quanta increased from 45 to 90
  59.     Call Avatar Quanta increase per use reduced from 15% to 10%